IcyKiri

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  1. Quote:
    Originally Posted by Daknah View Post
    Itd take a miracle for me to stick around and I think vex has said the same thing.

    <blah blah>

    If only there was a last hope for pvp.
    I agree, this is probably the last "Hoorah" for organized team PvP.

    -Kiri
  2. Quote:
    Originally Posted by Phillygirl View Post
    It's a shame if it comes to that, though i understand why. I was really having fun and learned alot. Most of our D8 has quit now and the D6 is still going to try so I guess at least it is fun while it lasts for me (not sure we will make it to the end of the season with so few people). I will be sorry that others won't have an oportunity to learn next time, as i did, plus I am not sure any of us D6 would get picked up in a second season so double sad. Regardless of the drama it's been fun.
    You know, I kinda agree that the D6 ladder was vastly more successful then the D8 Ladder.

    We have come to find some really good players or "Diamonds in the Rough" from our D6 team. Venny and Nyx Nu come to mind. They are great players who are dedicated to getting better, and have week after week shown progress. I am very proud of our D6'rs.

    Without D6 we never would have found these players nor would they have had the chance to improve.

    That said, It is a bit much to have to prepare two seperate squads every week. I don't know how to improve it. The other issue with D6's is that it was meant to be fun, however it is tied to D8 and the points from D6 are crucial toward winning the entire league. In my opinion, D6 should not have had any point value associated with it.

    -Kiri
  3. Quote:
    Originally Posted by Tokyo View Post

    1) Epic pool Mez's for melee toons are doing inordinate amount of damage in PvP VS their PvE counterpart. I have a feeling the devs took the lazy route and calculated using melee percentiles.

    2) Epic pool ranged powers for melee ATs (scrappers, tankers) are doing blaster numbers of damage. Again I believe they are using the formula for melee attacks for ranged attacks.

    3) Placate proc in powers such as Will Domination go off every time. This is broken.

    4) Spirit Shark for stalkers are OP yet the AT has been limited, not out-right banned.

    5) Reconstruction on regen scrappers doesn't seem to be significantly impacted by DR like most other AT heals (Not being DRed correctly?)
    ((I could be wrong about reconstruction, however it does seem as if it is being impacted much differently. Regen set for scrappers needs to be looked at.))

    6) Hold procs are allowing ranged powers to hold longer than actual powers meant to hold.

    7) Also I don't believe inertial reduction is being affected by TS like similar travel powers. (has this changed recently? Haven't PvPed in a few months.)

    Those are a few things that come across as broken off the top of my head. I can't show numbers because the numbers available to us for PvP are wrong.

    instead of out-right banning a power in a secondary or limiting an entire AT, why not simply limit the amount of ATs that can have that primary, secondary, epic, patron?

    First off, I added numbers to your post so I can organize my response.

    Second I would like to define some terms that you seem to be confused as to their meaning:

    Overpowered - Means that the power although working as designed, is much more powerful than the general population believes it should be. For instance, Stalker's Mako Epic "Spirit Shark" deals a massive amount of delayed damage out of Hide. We all agree that it is overpowered, however it has been nerfed once and Castle says it is working as intended. We have no choice but to live with his decisions, like it or not. We have however restricted the number of Stalkers allowed in a match as to not allow a team to instantly kill someone and drop back into a hidden state.

    Bugged - The power bypasses some sort of set design mechanic and has been confirmed by a developer that it is not working as intended. For instance, Corruptor Lingering Radiation is using the wrong modifier and causes extreme movement degradation. It has been confirmed that it is using the wrong modifier, therefore it is banned from use.

    1) I agree they are Overpowered, however they are working as intended.

    2) I disagree, a scrapper would never be a suitable replacement for a Blaster. Nor do I agree this is overpowered.

    3) The placate proc in the hands of an ill/* troller is much much much worse then in the hands of a psi blaster imo. I believe that this proc is bugged, but Dev's are unwilling to confirm, I think it is because the placate caused is working as the Dev's originally intended stalker placate to work.

    4) Stalkers are limited based on "Fun Factor" not necessarily because of sharks. A team that knew it stood no chance could theoretically sit in hide the entire match to force a tie, or worse they could mass shark 1 target in the first few seconds and hide the rest of the match to force a 1-0 win. Granted this shouldnt really happen if you run a widow/fort/bane. However, with the lineup rules the way they are in the league you would almost be forced to run a fort every match to prevent getting surprised by another teams bringing an all stalker lineup.

    5) No comment, don't care about regen scrappers, they are only good for zones and 1v1. Ask Maximum about his experience (experiment) running a scrapper in 8v8's, I don't think the result was positive at all. At least when we played his team his contribution on a scrapper was pretty laughable.

    6) Again, not really a factor in 8v8's. With CM and acro combined with the nerf to hold duration holds in general are not that much of a threat unless the opposing team is running a 2 stalker line up, and in that case the mezzer would be a heavy farm target.

    7) I am uncertain on this one, In 8v8's when we turn off TS this is a non issue, I assume you are talking in zone, and to that I don't really care as zones are for kids with downs. Buffers in general in zones are pretty easy targets especially kins because of their lack of a self heal.

    Honestly I think your list is much more focused on 1v1's and Zone PvP than it is focused on 8v8 Team Style PvP where TS and HD are turned off. COH is not a game that is balanced around 1v1's. In fact, although it is pretty balanced in a large scale team environment, it really isnt that balanced as can be seen by the prevalence of the "Standard Jump Team" 5 Psi EM, 2 Emp, 1 Rad.

    Anyways, just my .02 inf...

    -Kiri
  4. Psi is really end heavy, make sure you slot for adequate end recov.

    I agree with Lib, except with TK blast I would go 5 apoc's (including proc) and explosive proc. It saves you from having to get a glad jav in there.

    4 deva and a proc is standard "cheap" build, i reccomend at least going 4 deva and 2 pieces from the glad jav set for the extra range set bonus

    Make sure you dont pick up any EM melee attacks, psi is so good at range with fast animations that the animations from melee actually hurt your DPS.

    I use the attack chain Will Dom, Psi Dart, TK Blast, Mental Blast. You can reliably get the entire chain off on an opponent with a bit of practice.

    Don't underestimate the power of the Psi Snipe, it does a lot of damage and is delayed so you can include it at the beginning of a spike. I prefer 5 manticores (no proc) and the Extreme Measures (Dam/Int/Range).

    Like Lib said, I reccomend slotting 1 micro and 2 botz (1 kb, 1 travel/end).

    As far as epic's there are two options first is the pff/temp invul route which is good for survival but you become more reliant on emps for CM as you will have no perception (sacrifice tactics for phase). Or you can go Ice with Hoarfrost/Hibernate, the ice shield is really good also because it allows for both defense and resistance slotting so you can slot both the kb io's. I personally prefer the Ice Mastery Epic, however there are valid arguements for Force (for instance Temp Invul pretty much caps your psi resistance in PvP and makes you much much more survivable).
  5. Quote:
    Originally Posted by Slax View Post
    How many point do I have to give to bet against it?

    This is why we can't have nice things.
    I predict that a surprisingly large amount of people quit after the league ends.

    -Kiri
  6. Fix the tags so it doesnt look so attrocious and ill post some comments...

    -Kiri
  7. Quote:
    Originally Posted by Daknah View Post
    Wrong, I contacted Divine 2 days before bringing it to his attention that there could be an issue. He didnt even realize that there was a match sunday and it was easter. He didnt come and actually ask for postponement intill sunday at 2am est. So 19 hours before the match was scheduled to start.
    My bad...

    Quote:
    Originally Posted by Borderline Boss

    You kids are pretty bad for doing a 2v8 with divine's team of all teams.

    Trying to compare it what other teams have done to tie or beat you is pretty bad also.

    You guys are just bad.
    Which team do you play for again?

    Quote:
    Originally Posted by Daknah

    Kat has told me she runs the crazy line ups so as not to get blown out. We offered to run fun line ups vs you all if you agreed to not run a taunt line up.
    I fully understand her intentions

    Quote:
    Originally Posted by Daknah
    And you guys need to get some damn confidence in your jump team. You proved last night you dont have a bad jump team. Just get more practice on it. You guys have the most potential to improve, running taunting draw line ups isnt going to do that.
    Not only do they have a "decent" jump team, but also running these so called "fun" line ups do not make people better at PvP. When this league is over what are they going to take away from the experience? It sure as hell isnt going to be Team PvP Skill..

    I keep going back to the fact that the taunt buff did nothing but mask bad players on a team. You can now put a bad player on a bag of HP with specific Psi resistance and if they dont have downs they can run around autofollowing someone while putting one power on autofire and never die.

    It teaches bad habits just as regen teaches players bad habits in zone.

    Anyways, I was bored at work today, thanks all for playing along with my troll posts.

    Have a good night.

    -Kiri
  8. Quote:
    Originally Posted by black_barrier View Post
    agreed.

    kat may have downs syndrome, but the rules allow for that.
    True

    Quote:
    if you have an issue with line-ups, ATs and such, take it up with PVPEC.
    Hey! Isn't Kat the leader of said organization?

    -Kiri
  9. Quote:
    Originally Posted by Mercury_Down View Post
    What Kat's team did had everything to do with giving us the most points we could and nothing to do with limiting how many points you had to "gain." We worked with what we had to get the best possible result for us. You not gaining points was a byproduct of that thought process. The way you worded it makes it sound like we are colluding with other teams to limit your success. Or maybe I'm just paranoid (looks around...)
    So let me try and translate your post..

    So what you are saying is by bringing a line up with tanks and 3 emps you were playing to win and the goal of that line up wasn't to score a tie? I mean seriously, I don't mean to don the tin foil cap or anything, but you can't honestly tell me that playing to tie is a legitimate strategy, I know that Kat is a bad leader, but did she really con you into believing that??

    Also, just to clarify, so I don't hurt anyone's feelings, I didn't say that dUmb was breaking any rules by bringing MM's (or the mass lag it creates), or Kat's line up is illegal (even if playing to tie is cheap). I just said that refusing to reschedule is just as much a dickmove as the said two examples.

    -Kiri
  10. Quote:
    Originally Posted by EnD_Reitanna View Post
    I still think it is kind of homosexual of dex to not agree to re-schedule the match and just to do 2v8 just because EP people couldn't show up. Apperently SMD were THAT scared to fight divine's team on 8v8...oh my :P
    The point was this:

    Divine contacted Dex 2 days before the official was supposed to occur. There was already several people on our team that had blocked time out of their schedule (holiday) to show up and play.

    I do think it was unfair of Divine to give such short notice to Dex about rescheduling after several people already sacrificed their own RL plans to show up to a video game event.

    Anyways, what's done is done. What we did cant be anymore of a "Dickmove" then what Kat's team tried to do to force us to not gain points running a line up that was clearly focusing on forcing a Tie, or the lagfest lineup that dUmb is running.

    -Kiri
  11. EM is only really good for Boost Range and Power Boost (depending on the primary).

    Devices has some really nice toys (Webnades, Stealth, Caltrops, Targeting Drone).

    At this stage of the game ranged attacks hit so much harder and fire off so much faster then melee that Boost Range makes EM almost unskippable for a serious blaster.

    If you are just playing a blaster to mess around in zones then Devices has some really great stuff to offer and is a viable replacement for EM, however, for arena pvp devices is not a suitable substitute for EM.

    -Kiri
  12. Sorry I couldnt make it last night. Whoever schedules this crap on easter is retarded.

    Anyways, I heard from Haunt that it was pretty much a joke and didnt miss out on much.

    -Kiri
  13. Quote:
    Originally Posted by Tokyo View Post
    Didn't the League take care of this "unfair advantage" by baning LR? XD

    I'm going to enjoy farming blueside MMs and stalkers.
    They banned Corruptor LR because it does not supress properly in PvP (its like having perma travel supression on).

    Corruptor Rad is ghetto compaired to Defender Rad.

    Basically there are two reasons to play a Def over a Corr right now:

    1) Radiation/* - Defender EF is much much better then Corruptor EF.
    2) Empathy/* - Pain is a great set dont get me wrong, however in teams Empathy is in a completely different league when compaired to Pain. This is mainly due to the fact that Empathy has its own self (Recovery Aura) end buff that is able to nullify Heat Exhaust. The core buff (Fortitude) is a targeted buff. The one great buff that Pain has is its +damage however, with diminishing returns DR cuts damage buffs extremely hardcore basically neutering what little the Pain corr has to offer to a team.

    -Kiri
  14. Quote:
    Originally Posted by Reiska View Post
    A correction to make here, and I don't have the post link handy but go search Positron's posts.

    You're correct in that a "Rogue" cannot buy things on Wentworth's. However, continued play of the Going Rogue side-switching system will allow someone in a formerly redside AT to make the step from "Rogue" to full-out "Hero", at which point they will be just like any other character that was blueside in the first place - shops at Wentworth's, is locked out of the Rogue Isles.

    In short, the alignment spectrum is blue -> light purple -> dark purple -> red, and as I understand it from Positron's posts, in playing side-switching you skip one of the purple stages - i.e. you either go blue->light purple->red or red->dark purple->blue. You can certainly stop at purple, though, and that has its own set of advantages and disadvantages.

    Hero: Shops at Wentworth's. Can't enter the Rogue Isles. Can only team with other heroes (except in RWZ/Cimerora/Pocket D). Can only initiate hero story arcs/TFs.
    Vigilante: Shops at Wentworth's. Can enter the Rogue Isles. Can team with anyone. Can only initiate hero story arcs/TFs, but can join teams doing villain story arcs/SFs, presumably.
    Rogue: Shops at the Black Market. Can enter Paragon City. Can team with anyone. Can only initiate villain story arcs/SFs, but can join teams doing hero story arcs/TFs, presumably.
    Villain: Shops at the Black Market. Can't enter Paragon City. Can only team with other villains (except in RWZ/Cimerora/Pocket D). Can only initiate villain story arcs/SFs.

    The devs haven't said anything about how vigilantes/rogues will function in PvP zones yet. I suspect, however, that they'll continue to be treated as someone of their more pure faction (i.e., in RV, a vigilante will be treated the same as a hero)

    Edit/addition: It would _have_ to work this way, because if a former villain goes all the way hero (not rogue, not vigilante, but hero) but was still required to buy on the Black Market, he would effectively be unable to buy from any market, because of being locked out of the Rogue Isles.

    we will have to see... I definitely read from a red name that each side will be limited to Red or Blue side markets so you cant play the markets (buy up cheap lotg's and go red side to sell for a profit).. besides what is going to happen with influence/infamy when u change... it cant change from infamy to influence. I just dont see them doing the required programming to get this done.

    Just my .02 inf,

    Kiri
  15. Quote:
    Originally Posted by SkeetSkeet View Post
    Is this confirmed?
    This was confirmed a long time ago by Castle. I don't have the links (tried to find it) but it was in one of the early Q&A's when they first announced going rogue.

    Basically a "Rogue" will be able to buy insp only from the opposing faction.

    You will not as a villain be able to buy/sell from wentworths or offer/accept trades from the opposing faction.

    I am still amazed at how naive people are to think that they would allow this to happen. It would require the same programming they have been refusing to produce ever since the markets went live. They will never merge the Villain and Hero markets, its been said time and time again.

    -Kiri
  16. My first lvl 50 took around 950 hours in issue 3 (Ill/Kin)

    My last lvl 50 (last week) took 35 minutes.

    Oh how things have changed...

    -Kiri
  17. IcyKiri

    Yep, a new nub.

    I tell this to everyone who ever asks me about what to make in PvP...


    1) Pick a role -
    A) Ranged Damage - ie. Blasters
    B) Support - Empath, Sonic, Therm, etc..
    C) Disruption - Storm, Cold, TA
    D) Melee Damage - Scrappers, Tanks, Stalkers

    2) Learn your Role - Practice makes perfect

    3) Have a thick skin

    As far as fotm:

    A) Ranged Damage - Psi/EM, Rad/EM
    B) Support - Ill/Emp, Earth/Emp, Mind/Emp, Sonic/Therm
    C) Disruption - Grav/TA, Ice/Cold, Earth/TA, Sonic/Storm
    D) Melee Damage - */Regen, */Elec Tanks and Brutes, */WP/Mako Stalkers

    There are reasons these are FOTM's its pry better not to try and reinvent the wheel, but play whatever you have fun with.

    -Kiri
  18. IcyKiri

    Taunt. . . .

    Taunt is just a bugged power that bad teams rely on.

    -Kiri
  19. Quote:
    Originally Posted by B_Witched View Post
    Pretty sure one of em was in pocket d for all three but not in any of em but I would need a screen shot or some level of caring at this point...

    Do you have a name?

    Did you check the Global?

    Did you ask why they didn't play?

    Apparently you care enough to make yourself look pathetic in attempts to bad mouth other teams, yet not enough to change the general perception that you are retarded.

    -Kiri
  20. IcyKiri

    My Take on PvP

    Quote:
    Range Exploitation: The one thing I have noticed in this game, different from every other, is that range is more easily exploited. I'm not saying that range isn't exploited in other games, just that it's easier in this one. Because of Super Speed, mostly, and that's pretty much why a majority of heroes and villians have super speed. Not because they want it, but because they need it competitively.
    Travel Supression was created for people who cant play melee's. Bad players who cant hit a moving target even while their target is supressed should consider teaming with a Trick Arrow or anything with webnades.

    Quote:
    Stealth/Invisibility/Hide: Nearly every game has a problem with their Rogue/Thief counterparts in PvP because they use stealth and have an awesome backstab. What did City of Heroes do? They created the Stalker, so now, he gets weakened and declawed, step by step, because he is (or was) the easiest Archetype to play.
    Stalkers have a lot of balance issues. There is a really thin line of balance between overpowered and underpowered when it comes to this AT. If you have a logical suggestion for balancing Assassin's Strike or Sharks or their bad melee modifiers please feel free to present it.

    Quote:
    THE HUDDLE: Egads, It's an abomination. For just one day, I would like the devs to implement "friendly fire". If you go into RV, you'll see each side standing in their prismatic huddle of effects. For some reason, if a hero produces a Rain of Fire, all the other heroes can stand in it. Anyhow, that's why I feel CoX suffers in particular. Because of AoE effects and how they work, no one spreads out.
    I've really got nothing here.. Its fairly obvious you are referring to a stalker here.. the comment stinks of "I am a bad stalker".

    Quote:
    Targetting Reticule: I know the developers can't, or won't do anything about it, but it seems sorta silly that I can use the TAB button to find people. And once in my reticule, the range doesn't matter. If you are close or far, if I am standing still or running at super speeds, my ToHit factor is the same.
    I can kinda see where you are coming from here... I do think its kinda silly that you can que up melee powers and try and run in range. However in the context of PvP there is so many other problems that this is not even worth causing an uproar over.


    Quote:
    Zone Spawning: I don't know if this would make a difference, but I'd like the ability to spawn in different areas of the map in a pvp zone. Seems like most of the game is base camping when one side has more than the other side. I don't know if this would change base camping, but it's just an idea.
    Probably a bad idea in general.. this would open up for people to be singularly camped once people figured out the spawn areas. At least in the base you can mount up an offensive/rebuff and try and push people from the base.

    Quote:
    BUILD UP: No. Just no. Now everyone is Goku. And so everyone practices spike damage. Devs, your world would have been a lot easier had you avoided these. Obviously, I know many of you like the BU/AIM stuff...or course, that's why they have been downscaled in effectiveness in pvp.
    I dont understand this arguement. You have provided no logical arguement against Build Up. Now that DR maintains a fairly constant cap for tohit/damage, I have no idea what you are complaining about.

    Quote:
    Defense: I don't know how you can fix defense anymore. It's basically useless with the level of +ACC in Purple IO's, Pvp IO's, etc. Now days, I don't even slot Defense powers for pvp. To me, it's all about resistance. If you focus on defense, you either don't PvP, or you slot up and work around your Eluder power.
    Defense is kinda weird in this game. High defense toons can get completely wrecked by an unlucky random number streak. However on a lucky day they are near unkillable, VEATS in particular come to mind. They have a really high cap that is fairly easy to obtain, but on a bad day they get destroyed by the Random Number Generator.

    Quote:
    I'll wrap up my opinion. I like playing a hero/villian, and I like PvP. I just wish City of Heroes PvP was much better. I recognize I come from a different perspective than a lot of other long-time PvPers here, but I thought I would offer mine, nonetheless. Some day, I hope the Speedster is more unique, the city has more aerial battles, and pvp zone fights are less predictable. (I won't even bother discussing Regeneration). You're all my friends, and I hope I didn't rub you guys the wrong way.
    I will wrap up my opinion and make a rather bold statement that says you have not PvP'd as long as you would like us to believe. Some of your statements are based on a lot of "PvP Zone" myths that have been propagated by bad players. I13 PvP was introduced to satisfy the more casual players and really hurt PvP as a whole. A lot of the stuff you are complaining about were targets of these nerfs. PvP in COX is a balance of Build/Money(IOs)/Skill. It takes all three to become a great pvp'r.


    -Kiri
  21. Quote:
    Originally Posted by B_Witched View Post
    I am curious is not playing all of your d6 players in pocket D supporting them?
    I think of all the bogus accusations you have made, accusing POWT of not playing people is the most ridiculous I have seen thus far. We have openly stated how much confidence we have in our D6 players. Everyone (D6) gets to play at least one match on Thursdays.

    -Kiri
  22. /threadjack (kind of)

    PvP Taunt is easy to understand:

    Taunt was reworked in PvP (autohit -75% range) so that you can put bad players on an AT that rarely dies and make them feel like they contribute something to a team.

    IMO its pretty stupid that someone who is horrible (ie. Kat) can find a spot on a team putting one power on autofire and putting someone on autofollow and somehow that is contribution to a team.

    Anyways, I digress...

    Taunters are easily overcome by front loading offense, taunters are put onto a team in hopes of reducing the opposing teams offense by n-1 (where n is the number of taunters). The more blasters you front load the less effective a taunter is.

    -Kiri
  23. In my opinion Traps is a solid toon if on a team with damage dealers, however it will always be outshined by Trick Arrow in almost any situation I can come up with.

    I would take entangling arrow and glue arrow in almost any situation over any of the "tricks" a traps corruptor has. Even Acid Arrow is much much better then any traps power in PvP.

    When push comes to shove, COX PvP relies on being able to deal a lot of damage while being extremely mobile, or the ability to remove an opponents ability to do the latter two. Traps relies far to much on staying near its immobile traps. The set "high points" almost require you to take the teleportation pool that might as well be useless in PvP thanks to travel supression and the fact that Teleportation is not an efficient/accurate means of travel even if it wasn't supressed.

    -Kiri
  24. Quote:
    Originally Posted by SkeetSkeet View Post
    Nothing that can be avoided so easily can really be called griefing.

    I know where the range for a tp drone attack ends for both bases and by simple choice, I avoid it when I know someone's droning. Or I pop an orange or just decide to take my chances. In any event, I have a great deal of control over the situation and whether someone has a chance to drone me. I can't be "griefed" by a droner.
    This is a fair and accurate statement.

    -Kiri
  25. Quote:
    Originally Posted by Slax View Post
    I have no idea who that is or why or why not this is funny.
    @Lady Inferno is Venatrix who has come on as a surprisingly good blaster. Very fast locks and solid evasion. Definitely a D8 caliber player who we lucked out and grabbed on our D6 roster.

    That said, all of our D6 players have shown a lot of improvement over the past couple weeks. Even Elf Stalker who at the beginning of the league could hardly land Total Focus on people in a match is now landing mad TF's to the face. Seriously though, all of our players have improved significantly, I really see our D6 as a self sufficient team at the moment, its really cool.

    -Kiri