KOS__

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  1. [ QUOTE ]
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    There's your built-in advantages/disadvantages. Is there something I'm not seeing? Stalkers have mez protection due to the risk that comes with being in melee range. Blasters do not, because they do not have to be near the target to pose a threat. The only time a decent Blaster is in any real danger is against another ranged opponent, unless they stop moving and leave themselves open to a melee attack.

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    Exactly. So you acknowledge that the Blapper playstyle incurs great risk, without status protection? Finally.

    From what I've seen, a Blaster, by himself, isn't going to be killing much of anybody with ranged attacks alone in PvP. If you're an Ice blaster, and you can mez a squishy from range, then yeah. Otherwise, I don't see it. Their ranged attacks just aren't that good generally speaking.

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    Well a ice blaster can kill a squishy in 3 ranged shots after using buildup and aim. Seems pretty good to me.
  2. KOS__

    Caltrops

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    Caltrops...are they worth it??

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    I took up caltrops and it works great in PvE. In PvP i'm not sure. They seem so easily to get out of. You can stand on them, toggle hover and just fly away. People seem to just SS right through without being slowed down. Also the SJ's jump away as if nothing was there too. It seems to only work on someone you can place -fly on and watch them try to run out of them. I sent a PM to _castle_ asking for an explaination.

    Thus to sum it up, if you pvp, then they're not ok.
    If you pve then their great.
  3. [ QUOTE ]
    You know perhaps slotting an endurance in each attack might help. Heck i even do that with my kat/regen. 3 slotted QR and stamina and i still have 1 end redu in each attack.

    for my non regen characters i usually run 3 slotted stamina and 1-2 end redu in attacks. I dont seem to have any endurance problems.

    the point of my previous posts however is the fact that while you are attacking you are using less endurance than you used to( toggles may be an exception i dont know). You also arent regenerating that endurance either and if toggles didnt get a discount then the discrepancy might be there.

    Also i use rest maybe once every three battles or so ( while solo and fighitng +1 or +2 mobs in groups of 3-5 with my invul/ss).

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    Lol you're telling people to use rest but you went and TOOK STAMINA AND SLOTTED YOUR ATTACKS WITH END REDUCTION. Before ED, you didn't need to slot end redux in your attacks. Just take stamina. Now you at least need to do both. That's why YOU don't have endurance problems. Try not taking stamina and see how you do.
  4. [ QUOTE ]
    the discount amounts to 1-4 points per attack, usually 2 points. so with an attack chain 4 long you can save approximatly 8 endurance.
    assume for arguement that chain takes 10 seconds to execute.
    8 endurance every 10 seconds is 24 end/ minute or .4 endurance a second which is the same recovery youd get with an additonal 3 slots in stamina.

    the endurance that you are no longer recovering you are also no longer using. Also keep in mind rest hasa reduced recharge time so you can use it more often to reduce any additonal down time you might have ( and the nerf to stamina does effect your downtime, but not your combat effectivness )

    the devs actually handled stamina and ED pretty well. The real failure they had is all the defensive powers that got this 1/3 enhancment nerf and didn get anything to compensate.
    So if you want to complain about enhancement diversification, complain about scrapper/tank defenses becuase they actually got nerfed whereas our endurance did not.

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    This would be so true if it was true. Usually 2 points? What attacks are you using? Mine are usually 4+ per attack not 2. Unlessy you're using brawl. I even have attacks that do up to 10 or more! I cans use an attack, look at my end bar and visually see it drop by 1/10 or something. So I think you need to double your figures which would put us at .4 endurance a second less than what we were at before at a minimum.
  5. [ QUOTE ]
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    Stalkers are at a 100% value, while Blasters and Scrappers are at a 125% value. From your perspective, that really doesn't change things, but I wanted to be clear on what is going on.

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    Is this for real? I have to go test this out. That's a pretty big change, and I knew nothing about it.

    Edit: It's a big change to Scrappers and Blasters. Their Build Up used to be +100% damage.

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    By value, I meant the number the AT multiplies the base power by. Build Up has a base of 80% damage increase.

    100% value = 80% base damage increase. 125% = 100% base damage increase.

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    I know you work for Cryptic but what does everything have to be so "Cryptic?" A lot of terminology in COH/COV is misleading and confusing. I would suggest someone go back and re-write all terms and descriptions so that even an idiot can understand them. The enhancement indicators is a good start. Now if only I can see what my final damage/defense/debuff # are. Similar to what the hero planner/builders do.
  6. [ QUOTE ]
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    Ballista is a Toggle Dropping *******!

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    Yeah, he is. He was designed to be as close to a Player Hero as we could make him. How do you guys like the Toggle Drop on him? Is it too nasty or does it add a nice challenge?

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    Don't much like it. You need to keep PvP mechanics, especially ones that are highly controversial, out of PvE no matter what.

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    Quoted yet AGAIN for emphasis. Toggle-dropping in PvP is annoying and bad enough, but when a boss stacks mez effects on you, and THEN drops your mez protection toggles, that's just low. We can't toggle-drop them to turn off their innate resistance, defense, or mez protection in return, so really, what you did her was give them an edge without giving them the drawbacks that come with it. Bad implementation. Now if you were to actually make them like another AT, WITH ALL THE DRAWBACKS OF THAT AT, that would be another story. Blaster-level melee and ranged, give the NO mez protection, NO defenses or resistances, and comparatively lower HP.

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    Iti's called poor AI design. You know the games that "cheat." The give the computer controlled player unrealistic abilities. Able to "predict" what you're going to do because the computer knows what buttons you just pressed so that it can quicly create a counter. This is the same thing.
  7. You're joking right? My fire/ff controller can take +3 bosses at 39 and some +4's. Maybe we should get nerf'd too? I agree that IH is strong but that's pretty much the only power. If they reduce IH I would rather they give us some other defensive boost so taking tough and weave isn't a requirement for regen.

    K-OS
    Level 50 - DM/Reg
    Level 39 - Fire/FF