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Hmm, this won't help much with the Shadow Shard TFs, since on some of those you could knock out some of the missions without the team there. It's tough to get 8 people on at one time for the duration of a few of those.
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Please can the minimum team size of the Shard TF's in particular be examined.
An adjustment to 6 should be at least seriously considered.
Manticore should also be tweaked down from 7 to 6.
All in all I did see this coming. Softloading was becoming far too commonly used as a shortcut.
Of course now I am going to have to solo a load of them again just for the heck of it
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Agreed. Softloading was HIGHLY annoying IMO and I'm glad it won't work anymore. It just... felt like cheating to me.
Now if they'll just fix the Sewer Trial to have an upper level limit so it can't be cheated, i'll be a happy camper! -
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I don't understand why so people only play on one server. Maybe it's because I started playing during a busy holiday event, but I have toons on eight servers. There is almost always a server for me to play on; anyone who chooses to limit their playing to one server can only blame themself if that one server is down (etc.) and they "can't" play.
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Back in the day, it was all about the money. Once i got one hero to 50, he had the cash to support my Alts. Money, before IO's/Salvage and WW's was harder to come by in the lower levels. So i consolidated.Villians came out... and the same thing happened. Got a foothold in a server, the same one, since i had 2 accounts. (got one for my kid bro, he got board with the game, and instead of canceling it, i keep it as my own... since it was...)
Now a days, it'd be easy to branch out, but I have... a total of 20-22 different charaters all on Triumph... which is plenty ATM... and as such, i have no intrested in starting up any new alts on different servers. And since it's Triumph i play one... last night i checked... it's about the 3rd lightest sever as far al load goes... (at the time anyway.) I don't forsee a problem this weekend.... now... i just need to get through my shift... grrr... I WAS going to take a long weekend this weekend, but i ended it getting REALLY sick a few weeks back, and missed some work, so, here i am.Come ON 3:30!
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amid all the doom crying, one thing has been overlooked.
they don't *have* to do these double Xp weekends for us.
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True. VERY true, BUT, It's not like it's excacitly bad for bussiness either.I mean, it is the time the servers see the most action... and can reinvigurae some players who may be playing less and less cause they'er stuck in bowls of mid level 30 hell... or they make an alt that zones right to travel powers and SO's without having to waste alot of time low level minionity...
double xp weekends benefit everyone, not just us.
And I'm fairly sure there won't be a massive problem this time around... I mean, i do play on triumph, a lower pop sever, but i don't recall seeing any locked out servers last time... or the time before... and we have better hardware this time... so why would we get locked out NOW? Make no since..
unless... this post causes such an uproar of fear that it causes everyone to camp out there home servers all weekend long... THAT i suppose COULD be a problem. -
Man... it'll really REALLY suck if i get locked out...
*recalls he plays on Triumph*
Oh wait.... never mind.
I hope for the sake of the freedom/venture people that this upgrades payoff. It'd really SUCK to be locked out of home server on double xp weekends. Ugh. Almost enough incentive to move to a less populated server... and no, this isn't an endorsment for Triumph, dispite the fact that server is constructed from pure awsome... -
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Ok, lets talk about Invulnerability. Apparently, not a lot of guides for this set So, since I have 200 levels worth of experience, and am getting tired of repeating myself Here we go
Invulnerability for Noobs.
A few things before we get started
1. This is not a build guide. You build your own hero, Im just going to tell you about the powers.
2. I dont do numbers. Soon, I wont have to thanks to the stat feature they are adding. WOOT.
3. My spelling is BAD. My grammar is WORSE. I KNOW this already no need to point it out.
4. This guild will work for Tanks, Brutes, or Scrappers. They are the same powers, after all
5. Real Quickly Id like to explain the difference between Resistance and defense. If you have a Resistance to something, you take LESS damage when it hits you say you have 50% resistance to fire and get hit for 100 points of fire damage youd only take 50 points of damage because you resisted half of it. Defense increases your chances of dodging an attack altogether. You take full damage if your hit, but you get hit less often. Clear as mud right?
6. For simplicity sake, Ill use SOs to explain slotting. I recommend reading up on IOs and using them instead. IOs ARE A GOD SEND. PLEASE look into them.
7. Im assuming you understand what ED is. If you dont, look it up.
8. This guide is about Invulnerability, nothing else. I may mention a few pool powers as I go, but Ill not be doing an extensive write up about them. If people would like to add to this guide by replying with pool information or some such, feel free.
Ok, now that thats out of the way, Well go power-by-power ok, lets get started.
· Resist Physical Damage. (RPD) This is a passive. That means, its always on, and uses no endurance. It buffs your resistence to Smashing and Lethal damage. (From now on, referred to as S/L dmg.) Its a small buff. Scrapper and Brutes start with this power, tanks can opt to skip it, and I recommend they do. This is an OK power, one Id recommend taking eventually, but not at the start of the game, when you can get so much more mileage out of the next power choice. This power, doesnt benefit A LOT from slotting, because its base is so low you get like 1 extra % of resistance for each IO . Not a great investment but if you have slots to burn, you can throw one here. Id never myself go more then 2 slots in this passive total.
· Temporary Invulnerability. (TI) This does the very same thing Resist Physical damage does, only A LOT better. It costs endurance to run. The endurance cost isnt overly bad, but it can drain you in the early, per stamina game. (You will want to take stamina, trust meh.) Take this power. Its a CORE power. I recommend you slot at least 3 slots in this power, for a total of 4. 3 dmg resists and 1 endredux.
· Dull Pain. (DP) This is a heal, that also buffs your maximum HP for about 2 mins. This is another MUST HAVE. Take it ASAP. You want 6 slots in it. 3 heal/3 recharge reducers. You will LOVE this power. One word of advice when using it. Wait until you HP is at about 50% before you use it Youll get healed back to full or almost full health, and get a nice buff to your HP. Using it earlier then that will waste the healing part of the power. This allows you to absorb the alpha strike, and come back even stronger then you were before. ***As some very knowlageable people below have pointed out, this is your go too power for dealing with Psy and Toxic damage. I really can't emphise enough how good a power it is. See the comments before of more details.***
· Resist Elements. (RE) This is a passive just like RPD (the very first power). Its for Fire/Ice/toxic damage. It too, is a very small buff. Not worth taking early, if at all. (Most people opt to take Aid Other / Aid Self from the pools in place of the two Elemental and Energy passives. This is actually a pretty good idea. I dont do it myself for concept reasons, but having a good heal on a 20-15 second timer would really help with down time ) If you do take it take it late like in the 40s and dont slot it heavily only one extra slot for a total of two at the MOST. Its a rather disappointing power
· Unyielding. (UY) This is a toggle like TI. It gives resistance to all damage types. (Except for psy damage. Nothing in the Invuln power set gives protection of any kind to psy damage.) Note that it gives LESS resistence to S/L then to the other types, about half. But don't let that disapoint you, because it's real selling point is that it protects you from mezzing effects, like Holds, Sleeps, Disorients, knockdowns/backs, and immobilization. Core Power here. VERY VERY important. Take it ASAP. Add 3 slots when you can, for a total of 4. 3 dmg resists, 1 endredux. This power also comes with a very slight debuff to defense. Its small, and not THAT noticeable, but I figure Id should mention it.
· Resist Energies. (Rnrg) Its the same as the last 2 passives. Gives a small buff to energy and negative energy. I give the same advice for it I did for the last one. Take it late, if at all, and dont add many, if any slots. 2 max IMO.
· Invincibility. (Inv) Another core power. This power is a toggle. It adds defense to you for each enemy you have in melee range, up to 10. It also adds a slight acc bonus per mob too. You want this power, and you want it ASAP. Once you have it, youll notice your survivability improve A LOT. And once you get the hang of getting 10 guys all in melee range, youll excel. The main trick is braking LoS (line of sight) and making them chase you down. I find that keeping on the move also cause them to bare down on you This is a GOOD thing. You want as many in your face as you can to get the most out of this power. Slot this with 3 extra slots for a total of 4, 3 defense buffs and an endredux. You CAN slot some To Hit buffs if you want, but I myself dont think its really worth it. But if you have slots to burn, go for it.
· Tough Hide. (TH) This is a passive, but a far more useful one IMO. It adds defense to everything, except psy and toxic. Its a small buff, but it stacks with Invincibility, and any other defensive power you might have. (Power pool powers like combat jumping, or IOs like steadfasts Res/DEF) Its because of that fact that I recommend you take it. And a slot it for a total of 2 slots. All defense buffs.
· Unstoppable. (US) This is a GREAT panic button power. You click this power, and you get 3 mins of, well, unstopability. It hits you with a MASSIVE resistance buff, and a big endurance buff. Once it wares off, you crash, and crash hard. You lose all your endurance and like 90% of your health. If your in the middle of a battle when it crashes its normally fatale. Not always but normally at first anyway. With practice, and experience, youll learn to survive. I cant remember the last time US killed me, and I almost always stay in battle, if there is a battle left to fight stuffs normally very dead by the time US wares off heh Keep an eye on your buff bar, and watch for it to start flashing. If your in combat when it does, book it out of there, at least far enough away to eat a green or two, a blue, and get your toggle back. (Or if your feeling daring eat a purple, wait for the crash, eat a blue, dull pain, and retoggle UY and get back to work. Bring up your other toggles in-between attacks.) This is the only power I slot differently between ATs. Tanks, need only 3 slots total, all recharge. Its base buff is enough to cap resistance. Scrappers need to add 1 Damage Resist to cap their resists. (4 total slots, OR, you can frankinslot it with one Res/Recharge 50 IO, and 2 50IOs.) And Brutes need to add 2. (5 total slots) ((They have tanker level caps but scrapper level powers.))
Ok, now for a quick summary, for those of you who didnt read the whole thing.
Must Have Powers. (Im using the abbreviations that are listed next to each power.)
TI. ASAP 4 Slots Total. 3 DmgRes/1EndRedux
DP. ASAP 6 slots total. 3heal/3recharge
UY. ASAP 4 Slots Total. 3Dmgres/1endredux
Inv. ASAP 4 Slots total. 3defence/1endredux
US. ASAP Slotting depends. 3 Recharge is a much. Add 1 dmgres if youre a scrapper, 2 if youre a brute, non if youre a tank.
Good Powers to take.
RPD. Get it eventually. Maybe in the 30s or 40s. Only add one slot max, for a total of 2, both DmgRess.
TH Get it eventually. In the 30s or 40s. Add a slot for total of 2, all defense.
Junk Powers.
RE and Rnrg. Both of these are not the greatest power choice you could make. I hate to admit it but its true. Take them only if your concept demands it youre an OCD completeist (guilt as charged ) Or you honestly cant think of anything better to take (hint hint, aid other/ aid self, or Boxing/Tough.)
Ok, now for some basic (and I mean basic) tips of who to USE this power set to get the most out of it.
1. Know your enemy. This right here is the single most important aspect of playing an Invuln. You need to know whom youre fighting, what they can do, (as in, what damage types do they use) and who your biggest threat is. Kill THEM FIRST. Not brain surgery here. Learn who does what damage type, and take care of the stuff that hurts you first. Crey are a decent example. The Mob specialist do smashing damage. You can take smashing damage ALL DAY LONG. So, forget about them and kill the Volt Tank FIRST. If you got 5 guys on you and only 1 or 2 is doing any REAL damage to you KILL THEM FIRST Its really that simple.
2. Make the most of your Dull Pain. Dont waste is its recharge is on the longish side, so use it when you NEED it, not just when your HP is a bit low Thats why we have 20 inspiration slots fill it with some greens its not a sin to use inspirations I promise. OR, train Aid Self and use it. When you NEED DP, youll know and youll be thankful you have it. And remember, dont pop it off unless your @50% HP or less. Its a waste of a perfectly good heal if you use it before then.
3. Make the most of Inv. Try to get as many guys as you can around you to maximize that buff. This does not mean go herd the whole freaking map we cant do that anymore and youll more then likely get someone on the team KILLED because you just cant hold that much argo anymore you can still tick them off and theyll still follow you to your little hiding spot then theyll lose interest and start beating on your defender This is something you dont want. Since Inv. Is maxed out at 10 mobs, I dont generally try to get more then that on me at any one time, unless the spawn itself is more then 10 guys. If your in a small team with small spawns, argo one, then argo the another, then brake the line of sight (duck behind a wall) and let them come to you, and tada! Your defense is now capped. And its now more efficient for your AoEing buddies as well. Its win win really, just dont get to carried away.
4. Now Im going to touch alittle more on inspiration use. For some reason people especially melee types in game generally dont use many inspirations, if any at all. Well, let me tell you something its NOT cheating to use inspirations. We have inspiration slots for a reason.. And we cant SELL them for a reason (Ok, so now we can sell them at WWs this is a recent development I keep forgetting about ) The reason is were supposed to USE them and boy can they make a difference As an Invuln... few enemies will strike fear into your heart like a Dark Ring Mistress will They OWN us. MASSIVE Psy damage, and a debuff thats just flat out WRONG. Its mobs like these that make inspiration a godsend. Eat 2, maybe 3 purples, and crush that winch! Sapper gets in a lucky shot, your endurance is gone your held what are you going to do now? Brakefrees baby! Not just for squishes anymore! Heh, look, you wont need them often thats for sure but having at least ONE on you, just in case, is IMO just good since. So, again, inspirations are GOOD for you collect them USE them and prosper.
5. Use unstoppable! If you keep saving US until you absolutely NEED it itll collect dust. I find I really only NEED US every once in a great while But why let it sit there and waste? Im talking solo here. In teams, I generally dont use it unless I HAVE to because I dont like the crash slowing the team down. If you never USE it why even HAVE it.
Eh, that about covers it. Hope it helps. Feel free to ask any questions you'd like, be it in a reply or pm. And feel free to post any advice you may have, to help the noobs out. Later all!
***And as is susspected, some very knowlageble people are starting to reply with suggestions of there own. I highly recommend reading the replies too. Most everything i know I've learned either from first hand expearice or from them. And thanks guys for pointing out a few tweaks i can make ot meh guide.***
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I am worried becuz I have no idea if this is a good thing or bad thing.
Someone please explain the good and bad of this??
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It's good. NC, more then likely, has more money to throw at the game then criptic did... also, Criptic was busy making a new games, the marvel MMO inperticular, and thus, CoX was not it's focus, where as this new game studio seems to be sololy focused on CoX... And we keep most of the dev's we've come to know and love... along with getting new ones more then likely...
It's pretty much all pluses. -
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If you've got some heavy -recharge on you, and the only thing you've got left is sands of mu, and that helps you survive, should that be nerfed? what about the nem staff, baseball bats, flamethrowers, or any other temp power that anyone has earned in the game?
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Go back and read the part where I said farmable. I'll add to that. The Vet Powers are balanced around permanent use. The shivans and bombs weren't BUT ARE BEING USED AS SUCH.
See the difference?
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So then would you suggest to make them all one-time use? What would that do to the people who are in a TF and are having a really difficult time with some AV? (take Lanaru, for instance) With shivys and nukes, that team that spent X number of hours (5-7 or more, depending on how well they did) would be able to actually finish the thing, instead of spending half the day and end up frustrated?
Or, what about the people who enjoy to solo and who come across an evil EB? with shivs and nukes, those people can overcome the EB and continue on their merry way?
so, my question is, are you calling for complete removal, or one-time use?
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Lanaruu was able to be defeated before shivans and nukes. We also have base teleporters and inspirations storage.
Soloing and EBs? Again, that's what Insps are for.
I am calling for the complete removal of shivans and warburg bombs. And Only shivans are warburg bombs. If not that, then nerf them to values equal to their now perma-use status.
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I'm calling for your brakes to quit on a curvy road
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Seek some profosonial help guy, you need it if you'd wish accually phisical harm on a person over something that happens in a videogame.... I'm SURE you'll come back and say you were joking, well, it was in really poor taste IMO. Sheesh.
And I happen to agree with Bill for most part on this issue. I've ALWAYS thought the shavrans were a tad on the powerful side... And needed to be "rebalanced". Not nessearily removed, but rebalanced. Or at least unrenewable. -
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My guess is a change to the Spines animations, to try and encourage more people to use the set.
Edit: Our samurai friend again. Note the widow next to him.
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Am i the only one that LIKES spines as is... surely i can't be the only one...
Dont change it... I LIKE how it looks... i make customs to complement how it looks...
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I guess i'd survive if it was retooled... but i wouldn't LIKE it... -
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Ya see, this is the guy who constantly brags about soloing AVs and such. All he is determined to do is to get other people nerfed.
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Let him brag. He apperently needs to live vicariasly through these in game accompilishments. I don't have a LOT of faith in the devs, but i don't think they'll nerf whole power sets because one dude with no life can solo everything. They only do that when ALOT of people can, and belive me, if alot of people are doing it, they know, without us having to "show" them. This guy isn't going to cause squat to get nerfed. If any of his powersets do get nerfed, it'll be because the set themselves are accually overpowered, and this guy was just exploiting that.
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It isn't about getting power sets nerfed I already stated I can do this with nearly any character combination/archetype.
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And IF that is truly the case, (i'm not completely sure i by it.) Your such a minory the dev's can't account for you. All they can do is sit back, say, "that kids pretty good." and leave it at that, cause you can't balance a game around ONE guy. Unless ALOT of people can do it, all your doing is braging. Nothing else can come from it. -
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Ya see, this is the guy who constantly brags about soloing AVs and such. All he is determined to do is to get other people nerfed.
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Let him brag. He apperently needs to live vicariasly through these in game accompilishments. I don't have a LOT of faith in the devs, but i don't think they'll nerf whole power sets because one dude with no life can solo everything. They only do that when ALOT of people can, and belive me, if alot of people are doing it, they know, without us having to "show" them. This guy isn't going to cause squat to get nerfed. If any of his powersets do get nerfed, it'll be because the set themselves are accually overpowered, and this guy was just exploiting that. -
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BS. It's exploiting a bug. No matter now much skill or cleverness it requires to pull off, it's still an exploit.
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I am curious as to how anything mentioned in the post Flea was replying to is an exploit.
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if it was reference to this:
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There is a "known trick" to defeating any and all End crashes IF you have an end drain power: As your bar is on its way down, pop the end drain power. You have about a 1/2 second window where if you pop the power you still have enough Endurance to use it. It's hard to do and hard to time.
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That's clearly an exploit if it prevents the endurance crash. Unless I'm just misreading that though, maybe the crash still happens and you lose the endurance, but you regain the endurance simultaneously. If that's what's being described then I appologize for misunderstanding the post.
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I belive you've missunderstood then. You don't avoid the crash so much as get enough endurance back to avoid toggle dropping. It's much like a corruptoer hitting his nuke, eating a small blue, then nailing transference to refill. he's still hit with the penetaility for using the nuke, but he's effectively overcame it so that it's not a burden. (I dont want to sound like i'm bragging, but i've gotten rather good at it on my rad/kin, and my end bar looks like a yo-yo. all the way down, then all the way back up in a matter of seconds. It's almost like the crash didn't happen, but it did.)
Sides, your toggles don't always drop you crash anyway. I've noticed that most of my toggles stay on, 9 times out of ten, when US drops. *shrug* I've accually gotten into the habbit of taking a knee when the icon starts flashing, and as a result, my toggle don't drop after the crash, and i'm back and running at full a few seconds later. -
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I've noticed ALOT more rubberbanding over the last few days...
Thats about it from my point of view.
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I would like to now point out, that i'm rubberbanding like MAD now... No other real game play issues, but this is getting old real quick. My specs in a nutshell, are a Dual Core 3 gig pent. 2 Nvidia 7900gt's 256 in sli, 2 gigs of ram. Game used to play as smooth as silk, but i started getting the rubberbanding issues about a week or two before I8 went live. I play on Triumph is that makes a difference. It's very VERY VERY annoying. -
I've noticed ALOT more rubberbanding over the last few days...
Thats about it from my point of view. -
I like them all. Well, I want to like them all, but superspeed is one I take RARELY. for a few reasons.
1. In order to get it, I have to take hasten or flurry. And i'm one of the few people out there who's NOT a huge hasten fan. I don't like the firey fists i get, and since i've been playing mainly scrappers lately, hasten is NICE but hardly nessary, as i normally have a full attack sequince without it easily anyway. The other power to take is Flurry and it's just LAME. So to get superspeed, i have to pick between 2 powers i don't like... to get a travel power with no vertical... That's why only one of my toons has it, for concept reasons...
The other 3, I like equally. Even teleport. (I have a fairly top end machine and don't lag hardly at all when i use it, so it's FAST for me. And once you have a good key bind for it, you get blasing fast baby.) It's hard to pick a FAV. but it's prolly teleport to be honest. It's the rarest of the 4, has GREAT team utitity in recall friend, its fast... great in PvP... it just rocks all around IMO. Fly is easily second, and once we get new pickable fly anamations, may move up two #1 on style alone. Then 3rd is superjump. Its, just all around good. It's not as fast as teleport. It's not as easy as fly. But it's cheap, fast, and easy to use. It just a good bargon for a TP IMO. -
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at least you CAN buy it.
friggin mastercard
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The whole NCsoft store is goofy.
I can pay for my CoX account with MasterCard, but not by GvE.
Yet, i was checking out the hero gear, and, low and behold, I can't use my discover card to get it, but i can use my mastercard... but i can by, and did by, my GvE with my discover card...
It's totally nuts.
(I know in another post I said i wasn't going to by the GvE, but when i read what the Pocket D teleporter accually was for... i couldn't help it... The idea of a faster way to get to Founders Falls is worth 10 bucks... LOL) -
Yo Jay, you sexy beast...
I was wondering a few things. First and formost, i'd like to make you aware, as i'm sure you are, that large monster heads clip BADLY with, well, most of the tops I've found. The MA tops, the Jackets, ect, all clip really REALLY badly with my Lizard's head and head spikes. On the back, by the collar. Perhaps when i get home i'll try and post some pictures. I'm at work currently.
ALSO, I've noticed, that with Robe tops, like the MA tops, you can't pick a tail option. This busts my Concept, as all my other customs have a green lizards tail on them, but my MA top can't pick one....
ALSO, how hard would it be to allow another field just for tails, so we can have both a tail and a belt? Kind of sort of like you did for ears?
Thanks in advance, you sexy beast! -
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Look, cut me some slack, you seem a reasonable guy and I'm not saying no no no you can't fix it. My first post in this thread said I saw it comming, but I hope they give peolpe stuck in the pool the option to leave it. There is nothing in these pools that justifies the fact that we are stuck with them. Especially when they're apparently not finished working on them well after going live.
Lets look at it as it shall be for the stalker holds after this change, GW vs BS.
Ghost Widow: acc: 100%, range 80', cost 10.66, activation 2.17 recharge 32 effect: 3.57 mag 8 second hold + 33.6 negative damage
Black Scorpion: acc:105%, range 60', cost 10.66, activation 2, recharge 32 effect: 3.57 mag 8 second hold + 50% run fly and jump speed for 15 seconds 50% recharge rate reduction for 15 seconds disable fly.
So 30 damage and 20' range vs all of that. Mako's isn't much better but has an anti fly built in. The mu lets you stack end drain. Ghost Widows goes from easily the best, to the worst. How many people still have whirlwind in their builds these days? Somewhat less than had it in it's heyday.
The rest of my replies are spent trying to explain that yes I know it's powerful but it's not an instant I win in pvp if you have a clue. Heroes demonstrate that constantly. Would everyone take it if it was left alone? Probably almost everyone so it does have to go (I get that). (Strange how pretty much every scrapper and tanker I meet in RV has FA eh?.
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Well, being stuck in your PPP is a whole nother argument, and one i'd agree with you on. I really think being locked in to them isn't the greatest idea, but it's not my call. I just don't want them wasting time coming up with a way to let the GW people remake there choice. If they were to do that, theyy should do it for everyone. And I don't think they will.
And the REASON i don't think they should get to repick is this. The ONLY people who can complain about this change are PvPers, who knew the power was unbrakable, and wantted an unfair edge in PvP. Anyone else, how took the power for concept reasons, for style, or to run GW's story arch, they are totally uneffected by this change. Only the people who wanted to exploit an unbrakeable hold will be really adversily effected. And I have a hard time mustering up sympith for them, i'm sorry. (not saying you are one of them people, just to be clear.)
But like i said, if they make PPP's respecable to everyone, i'm all for that, but just for these guys, no, i think not.
But should they make a habit of "twicking" these powers, they really NEED to make them respecable. Somehow.
*** and as for FA, yeah, I'd consider it a problem power too. I fully expect SOMETHING to be done eventually, but this is an example of poor forsight on the dev's part, not a bug, like GW's hold.*** -
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I didn't know it worked the way it did going into the patron arc no, but I had thought it might be special. The fact that he'd said the PPP's would be better, that he'd singled out Soul Storm wasn't something I had missed. Look at whirlwind, they dropped hints that it was better than most people thought and really it was. I guess that's a bad example since they ner.. fixed it also, but it helps to illustrate the point that sometimes not everything a power does is spelled out in bold.
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I can agree with that to a point, but something of this magnatuide would be spelled out. They would tell you, "Oh BTW, once you hold someone, they can't get loss." And they didn't. And it's the only power like it in all of CoX... so, if you look at it objectively, it's easy to see this was a bug from the start.
And who's to say the powers aren't better? I haven't compared them side by side, but better could mean, longer base duration, cost less end, recharge faster, ect. And cool factor was more then likely how it looked, the anamation it used. It IS cool.
But to think they'd make one power THAT special is unrealistic. Any MMO vet would tell you that you can't have one power outsine all the rest, or it'll cause a massive imbalance in the game, with everyone taking IT.
There has to be balance among the PPP's. If Ghost widows hold was unbrakeable, the all need to be, or else, everyones going to take hers. And that's not even dilving into the matter of, a stalker getting a hold that's better then a domanoters primary hold... No one can resonable argue that a stalker should have a better PvP hold then domonater, and yet, at present, that's what we have.
And you admit you even kind of saw this coming. Which ment some of this had to be banging around in that head of ours. So something about this power had to strike you as being too good to be true... and you know the old saying, if it seems to good to be true, it more then likely is. -
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To be honest this isn't unexpected, but it just highlights how unfair being locked into patrons is.
It's not my fault that they screwed up. They had this on test for quite a while, in development even longer and yet it made it through into the live game. Now I'm stuck in a patron pool that is much diminished in it's pvp usefulness and unlike everyone hit by the smoke grenade I'm trapped in it.
Before I took any of my patron powers I read up on them. I checked the Ghost widow thread. No mention of it being bugged there at all. I checked the known issues page. Nothing. If in over 20 pages of discussion about the powers Ghost Widow grants nothing is mentioned about it having a known issue thats due to be fixed then the faint belief that it 'might just work like Ghost Widows' took seed. Her version ignored my integration and eventually after much stupidity I realized that a preemptive bf every 30 seconds would keep me safe from it. The player version is nowhere near that effective.
If they're going to screw up, they should fix their problems properly and thats not just the power it's all the players caught in their wake.
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And it all of that research you did, which i commend btw, do it ever once say anything about the hold being unbrakeable? Hmm? Didn't think so. When they fix the bug, you will have the power that was disgribed in all the research you read up on. It's its as good as any hold the other PPP's have... it's not better, but then, it shouldn't be anyway. And it was, by leaps and bounds. That should have been the second clue... oh, what was the first clue you ask? The fact NO other power in the GAME is unbrakeable with a BF. THAT should have been the first clue.
And yeah, this was BIG bug for miss FOO, i agree. I'm betting they where hopping that, since it's only a problem in PvP, that they could put off fixing it since it only effects a rather small # of people. Not a smart move IMO, but hey, what do i know. -
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It was unique. It was cool. It was a little piece of power that wasn't like every hold in the game - thats what made it special and I imagine, so annoying for it's victims.
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It was BROKE. If the devs intended it to work this way, don't you think they'd have document the, "Once your held you cant get out" aspect of the power? It's BUG people. Like someone said before, it's just like smokegranade. It's not being NERFED, it's being FIXED. And as such, I don't think they should try to rewrite the whole PPP system code to allow you to repick patrons.
There's no way you can tell me with a stright face you honestly belived that mister, "fighting statues is boring" statesmen would allow a unbrakeable hold to be added to his game do you? -
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It makes me think that they thought of only 8 powers, but had to fill in 9 tiers. So... let's subtract DEF here (UY) and put it over here (TH), to tone down the potential DEF provided by Invinc. Viola! 9 powers!
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Unyielding was originally Unyielding Stance and it had no -DEF component. It did, however, make you immobile. This was incredibly unpopular and it was decided to remove that penalty. At that point, the -DEF was added to replace the Immobilize penalty.
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We know the history, but why is it needed after the GDN and ED?
Single. Greatest. Question. Evar.
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What he said. We know the history. Why is it still needed?
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Just because I don't use the word "nerf" does not mean things will never be adjusted in a downward direction.
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Obviously.
I just call it "screwed". Each update, I look at the list and say one of two things. "Cool, they didn't screw me this time around." (I think I've only said that once....) Or, the much more popular, "MAN, they screwed me again...."