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Its entirely situational, and useless in PvP.
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I very much disagree with this statement.
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1. Pets still have serious problems keeping up with Masterminds in PvP. (I doubt bodyguard will work if your pets are still trailing behind you in the zone)
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This is true, however it depends on the situation. Your pets won't help you if you're ganked while traveling to a door (who even summons their pets if they're just going to a door though?), but if you take a slower pace through the PvP zone (like if you are hunting heroes), then they'll work fine. It does lend itself to an interesting conundrum: Normally when attacked by surprise, players instantly activate their travel powers and escape. In the MMs case it might actually make sense to stay around and attempt to tough it out, especially if it's a stalker that just ASed you. Stalkers are pretty wimpy if the AS failed to kill their target.
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2. Makes pet loss MORE likely. Higher survival rate at an even higher loss of offensive capability combined with long down times does not equal an improvement in PvP.
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Getting one-shot also results in pet loss. Sure your pets might be attacked now, but that's only because they're actually an issue in PvP, unlike before where they were just something you ignored while going straight for the MM.
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3. Can be exploited by certain types of Masterminds in PvE and to a lesser extent PvP.
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Not allowing the Stalker or Blaster to one-shot the MM is an exploit? This does make the MM himself a bit more "tanky", but I'm not sure I'd call that an exploit.
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4. Does nothing to solve the melee problems with needing to use Go to + Attack my target inorder to effectively fight.
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Getting a flat tire fixed does nothing to help the paint job on my car either. This is a solution to a completely different problem (namely, getting one-shot in PvP and getting killed by ambushes that ignore your pets). -
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I think the point was that it's much easier now to take down all the Henchman, leaving the MM WITHOUT Bodyguard to take the full damage from the next attack.
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Anyone who could do that could have one or two shotted the MM without the bodyguard feature anyway.
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So the net result of this change is...?
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They've raised the bar a LOT on what it takes to one-shot a MM. In fact without bodyguard it's not that hard for a Stalker or a Blaster to one or two shot a MM. With Bodyguard, it shouldn't be possible for any player to one-shot a MM, even if they're at the damage cap and get a critical. -
Confuse powers are always popular against MMs.
Do confused pets get the supremacy bonus? I've never looked close enough. If I'm confused, do the pets lose their bonus?
The way I see this is that it'll be added onto supremacy, so as long as your pet is getting the supremacy buff, then he can act as a bodyguard for you.
I originally thought it was a little unfair that the bots won't be able to reduce the damage via their innate resistance, but upon thinking about it some more, ignoring the resistance is the only way to make it fair. Since defense obviously won't be of any use, if the devs make resistance work they would be punishing Ninjas (innate defense instead of resistance) unduly. -
Here's how I see it playing out. in PvE
You leave the minions on Defense/Follow mode most of the time. This way if you get ambushed or accidentally aggro something you have excellent resists and the bots fight back as normal. When I first started playing my MM, I always left my bots in Defensive mode anyway. It wasn't until I got the level 32 upgrade that I started leaving them in Aggressive mode (so they spread their AoE attacks out more effectively). Switching back won't be a big deal.
If you're attacking an unaggroed spawn, then the procedure is the same, send the bots on a goto and give them an attack order (or switch to aggressive). Because I'm not attacking until the bots have started their AoE attacks, I don't draw much aggro. If I to get aggroed by something (like a boss) and the bots just can't pull it off, I switch back to defense/follow mode to basically put the shields back up.
In PvP it'll be a bit harder. If I'm traveling around, I'll do what I normally do and turn on PFF and Super Jump with the bots on passive. Once I get to my destination I let the bots catch up and then switch them to defensive and drop PFF (if necessary). I'm not one of those guys who resummons his pets just to travel between door missions though, I'll still use PFF for that. The lack of a travel power on the bots means that keeping them with you over long distances is just annoying anyway. -
I think it's more the case that people who got extra "creative" with their base design and exploiting a few of the bugs in the previous verision (where you could block off rooms completely with careful placement of items) are getting caught by bugfixes to the base code. I bet the pathing is the same, just minus a few bugs.
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OTOH, doesn't the defense component of GI not supress ever? I might be wrong about that, but that's how I understood it working. It's more like a defense power that happens to allow you to stealth missions if you're careful.
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Wouldn't Geko be a better choice than Positron? Positron is in charge of badges and rewards and whatnot.
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Giving stalkers a snipe when they already have AS is just insane. So now the great keep moving strategy doesn't mean squat since you can get sniped. Way to go there.
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Nobody's saying that the snipe can crit. In fact, I highly doubt it CAN crit. That'd be overpowering. It also won't be as strong as a Blaster's snipe, in the same way that, say, energy blasts given to Controllers in their epic pools are scaled down a lot.
We don't have real numbers yet. Don't panic.
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I'm betting that the snipe will in fact crit from Hide. However, remember that Stalker damage scale is lower than Blaster damage scale, so it may only be ~1.5x as powerful as a Blaster Snipe when it crits.
Snipes have a big weakness in PvP though, if someone breaks LoS before the animation finishes, it will actually miss, unlike most powers in the game. AS, Placate, Snipe may actually suck because most PvP zones are busy enough that someone with travel powers can break LoS before the snipe animation finishes. -
Yeah, and choosing a patron doesn't seem to make a lot of difference. The per-AT choices are all about the same across all of the patrons. Your choice in patron basically just decides the theming of your new powers.
I'm actually a bit disappointed, I was hoping for a bit more variety, although that would probably lead to 3/4 of the players in an AT choosing one patron and the other 1/4 being evenly divided. Sort of like the EPPs now for Scrappers and Tanks (which one did you get? Uh, the one with Conserve power and Focused Accuracy).
Some people have been deriding the MM powers, but in reality they look pretty useful to me. An AoE Immob? Just what I need against some factions (CoT). A Hold? Who wouldn't like a hold? Armor? Well, the armor will have to be fairly strong to be of any real use because MMs have such low HPs to start with and it doesn't help the pets at all, but who knows? The AoE attack is a wildcard that will depend on the numbers. A strong AoE would be very useful, but a weak AoE (like what's already available in the Primaries for some MMs) is kinda pointless. -
We had a huge contingent of villians and heros hanging around in BB waiting for the Kronos spawns that never appeared. Finally some of the ambushee heroes left the zone and pretty much as soon as they zoned into Skyway they were getting plastered by swarm missiles. Sadly, some of the Kronos Titans wandered too close to the drones and were disintegrated. I think there was a total of 6 Titans active at once.
Victory has a proud tradition of Spawning the Kronos in unusual places. Once time I managed to get him up on the big blue ball on the crashed Rikti Spaceship (turns out the forcefield isn't slippery to giant monsters).
We even had 4 spawn in Blyde Square once, just because. -
The Kronos can be spawned in any zone except the PvP zones, Atlas, and Galaxy.
He used to be able to spawn in PvP zones, but the devs fixed that right before a big player event on Victory (we had 8 people get the Kronos mission up and we were going to spawn them all in Bloody Bay at the same time, but the devs thwarted our event! As a side note, the police drones in Skyway now have the Kronos titan badge).
On a Kronos v. Babbage fight...my money is on the Kronos. It has more HP. Once they're both in melee however, it's the Kronos footstomp attack vs. Bash from Babbage. Dunno which is better but I'm betting they're both similar enough that it doesn't matter. -
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In City of Villains, we're being relegated to be lackeys of the lackeys. How fun.
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You can look at it that way. You could also look at it as one of the handful of villains who sit at the top of the Arachnos hierarchy taking a personal interest in you, as you've come to their attention to the point where they are trying to recruit you into their own camps.
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Great, we're the middle managers of evil. -
Even if you respec?
I hope they're well documented then. It'd really suck to pick a patron and then realize that their powers look good on paper but have really low numbers or something that make them useless. -
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No, BETTER. They drain endurance (Ice also give slow resist and a slight amount of defense). Which is a heck of a lot better than a one brawl attack.
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Eh, the endo drain on those powers is pretty useless. You're not sucking even a minion dry with them. At least the damage from Consume helps you defeat the mobs a touch faster (although most of them will heal it back up before you get to them).
The endo drain is semi-useful if you're teamed with an electric blaster or a Kinetics user, but that's certainly not the common case. -
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Is this a different workshop than where you place your workbenches? If not, 30K to put this stuff in isn't bad.
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My read on that is that the emp station/storage items take up the same "slot" as a workbench would, which is what I've been positing all along. So they'd need their own workroom.
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Empowerment Stations occupy the Empowerment slot, not a Workbench slot.
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I wonder if the 3x4 workshops will offer considerably more Empowerment slots than the 2x2 workshops? It's a bit of a drag with the current editor that you make this massive upgrade to the 3x4 room and it only gets you one extra table. -
I don't know about you guys, but I finish most of my missions in less than 15 minutes. 15 minutes is even plenty of time to fight an AV. If you're taking any longer than you will probably never win (you're not overcoming the regen enough).
I can see it being really useful when you're on a large team and you get one of those carnie maps where all of the spawns are practically touching so even pulling a single minion will often cause three spawns to come after you. There's nothing like trying to fight 12 Master Ills at once. -
Ah, so unlike CoH where the CoT used to be pretty reasonable around 30 when the annoying ghosts turned into Demons, in the new CoV and CoH that doesn't occur until 40? Shame that in CoH the CoT dry up after 40 except as occasional missions in Shard TFs and a couple of story arcs.
I've come to the conclusion that of all of the annoying mobs the CoT have, the Spectral Lts are the worst. They're even worse than Earth Thorns (but only barely). Not only do they phase and run, but they do enormous damage with their melee attack, are difficult to control, debuff like mad, and do far far more damage with Chill of the Night than my poor fluffy. They also of course resist Smashing and Lethal damage, which means at least half of the players need a long time to take them down, espcially if they're melee players and have to stand in the debuff to attack. -
Really? My scrapper (with Focused Accuracy) was loaded up with Acc/Mez. It was the only thing I got more often than a Lysome.
Heck, if the devs want to keep it random, they could choose three HOs (at random) and let the user choose from those. -
Looks like attacks with minor DoT damage secondary effects just got a bit more valuable.
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It's the thread that wouldn't die!
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Eh, that's more an argument about the relative merit of each power and if it deserves the recharge it has. Since both are auto-hit in PvE with those recharge times, I don't think the devs will be rushing to twiddle with it.
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Sheesh...A bunch of Liberal idiots pretending to be conservative idiots. Anyway, you're right, that has zero to do with this topic.
This topic is about things similar to Jeff Foxworthy's "you might be a redneck if..." for COX.
You might be a Noob...
If You pull densely packed orange-red cons with a fireball.
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It's not like it's only noobs who do that. Some blasters just like debt.
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If your idea of a good team is 7 guys 5 levels higher than you.
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Huh? That sounds like a great team. You get SKed up and everyone is happy.
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If you haven't done a single one of your missions since your character was created, and you're level 40.
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Or you might be a defender/controller that never gets to do their own missions because they're always on teams -
If you're the Mentor and die in battle, don't go to the hospital until your sidekick dies or is safely out of aggro.
I've had several sidekicks bite the dust when forgetting that little tip. There's nothing worse than just barely holding on against a bunch of enemies and suddenly have the "My Mentor is too far away" message appear over my head. -
SHH! Positron probably ment to make the WWR arc a TF (like the Shard TFs), but forgot. We don't want that fixed, that's for sure.