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I was just about to link this when I saw your post. Seems like lots of shifting around recently, no more Castle, Babs, Mod 8, etc. Maybe someone in the new regime will listen; doubtful though.
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Excuse my ignorance, but what from that post indicates that it is 19.5?
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The beauty of the Fortunata is you can have it both ways. On my Fort I have...
Gap-less melee attack chain -> Followup, Lunge, Strike, Swipe
Gap-less range attack chain -> Dominate, Gloom, Subdue
Perma-ML, Perma-Hasten
54.3/53.4/49.6 Melee/Ranged/AoE Defense
Spin/Psinado for constant AoE damage without having to worry about positioning
Aura of Confusion for control
Medicine pool for when i'm in over my head
Follow-up and Aim for putting out the higher dps when attempting to solo AVs/Pylons
I used to run separate Fort/NW builds for different TFs, but when I started to PvP I needed to free up a build. The Fortunata is versatile enough to fill both roles without sacrificing too much from a straight Night Widow. The only power I miss is Slash and its crit from hide. The melee chain does significant more damage than the ranged one, unless teamed with a kin. At the damage cap, the advantage of follow-up is nullified.
The toon is one of my favorites because of its high versatility, and is an excellent tf toon. Great for stealthing and exemps fairly well also. There aren't many times where I feel like i'm not contributing in a major way.
ITF one of the nictus has an auto-hit pbae, no problem pop back and attack from range.
LGTF, melee the yellows, range the blues, hold the greens; hey, I can do all of those!
I will say that there was a LOT inf invested to get my Fortunata to get to that point. For the same amount of inf I was able to soft-cap range defenses on my Fire/Rad controller while keeping perma-hasten/am/iw. The toons actually perform and play similarly. The only reason I've starting moving away from my Fort is that they aren't supported by the dev team. No power customization, no weapon customization, no APPs, etc. -
There are a few things I would do to balance the market.
1. Remove the restrictions of 5 tip missions per day. This would increase supply across the board of recipes/enhancements above 20. It make a big difference mid-level shortages.
2. Successful Master of xx badge runs reward a random purple IO. This would reduce purple costs, and give people a reason to attempt more difficult content. It would also reward players for doing more challenging content as opposed to doing what is best reward/time.
3. Rebalance PvP and create a CTF style game; also reduce the pvp drop rate from 1/60-70 rep valid kills to 1/30 rep valid kills. If you make a balanced, fun pvp game more people will participate. More participation = more supply. Single IOs going for inf cap once a week on the market, and 1.5x inf cap off market is totally unacceptable.
*** This is all my opinion. I'd also like to say that I know absolutely nothing about economics, in fact it was one of my lowest marks in college.
I think the problem lies not in the market itself or the players, but in the rewards system in place in CoH. It is one of the few games that does not adequately reward players for completing the most difficult tasks in the game. Everything being random dropped makes the market the only viable way to completely equip a toon. A-Merits were a good start, but the time frame on getting things is entirely too long and makes it impossible to complete a build a reasonable amount of time (assuming use of purples etc). -
Instead of seeing new stuff I'd much rather see things that are broken/imbalanced get fixed. In no particular order.
1. Eden being able to be started at 39+
2. Weapon Redraw
3. VEAT/HEAT APPs/PPPs
4. More options for bases (AE terminals, Recipe storage, inviting alts, Praetorians, etc)
5. Pretty much everything involving PvP
6. ^^ Games that actually have goals (CTF, KoH, etc)
7. ^^ Base Raids
8. Rewards reevaluation (Purples for masters runs or something. CoH is one of the few games that does not really reward players for completing the hardest tasks.) -
I hate to be the bearer of bad news, but this won't work. The fort damage modifier is simply too low to try to make it into a toon that will kill something before it gets killed. Effectively you've made a weak blaster with less survivability than a blaster. You may be wondering why I said that.
1. The build will do sub-blaster damage.
2. You'll have less hit points than a blaster.
3. Your defenses are very low, and would offer less damage mitigation than a blaster with a res shield.
Regardless of what people are saying a Fort can be a good 1v1 toon and a contributing member in team pvp. The key is building for defenses, slot the procs to make up some damage, then build for hit points and acc falls at the bottom of the list. Instead of trying to build up damage bonuses to make up for the lack of it, build up the defenses so that your survivability makes up for your lack of damage. It does work. When I played my Fort I could defeat pretty much any (non-rad) blaster; the only time I lost was when matches allowed greater than t1 inspirations.
Even perfectly slotted Forts have some terrible weaknesses. Thermals will destroy you, there is no way around this. Even taking darkest night isn't enough to reliably avoid getting hit with heat exhaustion. Forts rely on too many toggles to survive end drains. The only even feasible idea is rolling Widow and taking Elude. Likewise, most takes will destroy you also. Forts just don't do enough damage to overcome their large amount of hit points in a reasonable amount of time. Additionally, most takes run /SS, rage will allow them to hit much more often, plus -def in Earth Mastery. A well played Mind dom will also beat a Fort easily. Dominate ignores defenses and IW's knockback protection is still suppressed while mezzed. If that ever gets fixed they'll be more easily beaten.
A few other things:
You can't substitute acc slotting even with double tactics. The DR curve on to-hit buffs is extremely steep. Against anything with sufficient defenses or a defensive t9, you're gonna be in a bad spot.
If you're going to be doing a lot of 1v1 stuff roll with the cardiac incarnate. Running all those toggles and attacking kills the blue bar. It'll free up your inspiration selection to take all/mostly greens. -
Quote:I think we all lost.I always forget that part. Fortunately for you, the devs didn't take my advice and implemented DR instead. There always has to be a winner, and a loser. I lost, you won. Gratz.
I also lost the fight to eliminate heal suppression, to replace movement suppression with a different mechanic, to tweak Elusivity per powerset rather than use a blanket 30% value, to replace base resistance with archetype-specific +health and normalized (reduced to normal) regeneration, to add arena options to disable all PvP changes, and to consider launching PvP changes with cross-server PvP to soften the shock of all the changes. Aren't you the lucky one. -
Quote:In actuality, she is not over-thinking the suggestion, it is that complex. To simplify what she's saying DR affects attributes and the way it affects them is different per attribute, and per archetype. Secondly, DR affects your enhancement slotting also, so for a complete calculation, you'd need someone's exact build.Hey Arcana,
I think you're over-thinking my suggestion. I was thinking of a simple slider that would convert, for instance, 35 def into what you'd get post-DR. The mechanism would not pull up numbers from your individual powers. Or from anywhere. Or break def down by type. The user would just adjust the slider over to 35 and the UI would spit back how much def you'd get post-DR for your particular AT. It would be really, really basic, but would give clods like me an understanding of what the effects of DR are, if not the underlying mechanics.
I fully understand that trying to get the game to spit out what happens when Healing Flames stacks with Insulation would be ... ummm ... difficult, but even having a rough guide to DR would be good.
You are not without hope though. There has already been an explanation made (by Arcana) which will allow for a basic understanding of the fundamentals of the DR mechanic. Additionally there is a graph that you can add the appropriate parameters and get a rough estimate of the numbers (my apologies, I don't remember who created this). This should be able to get what you want from it, if you take the time to try to understand Arcana's post.
Arcanaville's Guide to Diminishing Returns
http://boards.cityofheroes.com/showt...598#post794598
Diminishing Returns Graph
http://yarrison.org/dr/graph.html
I've been thinking about writing a guide putting the collective community information in one spot, but its a bit of work that I don't have the desire to commit to at this point in time. -
Quote:Dear Mr. Positron,Originally Posted by PositronWe've also overhauled our PvP system in such a way that the changes do not affect PvE. We've ignored PvP as "good enough" for long enough. The previous systems were "ok" and have a very vocal and devoted fan-base, but we plan on incorporating more and more PvP features into City of Heroes and City of Villains. In order for us to do that we really need a solid foundation of the core PvP gameplay. We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.
I mean no disrespect with the following post. While DR does give developers more freedom in respect to moderating pvp effects; the problem is there has been very little moderation. As far as I'm aware, none of the major changes added with I13 have been tuned at all. There have been no adjustments to the major systems, even the ones that have glaring problems. Even major bug fixes take months to come down the pipeline.
In the above quote taken from the letter released with I13 you said the changes were to be a "solid foundation" for PvP. The problem is the pvp system is not solid. It is arguably more off balance than the original system. Many powers function completely differently than they do during PvE, and the system is overly complex even though gameplay has been simplified. This might not be such a problem, but it's not documented anywhere in-game. It seems like every week there's a post about people asking how this-or-that works in pvp. Most of the documentation has been put out by some of the more helpful, math-savvy members of the community.
With the release of the Incarnate abilities, I see pvp become more of a house of cards. The not-so-solid base system is being added to, how much will be built on top before it crumbles (some would say it did long ago)? While DR limits the effectiveness of the Alpha slot, will it do so with the next slot being released, or the one after that? The balance in pvp is already heavily tipped towards damage, how much moreso will it be when everyone is running around with fire-procs in their attacks, or -res? Lastly, it was said that I20 testing began before I19, if that's the case, how many PvPers are in the beta to give feedback on the affect it will have? I'd guess very few if any.
Steering back on topic, DR in itself is not a terrible mechanic. With all the other changes that have been made, it is a necessary mechanic. Without it, squishies would be running around with hard-capped resists, pvp would be terribly broken. Even though DR reduces defense numbers significantly, it also forces to-hit buffs into a very small window; effectively it makes defenses more viable than they were pre-i13, bringing them closer to the damage mitigation offered by resistance buffs. I still stand by 20% elusivity being the sweet-spot. Combining DR with some of the other mechanics is where things get bad.
Ex.
Imagine DR without global resistance. In that case, buffers with res shields would have some use again.
It would go a long way in the pvp community to see some small changes. Things like responding to feedback or observing/responding to testing, steps towards improving the system. It has been 2 years since pvp saw any big changes, in 2 more years without positive steps and the incarnate system, I imagine pvp will be un-playable.
One word of recommendation. Bring back base raids. PvPers like them. PvErs like them. Use pre-i13 rules, current rules, arena rules, it doesn't matter; people will like it and use it either way. It will make the PvPers and Base Builders both feel like they've had a cookie tossed to them. Sometimes a cookie goes a long way. -
Just to clarify one thing.
Will there be D6 and D8 teams like last time? I see that there is a core requirement and a draft, and people who practice must play. But, will there be a separate team for that or will there be 3 matches and everyone has to be rotated into those?
As a side not, I like the limiting of taunters to prevent draw teams, and the 3 stalker limit should be interesting. -
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Maybe amend it. Saying if you attend 1 or 2 practices the week of a match you must participate if you are there. That way people who try get to play? *shrug* I'll let the captains figure it out.
Without free transfers I won't be participating. PvP isn't fun enough for me to spend money on. And said money isn't going towards improving what I want anyway. -
Same format as the last league, or up for discussion?
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Quote:The devs cannot change the current PvP system because the current system has not been fully tested or explored... and it's been over two years!Quote:Do any of you know what defense numbers a /SR can get to with 6 sets of Bubbles?
Using your example: It's highly subjective based on slotting because the system is so complex. Taking an SR at the soft-cap for defenses and 6 FF controllers slotted shields with 3x lotgs (it puts the shields at +17% defenses). In PvE the SR would sit around 147% defenses. In PvP it would be in the area of 48%.
48%. Bet you weren't expecting that.
Besides, while that 48% defense scrapper is running around having a slightly hard time being hit, his teammates are being farmed. DR hits squishies much harder defensively. They'd be farmed and the SR wouldn't be that much better off.
I apologize if this post seems harsh, but you constantly insult veteran PvPers. Many of the players you accuse of thinking one dimensional are far better players then you or me. They don't play those builds simply to be closed-minded, they play those builds because they work. -
Quote:This could be the perfect time to try to get some attention. Whoever is replacing him might want to jump in and take on something that's been neglected for a while. I assume next issue we get some the rest of the alpha slot, maybe another section of Praetoria, and theres room for some pvp changes!Any chance of PvP getting fixed died with fatman Castle leaving the dev team.
As a side note, when Vex isn't calling people bad, he's helpful. Not so much on the boards, but he spent a lot of time working with the less experienced players during the league last year. He's really a softie. -
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Dark falls short on -regen. Since an even level AV has 85% regen debuff resistance, twilight grasp only reduces the AV's regen by 7.5%. While I am a fan of Dark, there is a noticeable difference between its effectiveness against AVs and the other sets mentioned.
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Quote:I don't remember when exactly it happened, but am certain it doesn't apply anymore. There is very few things that are irresistible. An easy way to check is to look at the power info. Things that are irresistible are labeled as such (like heals).I remember that they implemented that Defender debuffs would be unresistable in PvP some time back, maybe I must have missed a note in a patch that removed that from PvP once again. I suppose that must explain why my shelved Rad/Psi can never seem to slow anything anymore