LuxunS

Cohort
  • Posts

    313
  • Joined

  1. Quote:
    Originally Posted by NerfKiller View Post
    Defender debuffs are unresistable whereas Corruptor debuffs are..
    This is not true in pvp, maybe once upon a time, but no longer.
  2. Quote:
    Originally Posted by Coh_Man View Post
    I want a build that has its stealthy properties...
    Stalker
  3. Quote:
    Originally Posted by Syndace View Post
    Maybe I missed something, but I was aware that mez's do not drop defensive toggles.. unless you are talking about total endurance drain.
    If you look at what you quoted, those are all sets with offensive toggles.

    Quote:
    Originally Posted by Syndace View Post
    Only doms/controllers can hold for 4-8 seconds and even then most people have acrobatics which cuts that time in half.
    Acrobatics only works against holds. So against fire, earth, or gravity, you're SOL.

    Quote:
    Originally Posted by Syndace View Post
    Offensive toggles take a little more skill to use now.
    You defend offensive toggle dropping by saying that their use requires skill now. But are against having to carry a diverse inspiration tray. Using and rationing inspirations was a skill, and could determine the outcome of a fight. Now the only useful inspiration is green.

    Quote:
    Originally Posted by Syndace View Post
    Am I the only one here that sees the devs moving (very slowly) in the right direction with pvp?
    Yes. There have been many opportunities to improve the pvp system. It's coming up on 2 years we've had to play with crap. Since the devs don't care, most of the community doesn't care any more either.
  4. Quote:
    Originally Posted by Bringer_NA View Post
    As for the HP, slotting my single-targets + Wail build with purples and etc. has me at 1337.3 HP with accolades. Although I'm only lacking a few of the sets I need, I'll figure my HP will be only 1360. There's no real reason to go for HP in current PvP with all the Phase Shifting Hibernoobing Regins, because your just going to have to pick up the FoTM too.
    This is a bad tip.
  5. Quote:
    Originally Posted by XxBudweiser8xX View Post
    The Champion League is now over 87 players taking part. First matches have happened as of Sunday, and was a GREAT time had by all. Nothing like seeing 8v8 pvp matches. Still plenty of room for more to sign up, and the possibility of new teams forming. Check the Champion forums for details.
    Maybe next time they do free transfers. PvP in this game isn't worth paying extra for.
  6. LuxunS

    A dev in pvp!!!!

    Quote:
    Originally Posted by ClawsandEffect View Post
    I heard from a semi-reliable source that they are looking into removing Travel Suppression and Heal Decay in PvP. At least the Travel Suppression when attacked or using a heal or inspiration, the suppression when you fire an attack yourself will probably remain, since it is still that way in PvE.

    (The source is reliable, but that doesn't mean they won't change their minds about it)
    I actually don't find this hard to believe. Well the part about them fixing anything pvp related is, but I believe the devs would acknowledge that TS didn't achieve the goal they had hoped.

    If i'm not mistaken TS was not introduced because of kiting techniques, it was put in because practiced players can skip the rooting in power animations fairly easily. TS was added as a counter to this. The problem is that the amount of time suppressed is based on the type of power, when it should be based on the animation time of said power. Subsequently the freedom of movement and fast paced gameplay this game is known for was diminished in pvp. I'm not so sure that was their goal, but it might have been.

    I don't have a rational explanation for why people getting attacked are suppressed. If I had to guess it's probably because they arbitrarily chose how long power types would cause suppression on the caster, and had to have the targets be suppressed or breaking combat would be too easy. *shrug*
  7. LuxunS

    A dev in pvp!!!!

    Quote:
    Originally Posted by Tokyo View Post
    No.

    many of us plan to leave the moment another MMO with a decent pvp system comes around. CoH developers have already made it perfectly clear that there is not enough incentive to take another look at pvp; despite promising the community to do just that.

    It's time to move on.
    qfe
  8. LuxunS

    A dev in pvp!!!!

    Quote:
    Originally Posted by Gehnen View Post
    Optional "Hardcore" zones? The super min/maxers can duke it out there for bragging rights, or stalk SO users in the regular zone. Significantly Boost rep/PvP drops (or something) in the Hardcore zone.
    The bad pvp mechanics have decimated the pvp population. People who pvp regularly are spread across 3 or 4 servers, into 2 pvp zones. With numbers probably less than 250, splitting the population even more is not a good idea. Consolidation would be a much better option. Making pvp more friendly to lesser equipped/experienced players is a noble cause, but could be more aptly handled by a better introduction to how the system works, fixing the system, or working on archetype/powerset balance issues.
  9. LuxunS

    A dev in pvp!!!!

    Quote:
    Originally Posted by Golden Girl View Post
    At the I19 panel the other day they did mention that they'd look at PvP once the Incarnate slots were rolled out so they could see what effect they were having on PvP.
    War Witch also said she didn't want to promise anything until it was "95% done", to avoid complaints if something she said they were working on turned out to be too hard to actually do.
    That's a cop out answer to placate people at a live event. As others have said the system is going to be put in piece by piece over several issues, so we'll have to wait until its mostly complete to see some changes? That doesn't make any sense. Wouldn't it be more logical to simply balance it as it's released instead of waiting and having to re-balance the whole system.... Because that worked so well the last time.

    WW doesn't care about the effect the incarnate system is going to have on pvp. If any developer cared about the effect changes would have on pvp, the system we're currently playing wouldn't exist in its current form. Either it wouldn't have gone through in the first place, or we would've seen some changes by now.

    The incarnate system is no different then adding a new powerset or archetype. PvPers will sort through it in a few days and determine what the most effective additions to their character will be, after 2 weeks or so fotms will be established, and business goes on as usual. This is nothing new, it's been like this as far back as I can remember. It's not hard to predict. It wasn't rocket science until DR curves were introduced.
  10. It is accurate last I checked. Only thing I didn't consider is Eviscerate. I've never taken it, and completely forgot about the power. At some point I might update my file, but probably not, I'm trying to move away from my widow.
  11. Quote:
    Originally Posted by Psion1 View Post
    Right now I just need to see if that dramatic damage difference compared to Swipe is enough to deal with redraw issues. I think it just might be.
    Looking at Damage per Activation time

    Followup > Lunge > Strike > Gloom
    .86/2.1/1.3/1.33 in 4.752s = 1.18

    Followup > Lunge > Strike > Swipe
    .86/2.1/1.3/.985 in 4.488s = 1.17

    Gloom beats out swipe. However this doesn't take into account the redraw time for using gloom; which sits around .5 seconds. Add that in and it changes things.

    Followup > Lunge > Strike > Gloom (factoring redraw)
    .86/2.1/1.3/1.33 in 5.252s = 1.06

    While gloom is an awesome attack, it is not optimal for an attack chain where it causes redraw. I keep it on my melee fort because i run FU > Swipe > Lunge > Swipe in melee and Gloom > Subdue > Dominate at range. But I won't mix gloom into a melee chain for AVs because it causes a noticeable drop in DPS.
  12. Quote:
    Originally Posted by Frogfather View Post
    Im pretty sure you cant take Follow Up and Aim on the same Character. However, Double Stacked FU+Stacked Assaults is still pretty good.

    --Frog
    You can't take Follow Up and Build Up on a Night Widow. On a Fortunata however, you can take Aim and Follow Up. It's probably one of those things not WAI, but it's slipped under the radar for a long time. Helps with the burst and sustained damage since Forts get locked out of slash.
  13. Copy and paste from a document I have saved. Attack chains I've considered in order of Damage per Activation time. Its kind of old, but none of our powers have changed in a while afaik. Global recharge I don't have done, but you can figure it out on your own

    Night Widow Attack Chains

    FU > Lunge > Slash > Strike > FU > Lunge > Strike > Slash > FU > Lunge > Strike > Swipe
    .86/2.1/1.98/1.3/.86/2.1/1.3/1.98/.86/2.1/1.3/.985 in 14.52s = 1.22

    FU > Lunge > Slash > Strike > FU > Lunge > Swipe > Strike > Slash > FU > Lunge > Strike > Swipe
    .86/2.1/1.98/1.3/.86/2.1/.985/1.3/1.98/.86/2.1/1.3/.985 in 15.58s = 1.20

    Followup > Slash > Swipe > Lunge > Swipe
    .86/.985/2.1/.985/1.98 in 5.808s = 1.19

    Followup > Lunge > Strike > Swipe > Slash
    .86/2.1/1.3/.985/1.98 in 6.072s = 1.19

    Followup > Lunge > Strike > Gloom
    .86/2.1/1.3/1.33 in 4.752s = 1.18

    Followup > Lunge > Strike > Swipe
    .86/2.1/1.3/.985 in 4.488s = 1.17

    Followup > Swipe > Lunge > Swipe
    .86/.985/2.1/.985 in 4.224s = 1.17

    Followup > Lunge > Strike > Gloom
    .86/2.1/1.33/1.3 in 4.752s = 1.18

    Fortunata Attack Chains

    Followup > Lunge > Strike > Gloom
    .86/2.1/1.33/1.3 in 4.752s = 1.18

    Followup > Lunge > Strike > Swipe
    .86/2.1/1.3/.985 in 4.488s = 1.17

    Followup > Swipe > Lunge > Swipe
    .86/.985/2.1/.985 in 4.224s = 1.17

    Followup > Lunge > Strike > Dominate
    .86/2.1/1.3/1.05 in 4.752s = 1.12

    Followup > Lunge > Dominate > Gloom
    .86/2.1/1.05/1.33 in 4.752s = 1.12

    Followup > Swipe > Dominate > Lunge
    .86/.985/1.05/2.1 in 4.488s = 1.11

    Gloom > Dominate > Subdue
    1.33/1.05/.94 in 4.488s = 0.74

    TK Blast > Dominate > Subdue
    .89/1.05/.94 in 4.358s = 0.66
  14. If you have the inf to blow, its the way to go.
  15. LuxunS

    Widow indom will

    Sorry I'm late to this thread, I haven't been reading the forums recently, cause I'm pretty much through with this game. Things like this have been pushing me away. The reason everyone thought Indomitable Will was fixed was because it made the patch notes. Upon closer inspection of the patch notes from i18 and you see.

    Widow Indomitable Will immobilize protection will no longer suppress in PVP.

    I noticed this weeks ago and reported that it wasn't the proper fix, and sent Castle a pm about it. The immobilize protection really means jack. They fixed the wrong thing. I never received any reply or feedback from the report.

    What I want to know is why bother fixing the part of the power that no one cares was broken. PvP gets no attention for months then it gets 3 random bug fixes, except one of them was the wrong fix. /mindboggle /facepalm /bangheadagainstwalluntilunconscious
  16. LuxunS

    A dev in pvp!!!!

    Quote:
    Originally Posted by Phillygirl View Post
    Mod 08 aka the ocho does like PvP he is frequently on freedom talking in ac. He may be the only advocate for PvP atm at NC NC but I'm not sure.
    Far as I can tell this is how it is. And unlike other nc employees he actually spends time talking with the players. Someone make this guy the pvp dev already. I don't see any possible downside; he's already an employee there and its not like he can mess up pvp or anything.
  17. Dunno if I can make it, but if so

    @Steatoda
    - Steatoda (Fortunata)
  18. (A few people around know it better then I do and they can correct me if i'm wrong)

    Per my understanding, -res is applied to the person's resistance before DR. So a squishy with a res shield that sits at the resist cap 75%, the negative res is applied to that number, then DR kicks in. So if you get hit with -40% res, you get dropped to 35%, then get hit with DR.

    So they're useful, but they're not terribly overpowering. If it was applied to the post-DR number, people would be constantly in the negatives.
  19. Quote:
    Originally Posted by Diggis View Post
    So what was it? Was the queue system introduced with GR or were you using it before I13? At least be consistent with your conspiracy theories.
    That's just nitpicking. It's obvious he meant that the times a queue was needed (ie when server was full and couldn't log in) were during issue releases. Most of that being i12 or prior.
  20. I live really close to the city. Too bad Castle isn't going to be there. Still might be worth going to get my say in for the pvp community.
  21. Quote:
    Originally Posted by Golden Girl View Post
    DR in PvP - the only thing I noticed with it is that I get held less than I did pre-DR
    This is from mez protection being changed to mez resistance, and base durations on holds being reduced to 2 seconds (4 seconds for doms/controllers). While it was introduced in i13, it is completely separate from DR.
  22. Quote:
    Originally Posted by PC_guy View Post
    it also used to be very slow but i'd imagine that since the fly speed increase that isn't as much of an issue anymore.

    but, for example, PB nova's are very successful in zones.
    The fly speed increase was only to the base fly speed. It didn't affect the maximum fly speed; the cap is still the same. The reason PBs can be successful is not so much because of the flight, but the extreme range their powers can be fired from. (100 base range, toss in some Centrioles and you can shoot from over 150ft. nearly double the average range.) Combined with travel suppression, it can be nasty.

    Quote:
    Originally Posted by Obsidius
    What's the difference between attacking a flier with -fly powers and attacking a SSer with slow powers?
    Slow powers do next to nothing, while -fly will ground a flier.
  23. Quote:
    Originally Posted by Golden_Pie View Post
    1st respec into a fort, lol

    Then you can have a Claw chain and a non claw chain depending on the situation with more Range, AOE and Control.
    This is true, but you have to make more of an investment to reach the same levels. One major thing being the longer recharge time of mind link and mental training not being available. If you have the inf to throw around, melee fort is the best option.
  24. Quote:
    Originally Posted by Aura_Familia View Post
    TWICE (SWG's CU and NGE debacles which made ED and I13 look like child's play).
    Yea I played EQ before Verant sold it to SOE, and I also played a Creature Handler in SWG, and that was completely removed from the game. The first year or 2 are usually fine. EQ2 hasn't been destroyed yet. Vanguard, eh.

    I'm getting used to it.