LuxunS

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  1. Quote:
    Originally Posted by Obsidius View Post
    Otherwise, you're right back to PvP being a club for only Super Jump or Super Speed.
    This never changed. Teleport doesn't work in pvp so that's out. Fly is too slow to pursue anyone and is tactically a poor option. There are too many ways to disable it, from webnades to immobilizes or attacks with -fly.

    Super Speed was pretty much always the standard and still is. Since i13, slows do pretty much nothing, it is the best option. Super Jump offers some vertical mobility and allows speeders to get close enough to fliers to ground them and make them helpless. It is not as much a necessity.
  2. Quote:
    Originally Posted by Aura_Familia View Post
    And what pray tell do you expect the pvers to do about it?

    Quit? When the pvpers won't? That makes NO LOGICAL SENSE WHATSOEVER. As I said before MANY a pver also complained after testing the proposed I13 changes that they sucked. Yet (I feel like a ******* broken record) they too were ignored. THAT somehow keeps getting glossed over by many (notice I didn't say all) pvpers.
    I never mentioned anything about encouraging people to quit. If I thought that was the appropriate course of action then I would not be here. I did not ask anything of you, as I wouldn't know what to ask. The developers created a system for a target audience, the target audience did not like the product they created. They made no changes to the product to make it more attractive, and didn't switch back to the old model which proved to be more popular. Overwhelming feedback for either case goes unheeded; if I had an answer I'd provide it.

    Quote:
    Originally Posted by Aura_Familia View Post
    The pvers taunting are idiots. However the ones who say NOTHING about because they don't care about pvp most definitely do not need or deserve the stupidity often pointed their way.
    I was not attempting to condone their actions, merely trying to provide some insight.

    Quote:
    Originally Posted by Aura_Familia View Post
    EDIT: To turn your analogy right back at you, if I saw you getting bullied and having your candy taken away, I'd go to a teacher. Except in this case the teacher and the bully taking your candy are on and the same. The teacher would just smile and say "it builds character, trust me I know what I'm doing". soooooo, there isn't much that either of us could do besides walk off the playground. However, I LIKE the playground despite the bullying.
    Yea the playground is nice, and you might like it enough to stay and endure the bullying. But it seems every month more kids think about leaving the playground and going to the one across town; they get to have fun and don't have to deal with bullies. I hear in 2 months a nice shiny new playground is being built a few blocks away and these bullies can't go there.
  3. Quote:
    Originally Posted by Aura_Familia View Post
    I would have quit. No need to stay on and attack other players for something they had no control over.

    Being malicious DOES NOT get anyone on your side. Especially not other players in the playerbase.
    Exactly. Most of the reasonable members of the community left in short order. All that's left are trolls and those hopeful that changes will be coming.

    Quote:
    Originally Posted by Steel_Shaman
    Your ire should be at the Devs, not the players. ("You" in the general sense, of course.)
    It is. The devs get <$#!%> from PvPers constantly. Not just the devs most of the NcSoft employees do whenever they make themselves available. During live chats and in-game events its terribly noticeable. During the first free server transfers there was a pvp event on the champion server. I went over there to participate and Niv showed up to participate as well. In the first round she had to have been killed 40 times. I'm not exaggerating it was 8v8 in an office map, she was dead before she could move.

    Quote:
    Originally Posted by Steel_Shaman
    The problem is many members of the PvP community have that malice aimed squarely at PvE'ers.
    It's the "you're not part of the solution, you're part of the problem" mentality. Enough strictly PvE players come over to the PvP boards saying things along the lines of "You got what you deserved" that the community has little tolerance for PvE players with similar mentalities. Many PvE players who were not able to be competitive in pvp or badgers who were upset about being attacked in pvp zones taunted PvPers when their aspect of the game was ruined. Now most PvPers have adopted that sentiment.

    If we were all children the PvPers are the kids that act up to get attention. The Devs are the bullies who steal the PvPers candy, but are too big for the kids to do anything about it. The PvEers who don't say anything about it and ignore PvP are the ones who watch the kids get bullied but don't say anything about it because its not their business. If I had my candy taken and you turned a blind eye, I wouldn't be much happy with you either.
  4. Quote:
    Originally Posted by GhoulSlayer View Post

    It was posted on the CoH facebook page on Sept. 3rd with the caption, "What could this mean? Find out at the City of Heroes panel at Pax Prime tomorrow morning!" Could it mean that they are working on an auto-teaming system? If you attended that panel and it doesn't break the NDA could you let us know?
    See Below.
  5. Currently DR only functions in PVP zones and arenas. It affects only attributemods and totals. This is important, but requires some explaining. For easy of explaining, you can look at DR as hitting a character twice in 2 different ways.

    The first way is that it hits bonuses from slotted enhancements. DR kicks in the second you slot an enhancement. This aspect of DR does not affect set bonuses. DR only affects the bonus from the slotting, not the actual power.

    Example - you slot a power for 56% defense buff. DR hits that 56% and lowers it to 51%. It doesn't affect the base defense bonus granted by the power.

    The second way that DR hits, is against totals. It won't hit the bonus granted by each power individually, only the total for each attribute granted by any powers/buffs/sets you have.

    Example - you have 10% Defense from TT:M, 12% from an ice shield, and 6.26% from slotting some set bonuses. DR doesn't hit each of those individually, but hits the total granted. So the 28.26% Defenses then gets DR'd.

    If you put that all together, and on paper want to find out your exact attribute numbers...
    - Choose your attribute, and check any powers/buffs/bonuses sets you have.
    - Apply DR to the enhancement bonus on all those powers/buffs.
    - Add up the total bonus granted by all the powers/buffs/sets.
    - Apply DR to the total bonus granted by all the powers/buffs/sets.

    That's the simplest way I could think to describe it.

    The part where it really gets confusing is figuring out all the curves for the attribute mods etc. The parameters are different per attribute, archetype, and aspects inside the attributes. There is no real easy way to explain it without getting pretty deep into math.
  6. Quote:
    Originally Posted by Zikar View Post
    The more I think about it, the more I wonder Diminishing Returns is really as bad as people say... I mean, it doesn't effect a solo character right? Just buffs from the same powers? So, only a few powers would be effected by this, or teams that had say, two bubblers or something... but even then it wouldn't negate the benefit of two bubblers completely, just take the team down a notch.

    Am I missing something?
    You are missing a lot. I'll fully explain this when I have a little more time.
  7. Actually, it has never been said that it's even at the bottom of a priority list.
  8. Quote:
    Originally Posted by PrincessDarkstar
    For me the single worst part about PvP is the lack of documentation! People spend ages learning the PvE mechanics so I can work out how to softcap my builds, or if it is worth getting that last bit of +res, attack chains etc. Considering they don't really want people knowing too much I think it was ok not to give this out, but when you get people like myself who know the PvE game pretty well scratching our heads why we are being flung about RV despite having mag 12 kb protection we have to come here for information.

    Nowhere in game am I told that I need mag 41 KB protection for PvP, nowhere does the game mention DR or how much it effects you, nowhere does it talk about the animation time thing. I think having to come to the forums to find out basic information is stupid.
    This is a major problem. There are probably guides for everything in one spot or another, but not sure if there is a compilation. Maybe I'll do one up as my last thing before I move on to another game. Good luck getting a pvp tutorial or information put in-game.

    Quote:
    Originally Posted by Voided_Soul
    Since diminishing returns my fortunata, a defense based toon, now has 72% less defense thanks to DR. With pvp being resistance based now, this severly cripples the fortunata, and favors the defender over it.
    Since the bonus defenders now get when soloing, with decreses up to a team of 3, my defender now outdamages the fortunata.
    I've been complaining about this for months. Defenses can still work, I've written posts about it if you care to search for them. The lack of damage however, there isn't much that you can do about that beyond the typical procs and grabbing 2x assault. Ranged damage mod is the same for defender/fortunata.
  9. I guess I'll bite. Someone who has been around longer can fill in the gaps if I miss something.

    Once upon a time PvP in CoH was quite similar to PvE. Most of the PvP zones were populated during prime times and some all the time, across several servers.

    Then Issue 13 came around. This was supposed to be the issue to improve pvp. There wasn't all that much else in this issue (Merit rewards, multiple builds, shields/pain dom, and leveling pacts.) The only content was a few missions added to Cimerora and the midnight squad arcs. The big changes all came with the power and system re-balances for pvp.

    The changes made to pvp completely changed the system. It was to the point where players had to learn almost a completely different game. Several powers didn't function in the same manner, and some of the systems introduced are so complex, you literally have to know calculus to properly understand them. I'll attempt to break down the changes and how they affected what the game once was.

    1. The damage of all attacks has been refigured. Basically, the longer the activation/animation time of an attack power, the more damage the power is going to do. There are adjustments for recharge time and Endurance cost, but the actual time the power takes up in an attack chain is the primary consideration.

    This in of itself seems to make sense. The more time you spend activating a power, the more damage it does. This caused some problems with sets that were fast activating however, as their powers now did significantly less damage. Some sets or individual powers were hit pretty hard by this (ice blast being the first one that comes to mind). On the flip side, powers that were once skippable became the most damaging powers available (flurry).

    2. In general, the base damage of all Archetypes has been increased in PvP zones and Arenas. The Containment bonus for Controllers in PvP has been reduced because of their higher base damage.


    All archetypes got a damage boost, this counters some of the other changes made later one. What it doesn't say is that the archetypes were not all evenly boosted. Example in pve a fortunata's range attacks do significantly more damage then a defender with psi blasts; in pvp the damage is identical when recharge/activation/endurance are factored in.

    3. Travel suppression - Being hit by an attack triggers movement suppression, just as making an attack does. Suppression for being hit by an attack is always the same duration. Any power with a negative impact on the target (including all debuff powers) is considered an attack.

    This still one of pvpers biggest complaints. Not only are you slowed when you attack, you are slowed by being attacked. This completely removes evasion from being a tactic/skill in pvp. Subsequently, escape powers like phase/hibernate/pff became even more important because there were the only way to disengage from combat. Also, the notes didn't mention that several buff powers caused travel suppression, ones that didn't even make sense (mind link, rttc, etc). One of the biggest draws of CoH PvP was its fast pace, this took that away.

    4. Note that Teleport powers are completely disabled when suppressed.


    An entire travel pool was rendered useless.

    5. The greater the base range of an attack, the longer the suppression for the attacker.


    I didn't even realize that this was part of the update.

    6. Teleport Foe and related powers in Gravity Control and Warshade powersets now grant 3/4 of a second "untouchable" flag on the target.

    I suppose this was instituted to prevent the tp ganking. I don't have any problems with this change

    7. Diminishing Returns - Resistance and defense powers have greater diminishing returns when stacked than in PvE, and lower caps. "Buffing" Archetypes (Defenders, Controllers, Corruptors, Dominators and Masterminds) have less ability to benefit from all buffing powers than other ATs (the powers have less effect on them, and their caps are lower).


    Now DR has become a standard for pvp. This is not so much because it was welcomed by the community, but because the way all the powers function, it is a necessity. This also had an major negative side effect. The DR effect is so steep on most attributes buffs have become mostly useless. Why bring a bubbler or sonic when the shields only grant 2-3% of protection? Also since squishies get less benefit from the buffs, the ones that rely on them for survivability (force fields, sonic to a lesser extent) don't get those benefits in pvp, thus rendering their secondary useless.

    As a side not defense based toons were given elusivity of 30% to bring them more on par with resistance based toons. This number was shown to be overpowered on paper and in practice. In the following issue, elusivity was reduced to 10%. This proved to be an overnerf and defense-based toons mostly disappeared.

    8. Heal Decay - Healing powers suffer from diminishing returns when several are used in a short period of time. Healing powers also trigger suppression.

    This really irked a lot of people. The more you heal in a period of time, the less effective it becomes. Also, the healer is travel suppressed. It seems like this was just instituted because someone got grieved by an emp/blaster combo. In its current form, healers are less useful, and easy targets. The more they heal, the less effective it is, and they're also travel suppressed so they're easier targets.

    9. Global Resists - All Archetypes (except Tankers and Masterminds) have some default resistances to all attacks in PVP.


    All archetypes are given a base resistance, this varied from 10-40%. Not included in the patch notes were that some resistance shields that once granted +res to only some damage types recieved +res to all. What this did was take many of the advantages away from some of the sets and further remove strategy or sense from the pvp game. (ex. invul being weak to psi). Picking patron/app shields doesn't matter cause the res ones all offer the same benefit.

    10. Melee classes gain extra resistances to all debuffs and to movement slows. These bonuses are linked to the power in each set that gives status protection (Unyielding Stance, Wet Ice, Plasma Shield, etc.).


    Whatever

    11. Defeating enemies in PvP can award Influence/Infamy, Inspirations, and rarely Salvage, but no XP.

    Good change, numbers are too low, but whatever.

    12. In general, there is no such thing as Status Protection in PvP, only Resistance. The exception is Knockback protection, since Knockback is a binary effect. The base durations of status effects are greatly reduced in PvP (generally 4 seconds for Controllers and Dominators, 2 seconds for all other Archetypes).

    There are 2 camps on this one. In the old system inspiration management was important especially up against a fortunata or dominator. Balancing breakfrees was a skill in itself. In the current system breakfrees do absolutely nothing. The duration of holds has been reduced, but the ability to counter them has been removed. What happens is instead of having to plan ahead to counter holds, now you simply have to deal with them. Some people like this because it is less work/clicking they have to do; others hate it because they're left helpless with not counter, much like being run out of breakfrees prior to i13. Personally I don't like this change, a powerboosted, dominated, stun can last upwards of 10 seconds. There is nothing you can do to counter that. 10 seconds is certainly long enough to kill someone.

    13. Unlike in PvE, defensive toggles do not suppress when you are held/stunned. This means that not only do the toggles not drop, they continue to grant defenses while the player is held/stunned.

    Good change

    14. Didn't see it in the notes, but there was also a taunt change. Taunt within powersets for brutes/scrappers/tanks now has a -75% range component.


    Good change, except for that the base taunt duration isn't affected by taunt resistance. So even unslotted, with a few recharge reductions you can perma-stack it. Oh yea and it stacks, it becomes silly when you have to stand on top of someone to hit them with a melee attack.



    All in all what these changes did was remove much of the skill/strategy from the pvp game. It was supposed to attract new players and make the pvp system more accessible for people who failed at the original pvp system. The new players never came and the old players were driven away by a system that simply not fun. It also separated things the pvp and pve game so much that competitive pvp missions or pve/pvp missions will probably never come.

    One of the things that really pushes pvpers the wrong way is that when these changes were announced the developers made a statement that pvp would not be ignored any longer.

    Quote:
    We'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.
    Yea.....
  10. Quote:
    Originally Posted by Zeta Orionis View Post
    Nah. The only things that could really beat a half decent fort (in i12) were a devices blaster who wasn't bad enough to take the auto turret, or a spines/regen who actually brought BFs and had four ranged attacks.
    Funny thing is, there are so few decent PvPers left that a half decent fort still does just as well. Only difference is, the things that they can't beat has changed.

    Can't beat
    SS/x/Earth Tanks - Too much hp/damage mitigation to defeat any well built tank. Throw in the insane damage done with the earth app and rage, and Forts don't stand a chance.
    /Regen - Good ones are virtually impossible to kill because of Fort's low damage. Bad ones, which most are, aren't too difficult
    /Thermal - There is no way for a fort to mitigate the -recovery from heat loss.
    Rad/ Blasters - Reasonable damage and defense debuffs in every attack. If they're not bad, it should be an easy win for them.

    Even matches
    /Rad - Big debuffs, but offset by fort's dominate. These fights go either way.
    /Cold - Good debuffs, but they need to hit first. These fights go either way.
    Fire/ blaster - Puts out good damage that isn't mitigated like psi. Slight advantage to the Fort, but can go either way.
    Non ss/x/earth tanks - Still high mitigation vs fort's low damage. Without rage to help hit, and fossilize to damage, advantage Fort (If you can stay awake long enough to take out all the hp)
    Fire/Fire dom - I've only fought one of these guys, but he was pretty tough. Looking at it on paper its pretty even. Still advantage to the Fort.
    Elec/ stalker - Very few stalkers can stand to a decent fort, but since elec has the aoe based attacks they stand a chance.

    Easy Wins
    Pretty much everything else.

    Even with all the nerfs Forts have taken, they're still pretty competitive. I think they're pretty balanced toons. Lower damage, reasonable damage mitigation. They have their weaknesses but have strengths also. The biggest downside is the investment to make them competitive is pretty steep.
  11. Quote:
    Originally Posted by Arcanaville View Post
    2. Arena settings to enable/disable five PvP effects separately: DR, Movement suppression, PvP damage adjustments, Heal suppression, and Mez conversion.
    Add global resists to the list?
  12. Quote:
    Originally Posted by B_Witched View Post
    there was some of it that was percentage not affected by ED so I am guessing it will
    Fixed. It said ED, ED and DR are separate. Nothing was ever mentioned about them ignoring DR.
  13. Going against an equally skilled and built cold, the odds should be about 50/50. Since Fortunata damage is so terrible you have to rely on your defenses to equalize any offensive advantage your foe has. In a situation where a foe has a way to negate those defenses (ie. defense debuffs, significant constant to-hit buffs ala rage, or significant end drains) your advantage will be nullified and possibly you're simply overmatched.

    If it was sleet that was the determining factor, you just need more practice. You shouldn't be stationary enough for that to be an issue; unless you were in the cage there's plenty of room to avoid such things.
  14. I've been tinkering with the idea of an elec/nin stalker. Figured I'd ask these questions here because elec/ is a shared set and the scrapper forums are more active. Mainly I'm wondering how procs function when slotted in the various powers.

    1. The melee attacks can all take recovery set IOs. Does the performance shifter proc function properly in melee attacks? Does it have a chance to grant you endurance, or is it borked and it gives end to mobs?

    2. If a proc is slotted into Chain Induction does it only go off on the initial target, or does it have a chance to proc on successful jumps?
  15. As a side note, if my assumption was incorrect and pylons do not have the -regen resistance that AVs do... The way to figure out the difference would be to compare the dps gained from the reduced regen to the dps lost in an attack chain by using poison dart.
  16. Well done. Top doc wrote a widow guide a long while back I think he's done pylons. I've done pylons and several AVs, there aren't many done-up forts/widows, but some are around.

    I never bothered to look at the pylon stats, I always assumed they were similar to AVs. If that is a correct assumption the -regen from poison dart isn't significant enough to make a difference. It's only actually dong -3.75% regen (assuming 85% resistance from a +1). The -res from shatter armor does help however. It's easy to maintain the debuff for a constant -20% res.

    As far as attack chains go, if you wanna push your character further, you really need to get poison dart out of there. The -regen is negligible and it has one of the worst dpa of any attacks available to widows. Attack chains I've come across that are most dpa efficient are..

    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 dpa

    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 dpa

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

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

    I have dps calculations done up for some of them but not all. The highest one comes out around 212 dps (slotting variations will adjust this number) after factoring in mind link cast times and the constant 5% chance to miss. You can squeeze in another 20dps by using shatter armor every 20 seconds in place of 2 lower dpa attacks. You can also sneak in another 7dps if you don't have to use mind link. I'll post the dps example below as well as dpa values for common widow attacks if you're interested in toying with them yourself.

    DPA Values
    Swipe - .8 Lethal + 3x.08 toxic = 1.04/1.056 = 0.985
    Followup - .91/1.056 = 0.86
    Lunge – 1.82 + 4x.1 = 2.22/1.056 = 2.10
    Slash – 2x1.37 +.4 = 3.14/1.584 = 1.98
    Subdue - 1.73/1.848 = 0.94
    Dominate – 1.39/1.32 = 1.05
    Gloom – 8*0.22 = 1.76/1.32 = 1.33
    TK Blast – 0.53*2 = 1.06/1.19 = 0.89
    Strike – 1.44+.28 = 1.72/1.32 = 1.30
    Poison Dart – 1.3/1.72 = 0.76
    Mental Blast – 1.05/1.848 = 0.57

    DPS Calculation
    Widow Attack Chain
    W/ Assault + Procs
    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
    Follow up = (50.72)*(1+.9749+2*.3+.15) = 138.21*3 = 414.63
    Lunge = (123.67)*(1+.9749+2*.3+.15) = 336.99*3 = 1010.97
    Strike = (95.49)*(1+.9749+2*.3+.15) = 260.2*3 = 780.6
    Swipe = (57.84)*(1+.9364+2*.3+.15) + 14.36 = 169.74
    Slash = (174.86)*(1+.967+2*.3+.15) + 35.35 = 510.44*2 = 1020.88
    ((233.94*85)-905.14)/85 = 223.29
    DPS = 233.94 – no ML, 223.29 w/ ML
    DPS calculating misses = DPS * .95

    Basically its just
    base damage x (1 +damage bonuses) + proc average damage
    Swipe as an example
    Swipe = (57.84)*(1+.9364+2*.3+.15) + 14.36 = 169.74
    Swipe = (base damage)*(1+enhancement slotting+2*followup+assault) + mako proc avg dmg = total damage

    Then add the total damages as many times as you need to for your attack chain. After that divide by the time it takes to execute the attack chain. For factoring mind link I take the total damage done during a mind link cycle, subtract the damage missed during the mind link cast, then divide by the time of the mind link cycle. There's probably a better way to do it, but its easiest for me.
  17. Quote:
    Originally Posted by Ironblade View Post
    It sounds like you don't understand the effects of price caps. Frankly, the overwhelming majority of people don't. If an item is routinely selling for 300 million and a price cap of 100 million is instituted, many of the previous sellers will take their sales off-market so that they can still get 300 million for it. Even without price caps, plenty of sales happen off-market just to avoid the 10% fee. You don't think people would work around the market if it meant they could get triple the cash?
    I understand that perfectly well. My post specifically said if there was an in-game store.
  18. Quote:
    Originally Posted by Arcanaville View Post
    I don't think most people who propose such things actually think it would make the markets "work." I think most people who propose such things don't care if the markets work, they believe the primary purpose to the markets is to supply players with what they want at prices that make it easy for them to get it, without regard to the desires of sellers. And they almost certainly believe that if players won't sell at those prices, they should just cut out the middle man and convert the market into a store that doesn't rely on sellers. Because a corollary to this assertion is that there should always be enough supply for everyone to have whatever they want if they decide to acquire it.

    I would bet that if you asked most people who believe in extremely low caps if they would care if the markets were replaced with stores that just bought and sold everything at fixed prices, most wouldn't object. Most would probably consider it an improvement.
    This. While I understand that some people may enjoy the market mini-game. I personally could care less. I use the market. I could give a damn about economics or personal in-game wealth. I just want to obtain IOs in the most efficient way possible. If there was an in-game store I'd throw a little party in my room. 2 reasons.

    1. Supply - My latest project was making a mind dominator that had soft-capped range defense and perma-dom exempted as far back as level 30. Finding all the necessary level 33 IOs has taken months. Not because I didn't have the inf, because they simply don't exist. Mid/low level IOs will go several months without seeing any listed.
    2. Price Caps - While most people are against this, I don't like wasting my playing time at the market. I also don't like farming quick AE maps for tickets, and SFs for merits. If everything was available for say no more then 100M i'd be happy as a pig in ****. Then I'd know exactly how long it would take me to outfit a toon, and I wouldn't be a slave to market trends or supply. It wouldn't be an overnight equip, but it wouldn't take forever either.
  19. Character: Steatoda (Arachnos Fortunata, Heavily IO'd)
    Settings : +2/x8/No Bosses/No AV's
    Mission : Random Riktis from Borea

    Influence from Kills : 12,946,986
    Influence from drops : 2,290,375
    Total Influence gained : 15,237,361

    Final time was 1:00:31


    What was left over :
    Positronic Matrix
    Platinum


    Villains defeated : 970 (15.77 per minute) Extra were portals and monkeys
    0 Bosses
    166 LT's
    720 Minions

    Inspirations used : 52

    Note: kept the timer running for travel between missions

    Things I learned:
    1. CoH would be a much better game if mobs didn't run all over the place
    2. Shield charge needs to get nerfed hard, the numbers difference between IO'd shield toons and IO'd non-shield toons is terribly noticeable in this thread.
  20. Quote:
    Originally Posted by Psychoti View Post
    I'd like to see it and play it. I know I'd have to show it to my mom as well, she's a big Whedonite.

    My guess on what would happen:

    Young girl is attacked by hordes of vampires, werewolves, and zombies. She fights, tooth and nail, not to be killed and eaten (not necessarily in that order). She has no superpowers aside from an extraordinary will to live. She manages to survive her ordeal but somehow gets the idea that she now does have superpowers. The arc's contact is that girl's mother, she wants you to stop her daughter from getting herself killed as she tries to find herself amongst the undead underbelly of Paragon. Along the way she'll learn that she doesn't actually have superpowers - but maybe that's not what matters. Maybe what matters is that she's willing to do what it takes so that these monsters won't harm other little girls and boys.

    Of course, she dies horribly in a mismatched, misguided battle and it is your job to step in and finish what she started or else things will end up worse than they were before she went nutso-bananas.
    +1
  21. Doooom is on the horizon! Please stop buying purples red side so the prices drop. That way I can stock up on all the things i'll need for any character I plan to roll next month.

    Thanks,

    Steatoda
  22. Quote:
    Originally Posted by RavenSoul View Post
    On the other hand, I13 was not entirely Paragon Studios's fault. Yes, the players helped, or hurt as the case may be, too. While every gamer newly wandering into the PvP side of any game is never prepared for the experience, the trash talking adds insult to the injury of having gone through the noob meat-grinder. We all know the complaints that resulted from the fresh-ground-chuck caused some serious damage, but that could have been mitigated with sportsmanship.

    I'm lucky in that Liberty players tend to behave in a friendly manner. We still go for the throat, but we're polite about winning and losing. Without specifics, I'm often appalled at the immaturity displayed when talking to people on other servers. Oh, and let me be perfectly clear: This point goes for BOTH the noobs AND the vets. I am dead serious about this. Every ladder-topping veteran was a noobish map-stain at some point, but some people like to forget that judging by their language.
    I don't know you, but I really liked your post up to this point. Trash talking is part of competition. From the playground to the professional stadium, its prevalent in every form of competition. This is promoted even more by the fact that there is no penalty for doing so over the internet. Most of the members of the pvp community are not the terrible trash-talkers. I'd go so far as to say it has the highest concentration of skilled players you'll find left in the game; maybe not in a mathematical understanding in the game, but certainly in functional and character play skill areas. If you approach them in a respectful, and (for lack of a better term) non-idiotic way, they are generally more than happy to offer advice, builds, or skill practices. I started doing organized PvP with the league which started in December? I haven't had anyone be outwardly rude to me at all. People who come in, play their toon correctly (improve if they can't) and don't give anyone $h*t don't get $h*t back.

    I can say I know many PvPers did give positive feedback during i13 beta, and post release. Not so much positive as they liked the changes, but suggestions that would have adjusted or improved the system. Most of these fell upon deaf ears and the rest of the discussion has been beat to death.

    Can you really blame the current attitude of most in the PvP community? There have been glaring, known bugs that have gone months with no mention of being addressed. AE bugs, map bugs, etc get fixed in a timely manner but PvP is generally left be. The problem so many people have is that if it had been left be, and i13 not have happened, the game would be a better, more fun place for us.

    Otherwise, nice post.
  23. LuxunS

    Blaster PvP

    Can I make a list too? This is how it goes from my personal 1v1 experience...

    1v1's
    1. Rad/em

    Rad is the only one that can beat me 1v1, everything else is terrible. My list is best
  24. Quote:
    Originally Posted by Avatea View Post
    The North American Training Room will be unavailable from 12PM Pacific Time (3PM Eastern Time) on Monday, July 19th, 2010 until 12PM Pacific Time (3PM Eastern Time) on Monday, July 26th, 2010.

    We apologize for the inconvenience during this downtime and thank you for your patience during this downtime.
    Yea :/