-
Posts
202 -
Joined
-
ok tested it and it seems to be working.
-
Simple question does it work in chain induction?
-
Yeah i dunno it seems to go into anything that has a stun or hold component. It doesnt work in powers with sleep components though(gg /elec).
Not sure about immob. i deleted my thorn dom so can't check. -
The dark hold seems to busted at 5,96 base. The pbaoe stun should be easy to kite.
The confuse is broken and doesnt have a value in pvp.
Not sure about how the pets work out since the haunts seems quite slow and only have melee.
Dark assault looks nice but fire will probably still do more damage thanks to blaze.
Midnight graps seems to do decent damage and while its melee the animation is very good making it easy to jump cancel. -
I started a dark/dark since i have too many /fire doms.
-
Have they fixed it? I heard someone slotted it in seismic smash and its not working properly. If you have an unslotter i would try it out first.
-
I would go for blaze since haveing 2000hp is dumb, might as well go full retard and pew pew fire.
Also sltting AS as an attack is perfectly viable if you are good at landing AS from hide where having recharge and end redux in the power helps. -
Most of the DA arcs were ok i think.
Tub Ci's level shifts was a cool mechanic even if as a +3 EB he is pretty easy to walk over
I liked the small optional solo stories.
Majority of the gameplay sucked. Standard lead to, backtrack on on huge map and defeat x amount to succeed.
The tentacles suck almost as much as mole machines -
I have soloed alot on a beam/em and only issues i had so far are slag heaps since they oodles of dps. Fire blast on blasters without melee works too since the primary is so strong. I also soloed on a psi/em but im apparantly an anomaly since according to some defeating 3 even level mobs is impossible.
If you want something to carry you for 1-50 without having any issues try a plant or mind dom.
Corrs.. Pick fire and win
Honestly that dp/dev even if it's not the most optimal choice would probably work too.
This game is not that hard -
Me and Hinden were asking for 2v8 scrims last night but everyone forfeited.
-
not received my token yet and its been awhile since my last billing date.
-
t4 core worked for 3 minutes then i zoned and now its bugged. im sort of pissed now.
-
Yeah its busted. The stun has a really long duration as well. file a bug report it and hope they fix those things.
Best thing about it though even if its fixed is the permanent buff to heal insp. respites do about 500 on doms -
Quote:It looks like its overheating. Is the fan noisy? Have you checked if theres lots of dust in your case and the fans?but according to this: http://www.nvidia.com/object/product...tx-570-us.html
it should be fine to 97c -
Potentially good stuff but hoping the remove the los check from AS in hide.
-
-
Quote:Thanks turg. The whole flag for pvp would backfire with the amount of people who needs to get a triple bypass everytime pvp is mentioned playing this game. But thanks for asking questions about pvp.Re: Von Kreiger's summation of my Q/A mic time with the Devs as "lolpvp":
The point I brought up during the keynote was revisiting PVP as a viable and accessible feature in a game built around the core of "heroes vs villains". Since PVP's initial shoehorn insertion into what is essentially a PVE environment, the direction of it always took a back seat to existing PVE experiences; that is to say, you could PVE anywhere you wanted, but for PVP combat opportunities, it was only in restricted zones, or in arenas where like-minded players would necessarily aggregate. The result: An insular community by design, where opportunity for exposure was always cordoned off by "it's too hard, it's too narrow, it doesn't add to my experience."
The design element I suggested was, "knock down the walls" and allow heroes and villains to have the option to run missions in each other's territories. For my question, I gave the classic example: Villains robbing a bank in Paragon City, which is a fairly iconic experience in the genre. Once having robbed the bank... they'd exit into the city zone, and would have to traverse their way to their exfil point.
All the while, alarms would blare for heroes in that zone that a superpowers crime was being committed (say, a hotspot flashie on your map). Heroes would have the option of chasing down and defeating the running villains, and villains would focus on evasion or simple brute tactics to survive the gauntlet. Either way, rewards from this additional experience would be higher due to the degree of interaction.
The second element I outlined was "PVP flags" and "PVP duels": To make this zone combat accessible to willing players, but to protect those unwilling to participate, any player unflagged for PVP would be able to watch the heroes and villains fight, but otherwise do nothing to impact the outcome (no damaging attacks, no buffs, etc). The "Duel" mode would LOCK one group of each side into combat with each other until one side or the other met their objectives.
The net result: Elements of zone PVP combat would be integrated into normal day to day gameplay, in a way that made sense with the genre, without forcing the combat requirement on unwilling players. The goal is to blur the barriers between PVE and PVP without directly mixing them irrevocably. However, being able to watch the fight happen realtime, in your zone, would frankly be a hell of a thing. Who DOESN'T want to watch the Justice League and the Legion of Doom duke it out on the steps of City Hall?
General response to my question afterwards seemed fairly positive, from the players with whom I chatted. They suggested that the new Phasing combat mechanic might go a long way in fleshing out this idea, along with other cool scenarios that could be done (someone mentioned a tech heist from Crey or Portal Corp, that sort of thing).
To the OP:
I'd be grateful if you try to report the questions, even in brief. FYI, I'm not a 'PVP Guy' by any stretch of the definition - in fact, I almost excessively PVE these days. I stopped back about 8 issues ago from my casual dalliances, but as a fan of the comic book genre I always felt it was a mechanic that could be grown better than the original (and current) design. My suggestion to the Devs and to the players present was to evolve the integration in a way that revived PVP interest while respecting PVE preference. I don't "represent" anyone, except myself. I'm just a player with an idea. -
-
-
Quote:Will the stream be archived so you can actually know what they were talking about?
PvP, duels.
Nate: "We've had a lot of people saying "oh, just do this!" But that's how we got it to where it is in the first place. We want to have a robust design in mind for it."
GM asks who has PvPed in the last month, few hands. Asks if they would PvP with some changes, lot of hands. -
First they added mortis second acount under tanzie now they add it in the draft as a separate entry. Why?
-
it works for av's and gm's but you need to slot it up and spam it.
-