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Posts
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Joined
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Did the locks also have more than 2 attacks and 9 support powers? I forget.
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MMs : 803.17 / 1606.35
In order to get an additional 642.82 health, they would need Frostwork every two minutes. Accolades will grant you an additional 84 health, and set bonuses I'm guessing would be another 15% if you do it just right. So another 84 for a grand total of 168 + 803.17 = 971.17.
~6-7 seconds (if you have a good macro setup) to summon all pets for full "weak pet" bodyguard mode, 50.22/~12 seconds for Tier 1 upgrades, and 74.22 /~30 seconds for Tier 2 upgrades. I also wouldn't suggest buffing them on the run, just because the animation roots the pet and will reset if you move out of range.. sometime it will just lock the pet in place and not move until you use Recall Friend, or kill it and resummon. Also, BG works only for the MM.. firing on the 1059.6 x 3, 1064.7 x 2, and 1067.8 x 1... gah.. I can't tell if these numbers are even right.. my MM is 44. I'm reading that in full BG, the MM is taking 2/8ths of the total damage and the Pets are also taking 1/8th apiece. So 25% or less for blasters on.. meh.. I can't think straight.
The big issue is that if the MM is beaten within that 45 second window and the map is small- or mid-sized, the match is pretty much over. No other AT requires 45 seconds to turn on shields, buff and go. Granted, when the juggernaut gets rolling and the opponent can't push out damage (read: Tanks) it becomes very difficult.
If it is a 2 vs. 1 with a Blaster, then the teamed vills are going to win. -
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Even if you allow them to zone in with some pets spawned, that's still ridiculous. Bodyguard makes MM's difficult targets to take down... are you saying MM's should get that benefit without sacrificing anything? The fact that they need to set things up is simply a balancing factor.
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Non-FF MMs have the drawback of having a maximum of 800+some change health, lack of decent personal shields, and in some cases, no decent self-heal. An MM really is the sum of their pets... without them, they are 1/2 the health of everything else they are going to fight with nothing but BG. In addition, though less so for Arena, TP Foe on a large map in a hidey hole where the pets freak out, is just going to make things worse.
In addition, no resistance to fire is a bummer when most Blasters take the powerset.
MMs have the luxury in PvE to say "Go on ahead, I'll catch up" and let the others pull or catch aggro till they're ready. In PvP, time is of the essence, as is preparation and setup. -
OMG First
...and Thank You for coming here. -
Considering you are stating your own opinions, using phrases such as:
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I think it is actually very powerful.
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I think ranged attackers would make most melees either have to adopt fly, or reroll.
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Then yes, it directly reflects on you and your purported contributions. -
you keep using that word, I do not think it means what you think it means.
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... if you're not hit with -fly or have no status resists, you are pretty much invulnerable.
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This is like saying, if you're not hit with holds and nobody attacks you, you are pretty much invulnerable.
Seriously, someone comes in here with 44 posts to his name, spends 2/3rds of those posts nerfherding and trying to dispute what folks who have between 5x, 10x, and 20x the amount of posts are fighting for.
What the hell have you contributed to this community except for crowing how overpowered Stalkers are and trying to prove how useful Kheldians are in PvP? -
I like the idea of giving Fly an exemption for the suppression rules, as well as -Fly protection. It will make kiting melees a much much easier task, but honestly to make it more popular it might be a sacrifice the PvP community would have to be willing to take. Although, depending on the mag of -fly protection it would have to be directly proportional to the suppression rules.
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Especially considering there are only two ways to get back into Hide for crits:
<ul type="square">[*] Placate[*] Wait 10 Seconds without getting Hit... by anything[/list]
Making Placate have a ToHit check, in addition to all the others damaging powers having a ToHit check, 95% Defense to All, and the amount +Per available in SC, I'm sure will make Stalkers less desirable to play.
That seems to be the ultimate goal for alot of the crusades to nerf anything Stalker-based. People hate fighting them and will do anything to cull the population, even to the point of neutering them.
[EDIT: This thread is definitely not the right one to argue the italicised point, if you want to discuss it with me and others, please start a new thread.]
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BAxe Taunt, EM Taunt, etc... Red Tomax needs to update his site then.
Sure, add a ToHit check, drop it on Test, run the post count on the Stalker forums, then on all the Squishie's forums, see who has the larger numbers of Kudos vs. Decrying (or the Kratio) and make it permanent based on the disparity.
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I'll get you might priorities list in a bit, NotPutzing. I can already tell you what my Numero Uno desire is without thinking on it:
1) Cross-server Arena - Cross-server Zones (Either by Server Group, WestCoast/EastCoast, or All) -
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3. Brutes, tanks, and scrappers are entirely absent from high end team PvP.
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Again, these ATs dominate ('cept tankers) in BB and Sirens and do well in Warburg. Along with Stalkers. It is the other ATs that suffer. If they store any statistics on kill:death ratio, I'm sure it would be something like:
Stalker
*********huge gap
Brute/Scrapper
*********huge gap
Blaster/Corrupter
*********huge huge gap
everyone else
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That is not the point. Siren's and Bloody Bay are exempt from the statement. The point is they are absent in Arena, Recluse's Victory, and to some extent Warburg.
Really the only places for Brutes to fight are
A) Siren's Call
B) Bloody Bay
C) 1 vs. 1 < 40th level Arena Match.
Scrappers and Blasters have the benefit of still remaining useful all the way up to Warburg and beyond. Plus, Castle himself stated that the kings of the hill were Stalkers and Blasters.
Plus, the "everyone else" barely have a presence due to the huge gaps of all the other ATs. Why play on a Dominator when the damage is sub-par and the holds will only work if you have to fight NPCs to build Domination or get on an 8-man team hoping the opposing force will ignore you. Or the Controller that doesn't keep moving and is prone during rooting to get attacked by an Assassin Strike.
In addition, these Support ATs are going to be a force multiplier while waiting in the wings and not out front doing the damage. Folks don't say "Buffing is AWESOME," they all want to be the Quarterback. -
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1. Hero and villain combat is not balanced, especially in the 40+ game.
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Well, it's not balanced 30- either, but it goes the other way.
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The imbalance is not so much a gap in Siren's, hence why the Villains are crowding there unlike Recluse's Victory. There is still a gap, it is just not as detrimental to the Villain ATs. A few key Hero powersets have very few counters Villain-side, yet all Villain ATs have an easily accessible counter. -
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Villains have no access to ally grantable +perception in Sirens.
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At the low level zones, no heroes are going to be able to see stealth-based toons (Stalkers) regardless of what they have. Which leads to lots of boring non-chases and "herding" of heroes for protection. I have a high level stalker myself, but it shouldn't be so amazingly easy to either a) be hidden forever OR b) kill and run/hide. Even in a medium group of heroes most stalkers can kill and escape if they are half-decent.
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Perhaps for EM/* Stalkers, but the remainder of the Stalker AT powersets do not have that luxury. Especially if there are enough Sonics, Stormers, and Emps in the group, that 10' really does mean a difference in a "Turtle." -
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Placate is bugged and occasionally wont work.
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Placate is insanely overpowered and is an instant escape in small fights. It needs to be resistable or more resistable (not sure if you can). Maybe require a to-hit. Though most Stalkers don't need it especially.
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Tanker Taunt and Scrapper Provoke also are Auto-hit, so it works the same way in reverse. In addition, Placate is not AoE and is Single-Target only. Therefore, Stalker AS->Placate->Follow Up Attack could be interrupted at any point by someone who is paying attention and either a) KD/KU b) Confuse/Fear c) Do enough damage to kill them d) Taunt by an outside party.
The bug pretty much forces the Stalker to lead in with AS or one of the few attacks that don't have a lasting effect (such as DM, which has 1, I believe) and severely cramps playstyle. If the placate bug was fixed, you would see less people leading in with AS after spending 10 minutes trying to get into position, and instead leading with a lower-damage but reliable attack.
Most of the complaints I see about Placate/AS being overpowered are by folks who refuse to adapt the "keep moving" mantra when running around the zone. It is also the same folks that use the /afk macro to show when they are typing... it places a big flag over their head broadcasting that they are not paying attention to their surroundings. -
This is one of the better pleas I have seen in a very long time. Thank you for the write up.
One teensy thing worth mentioning would be 1 additional zone for the 50s. An FFA 40-50 zone. I recommend a portion of the Shadow Shard with a bit more ground and access to the Prison section.
+Perception on the rocket bots in arena would make life a bit more annoying for the folks who depend on stealth (Read: Ill/* and Stalkers) and would be a terrible crime to have someone both in Ventilo/TeamSpeak and on a bot reporting locations. However, a boost to movement I would have less doubts about.
Also, in Power Issues, bullet #4, this will also cover the Fear/Confuse hole that exists with Thaw and other Mag Protection/Resistance powers for Villains.
For many defense-based sets, the proliferation of +ToHit availability on one side more than the other, in addition to unresistables, makes them very binary and -- in a few cases -- distasteful to play. Arcanaville (or was it Pax_Arcana?) had an interesting recommendation for fixing Defense posted around here somewhere.
All-in-all, My name is Manchuwook, and I approve of this message. I find your ideas intriguing and would like to purchase a subscription to your newsletter. -
Shadowbane was like that as well... it didn't do too hot, the engine was crummy, but they had some pretty good mechanisms for PvP.
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Base water features and the ability to take the Arachnos Flyer out for a test drive?
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<.<
>.>
~.~
WTH does this have to do with PvP? -
Bases are also the only place where you get empowerment stations. I'm surprised people aren't using those more.
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Well, if they have to defeat other players for it (and not just walk over a spot on the map, click a plaque, stay in the zone for 4 hours), they are PvP'ing and earn the reward normally.
PvP should get rewards just like PvE does. As it stands, fighting AV-level players yields after 2-3 defeats a tier 2 inspiration, 5-6 an obselete SO enhancement (and not even the full selection) -- which require more if you are teamed with 3+ players. I'm not saying better, or even really different, but at least equal to the challenge. Though, counter to that argument, some ATs are more "I Win" buttons than others... >.> <.<
Really, the bounty system is the only thing that FORCES you to defeat another player. If I were to use a model for future PvP Zones or revisions to existing ones.. that is the one I would choose. -
I'm surprised. In GW, the asian guilds were the ones that used "Spike" specc'ed team and crushed opposition due to an nth degree of perfection co-ordination. It depended purely on a "Target (random n00b) 1.. 2... 3... ATTACK!" standpoint and housed pretty well.
Same thing goes for the Spike/R-n-G teams in CoH. Damage is still king even in a team environment and will eat turtled mitigation groups alive. Hence why you are expected to roll a blaster primary and a an emp/ or /emp for any PvP SG. This is also why you get "you wanna bring a Brute into the arena? lolz"
Keep tooting the GvG/RvR horn, it still won't convince me that Dark/DM/DA has a place in organized team PvP as it stands now... nor for any other non-op powersets and ATs. -
Not to nitpick as you have a valid point, but the Dominators and Controllers are known as mezz classes because they have the availability of more AoE holds/immobilizes/cages, with Mind Control have confuses (nitpick 2, which folks can get as multi-use temp powers).
Which are great for PvE, however, in PvP it is 'lol AoEs.' Single-target is the way to go, and every AT has either a hold, an immob, and a sleep... even if it is an origin power. -
Oh yeah.. duh.. I forgot something.
Say it with me, three little words:
Cathedral...
...Of...
...Pain.
Anyone remember what that was for? Can we have that, too?