Manchuwook

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  1. [ QUOTE ]
    You're assuming that the scrapper crits, because i've gone on for a very long time fighting a brute while critting only 5 times. Anyways the suggestion would be to make sure that not all player damage is taken the same way, so that sets with lower burst damage aren't punished.

    [/ QUOTE ]

    This is quite funny.. Crit'ing only 5 times. You do know how often a Brute crits, right? A crit does double damage, half of which is unresisted, the remainder follows normal damage resistance rules. A brute has all of her damage following normal damage resistance rules.

    [ QUOTE ]
    If someone hits you with EM anything, max it out. If someone hits you with dark blast or something considered "gimp" lower it abit. If we didn't do this then people will start thinking " i'm gonna max out his fury anyways, might as well be doing good damage" and we'll see flavour of the game instead of flavour of the month.

    [/ QUOTE ]

    Hits are hits, damage dealt is damage dealt. Learn2Kite if you are playing a Claws scrapper fighting a Brute, or Slot4Debuff if you are a Dark scrapper. Cramping a Brute's fury based on what type of scrapper you are playing is a horrid mechanic. Even if more damage taken = more fury, Blasters would be totally screwed. Think outside the box, mate.

    [ QUOTE ]
    I don't think anyone wants to see anymore spines regen or ice/em blasters than we already do.

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    Spines and Ice are out there because they can already kite and can kite anything, not because of Brutes building fury up quickly.
  2. Teamed stalkers crit 40% when teamed with the dominator and 5% when not?

    Actually.. 40% when Dominate held, 20% when held, 5% when not teamed. Yeah.. I know.. Stalker nerf.. but I'd team with a Dom knowing I could crit 20% to 40% of the time.. and the Dom would love me knowing I'm hovering close to them and waiting.
  3. Unresistable anything would be nice for Doms.
  4. I thought about it for a bit, too... The folks that complain that they don't PvP because of the smack talk should be able to dilute it with their own courtesy.

    After all, if they aren't part of the problem, can they be a part of the solution? I'd like to see that people that claim to be courteous flood the zones and shut the kiddies up or drown them out with "GF" or "GG."
  5. ... hence why PvP is undesirable.
  6. [ QUOTE ]
    No offense to the PvPers, but imo the devs have already invested way too much time in what is at best a minority interest.

    [/ QUOTE ]
    It is a minority interest because it is undesirable to would-be PvP'ers. It has more to do with the system than the players, IMO.

    ...and the saying 'Any time spent on PvP is wasted time' won't win you any brownie points here. PvP is here to stay, it has a player base, don't rain on our parades.
  7. To be honest, Lighthouse responding to a thread is lightning striking twice at the same spot. While I can understand that there is going to be less emphasis on PvP, this is nothing new to the PvP vets on the forums. However, everyone is in general agreement that yes, it is awesome that it was decided that Arena terminals have gone into Pocket D, boo bad that there are no confirmations that anything *inside* the Arena has been altered.

    One good way to make something less appealing is to put it in someone's face and then show that it is broken through use. I wouldn't want a Teddy Ruxpin for Xmas and find out that the cassette tape player is broken... and it is non-returnable. I'm not expecting immediate HvV balance just yet, as it is a bigger subject... but at the absolute very least, a controlled environment such as the Arena is the best place to warm people to the topic of PvP. To look at the good side of arena:
    [*] /ai (Arena Invite) - It cannot be emphasised enough that folks can create a locked arena and invite trusted people to friendly matches of skill[*] Controlled variables - No travel powers, starting with no endurance, limiting powers, etc.[*] Various match types - Last man standing, # of wins, etc.

    These are all wonderful things that are simply unattainable in zone PvP and have the potential to gets folks involved and interested. I'm sure 99% of our woes for the folks posting on the boards would be alleviated by correcting even a few of the issues we bring up about the Arenas.

    This is in addition to the fact that if the arena issues were fixed, more reliable data can be mined from there for future uses.

    Yes, I don't expect a whole lot to come from it, but that is because I have more expectations in the long run for Co* PvP. I want it to flourish.. but baby steps.. always baby steps..

    If you want more trust and compliance from us, consider working out the Arenas to a much more playable state and we can be happy for at least 1 more issue. 1 more issue means you can still add bonuses to the PvE game that a greater percentage of the customer base is appeased, and we can stew a little less impatiently till our (and any other potential customer who didn't buy the game 'cause the PvP was 'less than desirable') PvP fix is abated.

    And Lady_Sadako is correct, it is a vicious circle, so the hard part is breaking out of it. If you are going to post in the forums about PvP, at least give us a shred of hope that you have intents of breaking out of that vicious circle.
  8. Actually, one thing to take into account is there is a good synergy between Dominators and Stalkers... when a target is held/slept/stunned, the Stalker crits.. tho I don't know if it is an unresistable crit or a regular x2 damage. I think once Doms are made more appealing, teaming will be more appealing for Stalkers... Hopefully.. or just make it easier for a Stalker to killsteal.

    As long as there is potentially sustainable burst damage for the Stalker, base damage wouldn't necissarily need to be boosted for them.

    I think if some focus was shifted to mez resistance, this would be cleared up for Doms and Stalkers as collateral.
  9. [ QUOTE ]
    Stalkers do not help teamwork on the villain side! Almost all stalkers run solo and never team.

    [/ QUOTE ] In SC, bounty is diluted amongst teammates and it is more efficient to just killsteal than it is to have it diluted/spread out amongst a PuG that will not listen to orders or use any tactics. I think that is more of a failing in the Rep/Bounty system that discourages teaming.

    [ QUOTE ]
    Imho the burst damage is way too high

    [/ QUOTE ]IMHO, Stalkers are the only villain AT that get burst damage.

    ...


    Unless I'm missing something with MMs getting burst damage or something...

    I think you have more of a problem with getting hit with burst damage than you do with assassin strike.

    [ QUOTE ]
    couple that with the stealth powers they can stack they clearly have the upper hand on even the guys who run tactics.

    [/ QUOTE ] There are 3 powers that can be dropped on a Stalker, Hide/Invis(or stealth)/Grant Invis. The perception cap is still higher than the -perception cap. If the stalker went through the trouble of taking a power pool and bringing someone along in their team with an extra power pool spec'ed for an assist, you could at least do the same (get a buddy with tactics and you take tactics) as well as get the IR Goggles, plus there are no +hide inspirations, but there are +acc that also grant a bonus to perception, plus CM, plus running an /SR, plus running FA, plus.. well you get the idea. There 3x as many ways to get +per than there are to get -per against Stalkers. Just because you don't want to put in the effort to defend against stalkers (which is really not that hard to do), they are not overpowered.
  10. I think as it stands right now, there is alot of 'unresistables' on the opposing force when there already isn't enough resistance to begin with. Couple that with overall lower health on one side, in addition to gimmicky powers that have more requirements on it than Iron Chef: Extreme Edition, and power pools that don't really either shore up weaknesses or buffer strengths... then you have a lil bit more balance.
  11. See.. I was thinking that the more attacks that can be thrown out, the higher chance of a crit happening.. of which is unresistable damage.

    Remember, the only thing that a brute has going for her is raw, resisted damage that is boosted with fury. I know that Claws had it's animatiion times dropped on a few of its powers, as well as DM having 2 drain powers and -ACC debuffs in addition to a few other utility powers (holds/disorients/etc.) in it's arsenal... All in addition to getting the already-high base damage multiplier AND crits. Scrappers get their inherents from the beginning of the fight to the end of the fight, and it doesn't matter if they were recently rezzed or running to the fight right out of the hospital.

    I'm 100% certain that Claws and DM will not be taking a major hit to their effectiveness against Brutes, merely that Brutes will be a bit more daunting to fight, a la Mike Tyson vs. Evander Holyfeld as opposed to Carol Channing. You know.. where you risk getting hit back almost as hard as you were throwing your hits in the first place.
  12. Hooray Brute Fix! Not only a Dom fix, but ALSO a Brute fix! Be still my beating heart, its all a-flutter.

    [ QUOTE ]
    It'd be abit unfair for say, a claws scrapper fighting an invuln brute to get him to 50% fury in a couple of attack chains.

    [/ QUOTE ]

    There's alot of things unfair in Scrapper vs. Brute fights.. but 95% of the time, it has been to the advantage of the Scrapper. 50% Fury also puts the dmg multiplier to 1.0.. which is still not close to 1.125 -- not including unresistable crits.
  13. Costumes aren't based on their own currency system, and bases will have an in-game effect once they become raidable. They also will have an in-game effect due to IoPs. You also can get empowerments with salvage.. yet another 'currency' to it's own.

    All of which are based on a currency system that is much more rare than influence/infamy, requires that you make sacrifices for influence/infamy, for a MUCH lower return, and prestige is untradeable except for a borked exchange rate and the phenominally irritating 99999 limit.
  14. Stalkers are #1 in PvP because they are the only AT that can "finish" the fight... which ends up with alot of Brutes getting KS'ed for their trouble. It's not because Stalkers are overpowered, it is that they are oppourtunists.
  15. I would be much happier with a Villain hammi equivalent and the RSF.. that would be 2 SHOEs in a day to cover my feets.
  16. I've noticed it most while running PvP missions in Siren's Call. The more I use a temp power inbetween missions, the more it seems to 'bleed off.' After the 14-15th mission, I'm resting between every other spawn to get back endurance. This is without Stamna in the build, so it goes pretty quick.
  17. Moooooooooooooooooooooon Riveeeee*flush*eeeeeeeeeeeer
  18. [ QUOTE ]
    After reading all this, I do not even want to get my Elec\Elec brute past 6. I do not want to waste my time.

    [/ QUOTE ]

    I'm just going purely on concept alone.

    Elec/Elec/Scirroco
  19. I'm sure in future expansions (remember the moon/jungle/arctic vote?) they will be expounding on places other than Paragon. The most wonderful thing about MMORPGs is the fact they they are only limited by the programming ability of the designers and the hardware of the users.

    However, I think it would be best for fans out there to take the initiative themselves to come up with articles for submission. Like you have just done, Tal_N. They'll need alot to fill out a whole newspaper, plus the staff to make sure nobody did something out of line.
  20. [ QUOTE ]
    [ QUOTE ]
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    How many tankers could have previously had a career as a quarterback for the Chicago Titans (the meta-human alternative to the Bulls).

    [/ QUOTE ]

    Not to nitpick... ok... it's exactly to nitpick... but the Bulls would be the Chicago basketball team and they don't have quarterbacks... usually...

    [/ QUOTE ]

    PWN

    [/ QUOTE ]

    They had Dennis Rodman. I wouldn't put it past them to have quarterbacks, too.
  21. [ QUOTE ]
    I think stack holds need to create reduced effectiveness for toggles eventually leading to the knocking off of the toggles.

    [/ QUOTE ]

    I think stacked holds are better than fine right now. They really need to be toned down. The only ones that have a slight resistance to it are scrappers, tanks, and brutes. On anything other than those 3, status effects rip apart any means of escaping or defense.
  22. [ QUOTE ]
    BS. I can still get inside the bases (I've done it in Siren's, should still work in BB, maybe War or RV). It just takes a TP foe from a friendly villain.

    [/ QUOTE ]

    That matches a redname's definition of an exploit and can get both parties banned. I had seen a post from Cuppa on that specific topic.
  23. On top of that, after making an elec/elec brute at 40, the endurance drain caused on heroes was laughable. If you had 3 e/e's, then you could successfully drain all end from 1 hero and ruin their day... but 3 on 1 of *anything* will ruin just about any AT.. except for tanks. Of which, there was slightly less in numbers as scrappers. Near the end of the night, I could pretty much tell you the 6 powersets that were played:

    */Stone Tanks
    Spines/Regen scrappers
    Illusion/* controllers
    */Storm defenders/controllers
    */FF defenders/contollers

    That was it. All of them have 3 or 4 really cheeseball tactics that exploit the holes in villain ATs (of which, there is alot without inspirations).

    The biggest thing that I remember was a Ice/Storms controller camping the one villain heavy in RV. All they would have to do is keep their tornado power up, keep hitting me with slows, keep up thundercloud, and move away 20 ft. The end drain plus the tier 9 shield in the set was the only thing that kept me alive. The fight was no contest whatsoever. She even had enough time to rest before I could get near in plain sight. The only reason she got defeated is because a Stalker showed up (*after* I got killed, btw) then AS'ed and popped her.
  24. [ QUOTE ]
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    I'm sorry but if the lowsey heals in the hospital is the way it's supposted to be in Recluse's Victory, I have to say I'm dissapointed. Any where else we get full heals. Except of course in bases where they only have the basic medical teleporter untill Sg earns the prestige & badge to build the improvements. I feel very strongly that Recluse's Victory should be the same as any other Standard hospital Teleport. If the developers are planning to make all hospitals like the ones in R.V. I'll be more then dissapointed. Debt is the most penalty we should get from death & having to go to hospital.

    [/ QUOTE ]

    Actually I kind of like it for the pvp zones. So if you defeat someone they're actually out of the fight for 20s while they use Rest instead of hitting the hospital and being right back in the fight almost instantly.

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    ... which also makes the timer, um... pointless.

    If that gets changed in other zones, I'm not going to bother any more, since your choice will be "run with 1 HP and find a place to hide and heal" (having someone follow you,) "Find an empath" or "run out of base, get killed, then stand in the base while your natural regen rate slowly heals you."

    [/ QUOTE ]

    It *is* that way in the other zones.

    However, with 1 SO recharge in rest, you will be out in the field long enough for it to recharge back. Plus, all of the zones have a door to the hospital portion of the base, so you will be unmangled during the time you rest.