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Posts
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* Fix Defense
* Fix Defense
* Either a) Tone down stalker animation times or b) reduce their survivability (Siren's) somewhat; far too easy to 2-shot someone in 2 seconds and when Aim+BUp+2-3 6 slotted attacks = Half Damage to them... and they can't be seen by many... um.. (Not for the Whinge set - I didn't say Damage reduction - just reduce the gi-gormous Burst potential - somehow).
* Rewards for PvP - if you get a Rare recipe for a 2-3 hour TF that involves 4-8 folks, how about a Rare for a 'good' showing from 2 hours of PvP?
* Give partial credit for Bounty - KS'ing favors the Blaster and Stalker (etc) who can finish the target that you've been working on for awhile... Isn't this done w/Experience when 2 different unteamed players who defeat a Mob on the street?
* Oh yes, make Arcanaville a Dev, or at least force the Devs to explain how Defense 'works' in PvP when it sooo clearly doesn't. -
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I've...found this really encouraging and informative.
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As an avid, but 'in zone, on my server only' PvP'er, I LOVED this guide, and thought it was VERY good advice.
Thanks for making it a positive one. -
I appreciate a nice, well done, characterful, tongue-in-cheek opinion statement.
Funsies.
I'm only surprised that Tankers and Controllers didn't get more love from Regenism for their usefulness in truly recognizing the awesome power of Regen. Both of them herd or hold your prey into easily digestible bites so you can spend your time feasting and not on wasting energy by chasing them down.
Just a thought, not a sermon. -
Ah - the PvP / PvE point certainly needs revision.
You build up Domination WAY faster.
Holds are better than they used to be (as toggle drops, etc have reduced efficiency), and with Dom up, they're scary tough to face.
I have *not* faced a Plant/Fire in PvP, but doesn't mean it won't work. I'm stilll too low level to tell. But I hate seeing ANY dom pop the Domination in Siren's Call... -
I need to plan for some free time (with wife, kids, job, etc) - and want to get some of my friends to try this as well, but...
What is the typical duration (aka not "We schooled this in 12 minutes, noob!") for this Task Force? Is it in the 90 minute/2 hour range like the Respec mission, hero-side? Or is it 4 hours? Or - even scarier - like Positron's "Task Force of Ne'er-ending Misery" that goes on and on and... -
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PS - it's a good thing I checked over this before I posted because I forgot someting HUGE
THIS IS THE ARTICLE THAT YOU SHOULD READ CASTLE:
http://boards.cityofheroes.com/showflat....;vc=1&nt=17
... I honestly think Arcana has put together THE single best answer to date
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Seconded, with emotion. -
This is "new-world possible' responses... not current math:
1) You have the default To Hit value (ie no buffs), your target has no Defense value.
Hit / miss 50%
2) You have the maximum possible To Hit value, and your target has no defense value.
I'm gonna go with 80% hit, miss 20%
3) You have the default To Hit value, and your target has the maximum possible defense value.
I'll go with hit 15-20% and miss 80-85% - yes the floors could be diff't for defense vs. Acc in my ideal world.
4) You have the maximum possible To Hit value, and your target has the maximum possible defense value.
I'll go back to 50 / 50 - if you both maxed out, should be close to a wash, if not even 40 hit / 60 miss. -
Agree with Nod.
We are part of an "once inna while" SG that plays 1-2 times/month. Must be AR/* or Archery (Primary or secondary).
When 2 AR/Dev (with Cals, etc) hook up with 2-3 of the AR/Energy "Mega-Blasters of Killer Cones" it's quite amazing. Great guide - most of the AR/Energy are using it, or pretty close to it.
FWIW, We started in September (I think) and we're now L23-L27 or so; not bad for 'periodic' alts on a new server to most of us. -
Thanks, Dubya. I wasn't trying to be snarky or anything and I appreciate the manners.
Me? I enjoy PvP but I see why not everyone does. So be it. -
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(skipped ahead after page 2, just wanted to respond to the OP)
Have you ever considered that maybe its just "not fair" to you?
I have seen people like you countless times...
This goes for many things in pvp: blah blah blah... the list goes on.
Do I complain... they shouldn't use certain powers because it makes them able to defeat me easier? No. And neither should others, but thats IMO and there will always be the misinformed to say otherwise. So goes the way of pvp...
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FWIW, I think this is pretty much EXACTLY what Buffy's point is, Dubya. You win and lose all the time. Some folks think they should always in (like in PvE) and can't seem to wrap their noodle around the PvP learning curve. -
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The frustrated Villains guide to Siren's Call - (a tongue and cheek observation of PvP).
There exists though these places called PvP zones. Bloody Bay is the first one you will probably encounter if you dare to go to PvP. Once you hit Level 20 you can go there.
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Errata: Level 15 to Enter. All toons Level 15-50 are 'auto-exemplared' to Level 25. Level 25 is the cut off after you have your first 7 primaries (not the last two slots) and first six secondary powers (not the last 3 powers).
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Enter Siren's Call. Off of Sharkshead Island near the Ferry is the entrance to SC. Your thinking "man I loved Bloody Bay but I am at level 26-30 now and want access to my cool new powers and I rock," so you click the bald man and away you go.
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Errata - Must be Level 20 to enter. All characters Levels 20-50 are treated as Level 30. Level 30 is the cut off after you have all but your final primary power and but your final two secondary powers. Essentially, it's access to that #8 Primary and #7 Secondary that makes such a difference to so many characters.
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So why go to SC? Well on the off chance that you get that good time! Remember how excited you were when you first went to Bloody Bay? Well when SC is even, it's like that. Your thrilled!
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The door missions in PvP zones offer better XP than regular door missions with the added convenience of actually being in the same zone as your contact. At higher levels, I can usually do one of those missions in 8-15 minutes, exit the door, call the contact and enter my next mission before the 30 second timer is up. -
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Subscribed time would be a better term.
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Blech. So much for actually being a game Veteran.
Should call it "Billing Veteran Extra $$$ Sponge Awards" then. -
Is this "time I've *played* the game..." i.e. cumulative hours logged ON
..or is it...
"time I've *paid* for the game..." with actual use irrelevant?
Any Vet Awards should be for total TIME played; more than total months PAID (not played) for... -
<<
Please note, if you are NOT a part of this circle, you may be killed while approaching, particularly if you are running debuffs, etc, that affect Stalkers and others as you approach. Note, some Stalkers seem to think it is rather funny to AS heroes who are ostensibly watching the battle. While not common, it does happen.>>
The battle being "Fight club" - not the hurly-burly of a Hotspot or miscellaneous engagement. I meant when 10 heroes, and 10 villains standing around, watching someone duel. A villain for circle moves to another part of circle and AS's one of the heroes. That's the situation I was referring to. That's about the only time an AS is remotely "cheesy" in my opinion. But then again - it IS a PVP zone, so... Fight Club is what it is.
Make no mistake - It's NOT that big a deal, but the surprise AS can be quite a shock if you are not ready for 'check your ethics at the door' gatherings.
This post is worth TWICE what you paid for it, btw. -
Biased; but
Well thought out and well done, Colonel Jasmine.
Max -
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ROFLMAO!!!
Dude, I dunno if that was a bug or not, but I'd've paid GOOD MONEY to actually SEE that - or more importantly, to see the look on your FACE when you realised what killed you.
ROFLMAO!!!
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It would have been money WELL spent - and you would have had my company laughing with you as well.
Until I thought about how [censored] that was, that is. -
Lag aside, I liked most of it. The jousting gets a bit old, but that's how the system works.
The only shocker - PLEASE tell me this is a bug - is when a Stalker hit my AR/Dev (I'm a glutton for punishment, I know) with a Confuse. I don't know if it was AoE or not, but I died very, very suddenly. Not because he hit me, but because my own trip mines detonated, my own Auto Turret lit me up, and my own Caltrops slowed me down.
Please - this IS a bug, right? Sheesh. -
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Eventhough I got PWNED a lot with my Dom, I am having a blast.
One suggestion ...
DO THIS ONE WEEKEND EVERY OTHER MONTH !!!!!!!!!!!!!!!!!!!!!
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Here's a better suggestion for you.... play it live on your own server.
Here's another one....ask the devs to set up a PvP only server that you can copy characters to.
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Aka - the Test Server? With the Character Copy Tool, you can already do this.
I think the Test Server is a nice place for RV'ers to congregate, esp. if they're L50's. But it's a shame for them to not be able to hook up on live.
That being said - and because I know doodeley squadoosh about computer stuff - I don't understand why you can't transfer characters across live servers. Can go Server-Of-Choice to Test, why not Server-of-Choice to Server-my-new-friend-Plays-on-and-I'm-NOT-Rerolling-AGAIN. -
PvP is NOT fair; nor is "comic book" combat when one gets the drop.
That being said - RV was a pffft for me - and I've come to LIKE PvP. Couldn't get Test to work at faster than "slowly flipping pages" frame rate. For those wondering... that = fatal.
Hard to tell what worked and didn't.
When I went on early, the Heavy was MONEY on taking down a pillbox. Honestly (shhh - don't let it get out!) - too easy.
The pillboxes do too much dmg. Blaster shot once, died in ONE return volley.
Didn't see ANY Doms (sad), nor Defenders (double sad ' the hero archtype... blah blah blah).
OK
1) wish bounty was there
2) more Vert terrain- but not TOO much,
3) Missions?
4) AV's NOT set to SILLY
5) NO frackin' debt / reduced for the last hit crapola
6) limit in how many Heroes OR villains in RV on Live; intro RV1, RV 2, etc when a cap or ratio is set.
7) Will do other thread but... and I love Def's - but Blasters now blow chunks. A Stalker approaches 2 toons, 1 dies, he may/may not get #2. Blaster approaches ANY 2 CoV toons and..... Mo' Debt. HOW is this balanced? And I don't PLAY Blasters since the Devs hate them now. -
<<which is the reason why every time that I've read about it being tested it has never shown up above the statistical noise even in large samples. It's literally so small it needs special tools and large amounts of time just to detect.>>
Boy - Now THAT has gotta be a RINGING endorsment to explain what Over-Nerfing (and yes, that's YOU Dev's) does when a broken power get's "fixed."
Just once, can you try to not fix something in increments that are not recorded on the fraggin' Richter Scale? Sure, Blaster Boy, take a power with THAT description above. Why - that ought to become the new power description for players shouldn't it? -
Good answer, Bunny.
I didn't get the "we have round pegs, those are square holes" situation.
Makes more sense now. Thanks, very much. -
But Castle, if it IS happening the way you describe, it's still broken.
AR/Dev - stealthed - moves up to debuff..
Chucks Smoke Grenade...
Get's mob Alpha Strike...
Then they ignore me - until the party starts.
That is indeed as 'cut and dry' as you describe it. Does that make it 'right' then? -
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Can we get some numbers?
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Since you asked... (actually, this should have been done before.)
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Here is a complete list of all powers which have DropToggles associated with them and the percentage chance of the attribute taking place. In the case of powers which have a chance of dropping 2 toggles, I calculated the chance for this to happen and included it in the list.
Inherent: Brawl: 5% for 1 Toggle
Blaster: Devices: Trip Mine: 5% for 1 Toggle
Blaster: Devices: Time Bomb: 19% for 1 Toggle
Blaster: Electrical Manipulation: Charged Brawl: 5% for 1 Toggle
Blaster: Electrical Manipulation: Havok Punch: 22% for 1 Toggle
Blaster: Energy Manipulation: Bone Smasher: 22% for 1 Toggle
Blaster: Energy Manipulation: Energy Punch: 5% for 1 Toggle
Blaster: Fire Manipulation: Fire Sword: 5% for 1 Toggle
Blaster: Fire Manipulation: Fire Sword Circle: 22% for 1 Toggle
Blaster: Ice Manipulation: Frozen Fists: 5% for 1 Toggle
Blaster: Ice Manipulation: Ice Sword: 22% for 1 Toggle
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So...
Blaster: Assault Rifle: Beanbag: _______
Blaster: Devices: Taser ______
If they're zero - and since they're not on the list, I'm guessing they are zero - why would you take em?
ED was bad enough for a non-Build Up Blaster, but what has AR/Dev done NOW to get even more (ahem - SQUEALLLLL!!) 'love' this time? -
Some powers generate less aggro than others. Mind Control (Controller) doesn't tend to aggro large groups. Scrapper with Impale (Spines) doesn't either. Admittedly, both those powers lock the mob in place for a moment, but he'll be here shortly...
The other advantage of pulling is maximizing your use of Caltrops, Tar Patch, Buffs, etc. When you outnumber the baddies, you should do much, much better than when they outnumber you. -
Bloody Bay is often deemed too large for a PvP zone.
Siren's Call is often praised for it's size and architecture.
Warburg is a mixed bag, though it seems quite large for the low numbers of players - a blessing if you're trying to do the missile missions, but a snore-fest if you're looking for PvP.
So what's the new zone?
BIG. And the "dimensional reversion..." OK - fine. Comic-book-y... but if the pillboxes cause Debt, will anyone actually GO there?