-
Posts
33 -
Joined
-
<<Nowadays I don't expect much at all. >>
What do you expect when the Devs increase LT, Boss, and EB end, then weeks later say, "hey, you guys are right, that does kinda mess with end drain. Hmm...never really thought of that. We will uhhh look into changes...soon..."
They are so oblivous to us and whats going on. They probably still have intraoffice emails touting how well liked and loved defiance is. Im guessing they are all Nixonites, believing in the "silent majority."
I7 is my deadline. I've already moved over to wow with a little gw on the side, coh can no longer depend on my loyalty to keep me here, now i want substance.
/rant -
<<Instead, I suggest we start lobbying for a replacement for Defiance that gives us an automatic instant, non-interruptable self-heal at one or two %HP remaining points and that works when mezzed.>>
The problem with defiance (apart from the fact it exists) is that it's success or usefulness hinges on the weakest part of our AT - lack of defense\low HP. Giving us another ability that depends on us being low on hp, near death and about to die doesn't fix anything. Could you imagine if scrapper crits only applied to ranged attacks? Or controller containment only applied to attacks that do 200 or more damage? Point to me ANY other AT that has an inherent power that hinges on that ATs biggest weakness.
Our lack of defense, especially at higher levels, means we get wailed on so fast and for so much damage that defiance is worthless. If we are in a position to take advantage of defiance, then we are going to die before defiance saves us. I cant tell you how many times my defiance bar has been near full, ive clicked to activate my nuke, and was dead before it was half ready to fire. -
<<So, I'll believe blaster changes when I see them>>
It bears repeating again. -
<<I'll celebrate when things get fixed. Been down this road before.
EDIT: Nothing personal Castle. >>
This bears repeating. -
<<If my blaster can NOVA and one-hit kill people and be vulnerable afterwards... So should my stalker. Difference is that my blaster requires ONE power to do it without insp., and my stalker requires two. >>
Your blaster can one shot kill a tank or scrapper? please post screenshot, thanks. -
Risk vs. reward. I just want stalkers to have more risk with their attacks.
Stalker status\mez protection should be suppressed for 10 seconds after AS.
All stalker defense boosts are suppressed for 10 seconds after AS.
Increase the suppression time of stalker hide\stealth after AS.
Tp is made a suppressable travel power.
Basically the idea is that stalkers still get their first strike capability, but if they want to stick around for the 2nd or third, you are gonna pay for it.
or we lets implement my favorite change: Make Chilling Embrace a temporary store bought power.
All in favor? -
<<There are others which are worse and whatever solution we come up with for 'The one shot problem' has to address as many variations as we can identify. >>
Why not apply whatever reasoning was used to remove one shot endurence drain from pvp?
Or one shot blaster nuke from instantly killing players?
Sorry i must dissent. Please, lets not sit here and say AS is the first time the "one shot" issue has come up. 2nd, do not lump the AS situation with others, claiming that all one shot situations can be alleviated by the same bandaid. Why?
Honestly, if you nerf or tank AS damage, what good are the stalkers going to be? Let's face it, they aren't exactly an AT that can go deep into the bench. You will end up with a similar situation as end drain...an utterly useless pvp power that has a great disparity from its pve counterpart, forcing those players to pick between a pvecentric build and pvpcentric build.
Castle, please do not make the same mistake that was made with end drain. -
Defiance has to have alternative ways to charge, and needs to have alternative effects. The idea is a good one, but it is not developed well enough. This thread covers the critical weakness of defiance...no blaster in his or her right mind will voluntarily stay at low health. Asking us to do this is contrary not only to intuition, but also to core game mechanics. This game rewards defense, who cares if it takes me longer to kill (err...arrest). Im going to chain hold that boss, sap its endurence, and leave it on an ice patch...my damage attacks come after all that and take a backseat to making sure im doing everything in my power to prevent an attack from hitting me. Otherwise im pushing up daisies.
If i do get into the red, the incentive i will need to stay in combat is no where near what you are providing. Why risk 70, 80, 90, 100k of debt? I can run away, rest and be back in the fight with full health in under 30 seconds. Then i can correct whatever mistake i made that got me in the red, and finish the fight. If not, ill run away again and not come back.
There has to be more incentive for me to stick around. Let me give some examples.
It should have some sort of timer for damage taken over time. If im in a fight and im getting wailed on but getting healed, or popping insp, my meter should charge. Not to the point where i will eventually end up getting the 500% boost, but cap out at a smaller boost. Stick it on a timer so i cant just sit in combat and take damage and get the boost, have it reset every 20 seconds or so. Im sure you guys can institute abuse-prevention safeguards.
Add other effects! ACC boost. a full meter of defiance should have 100% accuracy. Cant you just see it? Cyclops is getting creamed, thrown around the room, broken arm, his uniform all torn to shreds, when suddenly, something inside of him snaps and WHAAAAM he unleashes every bit of power he has in his soul and some he didnt know he had...Sabertooth looks around and that crater in the ground a hundred yards behind him that used to be a pre-school. "Good thing i wasnt standing over there" he says as he drops an arrowhead truck on cyclops head. As defiance meter increases, acc should increase with it.
Hold resistance. I look at defiance more as like a blinding rage, you know your going down, you're injured, bloody, and not likely to survive so you are going to take everything with you as you go down. No way a blaster should be held\blind etc in this situation, and if one is, the effect should end.
With defiance comes the explosion. A blaster should be given an inherent ability that expels the stored defiance in all directions causing a high degree of knockdown, knockback, mez, or some other similar type effect (think Nova without the damage). Have it drop the blaster to 1 hp and prevent defiance regen\use for 5 seconds. Something like this is what is going to keep me in combat at low health.
Regardless i think the point is getting across. The way defiance is now, is that there is not enough incentive for me to use it. Id rather live and dish out lesser damage, than risk death to dish out more.
Thanks,