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As far as the witches hat.....bleh. Untill they put some hair with it.....I could care less.
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Are you really where you want to be on the Caring Continuum?
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I'm sorry you spent the time to find a link on this and post it here. It's kinda sad really.
BTW....I could care less.
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at least you care some -
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It makes me wonder why they are even doing the invention system if such a "small" portion of the community is even interested in pvp. You don't need the stuff we saw from the leaked invention system to be successful in pve. It would be like using a formula 1 race car to go to the market. The only people that are going to really care about putting the time and effort into getting an edge in this game through the invention system is pvpers.
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PvEers will be just as interested if not more than PvPers. Personally, I'm going to be looking for the most ridiculously broken combination of Inventions I can so that they can get nerfed and I can complain about it.
I think you believe this, because to you PvE is just a means to an end. It's not the game to you, it's a roadblock to PvP.
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I disagree. If you can't succeed in PvE easily at this point then somethings wrong. The supposed hardest thing in the game, as per Positron, is the Lord Recluse Strike Force, and now that is easily accomplished. Do you really need to add an element of psychic damage to your attacks to help with pve? It might give you more PvE things you need to do to get them, but their advantages will really not be that apparent until you use them in PvP. -
It makes me wonder why they are even doing the invention system if such a "small" portion of the community is even interested in pvp. You don't need the stuff we saw from the leaked invention system to be successful in pve. It would be like using a formula 1 race car to go to the market. The only people that are going to really care about putting the time and effort into getting an edge in this game through the invention system is pvpers.
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So is Lighthouse basically saying if you want to pvp, go to another game?
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I'd like to see stalkers be deleted from the AT list, it's the most cowardly thing you could ever pick. Imho the burst damage is way too high and couple that with the stealth powers they can stack they clearly have the upper hand on even the guys who run tactics.
- Stalkers do not help teamwork on the villain side! Almost all stalkers run solo and never team.
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If not for stalkers so many hero ATs would never ever die -
Anyone else getting the "you may only have one heavy at a time" message when you try to get a heavy and you do not already have one? Obviously a bug. Any way around this?
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I keep looking at the numbers and reading the reports... the Patron Powers appear to be a bit, um, lame.
I just don't understand how one of the lead Devs (Cuppa) can PUBLICLY state the Villain Patron Powers are STRONGER than the Hero Epic Power Pools. I really question if the Devs understang MMOs, especially their own.
Cheers,
SUN
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Yeah kinda like back when geko tried to tell ice blasters that blizzard was the most damaging attack in the game. .They got a real handle on this game. .I dont think they've ever played it.
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the devs are spending your $15 a month on tin foil hats -
These people that act like their is that much skill involved crack me up. Yet they are from basically the same ATs hmmm
anyway
I don't understand the devs reasoning with the heavies
The spider isn't that good. The ranged attack is very weak and even though it looks like webbing it doesn't act like a web grenade or anything like that. For it to do decent damage you have ot put it in melee range but anyone can get out of it's range easily as it is slow.
The heroes have a better heavy not only does it's ranged attack do devastating damage but it also causes an effect where your toon cannot act for several seconds.
So maybe I'm missing something but why did the heroes get a superior heavy to villains? Couldn't they have just made them the same but with different looks? -
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I was throwing buffs all over the place...speed boost just rocks.
And for the record: I got Evil Artic Sun real good. But no screenshots
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Please try a non-stalker villain AT. Thank you. -
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I haven't logged my blaster onto test yet, but it seems that the heavies on the hero side may be more powerful than the arachnos ones (big surprise considering how much more powerful longbow is than arachnos in the other zones). They seem to cycle high damage attacks faster, whereas the arachnos decides to toss in some web stuff instead of big orange numbers. Also do the hero heavies spawn those seeker drones in addition to the mech? So you have a heavy and a seeker or two floating around? Or is there a chance that when you hit one of the heavy station you just get the seekers? idk, I guess I could load my blaster and find out, but I'm sure lots of people know.
Frosticus
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The Vill heavies are actually much more powerful imo, the problem is that people are not using them right. They suck at range while it seems the hero heavies are better at range, if you have a vill heavy send that big [censored] into melee range and watch it 1-2 shot heroes, its rather amusing
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what is the best way to get them to go into melee they seem to want to just throw webs on everything -
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Are /fire and /ice defeating you in the same mannor?
[/ QUOTE ]You know, I don't recall ever seeing a /Fire or an /Ice Blaster in PvP.
I know I haven't seen any of those secondary's used against me. Well, at least not the melee attacks.
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There are a few players on Virtue with those secondarys, and they do very well. They will generally kite their opponent from range, sometimes swooping in to finish with melee, but usually just Blasting from range. And yes, they do take down Brutes with a frightening efficiency.
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As a /dark brute on virtue I can vouge for that. Many ranged blasters have beaten me purely using ranged attacks. I have also experienced my toggles being dropped 2 and 3 at a time nearly everytime. I know the numbers say it should be otherwise however from my experience it's not. I run 7 toggles as a /dark and it's almost always one if not all of my 3 protections that go...I also have my mez pro dropped and stunned in the same hit very often.
But if blasters are complaining about having trouble killing scrappers and tankers now well welcome to the world that everyone else has been living in. -
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I have a suggestion, but I don't know how much this would take to apply
While the toggle drop values seem a little low right now(i think def, corr and 1st power of a dom should have a little better chance) (i also think the dom 2nd power should be a bit lower like 33% maybe)I think there would be a perfect way to still actually have people think it's worth it to get in there for toggle drops even though the danger has increased significantly for squishies
I think there should be a 2 minute recharge debuff on any power that has been toggle dropped, otherwise toggle drops dont mean much to tanks and such as they can throw it back on in 2 seconds, this way any tank that has a toggle dropped would be in a bit of danger and actually get scared
lemme know wut u think of this
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Ummmmmmmm.......No.
If I could hit a Blaster with a power that made them unable to use their offense for 2 minutes, would you think that'd be fair?
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You can its called a hold. (breakfrees do run out)
Theres also disorients.
There's also Build up Assassin Strike Placate then critical. (a trip to the hospital does stop a blaster from using powers fora while....at minimum 30sec. at Max, until they can find you again.)
But I do think the original suggestion is a bad idea. I just had to point out the FLAWED reasoning from the other poster.
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Hey give me a buff available at level 30 that completely negates toggle drops and you can have your toggle drops back. Also I also want the inspiration that is a backup. I also want the toggle drops to be momentary like toggle drops where I dont have to do anything for them to pop back up. The duration should also be like the duration of a disorient with the same chance to disorient for the attacks and if you want it longer you have to waste slots in your attacks.
Hmmm you're still getting the better end of the deal because of how much damage you do compared to us. -
There is a growing number of people that feel the villains are intended to be nothing more than playthings for the heroes. Like you are supposed to be a hero and when you get bored from time to time you play your villain just for kicks. So maybe they are afraid if they made villains truely formidable this might upset their itended playerbase.
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These statistics seem really low. Are these attacks at all useful? The hero epics seem so much better.
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Why do all the villains patrons powers suck?
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Why do all the villains patrons powers suck?
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So why do villains not have FA?
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I really am not enjoying the elude/hibernate zone.
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Im not much for DOOOM......but this is a joke. This just takes toggle dropping right out of the equation completely. It was a great part of PvP that actually gave some AT's and sets a chance. Now most powers are at 5%???? You realize that out of 100 attacks with brawl, 5 will drop a toggle. How can this even be worth attempting??
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So you're saying crits from scrappers were out of the question? -
OK 2 points I'll make really quick
1. In my limited pvp experiences on test post I7 heroes have not had any trouble taking down my brute.
2. Scrappers have only a 5% chance to score a crit and those seem reliable enough to very often turn the tides of battle against many defense based toons. Granted blasters cannot take as many hits as scrappers can, this will be on average 4 times more common and blasters do have a damage advantage on scrappers. -
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I guess we won't see PvP toggle drop changes - at least with issue 7. I'm actually pretty surprised. Thought they were going to be in there for sure.
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I think this should've been a priority. Not because I'm a villain at heart but because alot of people came to CoV without playing CoH with the intent of pvp. But they get so thrashed in pvp that they are hold out for this change to fix some things. If this isn't it many are likely to be disillusioned and leave after they get to 50. -
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In other words, despite your toggle powers protections, pretend you don't have them and prepare based on that -- because those protections will be knocked down at some point.
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Maybe I'm not reading your post right, but who exactly are you referring to here?
Blasters?
Scrappers?
Everyone in general?
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I took it to mean anyone with a toggle but most affected are brutes, tankers and scrappers. -
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As long as toggle dropping is reduced to where there is a chance that even with a successful hit from a toggle dropping power that there is a chance that no toggles will drop and an even slimmer chance that multiple toggles will drop I will be happy. Nothing should be 100%.
I don't believe that blappers really fear going into melee at all because all I see is blappers charging at any and all visible targets with bonesmasher in pvp. That is not what someonewho is scared to do something would do.
I also do not think the same attack that drops your mez protection should be able to stun you in the same hit. They should at least have to hit you with another hit to do that.
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Since toggle dropping is gong to be toned down by a large margin, it would be nice if instead of it droping random toggles it specifically targets the opponents mez protection, then shields, then debuff powers, then travel powers in that order.
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thats a buff not a debuff to toggle dropping....how about you blappers just fight like the rest of us
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Actually Nate, that is the thing most melee are having trouble with. Blaster are fighting like a melee AT, and doing a better job of it.
Toggle Dropping is going to be toned down. I'll have to see "how" toned down before forming an opinion on whether it is enough.
Some ideas concerning toggle dropping that I have heard and thought had merit.
1) Mez toggles have a lesser chance of dropping.
2) Toggles aren't dropped, they are instead surpressed for say 5-10 seconds, then start working again on their own.
And inspirations are supposed to be used to close holes in your particular AT's build to perform well in both PvE and PvE. I play my tanker as if he was a blaster with no ranged attacks. I use inspirations and avoid alphas whenever possible then hit em when I am at my strongest.
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By fighting like the rest of us I didn't mean meleeing like some toons are meant to I mean having to attack at opportune times, using teams and wearing opponents down. You play a tanker so you know what I mean by that.
If you drop their mez protection automatically then you would always follow up with the stun and all the toggles will drop. How would that tone down toggle dropping? If anything that would make toggle dropping more of a problem.
I think that running in dropping their defenses and using your heaviest attacks is contrary to what would be the most fun pvp experience. Most of the ATs do not function like that with the exception of stalkers and blasters which are usually the ATs that people gripe about.
If you notice they are making a big move to make stalkers team. I think overall thats a good thing.
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Scrappers out damage blasters in melee. Blasters AT mod is 1, while scrappers is 1.125. Scrappers also get unresistable criticals of 2x damage 5% of the time, which can be compared to Blasters 33% unresistable damage.
Energy Melee's Stuns coupled with toggle dropping pretty much make the damage a secondary effect. While the blasters (who have little or no mez protections) are used to functioning with break frees active, most scrappers are not, as they rely on their inherent protection powers to keep them safe.
In other words, despite your toggle powers protections, pretend you don't have them and prepare based on that -- because those protections will be knocked down at some point.
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I do want to point out there here is a red name not only advocating the use of inspirations in pvp but also suggesting that it's an intended mechanic to use them in pvp. -
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As long as toggle dropping is reduced to where there is a chance that even with a successful hit from a toggle dropping power that there is a chance that no toggles will drop and an even slimmer chance that multiple toggles will drop I will be happy. Nothing should be 100%.
I don't believe that blappers really fear going into melee at all because all I see is blappers charging at any and all visible targets with bonesmasher in pvp. That is not what someonewho is scared to do something would do.
I also do not think the same attack that drops your mez protection should be able to stun you in the same hit. They should at least have to hit you with another hit to do that.
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Since toggle dropping is gong to be toned down by a large margin, it would be nice if instead of it droping random toggles it specifically targets the opponents mez protection, then shields, then debuff powers, then travel powers in that order.
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thats a buff not a debuff to toggle dropping....how about you blappers just fight like the rest of us