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Posts
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Quote:
Anyway, it would definitely be cool to see them back. With zone PvP becoming a joke after I13, and arena PvP becoming a complete case of haves and have-nots, maybe base raiding would infuse some excitement into the game.
But considering that most bugs exist for an average of 2-3 years, and some are simply never fixed at all.....yeah, the chances of raids being fixed are pretty close to zero.
I also did one base raid on a SG that used me to familiarize themselves to PvP at the time. We also won a raid vs a supposed top Base Raiding SG with a score of 50 something to 3 (40 something kills were from me trapping people in corners). Lag was alright since i had a top end PC and video card, but i suspect that if you have a PoS PC like many players do, raiding is kinda out of the question. Also later that week the SG we defeated broke up and never raided again... I later quit the SG i was on to join a PvP SG... i was begged to come back because they were losing their base raids...I never went back.
I do hope that base raiding comes back. But i think that base raiding needs a whole new approach to make it more meaningful. I believe that PvP bases should have an outdoor instance that does not take up so much graphical resources on top of an indoor instance. These outdoor instances should be pre-made by the devs but chosen by the SG (ie "oh my base is a space station, you should try to raid it... OH yeah my base is an island blah blah blah..."). There would be 2 rounds of 10 min fights, but if defenders keep defenses up for 10 min in the first round outdoors, defenders win. The outdoor fight would end once the raiders defeat all appropriate base defenses and enter the door for the indoor instance. Once inside, it would be like the old base raiding system except that only essencial base raiding items like defences, items of power, power generators, hospitals, etc. are there. All non-essencial items like book shelves, banners, chairs, tables, and all that other extraneous good looking stuff and decorations would not be present. This will help improve the mechanics and balance to raiding and allow for many players of varying skill and PC levels to participate. If base raiding were more like this i think the PvPEC may employ base raiding for future PvP events since it would be more balanced this way. -
Quote:I think he's refering to the VEATs being able to see stalkers. Being able to see VEAT comming at you will give you an edge in survivng getting put out of hide. Though for zones its a toss up since MoG can get you out of most any situation so it's mostly question of one's playstyle. Are u precautionary or do you react fast? and so on. Stalkers hunting stalkers is redundant since they can't really see each other if caped, however in GR, stalkers will AS others stalkers who are finishing up on ASing a squishie.Oh dude I just started an Elec/Regen for another try at PvP in the future because I read here that Regen Stalkers are more survivable than /WPs when IO'ed properly.
Are you saying I'd be better off with a Elec/WP with tactics? Is it much better than an Elec/Regen with Tactics and the +per IO? I understand nothing about perception caps.
Will this be the difference between seeing another Stalker from 10 to 100 feet?
EDIT: Btw is Spirit Shark Jaws a good attack? Mids says it does decent damage in PvP, but the build I've seen here usually only have the first shark attack. -
Quote:Id take crippling axe kick over shield charge (for PvP), Id take would also build to get targeting drone. Why buikd for KB protection when u have 10000% res to it.Here's what I use for shield pvp. The defense isn't soft capped but it's high enough where most people miss a decent amount.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build! -
you can wait till going rogue comes out and make a elec/fire or elec/elec. I have a feeling that might be a good choice for pvp.
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you might win a few duels if you set it to 1 death and 1/2 hour matches... besides poison MMs will kill you. You'd make a good zone build and team build if you can taunt and get fossilize off on the called target
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Just make a tank you like to play, make sure you pick a heavy hitting one, dont pick stone armor, dont pick the agro controll powers, then go to town on ur well slotted attacks... if anyone asks what wrong with your tank just tell them dont judge me
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This would make the stalker's corner stone attack very inconsistant. In some cases it would become underpowered and in other cases it would be OP. It's controversial at best and would definately be game breaking for many stalker players. However, if this did happen (which i rly don't think it would) Fight Clubbers would start using stalkers lol thats pretty ridiculous. Also attacking MMs with AS would be meaningless, when a normal attack in hide would be more effective.
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Quote:One of my focuses in the above post explained that Stalkers using sharks allows them to slightly exploit the risk vs reward system in pvp. I did not forget that throwing sharks came with a long animation time, but keep in mind that stalkers only come out of hide after most of the animation is complete. This makes the long animation time irrelevant to stalker survivability. Your argument would make more sense if the stalker AT had a normal stealth cap or if the stalker came out of hide as soon has he starts to animate throw shark.the animation is still 50 minutes long. i dont think that can be extended.
but i disagree with the rest of the post.
two AS's should bring down a tanker if both stalkers have BU up.
there is minimal skill involved in WASDing like a pro.
secondly, You must really hate tanks... as it is Tanks are not too useful most pvp scenarios. If a player were to bring one in an arena team match under your conditions, 2 stalkers can make said tank into a farm target lol. In other words, buffing AS like that would make tanks = free points for the other team making tanks even more useless.
Lastly, since most tanks are at at least 2400 hp if not at cap, your version of BU+AS would mean the one shot rule would almost always occur on squishie toons. This would mean stalkers would revert back to i9 damage levels (+ a few reds). Keep in mind that stalker AS prior to i13 had been concluded by the majority of the PvP community and devs as being OP'd. I'd have to conclude that this idea would not be a balanced compromise if they decide to look at balancing shark dmg. -
Ok i suggest that the devs use the PvP system for PvE lol.
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Quote:i disagree that AS should get a buff at the expense of sharks when AS is working pretty darn well in every pvp area. Moreover, the two powers are slightly unrelated even if they belong on the same AT.- If you remove the critical effect from stalker patrons, AS needs to be buffed. Either through raising the base damage or lowering the DR curve on damage for stalkers. Back in the day, one hit after getting AS'd meant you were dead on a squishy. The interrupt time on AS should be used when calculating the base damage.
Sharks have been troublesome ever since it was made quintessential as a boost to stalker dmg, especially on teams. Hopefully a dev have noticed the trouble it has caused the pvp community and especially the PvPEC league. There are also many players who practically only use shark, placate, Fly, teleport, hibernate, and phase in PvP zones. This teands to break the reward vs risk aspect of the game since the stalker no longer needs his melee attacks to secure kills and is truely safe from getting killed himself. From a Gamer's stand point there's also minimum skill envolved in hovering, waiting for someone's health to drop to 1/4, sharking, and flying up, hibernating/phasing, and runnign back to base.
I suggest that sharks should receive the same as Energy Transfer did. -
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ehh long animation times also equal more dmg via castles insanity. I think its advantageous to have long heavy dmg attacks (with longer recharge ofcourse for balance) on durable ATs. If you still don't get me, imagine a tank with just KoB, TF, and ET (like BA brawler). Although that would be terrible in lol fight clubs, You can actually pull off entire attack chains on a moving squishie. Which means that meleer can pump out practically all of his DPS unlike a set like stone melee or claws. The set will most likely have stuns and stun are now better than holds in PvP. i think that this sets weakness is going to be the same as DM where the +dmg is dependent on ur oponent, but at the same time i also beileve that this set will most likely be able to keep iys +dmg perma at least in PvE and in most PvP cases.
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Quote:If both toons are caped at stealth and perception cap, they will see each other at about the same distance because VEATs have a much higher than normal stealth cap.Why? Stalkers as of right now will see a NW from further away. In fact teams will see NWs from far with +percept. Unless changes are coming to the stealth of stalkers, I don't see this.
So what everyone is saying is that all a VEAT has to do is tag a stalker with poison dart and that stalkers become worthless for 15 sec and has to run away or be treated like any other squishy. I think this is nice to since a well played fort is hard to see (unlike my bubbler), and can choose which stalker to reveal then runaway just like a stalker.
I also predict that elec/fire/mu will be the next fotm for dueling psi/ems. KM/Elec tanks/brutes will win at lol fight clubs (old ET animation FTW). PvP Blasters will stay on blue side cuz they fear other blasters. Rad defenders will become good again in a block of ice. New PvP zone is the new AE farm. -
Actually, since your fire melee, you have a decent scrapper set for zone pvp cuz it can pump out good DPS, and shields is great for getting away back to base to heal back up (if you go straight back to base). Although a shield Tank can survive maybe 5-10 more seconds in the average fight, scrappers can get access to webgrenade in the weapons mastery which can be very disruptive and defensive. So if you get most of your heavy hitting single target attacks, bring up your ranged and melee defense, get super jump and super speed, get weapons mastery for webnade and focus accuracy, and get either aidself or phase, you'd be good to go. GLHF.
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What are your in-game Globals?:
@Neeto
What characters do you have on Freedom?:
Psy/Dev Blaster
Grav/FF Controller
Inv/SS Tank
Rad/Therm Corruptor
Are you willing to respec into a PvP build?: Yes
Are you willing to roll a new character if needed?: Yes
been making pvp builds since i2 (not i4) -
agreed doms shouldn't be able to do anything but PFF.
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If you like doing that, ice/TA or grav/TA would be your best bet in team pvp.
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wow, no body can spell anymore these days.
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when going rogue comes out, theywill most likely give defenders hibernate in a new but old epp.