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All Positional defences (Melee/Range/AOE) work against Psy. This includes all power pool defences, Cloaking Device, SR Defences, both Illusion controller Invis powers, and the Defender buffs Shadowfall and Steamy Mist. All three FF Bubbles also provide Psy defence in some form or another nowadays (the two small bubbles through MELEE and RANGE, Dispersion through both AOE and outright PSY).
[/ QUOTE ]I take you mean they work against Psionics because Psionics is ranged. I looked up a few pool power defenses like Tough, Weave, Combat jumping, Stealth, Invisibility, Grant Invisibility, and Acrobatics. They didn't say anything in game, nor on the boards about defense to Psionics specifically. But many have a ranged defense, so I figure this must be what you are referring to. In that sense, yes there is a defense to Psionics, but it is not Psionics per se, its a defense to ranged attacks.
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All Psionic attacks are ranged. Therefore ranged defense = psionic defense. If there were a psionic melee attack, it would be different, but this is how it stands for now.
[/ QUOTE ]lol, you just repeated what I said! -
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All Positional defences (Melee/Range/AOE) work against Psy. This includes all power pool defences, Cloaking Device, SR Defences, both Illusion controller Invis powers, and the Defender buffs Shadowfall and Steamy Mist. All three FF Bubbles also provide Psy defence in some form or another nowadays (the two small bubbles through MELEE and RANGE, Dispersion through both AOE and outright PSY).
[/ QUOTE ]I take you mean they work against Psionics because Psionics is ranged. I looked up a few pool power defenses like Tough, Weave, Combat jumping, Stealth, Invisibility, Grant Invisibility, and Acrobatics. They didn't say anything in game, nor on the boards about defense to Psionics specifically. But many have a ranged defense, so I figure this must be what you are referring to. In that sense, yes there is a defense to Psionics, but it is not Psionics per se, its a defense to ranged attacks. -
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(ie, you have 10% def to a ranged psi attack).
[/ QUOTE ]I wouldn't be surprised if an announcement comes out informing us that none of these changes adds a defense to Psi attacks. The Devs don't seem to like us having much in the way of defense or resist to Psionics.
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Better tell the scrappers, then. SR, the gimped set, has had defense to Psi for a long time.
[/ QUOTE ]Now why would I tell the SR scrappers something like that? They dont use pool powers for defense from Psi, and the changes Statesman mentioned were all to Pool powers.
My comment was really about how resist and defense to Psi is very rare. I could be wrong, but Blasters, Controllers, Defenders, and Khelds don't have Psi defense or resist and can't get it. Only one Tank type, and one scrapper type have some defense or resist to Psi (although I think there is no resist to psi, only defense).
So, it seems to me that the majority of toons out there don't have resist or defense to Psi. Hence my earlier comment that the Devs don't seem to like us having much in the way of it. -
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(ie, you have 10% def to a ranged psi attack).
[/ QUOTE ]I wouldn't be surprised if an announcement comes out informing us that none of these changes adds a defense to Psi attacks. The Devs don't seem to like us having much in the way of defense or resist to Psionics. -
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Darn, was hoping this was not gonna happenThis is actually a con for buying CoV.
Forcing a player to be part of a SG to utilize a BIG portion of the new content is not good. Pretty sure that creating a 1-man SG will not generate enough prestige to finance a base. This is actually forced grouping which I believe several of the devs had said would not be implemented.
So casual players who was looking forward to building a base, you just got Pwnd!!111!!!
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Not true. I was in an SG that I co founded with 5 others (two of which were siblings) the SG had over 20 active players in it.
Becuase the SG tended to powerlevel excessively, and I didnt like to pling (it bores me) I never teamed with anyone in my SG.
I teamed with pick ups and many of those became regular teaming friends. I eventually left my SG (about 3 months after its creation) to start a new one with the regulars I teamed with.
Whats my point? If I can be in an SG for 3 months and never team with them, then it simply can not be forced teaming to be in and SG. -
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Can someone confirm the DPS numbers on this post? Everyone seems to go 6 slotted damage or just one recharge reduction.
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I don't understand the need for any recharge in Burn. My Fire/Fire tank has Burn 6 slotted with Damage, and all through his 30s and 40s he could laydown a second burn patch before the first one is finnished.
By the way, when I did my lvl 34 repec, I removed one slot from Hasten. So it's now 5 slotted with recharges. It is not truly Perma-Hasten, but the down time is small enough that I can live with it. I used the slot in another power.
Regardless, my burn patch still overlaps in multiple castings. -
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Based on data from the Training Room and feedback on the forums, we will be making the following changes to how XP, Influence and other drops are divided:
If a player is in a zone, did NO damage in a combat and has dead for more than a minute, he receives no XP. If a player is more than 300 ft. away (an increase of 100 ft.) from the mob when its defeated and did NO damage, he receives no XP. Otherwise, the player receives his full share of XP.
If players are on a mission map, they always receive their full shares. Theres no distance limitation. Teams can split up in maps players can be separated by elevators everyone receives their XP.
This system does not affect Mission rewards.
Well be putting the distance and mission map changes up on the Training Room soon (week or so) to see how it plays out.
Now, let me clarify the situation with Badges and Defeat tasks. As long as you or any of your teammates are within 200 ft. of the defeated mob, EVERYONE on the team gets credit. This is not a change in Issue 4; this is the way that it currently works.
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So, if my char gets killled, and I can't get a rez or pop an awaken within one minute, I get no xp. I then have to consider going to the hospital instead as a means of 'rezzing.' In considering that, I have to think about where the hospital is, and do I get xp while at the hospital. If the hospital is in a different zone, then I won't get XP while in the hospital's zone.
With this new proposed system, I can see there being times when it just might be tempting to quit the team and go to the hosptial rather then waiting in the zone for a rez that will take more then a minute. I think that as a penalty for being so thoughtless as to die in a zone you should aquire debt. I don't think double penalizing me with also no xp will make the game more fun.
Just something to think about