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Who remembers Matt Miller's interview when he stated that the PPP will be more powerful than the EPP (APP) because we were going to be locked into them? What he meant to say is that he excluded PvP in that statement because we've all been let down in that regard. There will never be an equal playing field between the two games in PvP. All the people who enjoy PvP will just eventually leave. Then all the people who would like to see it go away will have their day.
Gratz on advertising PvP when CoV was being marketed and dropping the ball.
CoX will always be a fun game to log in for abit and mess around for a short time. But I would rather play some Tabula Rasa for that because of the faster paced action they are advertising. -
My main is a Brute, and I am currently roughly about 40% to the 10,000,000 damage badge, and I am lvl 50 already. This is through regular play in Vicious+ settings. Can't get the accolade (which is supposed to help you through your levels) through regular game play unless you farm for it.
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As much crying in the Badge section as there is, suggesting yet another harder to earn badge in a PvP zone will even get more outcry.
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LOL, so because you set yourself up to farm damage in missions afk each night, you feel the need to be given something for your supposed effort. Gimme a break. I've power leveled so many people on my Brute, I don't even have the 4th badge yet. So I should be magically given something since I am so effecient at being a killing machine without taking so much damage.
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Targeting Drone has the resists.
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Let's not forget the Toxic resistance (those toxic tarantulas actually hurt), No Defense, and no Repel protection.
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Yea, on my Brute, I had only the 2nd debt badge. When I heard the 4th debt badge was required, I suicided on Thorn Isle to max debt a number of times and worked it all off till I got the 4th one. Was hard working it all off, but also a little ridiculous.
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The crash pretty much leaves you with no life/endurance.
As I have not played with Power Sink or Energy Drain as much as I'd like, does slotting it with Endurance Modification drain more endurance? -
I tested the Power Sink on a Scrapper last night in the arena. I only triple slotted it for recharge, it was only taking away about 10% endurance. This was on a Spines / Regen Scrapper. So unless they have a resistance to End Drain, I don't see where the 50% you guys are claiming is coming from.
Edit: Forgot to mention, the KB/Immoblize protection is very quirky. I tried several things last night and here is what I got:
-Flat ground, the protection was hit or miss but;
-Running down steps, I lost protection
-Obviously when you jump over obstacles, you get Immobilized/KB's
-If you are standing on a ledge, you aren't on the ground.
-When I did stuff like Tremor, I got knocked down. Was testing it as Stone Melee/Electric Armor).
Couldn't come up with any other type of environment conditions to test it on. But I guess for me, it's the Leaping Pool. -
Yes, that's where it comes from. Most of the Electical Melee come from the Blaster versions as well as the Charged Armor from the EPP power. An Electrical Blast / Electricity Manipulation Blaster can take alot of your endurance in two attacks. I just wasn't sure how much Power Sink on the Blaster version took since I only have Short Circuit at the moment.
Oh, look at my sig, guess what I plan on doing with my Blaster. Bring your Blues. -
The Blaster Power - Short Circuit from Electrical Blast drains about 50% endurance as well as a minor DoT. But it's downside is that it has to hit.
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I got Immobilized several times last night and knocked around quite a few times. I think it was knock up maybe since it was from a Katana Scrapper. I had Tough as well as all the toggle shields from /Electric. Went Haste and SuperSpeed so I was hardly ever off the ground (I triple slotted Hurdle to make going over fences and short walls easier).
I was doing pretty good against most scrappers except Broad Sword ones and the only tanker I ran into was Ice and wasn't a problem. I was held quite a few times from Controllers, but that's to be expected, they can still stack holds easy.
Electric Armor does good, but I didn't see any EM or Elec Blappers to test the resists on. Grounded seems pretty weak I am assume because it's a passive, so might have to skip it and go Leaping Pool. -
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Read entire thread, they have been at the Melee Modifier since I3 apparently.
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Hm. That doesn't match my experience with them. I'll have to double-check the numbers
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And if they weren't, since the PPPs are supposed to be better than the APPs, why would you even ask this?
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Because "better" doesn't imply "twice as good".
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Because if the Scrapper got moved to the 1.125 it wouldn't be worse. But the point is moot sicne it's already been shown they are at the melee modifier. -
Read entire thread, they have been at the Melee Modifier since I3 apparently. And if they weren't, since the PPPs are supposed to be better than the APPs, why would you even ask this?
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I am putting my faith in you _Castle_ that alot of things get brought up to par with both Electric Melee and the PPP options, because in all honesty, they are severly lacking. Corruptors, IMO, made out the best.
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Honestly, what's _Castle_ going to do. Best thing that will happen is people keep saying how poor they are compared to the APPs and maybe 2-3 months down the line, you might see a change. It's not like they are going to scrap this entire issue and the Patron sets. Reason why Lord Recluse quit was because he couldn't do the things he wanted to do with the epic pools (or so it is rumored).
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I actually think that Electric Melee set is alright with the exception of Chain Induction's no exp for acr kills/hits and the 3 minute recharge on Lightning Rod. It gets hard to get a good attach chain goiong with just the Electric Melee set powers and would rely on AirSup and Boxing or other commonly picked attacks from the Power Pools to fill in more.
I think that Charged Brawl, Havok Punch, Jacob's Ladder, and Thunder Strike do decent damage with the training enhancements I had in them.
Yea, the Jacob's Ladder cone is small, but I did manage to get 2 mobs a few times with it. Mostly as they ran at me and were in a line. -
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I have a sneaking suspicion that the Devs have deliberately set all the new powers in I7, including the PPPs to "Craptacular" just so they can ease up to balanced rather than having to nerf anything to balance it like it should be.
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According to them, yes. I know a few of the other devs have stated it concerning other powers, previously, but the most recent was the bane of my Stalker existence (oddly enough) speaking on Gauntlet.
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We're testing this. We don't want to go overboard on it, then have to reduce its effectiveness later, which is a very real concern with this. This lead us to start off low, and build up from there. What you folks are testing currently is the 'second draft' of PvP Gauntlet.
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So, yes. They're probably doing this with the new sets and whatnot. Probably. One can't say for sure.
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I don't really expect them to make the Holds or Immoblizes any stronger or else they would be too much in PvE. Same with the shields. The ranged attacks, maybe, but I doubt it. But in the end, you still have nothing comparable to sets people want:
Force Mastery
Psionic mastery
Power Mastery
Body Mastery
You notice this is 1 Pool per AT from the hero side that people tend to go for. With the exception of Cold Mastery for Hibernate that I left off. But people can still "choose" from the other different APPs without having sets from patrons that are essentially all the same. -
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Even with Psi and FoN they are going to need
A) Perception buffs
B) Healing
C) Fortitude
D) Mez protection
E) Slow/Port protection
etc. Nobody is saying the PPPs are as good as the hero APPs. We are simply stating that dominators are now strong enough to be utilized on good PvP teams, where before they were a handicap.
I don't recall any AT yet that I wasn't able to hold eventually in RV when domination was up. And with speed boosts, that is a good percentage of the time.
As far as two doms being better than one, well damn you should be happy. Before I7 they would have been considered 2 gimpy handicaps for the team, now they are an asset.
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Matt Miller - the Lead Designer of Heroes and Villains - introduces patron powers in part one of a five part series
MMORPG.com: In terms of balance, is there an equivalent power set available to the heroes in CoH, or is this a villainous advantage?
Matt Miller: The Patron Powers are stronger and more powerful than the equivalent powers in City of Heroes (the Ancillary Power Pools), because there is less diversification and the fact that Patron choices are permanent alterations to your character.
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hmm, which power is it in our PPP's that is more powerful than Force of Nature or indomitable will exactly?
As to the ICE/ICe that cant solo on villianous I too would like to see the build. You would have to ignore your entire secondary. Solo PVE has never been an issue to me. PVP can be a real pain some nights and glorious some others. Usually the difference is haveing a corruptor around handing out mex protection.
I have discovered one thing, STUN>holds. Why, cause there is no need to stack stuns. Either your stunned or your not and usually you are. I would say 9 out of 10 times when I am hit with a attack with a stun secondary I'm stunned. Wish my holds were that reliable.
One last question, is confuse autohit? Seems like trollers can confuse me at will, never seems to not work.
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What he means is, the powers you get, if they are copies of a power in the APPs, are stronger. He doesn't mean the PPPs are in general stronger, just that powers that are the same get a small bonus in power (a 5% bonus. Even though the recharges are 5x as long).
And confuse is not autohit. It has high accuracy, but it is definitely not autohit.
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Actually, equivalent does not equal exact copy. What I am suspecting here is things like a hold, immobilize and such that both sides have access to, the PPP will be abit stronger than the APP. Even by adding in 5% more damage, some extra negative modifying attribute, or a longer duration, it justifies them saying, for instance, that the Brute Immobilize/Ranged attack is stronger than the Tanker or Scrapper versions. -
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I really hope the devs know what they are doing with the PPP's. I think it works like this heroes get FA we get -jump -fly powers so they can see us and hit us at range but melee isn't going anywhere.
I hope that teleport gets a big push, frankly i think the super speed + super jump is overused.
all pvp comments of course
-no more nerfs-
micro
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Weapons mastery in the APP has Caltrops which has -Jump but since everyone takes Body mastery instead.........won't be nerfed since Heroes have access to a -Jump power as well.
And yea, if you want to cover all your bases on travel power suppression, you'd take teleport as well. My Stalker has Leaping Pool and Teleport Pool powers. -
Really the only issue with FA is the resistance to toHitDebuffs. If that wasn't there, you could have /Rad and /Dark at least mess up the FA but as it stands, it cannot be affected.
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You did a great job Cheita_Corps. /em Shakes hand.
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Frosticus, the 1/sec thing for the shields isn't true. In fact, it was stated by someone in another thread that _Castle_ said (from a PM) it was more like 0.3/second.
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if mako is the stalker, why does his stalker pool not have any stalker-oriented powers? like a conserve-power type click buff but instead of cutting end costs by half it cuts time to hide by half for some duration
and why do all the attacks cost so much end and recharge so slow and do barely any damage
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They aren't meant to add to your Primary or Secondary pools. They are meant to give you somthing you lack. Like a good range attack.