Ninjassin

Recruit
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  1. [ QUOTE ]

    I'm happy to see that occassionally somehing is GIVEN to the players instead of taken away. I can't complain about the specifics, but... It's still obviously PvP balancing, which was never supposed to interfere with those of us who hate PvP.

    [/ QUOTE ]

    Um, this is definitely not intended for PvP balance. This is not the primary problem of PvP for defense builds (still helps a good deal).

    If you've ever played a defense build, especially SR since its only damage mitigation is defense, then you'd know that this is a PvE intended buff. There are a ton of attacks in the PvE game that lower defense and it can effectively remove all of our damage mitigation. The prevalancy of defense debuffing attacks and the severety for which they hit defense builds is incomparable to how -res hurts resistance builds and -regen hurts regens. This is a much needed PVE buff.
  2. OK... so when is this going to make it on test? I'm getting antsy about testing it out. In short, I would like to test it.
  3. Very nice indeed. Thanks for giving some love to the SR's and Ice Tankers. Just some alterations on ToHit problems, which appearantly Statesman is looking into, and the SR will be much more in line with the other scrapper sets.

    This also goes to show that it's false to say "Why didn't the devs just boost the weakest sets instead of nerfing everyone for balance?" As a way of saying no one would gripe and complain in that case (which I had agreed with until now). I can't get over all these statements complaining about how this is going to affect their debuffing toons in PvP (Note: I have both an SR scrapper and a rad defender). This change was desperately needed for PvE more than PvP in which the problem revolves around ToHit moreso than debuffs. Debuffs kill SR's and Ice tankers in PvE and much more so than the defense debuffs hurt other sets (just see any of the analysis by Arcanaville).

    Anyway, thanks so much for this addition to the defensive sets. It is much appreciated.
  4. [ QUOTE ]
    I've also noted that you'd like allies to fight sooner, more control over allies/NPC's

    [/ QUOTE ]

    Hey States,
    If you develop some control over allies, could you please rework this into pets as well?
    I know this is quite the wrong thread to be asking this, but I just wanted to respond to your statement about controlling allies/npcs.
  5. Any chance you could develop a single story arc throughout the game based off of your origin from a 1-50 contact that you could always go back to?
  6. [ QUOTE ]
    The question has come up - "what's the point of Burn now?" Well, it still offers Immobilization defense (we're actually going to increase that duration). And Burn does do a lot of damage. Taunt alone might not bring mobs into Burn continually, but stunning, holding, immobilizing mobs in Burn is just plain devastating.

    [/ QUOTE ]

    Now I don't have any fire tanks so take what I say with a grain of salt. Playing with fire tanks with my illusion/kinetics controller, I found it annoying that burn could not be buffed. What you say here sounds like you want burn incorperated more with teamwork (which I understand sucks for a fire tanker to be dependent on).

    My thoughts are that if you're going to nerf burn, like you have, you should make it be buffable. Let fulcrum shift, and other buffs, actually increase it's damage output. It's quite depressing in it's current state when you fulcrum shift a huge group around a fire tank and it really means nothing.

    And fire tanks, i'll hold everyone in your fire for you in just a bit, flash is still recharging!
  7. Sounds like great fun. Will you be doing this tonight? (Sunday). I'd like to join up. I think my preference would be Sonic/Arrow, but I'll take whatever needs there are.