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Posts
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can someone post the main points of the interview?
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CTF would be easy.
Flags=Scientist/Hostages
Single Flag 3 Caps = 3 Scientists/Hostages.
Team one starts at the door or computer where hostages need to go(go=bases). Team 2 spawns next to the Scientists/ Hostages.
In order to cap a scientist you must click him (5 sec click or somethin) or free him from a prison for him to follow you. Travel powers don't get suppressed but you have to move at the speed of the Hostage so he doesnt lose you and stealth is supressed just like in pve.
High HP toons like tanks, scraps, brutes would now be useful in pvp. You can try capping more then one hostage/scientist at once as well.
In order to stop the team from capping once they have clicked a hostage/scientist is to 1. kill the capper 2. kill the hostage/scientist (which is buffed somewhere between scrap and tank hp and res. 3. taunt the hostage and click em 4. placate the hostage and clickem. 5. -percep the capper and click the hostage.
Hostage/Scientist can be effected by buffs and debuffs.
This makes more sense then heroes and villains running around with a flag.
Could also do this with a bomb instead. but then people would never be able to kill a tank who is holding the bomb.
MultiFlag CTF = 3 Hostages/Scientists on each side and 1 Computer or Door on Each side.
Objective: Take opposing teams scientist/hostage to your computer or door.
Other Games:
Territories
5 IoP's set up across a map. Team tries to gain all 5 IoP's each one increasing the the power of the team during the game giving them greater advantage. OR Could make it so everyone in map is exemped to lvl 1, everytime you gain an item of power your team's exemp lvl is raised. Team wins when all 5 IoP's are captured and everyone is killed at lvl 50.
Assault:
Destroy opposing teams Glowie.
* you could make it interesting by having the hostages having travel powers like fly pack, jump pack. this would allow flyer's in pvp.
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So do you all like my idea...and is it all possible with what we currently have? -
CTF would be easy.
Flags=Scientist/Hostages
Single Flag 3 Caps = 3 Scientists/Hostages.
Team one starts at the door or computer where hostages need to go(go=bases). Team 2 spawns next to the Scientists/ Hostages.
In order to cap a scientist you must click him (5 sec click or somethin) or free him from a prison for him to follow you. Travel powers don't get suppressed but you have to move at the speed of the Hostage so he doesnt lose you and stealth is supressed just like in pve.
High HP toons like tanks, scraps, brutes would now be useful in pvp. You can try capping more then one hostage/scientist at once as well.
In order to stop the team from capping once they have clicked a hostage/scientist is to 1. kill the capper 2. kill the hostage/scientist (which is buffed somewhere between scrap and tank hp and res. 3. taunt the hostage and click em 4. placate the hostage and clickem. 5. -percep the capper and click the hostage.
Hostage/Scientist can be effected by buffs and debuffs.
This makes more sense then heroes and villains running around with a flag.
Could also do this with a bomb instead. but then people would never be able to kill a tank who is holding the bomb.
MultiFlag CTF = 3 Hostages/Scientists on each side and 1 Computer or Door on Each side.
Objective: Take opposing teams scientist/hostage to your computer or door.
Other Games:
Territories
5 IoP's set up across a map. Team tries to gain all 5 IoP's each one increasing the the power of the team during the game giving them greater advantage. OR Could make it so everyone in map is exemped to lvl 1, everytime you gain an item of power your team's exemp lvl is raised. Team wins when all 5 IoP's are captured and everyone is killed at lvl 50.
Assault:
Destroy opposing teams Glowie.
* you could make it interesting by having the hostages having travel powers like fly pack, jump pack. this would allow flyer's in pvp. -
Hmmm....so.....
Does that mean we can theoretically create our own PVP maps too???
AND...
Who dares fight 200 master illusionists in "The Room of Death" oooo. -
Does this mean I can have 200 Masks, 200 Master Illlusionists, 200 Capo Bosses, and 200 Frost Demons all in one gigantic Mission???? I copyright this mission here first!!
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ut giving blue side access to our two BEST powersets and putting them in the hands of players with access to the APPs and unresistable debuffs, etc. is overkill and 100% puts an end to any thought of villains being able to match heroes in zones, raids, or arena.
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regarding the arena part....
so in high level 8 vs 8 pvp what on the cookie cutter run and gun team are you going to drop for a cold fender or thermal troller...
kin makes the cold obsolete
ill/emp is better then having a ill/therm.
sonic brings more to the table as well....shields, cage, clarity...
i dont see those two builds effecting high lvl pvp as much as people might think...duels and small matches is another story. -
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out of curiosity, what level was the target? Maybe it scales.
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I am 50. Target is 50.
Target's tohit was 75.00% per the attribute monitor
when the debuff hit, the target's tohit went to 67.50% per the attribute monitor -
Absolute Amazement: Chance for ToHit Debuff.
Only debuffing target by 7.5% which doesnt match its description "debuffing target greatly". thought it was supposed to be -20% debuff.
Can we get a clean list of all broken IO's ? -
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Anyhow, as much as I think Disruption Arrow needs a secondary effect, PLEASE don't make it a Disorient! No more controls! It'll just end up having to be weakened for Controllers with Trick Arrow! Make it cause Knockdown, make it cause detoggling, make it interrupt powers with interrupt timers, anything but more control that is stronger for Controllers "by design!"
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OR how bout something new.....like....
Causes anyone inside Disruption Arrow's Field to use double endurance for using there powers....=) -
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Well this oilslick fiasco is ridiculous....Im a fire/trick arrow controller and can not light up Oil Slick now! In 12 tries I was not able to light up the Oil Slick on test against Ritki, Nemesis, Malta, and CoT. If this is your guys idea of fixing this bug I think you guys fixed the bug with the pets because the OILSLICK NEVER lights up and I cant tell if my pets will go AFK on me or not if it does get lit.
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Ok finally got my Oilslick to light up...but guess what?
My IMPS went AFK! -
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Quote:How bout working with Oilslick so it works with pets????? this has been reported all over the boards. Being a fire/ta troller using oilslick makes my imps stop working for extended periods of time even if you /release_pets.....!!!!!
_Castle_:
Yeah, that *should* be fixed as well. I've not tested it since the AI guys told me it was dealt with. I have my fingers crossed -- this power breaks if I look at it crosseyed.
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Well this oilslick fiasco is ridiculous....Im a fire/trick arrow controller and can not light up Oil Slick now! In 12 tries I was not able to light up the Oil Slick on test against Ritki, Nemesis, Malta, and CoT. If this is your guys idea of fixing this bug I think you guys fixed the bug with the pets because the OILSLICK NEVER lights up and I cant tell if my pets will go AFK on me or not if it does get lit.
If this is the case take my imps... I RATHER HAVE A WORKING OILSLICK lightable by my FIRE POWERS.
I hardly use my IMPS on live because Trick Arrow gimps them and makes them go AFK anyways. On live it easier to dispose of a group of 10 mobs with hotfoot and oilslick then it is using Imps. -
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WOOT!! So any idea what the epic ATs will be for CoV?
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Im gonna say Coralax. -
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remember guys...
storms have no self heal
storms have no mez protection
storms have no ranged defense
storms NOW HAVE extremely limited melee defense
they do not need this nerf.
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oh cry me a river. tell that to my bubbler. oh btw at least your storm has offensive capabilities. be thankful. -
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1) Working on Oil Slick. I think I have the 'oil doesn't always light' bug fixed (hard to tell - it never failed on my box, but it was replicatable here.) I refered the 'wrong team in PvP zones' issue to programming.
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How bout working with Oilslick so it works with pets????? this has been reported all over the boards. Being a fire/ta troller using oilslick makes my imps stop working for extended periods of time even if you /release_pets.....!!!!! -
nice guide....im 49 ar/elec...must say not much of us around.
i like your build but i did change my build a lil bit from yours.
and it is very good in PvE as well as PvP which I like.
First off all my attacks only have 5 slots. Only because Im gonna try to HO myself out...this helps in reducing the number of slots needed to max our dmg and makes it possible for me to put slots in other powers....
Powers:
I took burst and slug. Burst I slotted with 1 Acc and 4 debuff. Its a pretty nice debuff as well each time it hits you can see that it does more dmg each time...one of these days i will have to bust out my calculator and figure how much more dmg i am doing do to the debuffs....
Slug slotted 1 acc 4 dmg.
I slotted elec fence with 2 acc and 2 immobilize. This power is great for use in combo. and it adds an extra 3 magnitude to your holds....
I took Ignite. And boy do i love it....I believe it has the most bang for the buck in the entire game. It costs basically no end and it does more dmg then a fire tank's burn. It also recharges VERY fast.
Now take electric fence and combo it with Ignite. Its funny when enemies and heroes alike are immobilized and can do nothing but get burned and remain still. I also combo ignite with cryo freeze and shocking grasp.
i took tp foe for the simple fact that i can tp an enemy and combo it with havok punch, charged brawl, thunderstrike, slug, Full Auto in one chain. heh. that should be enough to take down a 50 non HO regen scrapper. and its enough to take down an even con boss.
i 6 slotted hover, have tp, concealment and fitness. Again no hasten.
anyways that's all from me -
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Secondly and this is the real deal and final rebuild for all of us, while rage is running we should have a 20% accuracy drop, and yes we should be able to compensate for it with enhancements and powers like focused accuracy. Even though we compensate for it it takes away from other areas in our build, after all look at the endurance needed to run focused accuracy.
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why would i want to WASTE a power selection and slots on focus accuracy? and why would you waste putting acc enhancments in attacks? that's what rage is for. -
eh...i must digress....i did some testing on test with an older version of my tank at 42 with +3 SO's with 6 dmg....
43 nemesis lieut
KOB
no rage test 1 443
rage x 1 test 2 538
rage x 2 test 3 538
so at 6 dmg and rage you reach the cap.....
eh....i know i tested this before and i have taken out my dmg so's in my attacks personally because when i tested...they came out the same when i had 5 SO's....
when i tested before it was on bosses...might that have anything to do with it? and i swear the numbers came out the same whether i used 5 SOs and Rage or 6 SO's and rage...i wouldnt make this up....
thanks for making me check my build...i may have to change it back.... -
ok...that was a bad example..but if you phase shift in even cons they will attack....but then again they would attack anything phase shifted or not...
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The Rage crash is like Phase Shift without the benefit. You can't affect enemies in any way with any of your powers (whether active or passive), but they can still affect you.
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actually if you stand in a mob phase shifted they will attack.... -
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Therefore, the "normal" method of perma-Rage plus 6-slotted damage has an overall damage of 369% with no increased endurance efficiency but with 17% less attacks needed for the same damage as the previous method.
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i never said double rage was perma with 3 rech first of all. 2nd your numbers do not show how many times you miss an attack.
5 Slotting for damage with single rage is 400% cap. Test:Hit someting with rage with 6 slotted dmg then remove one slot hit something again and you'll find that there is no change in damage.
so how can 6 slotting it for damage improve your build?
also what exactly is the ""normal" method of perma-Rage"? I've seen many builds with just 2 recharges....so 6 slotting dmg on an attack would equate to a lot of missed hits if that is the ""normal" method of perma-Rage" -
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Actually you're incorrect about one thing, the aggroing part of Invincibility doesn't do squat during those 10 seconds.
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doesn't do squat or doesn't do as much? -
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Thank you chick that is exactly what i was trying to elude to. Take Energy Melee vs SS and its no contest. Even with perma Haste SS is dreadfully slow versus Stone Melee, Energy Melee, and Battle Axe. I know that a fellow Stone melee/Invul tank i was pared with was doing attacks in 150/230s in his base attacks and the highest attack he was doing 380 with an overall line of damage 1000 damage. Now my SS tank hits averages of 210 when rage is popped EXCEPT with FS which does around 170 (this is all to lvl 52 Hydramen) and KO blow does 460 damage which equals out a line of 1050. Problem is after my one line I then have to use Haymaker and Punch almost exclusively while Ko recharges while the same stone tank has gone through his second line. SS has a great openning but a dreadfully slow pace and to make matters worse the attacks are END hoggy. Running All three of my Armors and an End redux in all of my attacks save KO blow I can blow through my end superfast. Atleast with SS/INVul i have yet to see a build that does not have Six slotted Conserve Power because a Six Slotted Stamina is not enough. I would really be interest to know how many tanks are forced to carry an Absurd ammount of Cabs (maybe if TBS were buyable it would be a diffirent story).
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Rage is better than what any of you suspect and I do believe it is the defining power of SS. A properly slotted rage allows for great versatility in the SS and Invuln Line. Currently my rage is slotted 3 Recharge 3 To Hit Buff.
If you are slotting ANY of your attacks with ACC SO's then you are wasting slots.
I can hit +9's consistently with NO acc slots not to mention MOG'd and Unstoppable PP's consistently.
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If you are slotting any of your attacks with MORE than 4 DMG SO's you are wasting slots.
My single target Kill Rate is just as fast as a dark scrapper (no inspirations) I even did a test with a friend...a 44 Dark/reg Scrapper and me 44 inv/SS tank. vs. 2 49 Death Mages. I would argue that I killed mine first but the one he fought blew himself up at the same time I killed mine.
Rage allows me to put 1 Recharge and 1 End Reduction in each of my attacks (I don't put them in Flurry though). This allows me to expend less endurance and have attacks available to me faster.
The attacks I have are:
Jab
AS
KOB
Hurl
FS
Flurry
If you stick to that 4 DMG SO's caps your damage (with rage stacked, single rage it is 5) and not putting any ACC SO slots in any attacks you can then play around with the secondary effects of your attacks....I.E. Hurl, you can put 2 Range Enhancements in it etc. etc. etc.....or decrease endurance cost, increase attack rate, taunt duration etc.etc..OR...you can just 4 Slot all your attacks for Damage and save your extra two slots and put those slots to use in your invuln line.....like slotting TI, US , Invince all with one End Reduction.....
Rage gives you the ability to really utilize slot configurations, reaching the dmg cap with smallest amount of slots possible, and giving you accuracy that is UNMATCHED (well that I've seen).
all this for a measily 25 End cost and 10 sec down time (which in that down time i press my self activation toggles i.e. dull pain, haste, do a little of running around (invince is good aggroer) and im back to fighting....i have noticed however the -def seems to be a little more than 5%..... -
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Hehehehe!! That would be too much! The Dev's would never go for that (team unity? bah!), and besides, that would make people group, and who wants that, ESPECIALLY in a supergroup!
5 stars to you!
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i can't tell if you are being sarcastic or not....but here's my reasoning:
I've been on many SG's and there's never anyone on or just a few...and if they are on they don't have time or wanna solo....
Yes this would encourage teaming and more people playing...
i can see maybe a 5% increase in each stat... -
if 8 members of a supergroup are all on the same team and all of them are in sugpergroup mode a bonus to +dmg, +acc, +end, +health would be nice....