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Posts
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Joined
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While it's cool to see the signature heroes and villains, I won't be bothering to attack them. There's no point, they're impossible to take down. Before last night's CoP, we had 20+ heroes attacking Lord Recluse, all the heavies in the zone, and who knows how many pets - and his life bar barely budged. I think I saw it drop to about 80% once. Lag was horrendous with all the power effects being thrown around. Either tone these guys down or people will just ignore them.
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Tested a few things on Ghost Widow today while we had 9 heroes fruitlessly beating on her.
Yes, she easily holds/kills through Unyielding AND Unstoppable. Was ruthless.
I believe that the combination of Stimulant, Unyielding and Unstoppable kept her from using the same power and one shot holding. I need to further test it - but when she made me her pet - an Inv tank that I had stimulant on next to me was able to avoid the hold. -
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So how about Ghost Widow one-shot holding... then killing a Scrapper. At least it looked cool when it happened.
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Not sure about GW - but Mako did it to my Regen with ease. The same hold had a DoT component that slowly killed me easily outpacing my considerable (well - at least these days) passive regen. Kinda cool I guess. Would've been cooler to see him doing it to someone else. -
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I'll confirm something - Positron has written an absolutely kickin' design doc on Arch Foes that I'm really happy with....BUT that doesn't mean that this feature will be in soon...
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Sharp! Can't wait to see it.
Until that comes about I will have to be satisfied with writing in my own alts as my Arch-Foes. The Sinkiller for instance utilizes three of my heroes as foils in his backstory, with my scrapper Orion Grimm(bounty hunter bio- which ties in well) being his Arch Enemy. -
Nice work Dolly! Thanks for the efforting.
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It is starting to look as if we may NEVER get a glimpse of the upper two Ghost Widow powers unless we get a level bump and a free storyarc pass.
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With all the circular arguments being made in this thread, I'm beginning to think that this recent change is a great balance move. Neither side has been able to show how the other is better off in a team environment.
Add in my own recent experiences on Test and I'm damn near completely convinced.
This is coming from someone that PvPs primarily with Tanks and Blasters.
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Pfft, it doesn't matter what you say. You have a stalker! Therefore everything you say is suspect. You and your stalker conscpiracy, I'm on to you Meat man, oh yes, I'm on to you.
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Agreed!
The best thing to come out of this change was the effect on Stalker AS. I honestly wish they wouldn't have touched any Defender TDs. Goodness knows they didn't need any nerfage.
Also, I think he wants to make me into a Pork Sandwich. -
** Broken Record Alert!!!!**
Isn't ANYONE having the stupid hospital game crash like myself?!?!?!?!?!? I haven't read about anyone else complaining that they have to delete a character every time they die in Grandville. No news on it from the Devs or on any other thread I have seen.
Maybe I'm the only sorry loser noob that actually dies in Grandville. -
I must admit that I have to skip a lot of what Kali writes.
She gets too damned long winded and with every other post being hers I have to give equal opportunity reading time. -
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People are correct in citing that the CoV entrance is a classic killzone corridor with no air cover if memory serves. I thought Recluse's forces got there first? Why would they choose that? Why wouldn't there be a couple of armed air transports providing overflight to the death corridor that Recluse chose?
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Obviously Lord Recluse is no Dr. Doom or Lex Luthor. They wouldn't have made that noob mistake. -
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Heh. Why do you think toggle dropping was added in the first place? Because the 30% unresistable damage wasn't nearly cutting it. How many attack cycles do you think a blaster is supposed to wait through vs. an EM tank or brute at the extreme of the scale?
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I guess I was under the false impression that it was because I had 90% resists across the board while my toggles were operational. And did I mention the defense? Having that type of armor available was a pretty decent reason to pass out toggle dropping ability to everyone in bucketloads.
But it is gone now.
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According to the quote that Kali made, you would be wrong. It was apparently not reduced because of GDN. So apparently the Global Defense Nerf was taken into consideration. It was apparently done as a result of ED. Which then brings into question the severity of the nerfs because in the grand scheme of PvP ED helped melee more than it helped blasters. Since melee didn't lose any of the HP that they had it means that team buffs helped them more.
So no, it wasn't because you had 90% resists.
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Well thank goodness that Kali isn't the 100% correct bottom line Oracle of absolute fact.
As for how to differentiate which might be the reason - how on Earth do you plan to do it? They both came so close together without any proper testing on the hero side can anyone (other than a red name) properly identify which was the cause? I wouldn't expect it to be possible.
And as for whom ED "helped" - are you kidding? It didn't "help" anyone save for the few people running around with their straight jackets on saying they always wanted to slot their characters that way. And having one of each AT I can flatly state that it hindered my melee more - (Tank moreso than the Scrapper even) because I lost a lot of defense AND damage. And my defense side was double whammied because there isn't anything else I can slot several of my powers with. No other AT (iirc) can make that claim. Sure Blasters were hit hard also being very damage oriented - but my Defender and Controller actually weren't really bothered by it very much comparatively.
Just mho. -
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Heh. Why do you think toggle dropping was added in the first place? Because the 30% unresistable damage wasn't nearly cutting it. How many attack cycles do you think a blaster is supposed to wait through vs. an EM tank or brute at the extreme of the scale?
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I guess I was under the false impression that it was because I had 90% resists across the board while my toggles were operational. And did I mention the defense? Having that type of armor available was a pretty decent reason to pass out toggle dropping ability to everyone in bucketloads.
But it is gone now. -
Happy Cinco de Mayo all.
I'm gonna drink til I drop a toggle or two. -
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and powers with a status effect often incur a damage penalty (Knockout Blow and Midnight Grasp).
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like the EM powers - I think I understand. -
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I mean the pillbox turrets aren't even spawning higher than an orange boss to my lvl 40...maybe give them something similar to giant monster code so they're equal to everyone?
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Since everyone is bumped up to level 50 - they are orange to everyone. Makes them pretty equal save for any AT damage disparity. No monster code will make up for that. -
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Just pointing out that any Regen type character doesn't sweat the 1hp thing like the rest of the playerbase does.
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*starts twitching*
Psst... hey, Beo... I know you're tryin' to be helpful and all, but... Regen's not even MENTIONED in the patch notes for the first time ever. Let's keep our mouths shut and keep it that way, 'kay?
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Hehe, I know Hell but it makes all us diehard Regens that have been around since the beginning sad that the Devs have forgotten us so easily.
When Regen loses nerf bat aggro we are all in danger. -
One thing I feel I need to point out if the 1hp Hosp thing isn't a bug (I apologize if this has been beaten into the ground already):
I have tried the zone on both sides and I can clearly say that it is unbalanced for my Regen Scrapper. If he dies - he is back into the action immediately! The only hindrance is the time it takes to run back out. If my Corruptor dies it is a slow process to painfully watch my bars slowly regin. If Rest is ready it is an option - but something I have no need for on a Regen. I guess I could waste all my insps to enhance the recovery speed but once again that is something my Regen doesn't need to fret over.
Just pointing out that any Regen type character doesn't sweat the 1hp thing like the rest of the playerbase does. -
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EDIT to add:
For a few Blaster-side anecdotes. I play a lvl 50 Elec/Elec Blaster as my primary Blaster in PvP. I've done a load of 1v1 fights under Issue 7 rules now and I gotta tell you, the toggle dropper situation makes the fights much more interesting. I can't rely on them like I used to, which means smarter tactics need to be used. I've beaten an SS/Invul Brue, Katan/Regen Scrapper, Claws/DA Scrapper, EM/DA Brute and a Fire/Stone Tank. Yes, I kept a list. I lost quite a few matches as well (all against EM Tanks/Brutes, go figure), but hey... rock, meet paper.
these fights were MUCh harder to win than they were before. Many of those guys I beat would not have stood a chance under the Live rules.
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OBVIOUSLY you are still too powerful and the melee propoganda machine needs to crank it back up to make sure you are nerfed into oblivion! Everyone knows that melee players should NEVER be defeated in 1v1. -
One thing to remember Frosticus -
soon you will have the ability to take your PP armor. This will add about 30% resist/defense to those BS and Katana attacks. Sure the crits will ignore it - but throughout the course of a prolonged fight with say, that Katana - how much would that have changed things?
I know that with my Corr I will be less afraid of getting insta-mauled by a Scrapper once I can effectively slot up some more defense against their mainly s/l damaging attacks. -
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Dipshit.
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And here I was just wondering why I had you on ignore for so long. Thanks for so effectively restoring my faith in my fellow posters to take every opportunity to resort to name calling and childlike verbal abuse if their not so persuasive argument is being trounced or ignored by others. But hey, the name calling sure makes your stand seem far more supportable! -
EVERY time I die in Grandville my game crashes before I can wake up in the hospital.
THEN, if I try to log in with that villain the game crashes.
I can log into every other character on Test server except the few I have now in their own hospital Hell.
Moral of this story? Don't ever die in Grandville.
Fun. -
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Ugh, another bug..
I died in a mission in Grandville and crashed to desktop when I exited to go to the hospital. Now, I crash to desktop on the Grandville loading screen any time I try to log back in as that character. I am able to log into other characters normally.
I was THIS close to beating that cheating elite boss too
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Have that same issue going on currently. Stupid Hospital - I paid my HMO insurance@!!!@@@!!! -
Where oh where have two years gone?
And I'm sorry - but any speach by Posi should inevitably include his now famous tagline "it's all grey to me"! -
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Question now is, how long before the dev's nerf ice tank because of the 100's of noob stalkers that complain they can't kill them either?
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I figure they'll get around to Ice Tanks and Slows after they nerf all repel powers, df/sc, EM (Castle said not in i7 so probably in i8), and then slows. They'll probably do to slows what they did to end drain.
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Just the thought of nerfing Ice Tankers still boggles the mind. -
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but i sacrificed a virgin and everything....damn......another missing kid from the neighborhood, im gonna have some questions to answer
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Ha!
That line made this sad thread all worth it.