-
Posts
96 -
Joined
-
KD doesn't suppress that well. I can't speak for focus, but I know that the KD in FF's force bolt does not suppress for long enough. If you hit the opponent while he's in getting up animation, you'll send him flying again.
-
Right, but scrapper crits aren't reliable. You don't know when they'll happen.
-
I'm pretty sure he's referring to toggle-drops. As in, a scrapper vs. a blaster, don't go in relying on your mez protection to keep you safe from mezzes, because it'll be dropped.
-
Though it's a good thing that blasters out burst-damage scrappers, and not the other way around. Having a scrapper that can consistently 2-shot squishies would be terrible (and why scrappers should never get EM). Yeah, they can 2-shot people now, but they depend on crits to do it, which isn't exactly consistent.
-
Wow, rednames actually read PVP General?
-
Well, yeah. The whole 'glass cannon' notion falls to the wayside when you can just buff the glass part away.
-
Why not lower scrapper damage? With a set as survivable as /regen, should they be doing that much damage? (No, I'm not really serious.)
-
Sky Raider jump bots, when they explode, do lethal/fire damage.
-
I tested it yesterday, and it works exactly as _Castle_ said.
One corruptor stacking clarity on another, while I toss GI on a teamed stalker. Stalker is only visible at really short range up until he brawls the corruptor. And from then on he's visible up to 70y, I think. But GI never came back up. -
Edit: Tested it out myself, it's exactly as _Castle_ posted. GI has to be reapplied after every attack.
-
Yeah, GI WASN'T NERFED. We just didn't know how it worked. As _Castle_ said, it's been around ever since stealth suppression... which I imagine is a long time ago.
-
But actually, that's what the numbers reflect. Most people out in pvp zones, and I don't doubt that it's so on freedom too, go without any sort of +perception, and promptly become stalker food.
Just like how most people out in pvp zones go without any sort of knowledge of how to drop hurricane users, and get completely nullified by this power.
Does this mean that their complaints are completely unjustified? People who say 'get a team' or 'get tactics' are in essence going 'lrn2play n00b'. Valid, but it's questionable whether it's perfectly reasonable to ask players to change their playstyle (or even their builds) to enjoy pvp.
It's just a big problem with pvp in this game... the difference between the 'average' game and the high-end game. And as much as the 'high-end' people will hate it, pvp will get dumbed down. -
They're not idiots. If they're looking at the numbers, assume they've normalized them somehow per AT.
-
I doubt they're looking at the numbers without normalizing it somehow, and they are also talking about kills/deaths ratio. Stalkers kill a lot, but they rarely ever die. EVEN when they can be seen, a stalker isn't an 'easy' target. Not as hard to kill as a brute, admittedly, but harder to kill than anyone else.
-
Doesn't sound like a nerf, no. Just something that no one noticed, and is a bit counter-intuitive (since the GI icon stays on your bar even after you've attacked/been attacked). Good to know how it really works, though.
-
Stalkers can do hit and run without AS. The 2-second suppression on SJ really doesn't stop you for long, so unless I'm outright killed (difficult to do, usually) or hit with web grenade, I've gotten away.
I use placate as a setup tool more than anything -- placating the emp's bodyguard so I have a few seconds to kill them, for instance, or to get an extra impale crit when working on stormies. I don't see this changing with this nerf, though I have to see it to be sure. -
Just to parse Castle's response, though... does that mean that GI has to be reapplied every time someone attacks?
-
I think he means ALL ATs. Heroes included.
I can't disagree. Solo, I was able to get 400 rep in 3 or 4 days, PVPing only a few hours each day. And it's not unusual to go through those hours seeing the inside of the hospital once or twice. -
I don't believe he's saying that they're ONLY newbie killers, though. They're just especially suited to killing the unprepared. They're also the villains' main offensive force.
-
Usually people are so loaded up on clear-mind, though, that they'd be able to see me after placate anyway. It just gives more incentive for stalkers to team and to TAKE GRANT INVISIBILITY. I'm assuming that just hide is down to 75%, which is -375. Should still stack with stealth and GI. Have to wonder if multiple applications of GI will still be worth anything, though... hopefully, since this is like a brief debuff to -perception.
-
[ QUOTE ]
1) Fulcrum shift does not magicly put you at the cap just because you activate it. It gives about 15% increase for each mob that it effects. So with a standard 3 mob grouping you are only going to get about +45% increase from it. Also it has been a while since i played my kinetic but I am pretty sure it can not be ran perma. which cuts into the whole sustainable thing. In order to max out you need a large number of mobs. which brings me to point 2
[/ QUOTE ]
Fulcrum shift is most definitely perma. In fact, you can even stack it with itself without much difficulty. As for the numbers, each mob affected by FS gives 25% damage buff, and the aoe buff centered around caster gives a 40% buff. So even on a 3-person spawn it's quite possible to get a 115% buff. And it can stack with siphon power. -
True, but again, heroes, when facing stalkers, are usually hopped up on CM. Fear's more of a problem villain-side, since we only have clarity (and sonic resonance isn't nearly as popular as empathy/thermal is).
-
Well, they already get stuns, so I don't see it as being such a huge problem. It's not like everyone facing stalkers isn't already clearminded.
-
Those attacks do a lot more damage than shadow maul, though. I'm not sure about thunder strike, but total focus also packs 100% disorient.