Revolver_Law

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  1. [ QUOTE ]
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    . As it is its the least used attack for most Stalkers.

    [/ QUOTE ] That's just ridiculous. It is the MOST used attack in PvP. The first thing ANY stalker tries do is AS someone. I'm /SR...teamed, I see exactly what happens.

    Sorry...you've lost all credibility.

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    if you limit your stalker and so did your teamate to AS mainly im sry but you just didnt know how to play that AT

    theres more in a stalker than just AS, sure its a hell of a powerful tool, but most good stalkers will only use it to start fights when the oponnent is unaware/alone/not jumping like a monkey for an easy kill, one can say AS is quite situational in PvP yah

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    This isn't the case for Ninja Blade - can't speak for other primaries, but NB relies heavily on AS due to (comparative to other Stalker primaries) lackluster damage overall.

    EMs and Spines though? They have other toys besides AS.
  2. [ QUOTE ]
    And to the people trying to dissuade the anti-stalkers in the thread: They don't care about balance. They don't care if your attack becomes impossible to pull off... They just want to your stalker to be removed from the threat list so that they don't have to worry about ANY villain AT anymore.

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    QFT. Nothing more needs to be said.
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    Cuppa's been trying, but she has yet to be able to convince the devs to throw us a bone.

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    IF we were to ever add a way to get Isolator post-Tutorial, it would most likely be incredibly hard to get. Annoyingly hard. Irritatingly hard. There-would-be-a-zillion-people-asking-to-make-it-easier hard.

    But IF we were to add it, it would be available nonetheless.

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    You know that you can emphasize "IF" to the best of your ability and the "Positron said we can get Isolator!" thread is still going to show up.
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    Then is there any chance of the drop rates for lyso's and enzymes being reduced to better even out the "economy"?

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    Heck, I'd like an actualy "reward" screen to pick the right HammiO.

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    This was requested repeatedly when raiding was in it's "prime", but never got a response.
  5. Although I don't care for gladiators at all, a Gunslinger would be nice.
  6. Revolver_Law

    Two things...

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    Why not use the idea Several posters have already suggested:
    Make Health Bars drop more gradually instead of instantly... You might get shot for 99% of your health, but it would take 3 seconds for you to actually die. Think of it as changing all Hits over 500 Damage into DoT's... or Something... Anything damn thing but THIS 1% idea

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    I fail to see how this is fair to an AT whose meant to extreme burst damage (Stalkers). In PvE that idea is probably fine and would be considered a global buff by most, but in PvP 3 seconds is an eternity.

    For once I actually agree with the fix the Devs have set forth. No one can be one-shotted anymore. You're Defender or Troller or Corruptor has time to heal you. You have time to pop a green or run if you see fit - yet at the same time those who are able to "one-shot" (which happens a lot less often than people realize) aren't nerfed hard.
  7. Revolver_Law

    Two things...

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    2. We'll be putting in a check that prevents "one shotting"; if anything occurs within a fraction of second that brings a player from 100% Hit Points down to 0, we instead give the player 1% Hit Points.

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    What's the point of playing an Assassin-type class and using an attack called "Assassin Strike" if I can't use it to Assassinate players?

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    Don't get too caught up in the name. They made the change to players at least have a chance to recover from an AS. Leaving them with 1% really isn't that big of a deal - well it doesn't affect my attack chain at all at least.
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    I am putting the requirements for Contacts - and their location - in the Prima Guide...

    but here was our intent with these Contacts - reward Exploration. Reward people who poke around to find new things. Now, the down side is that once found, these Contacts don't inform the player about what it takes to unlock them.

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    Don't get me wrong, rewards are good. But, would you consider some type of hints in-game for the non-forum, non-guide reading folks?

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    That's a major beef I have with this game, you have to find something out everywhere else except for actually in the game.
  9. [ QUOTE ]
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    I PM'd Castle about a week or two ago.

    He's pretty busy with Blasters.

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    Howabout some other devs? Hope he's sharing the burden if he can at all.

    Anyways, I hope he has some news soon. I'm pretty sure the devs are aware that there are imbalances with Blaster primaries and secondaries, I just hope they care enough to fix 'em in a timely fashion, and open-minded enough to think that they should at all!

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    Well I for one bugged the hell out any of them who still receives PMs about AR/Dev. Castle is probably our best shot at getting anything fixed though.

    I've just been patiently waiting to see what happens.
  10. I PM'd Castle about a week or two ago.

    He's pretty busy with Blasters.
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    Given the nerfing that was given to Regen with IH and MoG along with Phase Shift and Kheldian's Quantum Flight, these were certainly PvP nerfs. I fully expect you to nerf hurricane which is needed. Also fix the toggle droppers. Hurricane and things like that should be made Clickies like IH was with long recharge times(to be fair). I'd leave Stalker's Hide alone though. They are pretty weak without Hide and since you can buy IR goggles in a zone if your side is doing well along with all the leadership powers tossed on, this should be adequate.

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    Stalkers are very binary. They're either killing someone or they are dying.

    However, they're one of the few (the only?) AT in the game that can essentially be "good" in PvP with only 2 powers. I'm not sure that's fair. A lot of people need to carefully consider their whole build to be strong at PvP, but stalkers get by pretty well with just 2 powers.

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    I've never read a post that was 100% wrong.

    Until now.

    If you think Stalkers get by in PvP with only two powers then you have a lot to learn.
  12. [ QUOTE ]
    Ok Since I cant get rid of Barrage should I get rid of Energy Punch for Whirling hands or Taunt for Whirling hands. I just feel lame without an AOE.

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    I'd say drop Energy Punch. On my EM Tank, I have three heavy hitters: Bonesmasher, ET and TF - Energy Punch is just outclassed by them so it would never get used. Whirling Hands isn't the best AOE, but it's great for keeping aggro and filling out an attack chain.
  13. Revolver_Law

    Nice people

    Y'know, this thread is timewarp. How things have changed.
  14. I know who you're talking about, but I don't know if he's still around.
  15. Defiance is lackluster. It's been well documented, but we aren't going to get crits.
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    A great example is the Assault Rifle Smashing/Lethal damage being overly resisted complaint. It is, however, a much more pandemic problem than just AR. Claws, Katana, Super Strength, Ice Blasters to a lesser extent, Mace, Axe and Broadsword all have the exact same complaint (I might have missed a couple, this was off the top of my head.) That means, it is something that needs to be addressed globally, and is not an AT specific issue.

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    I have to disagree. Other ATs with the lethal/smash problems all have ways to mitigate incoming damage - Blasters do not. My Claws Scrapper has zero difficulty due to lethal damage because he's not in such a hurry to kill. He's able to stand toe-to-toe while my Blaster is forced to kill quickly because he can't manage incoming damage. This is why the lethal problem is so huge - it henders a Blaster's ability to kill quickly, thus increasing the chance of death.

    I can't remember the last time I've had anybody I know who plays an SS Tank (or Brute for that matter) complain about lack of damage. In fact if you read most of the threads concerning SS, it's about the enormous amount of damage they are able to do - not a lack thereof.

    The only melee AT that has problems with smash/lethal is Mace, I know this from personal experience.

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    Having trouble against S/L Damage? You have options. Take Tough and T.I. and Force of Nature in your Epic Power Pools. Without Force of Nature you can still achieve over 50% Resistance to S/L attacks, and with Force you can cap it. That's why PvP will remain unbalanced in the end game.

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    We're not talking about our defense and res, we're talking about the res that mobs have to that type of damage. I'm well aware of Force Mastery and Fighting pools.
  17. Scrappers and Tanks have their problems, I'll give you that - but smash/lethal damage is not one of them.

    I fail to see where being able to do double damage at any given time, along with a secondary meant to increase your longevity in battle doesn't offset any mob resistances to your damage type.
  18. [ QUOTE ]
    And if Castle WAS reading this thread, he certainly isn't anymore.

    Revolver_Law = pessimist. Got it.

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    If Devs stopped reading threads due to those angry with them then they'd never post at all.

    BTW, Castle knew exactly how I felt about the matter way before he posted here.

    Revolver Law != pessimist
    Revolver Law == realist
  19. [ QUOTE ]
    Revolver_Law, I'm not asking you to be happy. But pardon me if I fail to see how your being hostile will benefit anyone.

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    Being nice and polite certainly didn't get me anywhere.

    In all seriousness, I don't mean to come off that way but it is what it is. The Blaster community has been hung out to dry too many times. I'll be happy when I see changes. Hate to sound cliche, but talk is cheap. As proven so many times by Castle's co-workers.

    I'll continue post problems and suggestions to fix them as I always have.
  20. [ QUOTE ]
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    He posted that Scrappers and Tanks have the same lethal/smash problems AR and Archery do and anybody whose played AR or Archery and lethal/smash based Scrapper/Tank knows that to be completely false for a number of reasons already stated.

    I'm not being negative towards him, I'm telling him that player experience has shown that his train of thought was off.

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    I do not think it is "completely false." It is better stated that it is not as much of an inconvenience to melee ATs. Blasters don't need to claim every balance problem as applying uniquely to them to actually have valid problems.

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    Not as much of an inconvenience is an understatement. Must I go to Scrapper and Tank forums and quote the posts of "OMG SS IS TEH 1337", "MA OWNS!", etc? It's fact that their ability to mitigate damage overcomes any resistance mobs may have to their damage type. I'm not unfamiliar with melee ATs with lethal/smash - I'm quite experienced with them and know from personal experience it's a not an issue.
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    With regard to the 'promise' of a Blaster Rep, with the news that has come out of late, I would consider ourselves lucky indeed that we have an overworked man such as Castle having the time to even look at some of these issues that the community has raised.

    Perhaps it is too much to ask that a different 'Rep' be assigned to the 11 different AT's in CoX. Perhaps we could be slightly less snide, snarky and rude to the guy who is actually doing some good work for us ....

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    Nothing personal against Castle, but he hasn't done anything yet. This is not something that hasn't happened before. A Dev makes a post, saying he's going to look into our issues and get some resolutions going. It's happened over and over. Already we're seeing posts from him saying why this or that can't get fixed.

    The cycle just continues on.

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    Hasn't done anything yet!?

    He has fixed bugs and tweaked the properties of powers in response to player input. He has personally researched errors and bugs we have alerted him to. He's revealed numbers and Dev thinking even when the Devs have decided to stand firm on an issue.

    If by 'nothing new', you are pointing out that Geko, Poz, Positron, and Statesman have also been this responsive to players in the past, then I guess you're right.

    Statesman and the others have gotten more reticent over time, probably due in part to attitudes like yours (but probably most due their workload).

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    Maybe for other ATs, but he's nothing for Blasters. So excuse me for not being exciting that the great Castle posted. As I stated before, I'll be excited when things get fixed - not at the statement that he'll look into it.

    Also you have no clue how often I've communicated with Devs via PM with them stating they'd look into it. I'm not talking about forums posts that everyone has seen. I'm talking about PMs from to them and vice versa. I don't post these because they supposed to be private. Statesman was supposed to personally test AR/Dev himself, he told me this not only in a PM, but face to face.

    Yea, so I'm going to seem hostile - I feel I have every right to be. Myself and many, many others have been patient for a very long time and we have nothing to show for it.
  22. Do I appreciate him looking into things? Yes. I've told him that via PM many times in the past.

    Am I going to get excited. Nope, been there done that.

    It's not in anybody best interest to not tell Castle, "Look, that's not necessary" or "Your off base and here's why" because that's how things get fixed.

    He posted that Scrappers and Tanks have the same lethal/smash problems AR and Archery do and anybody whose played AR or Archery and lethal/smash based Scrapper/Tank knows that to be completely false for a number of reasons already stated.

    I'm not being negative towards him, I'm telling him that player experience has shown that his train of thought was off.
  23. [ QUOTE ]
    With regard to the 'promise' of a Blaster Rep, with the news that has come out of late, I would consider ourselves lucky indeed that we have an overworked man such as Castle having the time to even look at some of these issues that the community has raised.

    Perhaps it is too much to ask that a different 'Rep' be assigned to the 11 different AT's in CoX. Perhaps we could be slightly less snide, snarky and rude to the guy who is actually doing some good work for us ....

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    Nothing personal against Castle, but he hasn't done anything yet. This is not something that hasn't happened before. A Dev makes a post, saying he's going to look into our issues and get some resolutions going. It's happened over and over. Already we're seeing posts from him saying why this or that can't get fixed.

    The cycle just continues on.
  24. [ QUOTE ]
    I have the feeling their answer to defender and blaster problems have already been implemented in the previous issues: nerf the rest.

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    With threads like this around, it was a miserable failure.