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Posts
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I recognize that some Invention Sets end at 30 and 40, but why not just make a single IO that scales with the character?
For example, If I acquired a Karma: Def/End at level 10, why not just let it scale with me all the way to its endcap? (30 in this example). What's the intention for requiring a level 30 to replace a level 10? Just make one, and let it level up with the player.
I know this affects the economy (and the salvage reqs) needs for building, but the system seems unecessary. And on a side note, if you get a recipe that has a process (for example, Karma: Knockback Protection) it functions the same at all levels.
(I guess I was more curious than anything else, this isn't really a complaint.) -
Hey Kiri,
Your comments are fair; I probably haven't been a PvPer as long as you have. I've been PvPing since 2007 or before the Invention system (whichever came first) and I don't claim I know all the in and outs of the system.
As far as playing a bad stalker, I'm not really a stalker-player. I am willing to admit that my stalker pvp is limited knowledge.
Quote:I always felt that TS had to do more with the kiting at super speeds.Travel Supression was created for people who cant play melee's. Bad players who cant hit a moving target even while their target is supressed should consider teaming with a Trick Arrow or anything with webnades.
Quote:Stalkers have a lot of balance issues. There is a really thin line of balance between overpowered and underpowered when it comes to this AT. If you have a logical suggestion for balancing Assassin's Strike or Sharks or their bad melee modifiers please feel free to present it.
Quote:I've really got nothing here.. Its fairly obvious you are referring to a stalker here.. the comment stinks of "I am a bad stalker".
Well, the quick answer is "it's a game". Yet, I will still like to see a day of people playing with friendly fire on. I'd like to see, in PvE and PvP, if players spread out more, try combo techniques with their powers, and otherwise stop spamming AoEs and start using strategy.
Quote:I can kinda see where you are coming from here... I do think its kinda silly that you can que up melee powers and try and run in range. However in the context of PvP there is so many other problems that this is not even worth causing an uproar over.
Quote:Probably a bad idea in general.. this would open up for people to be singularly camped once people figured out the spawn areas. At least in the base you can mount up an offensive/rebuff and try and push people from the base.
Quote:I dont understand this arguement. You have provided no logical arguement against Build Up. Now that DR maintains a fairly constant cap for tohit/damage, I have no idea what you are complaining about.
Quote:Defense is kinda weird in this game. High defense toons can get completely wrecked by an unlucky random number streak. However on a lucky day they are near unkillable, VEATS in particular come to mind. They have a really high cap that is fairly easy to obtain, but on a bad day they get destroyed by the Random Number Generator.
Quote:I will wrap up my opinion and make a rather bold statement that says you have not PvP'd as long as you would like us to believe. Some of your statements are based on a lot of "PvP Zone" myths that have been propagated by bad players. I13 PvP was introduced to satisfy the more casual players and really hurt PvP as a whole. A lot of the stuff you are complaining about were targets of these nerfs. PvP in COX is a balance of Build/Money(IOs)/Skill. It takes all three to become a great pvp'r. -
Quote:Yeah, I know a lot of CoX players will disagree with me. And I figure it's because I come at this from a comic book collector background, whereas most of you guys are true PvPers.I completely disagree with the majority of your points, but I won't rip it apart because it is your opinion vs mine at that point.
I will say that the PvP 2.0 changes seem to be designed toward people who share similar opinions as you do - yet they seem to have fallen short and ended up pleasing no one.
PvP 2.0...well, I was never in support of travel suppression. I'm not even in support of ED and DR. I always felt that the best solution was to alter your accuracy. In other words, if you are going really fast, or at maximum range, reduce accuracy. If at optimum range and nominal speed, accuracy is unchanged, and if you are closer and standing still, accuracy is better.
But I heard they tried it and nobody liked it.
Anyhow, I believe you are right that nobody likes PvP 2.0. At least, nobody I know. -
Disclaimer: I know most of you will disagree; I'd just like to humbly make my case.
Disclaimer: tl:dr
I've been playing CoX for a few years, and PvP is about the only real endgame, for me, in this MMO. I am also mostly a zone PvPer.
Here is what I think is wrong with PvP:
Range Exploitation: The one thing I have noticed in this game, different from every other, is that range is more easily exploited. I'm not saying that range isn't exploited in other games, just that it's easier in this one. Because of Super Speed, mostly, and that's pretty much why a majority of heroes and villians have super speed. Not because they want it, but because they need it competitively.
Anyhow, in my opinion, that's why they implemented Travel Supression. Because you could speed by an opponent, melee or ranged power, and be out of range before a counter attack. I know many of you prefer the fast-paced action and running; I really don't; I try to come up with other combinations. That's ok, though, I accept that nearly everyone (and every stalker) is going to have super speed. I wish it didn't have to be that way, but you use what works. Right?
Stealth/Invisibility/Hide: Nearly every game has a problem with their Rogue/Thief counterparts in PvP because they use stealth and have an awesome backstab. What did City of Heroes do? They created the Stalker, so now, he gets weakened and declawed, step by step, because he is (or was) the easiest Archetype to play.
My problem with the Stalker is that it takes little effort to be stealthy. You don't need to use shadows or darkness. You don't have to worry about making sounds. And in PvP, you can stand right next to your opponent without being detected. Even if your opponent is maxed in perception, you have to within about 5(?) feet before he can see you. In any event, this is why I feel the Stalker is having such a difficult time; you gave him the tools to be the perfect "PvP take-down machine", but didn't even him out. Now, his Assassin Strike gets weaker and I can only imagine what they'll take from him next patch.
THE HUDDLE: Egads, It's an abomination. For just one day, I would like the devs to implement "friendly fire". If you go into RV, you'll see each side standing in their prismatic huddle of effects. For some reason, if a hero produces a Rain of Fire, all the other heroes can stand in it. Anyhow, that's why I feel CoX suffers in particular. Because of AoE effects and how they work, no one spreads out.
Just for one day, I'd like to see a group fight within the bounds of friendly fire. I suppose Warburg is the closest indication of what it would be like.
Targetting Reticule: I know the developers can't, or won't do anything about it, but it seems sorta silly that I can use the TAB button to find people. And once in my reticule, the range doesn't matter. If you are close or far, if I am standing still or running at super speeds, my ToHit factor is the same.
Zone Spawning: I don't know if this would make a difference, but I'd like the ability to spawn in different areas of the map in a pvp zone. Seems like most of the game is base camping when one side has more than the other side. I don't know if this would change base camping, but it's just an idea.
BUILD UP: No. Just no. Now everyone is Goku. And so everyone practices spike damage. Devs, your world would have been a lot easier had you avoided these. Obviously, I know many of you like the BU/AIM stuff...or course, that's why they have been downscaled in effectiveness in pvp.
Defense: I don't know how you can fix defense anymore. It's basically useless with the level of +ACC in Purple IO's, Pvp IO's, etc. Now days, I don't even slot Defense powers for pvp. To me, it's all about resistance. If you focus on defense, you either don't PvP, or you slot up and work around your Eluder power.
I'll wrap up my opinion. I like playing a hero/villian, and I like PvP. I just wish City of Heroes PvP was much better. I recognize I come from a different perspective than a lot of other long-time PvPers here, but I thought I would offer mine, nonetheless. Some day, I hope the Speedster is more unique, the city has more aerial battles, and pvp zone fights are less predictable. (I won't even bother discussing Regeneration). You're all my friends, and I hope I didn't rub you guys the wrong way. -
Quote:I just would prefer the mechanics to support more awesome aerial fights. Right now, everything seems to support super speed.I think the problem is the damage from falling is whats pissing you off the most, if i read your comments correctly.
The fix to keep everyone happy might just be negate falling damage from pvp zones
btw i also agree on taking ss if u take fly lol it comes in handy
/dreaming off
/rant off -
I know -Fly isn't a mez, but it does effect your status. It puts a "-fly" status on you. And I would prefer the ability to reduce the -fly effect over having to take a completely different travel power, simply to offset it. There's only 4 power pool choices, after all.
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Here's my last grip and then I'm done.
Break Free does not remove the effect of -fly (or even -jump), but it will counteract the other mez effects.
I'd be glad to partake in a system where I can reduce the -fly effect by some means. -
Quote:Heya,The only power(s) that will instantly drop you out of Hover are webnades and their kin. Almost everything else will need to be stacked 2-3 times (i.e. Snowstorm, Spirit Shark Jaws). Don't want to get grounded right away? Use Hover instead of Fly. Sure, it's slower, but that's the price you pay for taking a really bad travel power.
I don't really have a problem working with Hover, the thing I hate about web grenades is that the -fly lasts for 15 seconds. -
Quote:Your words make a lot of sense, but I'm slightly miffed that there's no way to fight against the -fly. Does -fly get reduced if you have mez protections? To my knowledge, no. And to compare flying with jump is understandable, yet I have to point out the damage, because it makes the distinction. In flight, the damage can be tremendous. With any form of jump, there is almost no damage.I really disagree. There are a handful of powers that are your hard-counter to your flight. you shouldn't have a get out-of-jail-free card just because you chose fly. If I ONLY chose superjump, I can't jump either with webnades/entangling arrow on.
you have a couple choices. You can pick another travel power to complement your choice of flight (TP was suggested, I would say superspeed would be the better alternative, because hasten fits very nicely into most Builds - where TPfoe/friend doesn't so much). Or, you can only engage fights that you think are appropriate to by staying high and coming down on your own terms.
But no, -fly, just like -jump, need to stay in game. Now, if we can just fix slows to actually slow people, debuffing might actually become popular again.
So, in summary, the tier 1 web grenade and entangling arrow, are capable of indirectly causing extreme damage. At level 6, you can add air superiority. And at the same time, I do not believe there are any IO procs or effects that can reduce the amount of time effected. -
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Quote:Couple things
First, if you don't have a way to ground people yourself, you should probably not be flying. Aerial PvP is a form of mitigation. If you're letting people get close enough to web you... you're not flying fast enough or paying enough attention to the wide open skies around you.
Second, if you're gonna PvP on a flying toon, take hover to counter anything except web grenades and net arrows... and consider taking teleport to complement it so that when you are webnaded you can teleport away before ever hitting the ground (note: you'll have to keep TP'ing until you find a good spot to fall or the -fly effect wears off.)
Thank you for your comments:
First of all, I would prefer aerial combat to stay in the air (that is, until there is a defeat). Too often, the fall becomes the DEFEAT (leaving you with few hitpoints). In other words, I'd prefer to stick to the sky and not have to ground my opponent.
Second, I don't think your comment is fair, because I've tested the maximum fly cap in zones. It's not very difficult to reach, and therefore, it's not hard for people to get close to you in fly.
And third, I agree about Hover. I've been willing to take it. I don't mind the allocation of another fly-type power to complement my flying.
The point of my conversation is to directly suggest that powers such as webnade and air superiority, which have a "-fly" component, ALL or NOTHING, seem to be over the top. You see, if I got hit by a webnade, I could see it slowing me down and causing me problems, but I don't like that one hit is a basic end to the fight.
Right now, a Tier 1 "-fly" power negates the whole concept of aerial combat. -
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...Why does there need to be an all or nothing "-fly" component in powers such as air superiority and web grenade? It seems weird that you can attempt to resist holds, immobilization, and so on, but a "-fly" webnade will bring you down no matter what.
Why not remove the "-fly" component and let the mez effects cover it all? Hover has been upgraded in the last few issues to protect fliers against mez effects, but it should never be all or nothing.
I'd like to see more aerial battles; too often, it comes down the guy, with his raptor pack, throwing a web grenade. The damage from the fall basically does it from there. -
Well, in any event, I wish the Halloween Event would start in early October as opposed to late October. I've been in the trick or treat spirit since September.
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You guys will argue over anything...
Edit: I'm actually in the process of writing a sf/f book focused on necromancy. I'm extremely glad the publishers don't have these concerns. -
Quote:On a side note, I may be missing it, but would greatly enjoy a couple "seasonal" zones. Hot in summer, snowy/cold in winter.If it were open all year it would have to change with the seasons. Bird watching in the spring. Hiking trails in the summer. Trick or Treating in Autumn. As usual in the winter
Rain...fog...etc.
Btw, Oct. 5 now. I read they tested Halloween on Test Server Friday. They releasing it this week? I scanned for info on the Halloween even last week and there wasn't too much talk about it then. -
Hey guys.
Double xp weekend is great (I'll be logged in). Also, I've been wondering what's in store for the upcoming Halloween Holiday.
I did a search and saw nothing; besides that, I figured that the festivities are about to start up.
Does anyone know if some Halloween stuff is starting up this weekend as well? It would be a great promotional in conjunction with the double xp weekend...
Anyhow, if you are aware of a thread discussing it, would you please point me to it. -
Arc ID: 318138
For levels: 20-50
Very Long
Halloween: The Return of the Nightmare Lord
3 Mission AE TF
I built this arc just because of coming events. While the AE HUD says very long, it doesn't seem that way in testing.
Mission 1 (Strange Phenomena): Kill All, boss, collect item.
Mission 2 (Protect the Bones): collect item, defend item, boss.
Mission 3 (The Nightmare Lord Returns): 3 Bosses, 1 AV.
I'm working through other ae missions listed here. Hope to share some good critique with the rest of you. One problem I'm having is that I can't test spawn for an 8-man team. I'd really like to examine the arc in that situation first.
...but as it stands, the mission seems balanced. -
The correct approach is simply to pull anyone who uses teleport foe out of stealth/invisibility.
Since I'm on the subject, I'd like to reiterate my position of Teleport Foe. I don't really understand why it had to exist in the game. I've got a slotted out /devices blaster; teleport foe isn't necessary for me to pve or pvp. Even before my IO sets, I could work without teleport foe, but I'm certainly going to use it since its available. -
Only reason I think it is bugged is because there was a stalker using it in hide, and he remained hidden.
The whole night this stalker Tp'd people while he was in hide. Never attacked, just laughed and stuff. I was played a perceptioned out /dev...never saw him unless I used some quirkly logistics.
Either way, I don't think it was intended that you could tp foe someone and not come out of hiding. Basically it was being used to grief last night. I didn't report it because I figured I'd bring it to the forms. -
I disagree with many of the comments here.
A stalker is basically a kill-stealer. If you want to rake in PvP IOs and bounty with the least amount of trouble, choose him.
Every stalker I've ever played or talked to basically has one technique. Wait to attack the hero when he's fighting someone else or in the middle of combat. Build Up. Assassin Strike. Spirit Shark.
If that doesn't work. Hibernate. Become invisible/undetectable while you are waiting. If heroes surround you or throw some aoe on your area, phase shift immediately after hibernate ends.
As a stalker, you are doing one of two things. You are either running in with your super speed and build up for burst damage, or you are running away.
It does not take brains to play a stalker; you do not have to be on a team. All you need, is patience (the ability to wait for a target). Just watch who the other villains are attacking and clean up.
In a zone with 3 or more stalkers in the area, caltrops, perception, etc, no longer matters. You will easily defend against one, but while you're fighting him, the other two will kill you. Obviously, the numbers are arbitrary; if you are a tank, it might take 4 or 5...and so on.
But anyhow, I've seen it and tested it numerous times in RV.
Recently, I gave up playing stalkers; it did not challenge me. Now I like to play against them. I've built the /dev blaster and done the other effects to negate a stalkers chances. To be honest? It really doesn't matter.
I've found that the best way to take out a stalker is to use another hero as bait. Don't really bother with a tank or a /regen. Stalkers avoid them unless they know they have the numbers. But follow a controller, defender, or blaster. When one of them strays to far from the rest of the "hero huddle", the stalkers begin salivating. An attack is merely seconds away. During that time, you will probably see the stalker dedicate his time to the assassin strike/build up, maybe a placate, and a follow up spirit shark.
If he goes through that chain, you will likely have the opportunity to build up/biggest attack. Or your hold. Or whatever it is you do. The stalker is a dead man.
The other side of the equation is the stalker that follows another stalker. Sometimes a vet stalker will let the other stalker attack, and draw attention, and then he will attack the attacker.
...meh. Whatever. As you can see, pvp is fairly simple here. Be patient and wait. Lol. "When you are ready, the target will present itself!"
Yeah, you'll still die. There's no way to fight while invisible burst damage is breathing down your neck...but let's be honest. Death doesn't mean anything in this game. So, just come back and do it all over again. -
Quote:This is a very good point.
How often is your blaster going to be using Total Focus? Every few seconds, or once in a while? It's a similar reason why blasters don't get Energy Transfer (do you really want to give up HP as a squishy, for a melee attack?). Also, keep in mind that that power is also available to other studier ATs (Tanker, Brute, Stalker), ATs that earn their living using that kind of attack. Plus, stop isolating one power from a set and trying to compare it to another, completely different one. Most of Energy Manipulation (and Energy Melee) has disorient up the wazoo. Claws has very few secondary effects (-def in one power and knockdown/back in two others?).
You're judging those two powers as if they exist in a vacuum. They do not. What level does a Scrapper first have Eviscerate available? 26. Now, what level does a Blaster first have Total Focus available? 38. What's the base recharge time on Eviscerate? 8.9 secs, roughly. What's the base recharge time on Total Focus for blasters? 20 seconds. So, in the time a blaster can do one Total Focus, a scrapper can do more than two Eviscerates (and the scrapper can crit with ALL of them). Why is this grapefruit not as sweet as this orange? I mean, they're the same thing, right?
My point is, you're judging these powers on a 'damage per activation' basis. I won't say that's 'wrong' per se, but you'll find you're constantly finding disparities because that method is seriously flawed. In the numbers you posted in the OP, multiply the Eviscerate damage by 2.1 (being conservative) to account for the massive difference in recharge time. Eviscerate also animates faster so factor that in too (you're not doing anything else for the extra second you're jumping in the air). There have been many powers whose performance changed when their animations were redone/replaced (Storm Kick comes to mind. Swipe too, I believe?) so it does matter.
Well, I don't feel I'm judging the powers in a vacuum like you say. With the amount of IO sets I have in effect, the Total Focus goes off very frequently. But you made a good point.
Also, you mentioned that eviscerate is level 26 and total focus in 38. That's true, also, and a good point. I suppose I just find it odd that Total Focus is extremely powerful, but has little downtime.
Either way, thanks for educating me on the logic. -
Quote:The main reason for this is because a scrapper has greater survivability in Melee than the blaster does. So it is a trade off for the blaster, want to do that high damage? You may die.
Plus, dont forget the scrapper attack has a chance to critical and do double damage, the blaster does not.
Well, when the blaster get his epics at 4144/47/49, he can start picking up some pretty good resistances or defenses. As a trade off, look at the scrapper epics (only 3 set choices). By comparison, my sonic/energy blaster has Personal Force Field and Force of Nature, but could have picked body armor, etc. and now has extremely good survivability in melee.
I think the critical chance is good, and I realize that I'm comparing a superior damage to an extreme damage. Just that I'm seeing the blaster do better in melee than the scrapper. Damage and resist/defense. Maybe its because I'm SR... -
I forgot to add.
It also bothers me that the scrapper power, Eviscerate can only do 249.00 damage, 15% of the time, but the Blaster power, Total Focus, can do 197.97 damage all the time.
Usually, the scrapper will do 124.50 damage, the blaster, 197.97. -
I have been playing with two characters. One is a claw/super reflex scrapper; the other, a sonic/energy blaster. Both are level 50.
In all honesty, I'd like some opinions and knowledge. My scrapper's best attack comes from his Primary Set: Eviscerate.
Eviscerate (Melee) Superior
124.50 Lethal
(15% chance) 124.50 Lethal
My blaster's best attack comes from his Secondary Set: Total Focus.
Total Focus (Melee) Extreme
55.61 Smashing
142.36 Energy
+11.92s Stun (mag 3)
Now I'm sorta confused, not by the numbers, but by the fact that my blaster does more melee damage than my scrapper, with an added Disorient. Was this intended?
Those numbers were for PvE. Here is PvP numbers.
Eviscerate (Melee) Superior
137.02 Lethal
(15% chance) 137.02 Lethal
Total Focus (Melee) Extreme
67.2 Smashing
172.8 Energy
+2s Stun (mag 3)
One of the reason I pose the PvP numbers is because, aside from the PvE play, I've also worked with them in Recluse's Victory. Consistantly, my blaster racks up the kills. My scrapper is severely lacking. And yes, I know that super reflexes has difficulties at this time, but even with the Eluder power in effect, he can't seem to "finish the deal" on a villain with his attacks.
But, either way, I'm curious why my scrapper is unable to do the damage, in melee, that my blaster can execute; not curious from the numbers, but curious as to why the developers created their powers this way. It's strange to me that the Blaster's Secondary Powerset has a Melee attack that is more powerful than anything in the Scrapper's Primary Powerset.
I'm not hating on Blaster's; I just want to know the logic. This question is both PvE and PvP, so I posted it in this section. If the problem is how I'm using the Claws Powerset, please explain/teach me how to work it. -
This might be an inappropriate suggestion, but what if the developers added three instances of the same zone?
For example: Recluse's Victory.
Instance #1: With DR, TS, etc.
Instance #2: PRE Issue #13 rules.
Instance #3: No suppressions, no restrictions, etc. (FFA)
I wonder which zone people would play?
Seems to me that giving the players the options to choose, in the game, the zone they like the best would show the developers what forms of PVP are favored by the community. My guess is that they would learn that the non-PvP crowd favors Instance #1 (lol, the beginner PVP zone) while the advanced would be more inclined to free for all play.
Right now, my opinion is that people who begin PvP need access to a beginner zone to learn the ropes. Once they start learning all the tricks and techniques, they'll realize that all these restrictive systems actually inhibit them from getting better.
While I don't know how much extra space, time, cost, etc., it would take to make 2 or 3 instances of the same zone, they do it with Atlas Park all the time.
Idk, is this a bad idea?