Sbane12

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  1. Quote:
    Originally Posted by SmokeSignal View Post
    Are you still doing this? Nobody takes anything you say seriously. So why stay and spout your rhetoric? It just wastes everyones time. You won't listen to reason or accept verification that you're thinking of things the wrong way and you belittle, or try to anyway, anyone that disagrees. You should listen to me. I have a wp/mace tank and a non permadom plant/thorn dom.
    Must not be on freedom, because I have never once seen any of those combinations in there. So really to sum up a response to your immature child babble: Likewise to you and the fanclub
  2. Quote:
    Originally Posted by Fiery-Enforcer View Post
    I don't think I'm on the list. Does that make me a master at PvP basics?
    You are borderline, and the below is what certainly does not help you:


    Quote:
    Steve PvP - Claws/Nin, Rad/Therm, Sonic/Cold, Psi/EM
    Psi/EM = -5 Note: Easiest thing in game, and broken
    Sonic/Cold= +2 Note: Sonic is easiest blast set available for corr, Cold easily makes sure more than 1 power chain does not get off on a single target only, and has no self heal.
    Rad/Therm= +1 Note: Rad is the most balanced blast set, Therm is the easiest Corr secondary.
    Claws/Nin= +2 (without Sharks) or -2 (with sharks). Note: Claws/Nin is in no way the easiest primary or secondary for stalks.

    So as there are some on here that might not get it, Having a positive skill requirement on your toons you PVP with is a GOOD thing. Having zero means you are not really getting any better, but are not getting worse. Having a negative means you are in a full handicap, which is BAD, and means with your dependancy growing your skill is decreasing.



    Quote:
    This message is hidden because TrancEnding Bowls with Bumpers.
  3. Quote:
    Originally Posted by Fiery-Enforcer View Post
    So playing a Psi/EM or Stalker takes no skill at all? Hmm...that surely explains why there are so many bad one's out there. From what you're saying it sounds like you'd be gods gift to CoH if you played a Psi/EM, which makes me wonder what you play that takes so much skill?

    As for the topic at hand, I did what Mebs said. Tough along with psi resist bonuses put me at the same amount of psi resist as a Force/Phase build while keeping Frozen Armor and Hoarfrost. It works well for arena PvP. For zones, a regular Cold Mastery build still works good, but Phase and PFF would be nice to have with TS.
    I have a lot of toons, but what I usually play are follows:
    Dark/Dark Def
    Ice/Dark Corr
    Archery/Pain Corr
    PB
    Shield/Elec Tank
    Archery/Em Blast

    Once and awhile I will hop on the DM/EA/GWidow stalk or the Elec/Thorns Dom

    I do have 2 Psi Blasters, and 2 other stalkers with Shark. I do not play these anymore, and will not until changes occur. These were created and built for the simple and sheer reasoning so that I do not come to the table un-prepared with first hand experience..
    Quote:
    Originally Posted by MrLiberty
    This message is hidden because MrLiberty is young, immature, and cannot even comprehend PVP basics.
    Could have seen that one coming.
  4. Quote:
    Originally Posted by Laserblitz_Emcc View Post
    I am sorry
    I forgot to start with my please do not be mean to mean preamble
    It goes like this

    Casual player (39 month vet) seeking break from PVE
    Enjoys low level arena PVP but is trying to learn zone PVP
    Since it takes me a long time to level up to 50 I chose my AT specifically seeking the FotM
    I do not grind/ farm or play the market so all my toons have no purples set, nor any LotG recharges as they are out of my price range

    So I may be on the "easy button" AT and lower choice, it is severally slow on recharge and damage
    Plus my learning curve is slower as I can only take time away from family to get in the zone about and hour week

    Now I have been playing pvp for over a year ( translate 52 hours)
    And I do ok
    My kill to be killed ration is 1:10
    Basic
    My battle cry is "here comes the purple farm"
    So I figure the regular PVP player have made enough loot of the purple drops they get from me to be polite enough to throw me a bone; a little advice on a build or a good tactical tip

    I do dream of being able to have the time to level up more 50 toons to try another style but real life pays the bills and this is only my hobby

    So, any experienced blasters have a moment to toss me a little advice
    You will have to type in all caps because this old man (44) is starting to develop vision problems
    I am sorry, but which part of that is supposed to be a " valid" excuse for rolling as you even admitted " the fotm", or easy mode?
    Correct Answer would be it is not.

    Doesn't matter if you keep dieing, that is the exact excuse for all the Psi blasters , KM/regens, Shark stalkers....

    Once you hop on that bandwagon, and yes it has been proven, if you try and play something else down the road that requires even an inkling of skill or challenge, you will fail, get frustrated quick, and go right back because you are used to playing something a one-eyed, one-armed, 5 year old could succeed on.

    It is but this is excuse that is why you will be just another Psi/EM, and never a "good" PVPer.


    Quote:
    Originally Posted by Valentyna
    I wouldn't worry, Sbane12 just seems to have a problem with people who use effective characters. I am not a City of Heroes PvP expert, but my Psi/Em did what all the guides and veterans advised and used Ice Mastery and I never regretted it.

    That was before PPPs were available to heroes, of course, but looking through them now, I don't see anything that stands out to my inexperienced eyes as being wicked-broken-tastic. Blasters are squishy. heals are good. I never really noticed a big difference made by Snow Storm but I liked to fool myself into imagining it was helping me kite, also, LOL
    Big difference between effective, and overpowered FoTM easy mode. Very thick line in CoX's case.
    Just another one who Bowls with bumpers, and thinks they know how to PVP.
  5. I really laugh when I see posts like this.
    KM/Regen Scrap #6588223
  6. The best epic to choose would be GetOffTheBandwagon Mastery.
    There are other choices out there, and playing something even remotely challenging helps you not only learn real tactics and strategies, but increase your skill as well.
  7. Quote:
    Originally Posted by Terror1 View Post
    First off i want to know why you think fire blast should be changed at all?
    Did you get wrecked by one as badly as a psi blaster?


    800+ with debuffs perhaps . Ko blow doesnt hit that hard by itself though .

    All im seeing in your list is "i got wrecked by this and this and this. THEY NEED TO CHANGE."
    First off, I like how you go in and say I dont know anything, completely show that actually applies to yourself in the same post, and then come back changing it up.

    Secondly, no I have both blaster types, even though I don't play them often anymore. The problem with fire is that just like Psi is way at the top and the gap between them and the rest is quite too large. However, unlike psi, fire isn't broken in multiple ways, so fixing is a lot easier. I would even go to say that fire has one of the best secondaries (additional effect) now, other than sonics and some Psi's, all the other sets' additional effects seem close to moot in I13 rules .


    The sets, that could use a buff however I would say are DP, AR, and probably Ice. The sets that are probably closest to balanced are rad, elec, archery, and even sonic.


    Third, Yes, KO blow DOES hit that hard WITHOUT debuffs on the target.

    Fourth, obviously both you and psyrene are very young, clearly observed by your attitude ( I cannot bring anything intelligent to the topic so that = you got beat and cannot handle it fallback statement), you can joy and praise each other as being a part of the /ignore club.
  8. Quote:
    Originally Posted by Terror1 View Post
    The DPA wouldnt remain the same if they increased the cast times and lowered the damage. Then again you dont have a clue what you are talking about as per usual.




    Both do alot of damage on targets without any resists. Ko blow less so without the use of build up+aim and really not that much better than total focus in terms of damage but its faster and easier to cancel.


    Stay free.
    Actually shows YOU do not have a clue what you are talking about.
    If they just increased the cast times, in PVP, the damage would increase automatically, IN the PVP zone. This happens for ALMOST ALL damage powers. This was their attempt (that fell short), at balancing, having powers that take such a long time to cast for equal or low damage, when you can get killed in the timeframe. Now as I said almost, there is a cap, and a minimum required ct.


    Blaster KoB, has hit targets with decent resists even, for upwards of 800+ damage. Obviously this probably is with BU+AIM, but that doesn't make it less OP, However I do not see TF hitting that hard unless you are talking about scourge.
  9. Quote:
    Originally Posted by Psyrene View Post
    Most PvP Blasters are /em and this is for boost range. It is not a Psi only power so in that regards your point is meaningless because just like I said, most Blast sets ranges are base 80ft and most blasters pick /em secondary for the boost range so how is it a problem with just Psi blasters......



    Again you show that you have no clue what you are talking about and must have never leveled up or played a Psi Blaster or any Blaster or anything with a nuke in PvP because since I13 nukes are worthless and do almost no damage at all in PvP but to get to the point the Psi set does have a short range, high damage nuke. It is called Psychic Wail, PBAoE 25ft radius but you will never see it on a good Psi blaster build because of the craptastic about 100 damage that it does in PvP but keep wanting bad changes because for some reason you can't beat a Psi blaster.



    Lets see, when I go in RV and lol zone PvP I play many different toons and here are a few:
    Villian Side:Rad/Pain Corr, Fire/Rad Corr, Cold/Sonic Defender, Ice/Kin Corr, Mind/Fire Dom, Spines/Wp Stalker.

    Hero Side:Storm/Psi Defender, Ill/Emp Troller, FF/Sonic Defender and these next 3 I only play in Arena matches now since they have been moved to Champion for the league there and lets just say that the zones are completely empty except for the afk PvP IO farmers but they are Rad/Psi Defender, Psi/Em blaster and a Fire/Em blaster.

    I also have a Sonic/Em Blaster, Ice/Em Blaster, Sonic/Sonic Defender, Nin/Regen Stalker, Bots/Dark MM all of which I could not tell you when the last time I PvP'd with them was only that it was prior to I12.


    Again, you show that you know not what you are talking about because Spirit Shark is not a sniper attack. Its base range is 80ft therefore it does not have the activation time/LoS requirements of a snipe attack such as moonbeam which has a base range of 150ft.

    I say that sharks damage needs to change and definately CS from the kin melee set. If they made sharks have a "chance" to crit vice it critting everytime from hide it would be much better and then maybe all the horribad stalker players that couldn't AS something if it were stunned for 30 seconds might actually learn how to do it.

    But again, all your changes are showing that you can't beat something so therefore it must be changed, when there are multiple ways to deal with what you want changed without changing them in the way you want.
    Since you only manage to take pieces of my text and translate them to something other than what is actually written, might as well flop another on /ignore.

    Gave you a chance to make some intelligent counter argument, but I guess that is impossible, you only talk about how someone else does not
    "know", or "experience" something and yet prove the exact incarnation by your own attitude and skewing, and twisting.
  10. Quote:
    Originally Posted by Psyrene View Post
    wait a minute.. You want a tier 5 blast to have a 2 minute cooldown... It isn't the nuke power(which now sucks with the I13 changes btw), if you wanted to take this power though you can get the recharge of the nuke down to about 140ish secs. What are you smoking where you would want the tier 5 power to have a cool down of almost equal time as the nuke.

    and you do know that every blast set's has 80ft range on most of their powers. So if everyone was playing archery blasters would you want all of their ranges nerfed to 40 feet.

    How about this, get on a team with someone who can taunt and let them stack that lovely -150%range on the blasters. They will be raging in a very short time.

    Your suggestions are all bad except for removing 75% of the npc's in RV. Judging by your suggestions you must play a melee'r and an MM that wants people to stand and toe-to-toe fight your melee'r and you want body guard mode all the time for your MM and people should not be able to use the strategy of tping the MM away from his pets so that he is out of bodyguard mode and much easier to kill.

    First of all, you are comparing the Tier 5 blast cd UNENHANCED to the nuke cd ENHANCED. Which is Apples and oranges. I clearly said "base", so that would still be a small cooldown post enhancement.

    Another path that would balance without completely destroying the set, is make it more like Dom's Psionic Assault. Which have longer cast times and less damage than blaster psi (not to mention no Will Dom), which I actually find interesting in a clear observation of dev favoritism, sort of way (+20 range is meaningless when most psi blast are /em). So they could easily make the Psi blast powers be a unique flavor with different cast times than the other sets, due to no short range high damage nuke.

    Just switch the cast times (on the common powers), so that Doms psionic assault has the cast times of the current blaster version, and vice versa.
    That way the dom's version will have 20 more range (still completely outdone by BR), and quicker cast times... but blaster will have more damage and obviously will dom

    After that I would switch the cast times between scramble thoughts and Will dom, and adjust damage on both blaster and dom sets to keep same damage with the different cast times.


    I also love how you completely disregard the CS and Blaster KoB changes. Which everyone knows CS is a problem, well blaster KoB hits just as hard, if not harder in some cases.

    We already know you shoot down any change to sharks just like half the posters below you, unless it is a request for a buff, which only states the obvious about what YOU really play.

    Stalkers =/= Blasters
    were never mean't to be either. What is the point of AS, when you have a ranged one, that is cast and forget, and by the time it is done casting your back in hide.
    Has no interupt time, low cast time for its damage and crit damage. Yet moonbeam, a sniper attack has lower damage and shares all of the normal balancing drawbacks, including REQUIRING LoS during cast, not just at activation.

    But ofc, if it is so balanced, and working as intended (according to shark lovers only), than certainly by that standpoint you would have no objection to making all snipe powers in game, have the same cast time, no interupt, and not requiring LoS beyond activation.
  11. 1. lower npcs in RV by 75 percent

    2. remove heavies from effecting players

    3. cause an MMs pets to instantly tp with the MM

    after being hit by tp foe, but only in off mode


    4. reduce range on all psi blast powers to 40 feet
    except mental blast and will dom, but make increase
    will doms cd to 120 seconds base

    5. change functionality of spirit shark in mako pool to
    a sniper attack, with interuptable cast time etc, and bring
    moonbeam up to equal base damage as shark

    6. increase damage on dark blast powers

    7. change kinetics tier 1 heal and drain power
    (i forget name), to heal AOE around the caster and not
    the target

    8. increase cast time on fire blast powers, and lower damage accordingly, so the dpa will remain the sam1

    9. increase damage on DP powers quite a bit, to make them on par
    and viable with such ani times,

    10. increase resist and def soft cap for defenders, and corrs, before being effected extreme DR

    11. reduce damage on blaster villain mako KOB, and obviously
    KMs CS
  12. Sbane12

    Hey Look! i19!

    Well it does talk about becoming an "incarnate" and unlocking new "powers", so if these "powers" are viable and useable in PVP. I can guarentee you will find a few that further unbalance it...

    Knowing their reputation, they will probably push out a couple powers that are extremely OP (Like a ranged CS with -Percep and a Mag 4 stun *lol* or something, just exaggerating or am I?) and the rest will be gimp..

    Than a couple months later the powers that were OP will be nerfed into oblivion and the gimp powers will not be buffed in any way..

    Another thing I would fear is that whole fact if they have any "powers" that are viable, that this looks like it requires "PVE" to achieve all of this, and maybe even "difficult". Mixing PVP and PVE ends up bad news 99.999% of the time (*cough* RV mobs), and maybe you will have the 5-20 out of 100 players that actually get these good powers and that may even cause a unsubscribe for quite a few.
  13. I thought Freedom, had the highest Zone PVPer population out of all the servers?!?. I am not talking about just fightclub groups in the zones, or arena pvpers, but zone.
  14. Thanks, I am aware of the recharge times, however just in PVP. With teamwork and most targets running, phasing, or hibering; you usually only get a full attack chain off before it is dead or gone, and Any gaps still leave D-Miasma powers to fill that void. I love the amount of holds even with the I13 junk.

    My Dark/Dark Defender did not do much damage but without being double ASed, or having 3-5 stalkers noobshark spam, it has some sweet survivability. I have even dominated quite a few blasters with it, so I will notice a damage upgrade with the Ice Corr, and still keep the survivability hopefully, If not gain some since I am not going to be going entirely for Defense.
  15. So, I have a Dark/Dark Defender, that I use in RV. I find it a lot of fun, great survivability compared to any of my other defs. Damage could be a little better, but what can you expect with a def, and good teamwork.

    Now I have a couple Corrs as well I use in RV, like my Rad/Pain and my Elec/Kin. I find the Elec Kin to be pretty useless. Even with maxxed out for End drain and PB, The toon can usually be killed before I drain out someone, even with the hold.
    I also find my Dark/Dark defender to be more survivable than my Rad/Pain Corr, even with my dark dark not being entirely built for PVP ( def based Defender LOL)...

    I am at work right now, and just looking to see if anyone has any suggestions for a Ice/Dark Corr. Obviously gonna play different than my Dark/Dark Defender, but I think it will still keep key values.

    Going to try and mainly go for
    Max HP
    Recharge
    Heal

    Going for high Acc set bonuses,
    and Running with Assault.
    Going to cap resists as much as possible too.

    Stuck on wether or not going for Mako or Widow PPP..
    I absolutely hate hiber and people who use it, but it may be required... at the same time there is PB....


    Thanks for the suggestions ahead of time.
  16. Quote:
    Originally Posted by macskull View Post
    1. Travel suppression is needless, stupid, and should be completely removed anyways. It contributes nothing to balanced fights and is only decisive if someone gets caught out in the open against, say, a Blaster, or is jumped by a large group. Travel suppression makes ganking single targets infinitely easier than it was before I13. End of story.

    2. Heal decay is also needless, stupid, and should be removed, so the focus is a bit less on damage spam and a bit more on support. If it's kept it should probably be reduced to a minimum heal value of 50% or even 75% (instead of 25%) so heals at least have some usefulness to a spike target.

    3. The issue with Psi attacks (specifically Blasters) is not that the damage numbers are off (the DPA for the various Psi attacks is actually within the expected range, as most attacks have a PvP DPA of 80-120), but that due to projectile travel time you can essentially have three attacks' worth of damage hitting the target at once. This wouldn't be a big deal if you could get away from the Blaster or heal the damage, but you can't. Solution? Get rid of travel suppression and heal decay and use geometry to your advantage.

    4. If two Stalkers manage to get AS's off on a target within a small enough window for the target to not hibernate/phase/pop greens/catch a heal/break line of sight, either those Stalkers are good, those Stalkers are lucky, or their target is really really bad. Generally it's the third condition, as most double AS's happen when a target is standing still. It's your own damn fault for making yourself an easy target. Stalkers got hit really hard by I13 and if anything they need a damage buff to AS so a single AS actually causes some concern to a target. Can't see the Stalkers on the other side? Team with an Emp/Pain/Storm/Sonic for +perception. Team with a VEAT. Learn what options are available and how to counter what your opponent has instead of complaining about your opponent being overpowered. 90% of zone Stalkers are trash, and people who think Stalkers are a serious threat post-I13 amuse me.

    5. Sharks just needs its damage lowered. Nothing else needs to be done here. Regarding Hibernate, complaining about it is laughable because it renders its user immobile while it's active, giving you plenty of time to crowd around them, drop debuffs, gather the Stalkers to AS, or whatever, not to mention that once they come out you've got at least 90 seconds to kill them before nophase wears off and Hibernate recharges. If your problem is with the commonplace use of Hibernate, again you need to blame travel suppression and heal decay, which make escape powers mandatory unless you enjoy being a farm target.

    6. Good start would be to revert the mez system to the old (PvE) rules, or find a halfway point between the old and current system. TP Foe is fine, it's a complete joke, especially with the phase period on the target after they've been TP'd. Complaining about it is hilarious when you have so many options to avoid it (bring oranges, team with a Kin, play one of the sets with TP protection, or best of all, stay out of range of the person with TP). If you're getting TP'd on an MM, follow the same rules. It's your own damn fault you keep getting TP'd away from your pets.

    Increasing the secondary effects of attacks, sure, but that would be difficult or impossible to balance. Removing -fly? Hover already prevents most -fly powers from working with just one application, so use Hover, or take a real travel power that actually lets you remain mobile.

    You spoke of I13, but based on your forum reg date you weren't around until nearly two years after so you couldn't possibly know what things were like before I13 or even when all the changes were just hitting the servers. What's ironic here is that you blame I13 for a bunch of problems (which is true, by the way) but then you proceed to suggest out-of-line nerfs to various powers without understanding how those powers actually work, which is exactly the sort of thing that got us I13 in the first place. I realize that complaining about things that beat you is far easier than figuring out why those things beat you and then doing something about it, but it's by far the worse option.
    A. This is not my only account. |
    B. I have played since the beginning and am old as well as mature enough not to care about something like my reg date.
    C. You are the ony who clearly does not understand how the powers work or even tested them in PVP application just by what you said ABOVE the bolded text, much less in it.
    D. Furthermore, I would suggest you grow up, or as it is very possible due to the way you responded, keep acting your young age.

    Clearly you did not read the disclaimer, as it asked for mature comments.
  17. Let me start off by saying; Yes, I know the devs will probably not even glance at this, but it does not hurt.

    Ever since the issue of damnation, which we all know is the root of almost all problems in PVP, we also have to look to more forward solutions that do not involve a complete revert which I'm pretty sure the devs will not do.
    I believe if we start small and work forward, things will be at least be brighter and a more agreeable future on the horizon.

    Here is a list of problems and complete imbalances I have with the current state of PVP, more specifically: Zone PVP. I will also include some explanations behind these observations, and follow up with suggestions. Please feel free to add in your own issues and possible solutions.

    To get the full picture of my suggestions it will require you to read all of this massive (TLR)...haha
    ================================================== =====
    ================================================== =====
    =========================Problem #1====================
    Travel Suppression:
    With all of the holds, slows, stuns and immobs. This is unnecessary, especially for powers that double dip currently (heals). This should also not effect regen. Regen is powerful, yes, however you don't see TS having a negative damage bonus either to balance it out...

    Instead of completely removing this debuff all-together, just have the duration be tied to the cast time of whatever power was used to cause the TS. So someone who casts a heal that has a 1.3s cast time, will only be TSed for the 1.3s it takes to cast the ability. At the same time if someone is HIT by a sniper attack or AS that takes 3 seconds to cast, both the caster and receiver will be TSed for 3 seconds.

    I would also say remove the regen penalty completely, and reduce the actual slow caused by TS by 20%.



    ================================================== =====
    ======================Problem #2=======================

    Heal Decay:
    Now, I can perfectly understand why this was required. Who wants to be on a side with less numbers, fighting a side that is got a bunch of healers. I'm sure a lot of us have been there back in the day.

    I do however think they went completely overboard on the amount of resist gained per heal. I see TWO possible solutions to this problem, I will let you be the judge if any of them are good.

    First, I would say have it work both ways. What I mean by this is; by example, have the Heal resist on heal decay start at negative. So the first heal case on you is 50% greater than normal. Than the second would be for your normal enhanced amount. Than have the third be 20% less, the fourth be 50% less. So even further heals used would do a minimum of 50% of their normal healing. I would than go even further to add a heal resist debuff (and/or buff) to some non healing powers that could off set the heal resist a bit in a fight, requiring more teamwork. EX: Dark Blast does -to hit and adds +5% to heal resist, or Painbringer adds -10% to heal resist. etc etc


    OR....Second, I would have the first heal on you be at normal, 100%. and it takes 10 heals instead to reach full resist. This is the simplest solution, but may not be the correct one.


    ================================================== ======
    ====================Problem #3==========================
    Psi power sets, Psionic damage:

    The main problem with these, are that the damage calculations seem to be very off. Against a target with 40% resist to psionic, and 40% resist to something else, using an unenhanced power from the (EX: Psi blaster) set, and one from the another blaster set with the same unehanced damage value. Considering the target has 40% resist to both, the Psi will do more damage, and noticeable.
    This is a problem, and is one reason why it is overpowered.

    First I would fix the d-calcs, than I would lower the damage value on the attacks slightly as they already have the best secondary effects and possible slotting (like plac). Clearly not working as intended currently (if balance was intended).

    inc psi blaster flames


    ================================================== ======
    ====================Problem #4==========================

    Stalker, the beaten, and dead horse;

    Stalkers is where it gets very complicated. Whenever any mmo introduces an assassin type class, it throws all balance off, and can ruin the game in multiple aspects. Heres is the validity of an argument: You have 2 stalkers on a team, they just run up, and AS, the target dies. They did not have to spec anything special to do that. They would than argue in return 2 blasters could do something very similar to the stalkers. HOWEVER, this would require the blasters to be specced for mass perception, and even still the stalkers would only be visible to them, not guarenteeing the rest of their team. While when the stalker team is double ASing, one of those blasters, the blasters will pretty much always be visible to the stalkers team, without any spec requirement.

    What I think should happen is, with a calculation, that when someone is hit by an AS they should gain an immunity to the critical damage bonus of a stalker for a few seconds (like 4s?). So if 2 stalkers were to try and double AS the target, whichever stalker activated first, even if by a millisecond, would do their normal AS critical, whilst the second stalker would do AS damage as if they were not in hide.
    If possible you could go even further and have the stalker that did not get to critical their AS, not lose their hide.


    I would go even further, to say that Hide and stealth should not stack.
    One of the main reasons stalkers (or any stealth class for MMOs) Creates a mass problem, is because you could go into say RV at a certain part of the day when you have free time, on your stalker, and run around the zone and not see anyone to fight so you log, wondering to yourself why you pay for a game that is boring.

    When in fact there were 6 stalkers on the opposing team, and maybe a few on yours and all the non stalkers are hiding in base because all they do is get double ASed, or the stalkers just jump around and fling 6 sharks at one person guarenteeing their death, with no consequence.


    Personally I believe if this AT was removed from the game, and everyone who had one was given a free AT of equal level, the Zone PVP would be exponentially more popular, populated, and fun. However I doubt this is a reasonable request.

    inc stalker players flame

    (btw I have a stalker)
    ================================================== ====
    ==================Problem #5============================

    Leviathan, cold PPP/EPP;

    I put this as the next problem because part of it is related, to stalkers, but can be fixed very simply.

    First off, Leviathan master, and Spirit Shark. This is a dreaded thing that is clearly not working as intended. It has full range, and has a crit multiplier that the class was never designed to have. I do not know if this is a mistake in the code or an error in the calculations but needs to be fixed. This is explained because you see more and more stalkers in zone every day, who do not even need to AS, they have a ranged AS, and they can just jump, fling one, and they are back in hide before it hits the target.

    I would say reduce the range to 30, and unenhancable (for range). Simple, solved.



    Now you have hibernate. The power that everyone seems to use (1 toon out of the couple dozen 50's I have, actually has hiber on it)

    At least, with phase, you can phase after the target an still kill them. I believe the simple solution is to make the cooldown 1000 seconds. Keep the cooldown enhanceable, but this still will reduce the constant use when near death, and now more recently observed, even at full health...

    I also believe the No-phase debuff should be reduced in duration by 25%, but have the debuff also reduce damage caused by 10%.


    ================================================== ===
    ==================Problem #6===========================

    CC in general, CC against meat ATs, and other small issues:


    First off, I would like to see CC do slightly more against meat ATs (Scraps and Tanks). I honestly do not know how to solve this, but feel free to add in.


    Secondly, I would like to see a TP foe change. Drone TPing, TP ganking is way to rampant. I believe TP foe should have it's cast time increased BY 2seconds, and have it do a range check calcuation at the end of the cast as well (which is something this game lacks in all powers). So if you try and TP them, they are in range but move out of range before it is finished casting, it fails.

    I would also require that, for an MM specifically. If the MM is targeted by a TP, at least half of his pets should go with him. It is WAY to easy to kill an MM, which is already one of the most PVP skill required ATs to play, by TP foeing them out of their pets and ganking.




    Lastly, and finally. I would like to see an increase in the -end on elec powers. A greater -to hit on dark powers. I would also like to see -fly removed from all powers that cause it. There are very easy ways to combat a flyer. Even temp powers, and slows,etc. It is already counterbalaned by slower speed, and greater end cost.



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    =================
    =========================

    Anyways, thanks for reading. I know it was long.

    Please keep the comments to a mature level.
  18. Looking for some suggestions on building a mind/energy dom.

    Like to see suggestions on all, power choices (other than obvious), set/stats to primarily shoot for, etc.

    Thinkin of either going --->> fitness, leaping, speed, leadership, ice master route for pools

    or >>> Fitness, leaping, speed, concealment, mace mastery route for pools

    Main difference being either hiber or phase

    Obviously want power boost recharge way down.
    With the resist bonuses in zone, im guessing set and toggle for defense otherwise.


    Damage is nice, but unlike what I am used to building, I am looking to get more maximum CC, and survivability I can out of this dom.