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Posts
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If I can kick around a forklift I see absolutely no excuse that they could use now to say why we can't kick around a ball.
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Just out of curiosity. I look at the Hero accolades, and I see requirements like "Kill 200 Banished Pantheon Spirits" and "Kill 200 Illusionists summoned by Carnie Master Illusionists" and "Kill 100 Lost Bosses" and "Kill 333 of every Croatoa mob type" and "Kill 100 Fake Nemesis robots" and "Kill 100 Paragon Protectors" and "Kill 1000 Rikti Monkeys" and "Kill 100 each of Vampyri and Warwolves".
Portal Jockey, yes, if you do the right contacts. The new Task Force Commander, also yes, if you squeeze in all the content. Invader, eventually. Marshall, also eventually. But every single other Accolade requires farming something specifically to get badges, and this has been true since Accolades were added to the game. And that's if we don't count finding all the specific exploration badges and plaques - at that point, they all become unreachable except by those who're specifically setting out to get badges.
Where, exactly, does this idea that the Accolades are supposed to be obtained through 'normal play' come from?
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Things are different for heroes and villains, and in a lot of cases easier for heroes. I am not crying nerf for heroes, and make everything harder, but give the villains a break. -
No.
1. if you want to PVP effectively you know how to get around stalkers. Hide isn't that great, it takes 1 small yellow to see through it if you don't feel like getting tactics to keep yourself safe.
2. hey here's an idea to get around 3 on 1 gang ups, TEAM. This game will never be balanced for one on one and everyone says its so what's your aversion to teaming?
3. I don't care if someone runs when they're about to die in a fair fight, but running because your only strategy was 30 purple inspirations is lame.
*points to sig* Leave my stalker alone, I PvE fine, and PvP is eh. -
It would REALLY be nice to see this guide put up in the Guide to Guides, this was excellent and very helpful.
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Multiple empowerment stations will stack the buffs that are offered (by design). If we made the buffs as good as players "expect" right out the gate, they'd be WAY too good when stacked.
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So make them better, but un-stackable. End of problem.
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/agree
If they are going to be too overpowered when stacked, but a) most people aren't going to be able to stack them and b) the salvage costs for stacking them are insane
DON'T MAKE THEM STACK
Is it ever possible to just get something thats actually good as it is? Instead of needing Eight somethings to make a useful tool? -
Grats to Baptism By Fire on getting to lvl 50!!
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well before this change I didn't have a lot of reason to go to a PVP zone with a non-level capped character, and now I have even less of one. The devs don't seem to understand that the debt in PVP zones is a factor that drives many people away.
This is especially an issue in Siren's Call and Recluses Victory where half the fun of the zone is fighting to gain control which brings you into contact with NPCs.
I've done hotspot fights in Sirens with both PC and NPC Villains fighting against my team and it was tons of fun, but when I now have to face the chance of debt no matter who killed me. Nevermind that, I guess I won't be PVPing for a long time.
And the fact that obvious greifing tactics are allowed in PVP zones is ridiculous. There isn't always a way to get away from a griefer, and now there's no way to get out of the debt. TP Foe especially has made greifing easy, and with this new system the Debt Givers will be able to grief easier because they can put down a hold or slow that does damage without worrying that they will get in the last shot and we won't get debt.
The PVP Culture in the game pretty much sucks. I'm not sure if there is a better/worse server for PVPing, but I've run across far too many people who decided the only way they can have fun is by being an <self-censored> -
That was exactly my thought, I came up with the idea after reading a post by someone saying that using TP Foe to teleport villains into mobs with the purpose of getting them debt was their strategy and that's how they chose to play PVP. And their defense was that they paid 15$ a month and should be able to do what they want.
Well I think it would be great if I could go into a pvp zone without a max level character but at this point in time the risk for me is too high because I like to fight at the hot spots and its really REALLY fun if there are villains there fighting back too (player characters that is) but when a stalker does AS for all but 40 points of my health, and then a tarantula does 100 points of damage and gets in the kill shot... $%&# now I have debt.
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My suggestion was not to eliminate debt, but to have a debt protection status effect.
Any time you are effected by a player power you are debt protected for thirty seconds. This effect renews itself each time there is an enemy player power applied to you. If you wait for thirty seconds without being attacked by a player character, the effect wears off, and if an NPC mob attacks and kills you, then you get debt. But if they attack and kill you while the Player Character is still debuffing/attacking/holding etc. then you are protected from debt.
They can eliminate debt for player vs. player so the coding can recognize when a player vs. a NPC is attacking you.
This will make it so people don't farm NPCs without any risk while still preventing people from the "Oh sh#t that Longbow/Tarantula got in the last shot and now I have debt" problem. -
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Definatly over simplification here.
But given what I know about the engine of the game the ball would be
Mob type:EB/AV/GM/Monster?
Resistence:99%
Massive -Knockback, such that the way it's coded any power causes a knockback,knockdown,knockup effect unto it. However to save massive coding headaches I don't think the devs will be able to make it bounce off of buildings, or even the ground itself, but mobs would be able to affect it.
Another issue would be if it generates aggro or not.
Hp:~500-50,000
Regen rate:8000%--prevent poping.
Why99%? So that it does actually take damage and so an attack can affect it, if it had 100% I don't think a power would be able to do anything at all to it, or am I just incorrect on my guesses on the mechanics?
Furthermore, to solve the issue of players whose powersets do not actually do any KB, the addition of a min mag of knockback to the orgin minor powers, some of them dont make sense themactically but it's a easier solution then an entire revamp of all powers.
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/signed
I don't see how it would be so difficult to have a big red ball monster floating around in a few different zones that we could knock around. -
Let's see....
Grats to Moi, on Seyda my first fifty ever
then...
Grats to Clairvoyants, Strike Eagle, Bioly Redux and Bioly 3.0 -
* Supergroup Name: Protectors of Paragon
* Leader: Seyda
* Preferred Method of contact: Sending an ingame email is best, or a message to @Fire Cooler, also a PM on these CoH forums is fine. Be sure to include the name of the character to invite to the SG so that you can be /friended and invited asap.
* Guild Description: The City is in danger and we are it's Protectors
The colors for the SG are dark blue/light light gray, almost white and the symbol is the Fleur de lis
At the moment we have a very nice base with an infirmary w/ Tree of Wonders, all four telepads, upgraded control room, workshop with full storage and base detailing.
Our current SG goal is to gain entry to the Top 50 SGs on Pinnacle and at last look we were #57!
Requirements for being a member: Stay in SG mode until lvl 28, strongly suggested after that but no longer required, and=be a decent person!! I'd like to keep my SG as drama-free as possible.
Promotions are prestige based until the second to top promotion which is based upon contribution to the SG, in more than just prestige, willingness to help and assist other members and being a good contribution to the SG in general. -
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I've seen a lot of posts on the forums about AVs being unbeatable, but they are killable, and I find the best way to achieve this is by bringing along three buff/debuffers to each AV fight.
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Sorry, but the devs wouldn't be scaling back the AV buffs if it weren't a problem. As much as a radiation defender or a kinetics defender would really help out in AV battles, pre-I7 they weren't necessary.
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I never said that the AV changes weren't a problem, I was giving advice on the way to kill them as they were because while they were super buffed, they were still killable and these three things made it easier. Where in there did I say that the AV changes weren't a problem? I just said that it wasn't impossible if approached with debuffers. -
Also if you can only get one of those I'd vote for the Kinetic, spamming thier -Regen should help with how much the AV regen has been boosted.
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One thing I've noticed that often needs to be explained at lower levels is what a void/quantum is and why they should be taken out first. Of course this is only really applicable when there's a PB or WS on the team, but they do considerable hurt to other ATs also.
Many new players are unaware of what quantums/voids are and how much they can damage a PB or a WS. -
Except that a lot of the time I see people who are "Not Seeking a Team" with Search Comments that say things like "LFT" or "Please Invite!", "LF AV Team", etc. etc.
Maybe the Problem is that people don't comprehend what the drop menu does, or changing it to "Looking for Team" is just far too much effort for them. -
I've seen a lot of posts on the forums about AVs being unbeatable, but they are killable, and I find the best way to achieve this is by bringing along three buff/debuffers to each AV fight.
A Radiation Emission; Defender(Primary Set), Corrupter or Controller (Secondary Set)
Why?
Radiation Infection: -Def -Acc
Enervating Field: -Res -Dmg
Lingering Radiation: Slow -Recharge -Speed
Accelerate Metabolism: Team +Dmg, +Recovery, +Recharge, +Res (Sleep, Hold, Immob, Disorient)
A Dark Miasma: Defender(Primary Set), Corrupter & Mastermind (Secondary Set)
Why?
Twilight Grasp: Team Heal + Foe -Acc -Dmg
Tar Patch: Slow -Dmg -Res
Darkest Night: -Dmg -Acc
Fearsome Stare +Petrifying Gaze: Stacking these two fears repeatedly can eventually break the AV Resistance and they can become held
and a Kinetics: Defender (Primary Set), Corrupter & Controller (Secondary Set)
Why?
Transfusion: Team Heal & -Regen (crucial with AVs outrageous regen rate)
Siphon Power: Team +Dmg, Foe -Dmg
Siphon Speed: Slow, -Recharge, -Speed
Speed Boost: Team +Recharge, +Recovery
Transference: Team +Endurance, Foe -Endurance
Fulcrum Shift: Team +Dmg per enemy affected
With the buffs and debuffs from these three sets, fill the rest of your team with damage dealers/takers and you'll be set to start thrashing AVs again. -
Nice guide overall, I'd like to make mention that the missions can be stealthed by any type of villain who has the concealment pool invisibility and recall friend.
And the trick for the vines works if you have someone to stealth the mission because everyone can log out and then wait for the one person to stealth to the end and then log back in, which then sets the vine counter as low as it can go for the end room. -
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I know you mentioned that we should avoid powers that cause aggro during the mito-clearning phase, but what about aggro-less powers (mass hyp, confuse, mass confusion) - are they worth using or will they just cause lag?
Of course I'm just a curious level 17 Mind Controller, so I have no idea what I'm talking about, but the raid sounds like a lot of fun. Maybe I'll be high enough level in 4 or 5 years.
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hehe i'm sure it will be sooner than that.
the only way to hold the mitos is to stack your holds with other people's holds. Once you have several layered on the mito it will be held which will prevent a mito-split.
Also: Mito/Jello Identifications -
okay, but I didn't have that, I'm just letting you know that we are in fact playing the same game.
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Not bad general advice. You missed the Warshade hold power Gravity Well from your list though.
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Gravity Well is an immobilize not a hold, at least thats what it's tagged as in the power list. Therefore it shouldn't be on the list.
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Gravity Well is definitely a hold. If the power text says different, you're playing a different game from me. You can then go and explain to all those dead Void Hunters that I didn't, in fact, hold them - they were merely immobilised, and could have shot me back anytime.
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Gravity Well
Since my warshade is only level 9 I believe, this is all I had to go by, sorry that the in game text description is inaccurate. -
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Not bad general advice. You missed the Warshade hold power Gravity Well from your list though.
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Gravity Well is an immobilize not a hold, at least thats what it's tagged as in the power list. Therefore it shouldn't be on the list. -
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Jack Frost also holds if you place him close enough to hami. I'd say Sings, Jack and Fluffy are the only pets that one should even think about using during the hold phase.
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You know we do not speak of that lout in public!
*shakes fist!*
Reason why I don't mention/like Jack is because he has to be in melee range....and he still won't use his hold sometimes. I've seen plenty plug away with their pitiful ranged attack while basically hugging the big blob. For that reason, as the HOLD stage is starting, our raids generally only call out for Sings and Fluffy. And once the hold stage is underway, we try to not have more pets summoned for lag/hold-slowing reasons.
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our raids usually say Jack and Sings only. I don't think I've heard a call for fluffy during the hold phase. -
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While this guide is very useful to new people, I see a few flaws. In normal scenarios, dark pets are unneeded. They pam heals. Yes, they hold, but again, not needed. I see singularity as the only "needed " pet. Pure holds.
I don't know what server you are on, but I and some others convinced everyone on Virtue long ago to NOT air drop PA. It is horribly inaccurate, and draws aggro to the caster if things are marginal in illusionist count. This is not an "every raid" tactic.
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As I said this is a Pinnacle guide, and things may be done differently everytime. I posted this after my observations of seven days straight of hamidon raids without a single failure. :-)