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I'd say they'd be annoying to the point of being semi to mostly useless.
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Well, yes, that's the other potential concern.
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Empowerment station buffs are currently set at 15 minute durations (far longer than any other non-toggle buff in the game). They are bestowed on you as soon as you craft them, and last 15 minutes from there. The idea is to have enough time to get you past that sticky part of a mission that was giving you trouble.
15 minutes is the time we are going to the Training Room with. If it turns out that that's not enough time for you to Empowerment Buff, get to the mission, and get you through the tough fight, then it will be increased.
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While I think this is probably fine, my only concern is this: Going to the base,and coming back from the base to a mission, is INCREDIBLY inconvenient in CoH. In fact, getting back to a mission is generally EASIER for an SG that has a Teleporter (probably not a small SG!)
I think, and this is just my opinion, that it'd be nice to have something you could place in your SG base at some prestige cost, that would essentially be a "Base Recall" teleporter. For each use, you could craft (at the Empowerment station perhaps) a single charge of the "Recall Device" that would require a non-trivial investment in Salvage. This way, when you know you're going to need it, you have the option of a Recall to cut down significantly on travel time. This would be especially useful when teamed, since nobody likes to wait while the guy with Super Speed tries to navigate his way out of the Eden Trial back to William's Square in Founders Falls to hit their base for an Empowerment buff.
Otherwise, I fear that the Empowerment Station will be a fairly large flop, simply because it's inconvenient because of the double travel time requirement without an SG Teleporter to the mission's zone. -
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PvP and the arena are good additions to this game. It brought more options for fun.
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Such as the "option" of the 30 second Phase Shift... oh wait, that's not an option, it's being forced on the rest of us. And it certainly isn't fun. Tramples on concepts, for sure, but fun?
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Yes, because Post-Pet controllers and Masterminds wouldn't be overpowered in PvE if they could never be harmed yet still do incredible amounts of damage. Get over it.
Interesting guide Buffy. -
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No need with Siren's Call around. Some of those battles get pretty wacky especially with players involved. The character can be totally different depending on what bosses each side gets.
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I love giving ID and Speed Boost to Longbow Wardens -
Too cool. Nice video. Looks like Thugs are more like Old West Posse though
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Oh, and I dinged 49 yesterday on my TA/A!
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You've got a pair of brass ones on you. -
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Tell me about it. A friend told me she's only seen one other TA besides me. That TA also took archery, and only had entangle arrow from the primary at level 20. I like the set, have since it first hit test. Unlike Mieux however I've never claimed it is without fault. Even as I defend the set against those claiming it sucks I'll admit to it's many flaws. You and I have gone round and round in every thread where someone asks if TA's any good. Something I think Mieux eather refuses to admit, or is too new to have seen.
Anyway, back on topic. What would help the set reach a state of balance? Lowering the freaking recharge rates, and maybe restoring a few of the things the devs took out of powers. Things such as GPA's -recharge, as well as mayhap giving entanlgle arrow it's -recharge back. Maybe make them unenhancable if stacking with glue is such a problem. Heh, yeah I remember the glory days on test. Entangle arrow+Glue arrow acting as a ghetto hold. Make the -recharge for the three non-stacking, or make the values for EA and GPA low and unenhancable.
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Probably part of the reason they took it out was because of Controllers, who get the set and have an AT bonus to Slows (-Spd and/or -Rchg, applied inconsitently apparently).
If PGA was more like Poison Gas Trap from Traps (and IMO it really needs a longer duration), and Entangle was more like Web Grenade, I'd call it a day and be happy. -
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Um, might want to go back and check again, Castle... Because I don't see the choking anywhere near 50%. It's more like 5% (seen maybe a dozen times since my bow defender got it, and she's lvl 31 now).
Maybe the magnitude isn't high enough? *shrug*
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The change is probably not in the most recent patch. -
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Sure it would. My Stormy could perma-KB them so they never get the opportunity to use MoG/Unstoppable/Elude.
[/ QUOTE ] I've yet to see a Storm pull that off. I have seen knockdown keep them from crisis-mode long enough for team to punk them. What I do see is squishies getting knocked back by ET and their blasts....make something like Hurricane harder to apply conintuously. PP's are also frequently enountered on platforms where they fly off and a Storm couldn't get to them.
If you say you've done it, I'm inclined to believe you, but I'm skeptical to the average success rate of this.
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Solo I can do it 90% of the time, in a team it's closer to 50%, but that's mostly because I have to hold off on using Tornado until the minions/lts are all gone (which is heavily depending on how much AoE damage we have, and depending on the AT bringing it it's not a sure thing. Some groups they'll just pile on the boss before I can field some KB.) so they don't confuse the Tornado. -
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Don't forget Freezing Rain for the extra knockdown goodness.
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Yeah, but if you're using Tornado, Gale, and Hurricane, chances are they won't be there long enough to matter,. Unless you've got everyone pinned in the Storm of the Century occuring inside the 4th floor of your friendly neighborhood Crey Laboratory buwahahahaa.
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Explosive Arrow is Da Bomb (pun intended
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If you need edumacation on Storm though, every Storm Defender player is here on the boards, all 15 of us
Nothing really matches the raw KB power of Hurricane + Gale + Tornado. And no Defender plays even remotely similarly.
My biggest problem with PPs has been the Spines/SR ones, because the cheeky fellows use Impale to Immobilize me, then keep cycling Throw Spines and Impale (again).
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Out of curiosity, I'm wondering if folks here in this thread think Hurricane would be "fixed" for PvP if it had:
A) Suppression similar to however KB is timered
B) Lower magnitude Repel for Controllers than Defenders
Honestly though, the power I think needs nerfed most in PvP is Vengance. The ability to stack this is ridiculous, and teams built with it in mind are even worse.
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It probably doesn't attract as much attention because the other guys get to kill someone before it's triggered
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Yeah, but the PvP Pros notice it. There's nothing quite as harsh as giving your entire team multiple Fortitudes. It's like having 2 Tier 3 Dmg/Acc/Def insps at all times with a Heal attached at the beginning. It makes +Def and -Acc worthless, while simultaneously requiring hideous +ToHit to combat. I missed every attack in an Aim cycle AND my ENTIRE Freezing Rain (something with 50ish tics with nearly +100% Accuracy Enhancement) to a team that stacked vengance. Hell, Hurricane strafing them only succeeded in annoying them into killing me nearly instantaneously. -
Out of curiosity, I'm wondering if folks here in this thread think Hurricane would be "fixed" for PvP if it had:
A) Suppression similar to however KB is timered
B) Lower magnitude Repel for Controllers than Defenders
Honestly though, the power I think needs nerfed most in PvP is Vengance. The ability to stack this is ridiculous, and teams built with it in mind are even worse. -
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Two squishies taking on two paragon protectors should not try to keep them together, by the way, unless they are lucked out or have tremendous accuracy debuffing, and even then its tricky. The PPs can often two-shot you, so keeping them together increases the risk of a rapid 2-shot kill too fast for you to pop respites. Your best bet is to split them up, but still concentrate all your damage and resistance debuffing on one, to get the first quick kill. If you let them go two on one on you, the results are less favorable. Fortunately, claws PPs do let you get away with this if you are careful.
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Buwahaha, my Stormy has tanked 3 at once before, and two of the bastards were the Energy/Regen ones
Silly people not having played Storm Summoning!
It's hard as hell soloing the Elite Bosses that used to be Arch Villains though, their mez immunity renders my KB ineffectual. Bile has sent me packing FOUR times, three of which weren't even close.
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...they're the same power.
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Actually it's not the same now that I remember what MoG is like. MoG drops your hitpoints all the way down and you have a small amount to keep you alive while it's on. You're tougher and all, but with less HPs. The Ninjitsu Stalker version keeps your HPs full to start and your defenses are high and stamina renews quickly. When it's time is up, your stamina drops to rock bottom and doesn't recover for a few seconds. Is it more like unstoppable or something?
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That's not MoG though, that's Kuji Kin Retsu (I think, stupid Ninjitsu names). The Ninjitsu version is actually much closer to Elude than MoG. The confusion is because Stalkers get Regen, and by extension, they also get MoG. -
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I don't think Dark or Storm would make the fight go faster...safer...yes...faster...no.
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Sure it would. My Stormy could perma-KB them so they never get the opportunity to use MoG/Unstoppable/Elude. -
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Definately the same power, but the Stalker actually gets a bit more use out of it. The best use of MoG for a Stalker in PvP is against players or teams that can see him. Since you'll be reducing your opponents' chance to hit you down to the 5% minimum in many cases, it becomes extremely different for your opponents to interrupt your assassin strike. Essentially, MoG gives a Stalker free PvP kills in full view of the public and there's often not a damned thing anyone can do about it.
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Until the defender uses Will Domination on him -
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That's why I said Controller. I don't think anyone really complains about Defenders nearly as much.
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Yet as I pointed out before, if the complaint is about Controllers with Hurricane, then the complaining belongs in the Controller or the PvP forums, not here in the Defender forum.
The Ice/Storm guy is a prime example of missing the point with his "I usually run arctic air instead..." Well guess what?? Defenders don't have that. Defenders don't toss out tons of Hold powers, or out of the box perma -Fly/Immob/Slow powers. Defenders don't put that imob on you and start doing triple damage (which I might add is 50% more than Blaster damage base).
No, Defenders have a little better than half a Blasters damage along with short control durations for Defender Primary Powers and low magnitudes on the few Holds they do get. -
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A properly buffed Hurricane-using Controller can incapacitate an entire team... especially in a base with lots of nooks and crannies. I've seen it done. Not even Tanks have that kind of power in PvP.
The whole "get a team" argument is nonsense when the Stormy has one too. Especially it it's a team that's buffing the crap out of him/her.
***Before I get rammed for wanting Hurricane nerfed, I'll add this disclaimer: I don't. However, some of you like to downplay the effectiveness of this power. It is an extremely effective and downright insane power when placed in the right hands and backed by the right buffs. If you're going to make comments like "Well get a team!!!," you have to recognize that the Stormies are in teams as well. Ironically enough, this is where the power becomes unbalanced, IMO.
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Consider that you also need "the right team" if you want "the right buffs". Consider also, that the primary offender with Storm Summoning in PvP is not a Defender, but a Controller. In a randomly thrown together pickup team in PvP, my Storm Defender is not any more effective than anyone else barring rock/paper/scissors scenarios. -
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Phase shift was nerfed because it was being used for herding.
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Phase shift just didnt hold aggro long enough for herding. In PvP, phased Illusion controllers were using phase along with Phantom Army to win matches at no risk to themselves.
Logic dictates the motivators behind those nerfs.
As far as hurricane goes, I personally dont use it very often in PvE. Artic Air is a much more effective power. When I do use hurricane its to 'corner' minions while I deal with boss mobs. If I ever PvP with that toon, hurricane would be the more useful power.
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Actually, ANYONE with pets could level in complete safety in this fashion, especially Masterminds. -
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Is this the part where I make a mild sarcastic comment about Stalkers?
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Nah, its much harder to swing a dead stalker and hit them, the stalkers are bigger -
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As an aside, Coven...very very very bad for anchor debuffing. The bosses and crew fly all over the frikin room when people don't aggro from melee.
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Even in melee they fly all over the place. That's why I like Snowstorm. It'll keep em all on the ground and goin nowhere fast (or somewhere slow). -
I'm pretty sure I demonstrated that you only really need one ranged attacker to defeat a stormy this evening Kid
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Actually it was more like "Can't hit without a tray full of inspirations (Perma-MoG), can't do enough damage to overcome regeneration (IH), and can't stack holds fast enough to punch through Integration."
None of which is specific to Storm, but generic to Controllers. Which I might also add, this is not the appropriate forum for.
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I'm Hami-Oed out, have Stamina, QR, Int, and IH in use in Siren's Call. What are insperations I stack up on? Purples, Greens, and a few blues. All the the things I'm supposed to need the least since I'm a Regen scrapper supposedly. That's how uber I'm not even with those supposedly "unfair" powers.
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That above quote was the ACTUAL PvP complaint at the time. ALL Scrappers use inspirations like that now, they all have lower Status Protection, they all offer less mitigation, etc etc. I think your expectations are just unreasonable, as none of those powers are "unfair" anymore. IH will still make you nigh-unkillable while it's up (though if you're held it'll only delay the inevitable) against all but the highest DPS attackers (Blasters, other Scrappers perhaps).
While you might feel that Hurricane is "unfair" to you, it is very easy to bypass given several easily available tactics, the easiest of which is to get a teamate with ranged attacks to kite and blast/mez him, only slightly more difficult being learning how to charge through it and hit with a Stun like Cobra Strike or buy the Stun Grenade temp power. -
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I think I can sum up his point like this
"Waaaa, Regen got nerfed in the past, I'm too lazy to tailor my build, team and tactics to counter something that presents me a challenge in PvP, and therefore I want that challenge nerfed"
I think Kid might be more comfortable playing an FPS with godmode on. That seems like about the level of thought and effort he wants to expend on facing challenges in PvP here.
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It's more like this..
Storm Controller: "Wahhh, Regen's are too strong! Nerf them so they can't get past Hurricane so easily with perma Mog!"
Regen Scrapper: "Learn how to play instead of whining, then you can beat me!"
(nerfs occur for the xth time to regen)
Storm Controller: "Yay, now I can beat you!"
Scrapper: ""Hey Devs, Hurricane is too strong now that you're nerfed melee powers to get passed it! Waahh, nerf Hurricane so it's not Perma!!"
Storm Controller: "Learn how to play instead of whining, then you can beat me!"
Hmm. Deja Vu?
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Actually it was more like "Can't hit without a tray full of inspirations (Perma-MoG), can't do enough damage to overcome regeneration (IH), and can't stack holds fast enough to punch through Integration."
None of which is specific to Storm, but generic to Controllers. Which I might also add, this is not the appropriate forum for. -
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my shot was not cheap.
it was a good, clean shot.
so there!
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Oh, yeah? How much did it cost you?
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Probably less than he says, I bet he got a dirty glass.