SkeetSkeet

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  1. Quote:
    Originally Posted by black_barrier View Post
    Centering the issue on the number of clicks it takes to kill someone is retardedly naive.
    Make an argument doing the opposite; the amount of clicks/time/experience/etc that it takes to evade a kill.
    It's equally naive to talk about a stalker's risk/benefit purely in terms of damage output.

    The very area you suggest--evading a kill--is an area where stalkers are arguably the strongest AT in the game and can't simply be overlooked when talking overall pvp balance.

    The very reason that stalkers were nerfed to begin with was that it was unreasonable for a single AT to simultaneously enjoy the extremes of being at/near the top in killing potential and at/near the top of evading defeat.

    A change that gives them more in offensive potency should also increase the attendant risk.
  2. Quote:
    Originally Posted by Nethergoat View Post
    From the perspective of a veteran gamer IOs are the clear winner.
    Not having to deal with declining power levels and eventual expiration is more than worth the higher setup investment.
    My routine for a new toon is to put about 5 mill on it at creation and from there just buy a new set of enhancements from the store every 5 levels (12, 17, 22, etc...). For me they're just placeholders... baby teeth if you will, for a fun, but relatively brief period until 47-50 where I then respec into "permanent" enhancements in the form of IOs.

    Why not IOs? I prefer having higher % enhancement values at low levels when it matters most as I have fewer powers and some will still be underslotted.

    Quote:
    From the perspective of a 'casual' gamer? I'm not sure.
    But I don't think it's a slam dunk that SOs are the default for everyone entering the game.

    Comments, opinions, additions, corrections?
    I think this question needs to be reframed because veteran and casual describe points on two completely different lines.

    Time spent playing and knowing the shortcuts and all the ins and outs of the game mechanics/market:

    New Player <---...... ---> Veteran

    Degree that your playstyle emphasizes obtaining the best possible enhancements:

    Casual <---......---> Non-Casual (insert your term of choice for this)
  3. Quote:
    Originally Posted by Nethergoat View Post
    As I've noted, in my opinion 'casual' is more of a frame of mind than a function of the number of hours you can dedicate to the game, or how many months per year you are able to subscribe for.
    ^This. A player starts to lose their "casual" status as their tastes change.
  4. Missing from this proposal was why a large number for sale is a problem that needs a solution to begin with.
  5. Once one gets over the trauma of hearing the word heal, it really seems silly to get so riled up when someone says something as straightforward as their primary focus for a build is their primary power set and their secondary focus is their secondary power set.
  6. Quote:
    Originally Posted by JamMasterJMS View Post
    I thought with DR shields gave such a small % change that they were almost laughable.
    For AT's that don't get high pvp base resists (mostly the non-squishies) resist buffs still have a lot of value. These also tend to be the AT's that have a more generous DR curve for resists.

    For AT's that do get high base resists and have an epic shield stacked on top of it, they're already at or so close to their resist cap that resist buffs are basically wasted.
  7. On the level up, I hit 38 and grab the nuke just for the novelty value. The oooh, never did that much dmg on this toon before and it looks cool factor. By 40, the fully slotted nuke is popping off like crazy because it's still a new toy.

    At 50, it's IO respec time. The novelty has worn off and it gets looked at with a more practical eye. If it doesn't have a crash I'll keep it, otherwise it's dropped. Unless it's doing blaster level dmg (broken?) like people are saying blizzard does, then I'd find room.
  8. Quote:
    Originally Posted by OPTICAL_ILLUSION View Post
    You fall into the category of i13 supporters who just don't get it.
    I get that i13 is a mixed bag of new problems and some improvements. The notion of being a "supporter" of it doesn't apply, it's the hand we're dealt and it's been around long enough now for people to have gotten over the trauma of change.
  9. Quote:
    Originally Posted by OPTICAL_ILLUSION View Post
    Skeet you are a decent zone PvPer, just like warhamster was, and you are entilted to your opinion but the numbers don't lie. Just sayin'.
    Which numbers are you referring to? Apparently a recap is required here because a lot of people responding seem to be confused as to what I actually said, which was simply this: For myself playing an emp in zone pvp I view the changes as a challenge not a frustration.

    Where "numbers" come into it or any of the other stuff (doms???) people are bringing up, I don't know.
  10. Quote:
    Originally Posted by black_barrier View Post
    no. no it doesn't.
    counting to 9 is not a skill.
    I'm fine with saying it's not a skill--since I never said it was to start with. It's just one more thing to juggle in real time and there's a noticeable difference in effectiveness between when that juggling is done well and when it's not. Each added item to juggle can be viewed as simply added frustration or as a challenge, I happen to choose the latter.
  11. Quote:
    Originally Posted by macskull View Post
    How exactly is being unable to help your teammates when they need it "challenging?"
    TS and HD mean that a lot more consideration has to go into when a heal is used, which heal is used and where you're positioned when you do it... which makes it more challenging.
  12. Quote:
    Originally Posted by EnD_Reitanna View Post
    Now emping in zones is probably most frustrating role ever.
    Well, less button-mashy and more challenging anyway.
  13. Quote:
    Originally Posted by Supermax View Post
    Perfect explanation.

    The number of people you should be able to get away from varies...or at least used to vary, based on skill. Like mac said, 2 people could roll the zone if they were significanlty better than the rest of the players. And that's how it should be.
    It still is. If they are that much better. The problem is that the margin of skill difference isn't that extreme in most cases. Pre-i13 when 2 people could roll the zone it was more because certain power sets and game mechanics were so broken that a skilled player could use them to become almost unkillable. A mediocre player could also use them to be almost unkillable.

    Now some of those nails that were sticking out have been hammered down and what we're seeing now is a truer reflection of the actual skill differences.
  14. Quote:
    Originally Posted by Airhammer View Post
    Tanking is more than just running into a mob and surviving it. Tanking is the ability to survive an alpha, take it for the team, and more importantly controlling the aggro of the mob so that it doesnt spill over onto everyone else. Can a defender taunt and pull the aggro off that blaster getting is face pounded in.. No. Can the defender grab the attention and hold the aggro of that nearby mob that just attacked while we were fighting this mob.. No...

    Now admittedly this can be done by many different AT's if all you are doing is fighting ONE mob every few minutes, but this is not how CoX mission generally work. You will move from mob to mob to mob and that nuke will not be available every mob.

    Also when fighting AV's you cant nuke them to death nor can you hold their aggro.

    So if I am asked can a defender tank. I say no. There are certainly builds of many AT's that can do some amazing things but thats not necessarily tanking.
    If you can accomplish the same goal--mitigating the threat of mobs to the team--as a tanker and to the same degree as a tanker and do it consistently on a fast paced team... then you've done the same job just with different tools. A couple defender sets and a wide variety of combinations of defender primaries can reach that standard.
  15. I'm curious. Most of the replies in this thread seem to suggest it's a bad thing that 2 (or 3 or 5 or whatever) people with webnade can usually finish a kill.

    My question is this... flipping around the evasion issue, how many people do you think you should need to have vs 1 person to prevent them from evading and finish the kill. Not how many are required under the game as it stands but what number in your opinion do you think should be able to close the deal?
  16. Quote:
    Originally Posted by DrMike2000 View Post
    With regards to what's tanking and what isn't, Fire spelled out what he was talking about in his original post reallly clearly:

    "How many of you can step up and Alpha a team without a Tanker leading the way?"
    Put in those terms I don't know if anything beats or even really comes close to dark. When a dark def can jump in, fear the spawn, floor its to-hit, tarpatch it and then, just in case your luck happens to be bad enough to take some hits anyway, spam out some large aoe heals. Oh and just as an afterthought, throw out a nice aoe chunk of defense to all and resists.

    Other primaries can absorb an alpha without faceplanting but none of them can make the npcs safe and pettable as kittens to be killed at the team's leisure.
  17. Quote:
    Originally Posted by macskull View Post
    The I13 changes have meant that "play smarter" is no longer an option when you're outnumbered on a squishy. You get webbed, you can't heal, and phase isn't up. What do you do? Hope the people chasing you are downies, or die. If you're on a melee AT (not a Stalker as those are basically Blasters with mez resistance these days) this doesn't apply because those are still retardedly easy to stay alive on.
    Don't get me wrong, I'm not suggesting it's possible to dodge every bullet. Sometimes you just take your lumps and hit the hospital, I get that. That being said...

    Not every gank squad is created equal. Some powers and power sets and FAR easier to evade than others and many times in RV the collection of people that latch onto you in a given gank can be very random and frequently will lack that extra something to close the deal and they don't all come auto-equipped with webnades.

    There are also two very different kinds of outnumbered. There's the kind when you have 3 heroes and 15 villains in the zone and you just say forget it and go do a tf. Then there's the kind where numbers are fairly even overall or at least not too lopsided but since you're a squishy you draw lots of agro and have to be able to evade it for brief stretches until you lose it, they die, you regroup with your team, etc.

    Quote:
    Unless you don't have phase, get camped when you go into Hibernate, or are all the way across the zone from your base...
    When people use hibernate I always looked at it like they're telling every enemy in the area to "gather for rep"
  18. Quote:
    Originally Posted by Sailboat View Post
    When you're replying to me, what I wrote is germane, and bringing in some outside consideration and pretending it addresses what I wrote is basically deceitful.
    Thanks, I'll decide for myself what's germane.
  19. Quote:
    Originally Posted by Arcanaville View Post
    Backwards. The ability to use merits and tickets to obtain things ordinarily only achievable through drops is the compromise, not the norm. Those mechanisms were put in by the devs to create opportunities to earn some, but not all of the otherwise uncommon or rare items. If you believe there is a slippery slope that warrants extending that system to all drops or none, then it would have been none, not all.
    Compromise? Norm? Either way it is the state of the game and for those highly desired rare items that can be purchased with merits and tickets it stands out as a very good way of striking a balance between cost, rarity and supply.

    It's not a slippery slope, it's an established template that we'd be well served to see applied to all drops.
  20. Quote:
    Originally Posted by Sailboat View Post
    I very carefully confined my discussion to regular set IOs and purples, as that's where I came into the conversation.
    Feel free to put whatever limits you want on your own posts. They don't apply to mine.
  21. Quote:
    Originally Posted by Arcanaville View Post
    It could also suggest that there's simply too much influence in the system to properly balance influence-priced transactions. Inflation is always the result of too much money chasing too few items, not just a one-sided lack of supply, and influence is all too easy to earn in the game at the present time.
    What is the argument in favor of the current two-tiered approach? The one where we have one set of highly desirable items that can be obtained in multiple ways--inf, merits, tickets, random rolls or saving up--and another set of items that can only be obtained through drops.

    Consolidate everything under the first umbrella and the system is substantially less broken overall.
  22. Kill to death ratio isn't a very good metric when you're playing support and disruption where a lot of what you do doesn't show up on the KtD scoreboard.

    You just kind of have to know for yourself whether you're being effective and whether your efforts are generating saves for teammates or preventing escapes/getting opponents killed. Certainly part of it is being able to stay in the field and evade ganks--it's hard to be effective if you're doing laps to the hospital.

    Reputation is also a fairly meaningless measure for me. 400 happens as a simple side effect of showing up to play for a while and can happen a lot faster or a lot slower based on factors that you don't control. I've gotten just as much rep from coasting for an hour as from being on top of my game.

    In the end, if I was entertained by a pvp session, it was a "success."
  23. Quote:
    Originally Posted by black_barrier View Post
    I don't mean to come off as a dick, but does that mean then that as player skill goes up and kill counts go down, drops should also go down?

    a system where it's more profitable to get 8 good players and gang up on 8 bad players for 10 mins straight while cycling targets in quick succession is just straight up griefy.
    No different than pve, which for recipe drops rewards mowing down high quantities of weak opponents. Unavoidable as long as the rewards are based per kill.
  24. Quote:
    Originally Posted by Sailboat View Post
    Fine, as long as we make a new, more desirable category of IO that drops very rarely and is not itself purchasable with merits and/or tickets. This new category of IO will then take the place of Purples as the rare, desirable, random reinforcement that the Devs seem to want in the game, and Purples will be demoted to merely another IO set.

    Because it's clear the Devs do want something in the game that's rare that can't be acquired by merits.

    It seems to me like an enormous pain in the butt to make them demote Purples and create an entirely new category that works the exact same way, but you can ask them to do it if you want. The key thing is that some kind of top-end desirable items remain not purchasable with merits and/or tickets, as the devs intended.



    Yes, the market is supposed to be starved for supply of ultra-rare items. That's what ultra-rare means.
    Except for this:

    Quote:
    Originally Posted by castle
    Inflation is rampant. Things going for more than the market cap is obviously a problem, considering the market cap is supposed to be the individual wealth cap. Obviously, something is quite horribly broken there.
    which supports my assertion that supply is broken for these items. Making them purchasable with merits fixes that problem and setting a merit price at an appropriately high level (whatever that is) balances them in terms of how easily obtained they are compared to less rare items.

    Ultra-rare obviously isn't intended to mean off-market sales at 2x the inf cap or more. Just like common/uncommon/rare is reflected in market prices for items that are already purhcasable with merits, the same can be true for ultra-rare.
  25. I think you're fine on attacks. You've got the tools to pitch in damage, manage a little agro or kill something if you have to.

    Recovery aura is overslotted with endmods. Unslotted it's enough recovery to provide basically limitless endurance and fully slotted it's still not strong enough to counter something like the recovery crash after a nuke. Unless you're looking to counter heat exhaustion in pvp, you're fine with only recharge here.

    Adrenaline boost has a similar issue. One endmod is enough for it to counter a nuke crash. More than that is probably overkill. Since you do already have six slots allocated for it, I'd suggest going with something like 5 doctored wounds and 1 endmod.

    With stealth and superspeed you can already cap your stealth vs npcs. I'd swap invisibility for phase. The lotg you have slotted in invisibility can be moved to grant invis.

    A steadfast protection 3% def to all would go nicely on top of the defense set bonuses you've put together. One of the slots you save from recovery aura could go on mind over body to slot that piece.