Slash_NA

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  1. I absolutely LOVE the player note feature. I am the kind of person that keeps a text file because I cannot possibly remember all of the people I meet in game. This helps that a lot.
  2. Eisenzahn is correct.

    Electrical armor makes no sense for the stalker AT in its current form. Low hps and low defensive numbers mean this set offers nothing practical to us. Perhaps the intended AT changes need to happen before the set is worthwhile?
  3. [ QUOTE ]
    Single Shot on Wolf Spiders is ridiculously slow to fire. It has a 1.67s animation, compared to the 1s it takes to fire Burst. There's a lot of extraneous movements and it annoys the hell out of me.

    I feel it should be cut down to a 1 second animation time.

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    I agree with this 100%. The animation is too slow.
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    placate will probably never see a fix, been almost 2 years, and defiance is being looked at more than placate, hows dem apples?

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    Not 2 years, and it's favoritism, that's how dem apples are
  5. I for one enjoyed the double exp weekend for what it was. I got a once enthusiastically created alt to 49 and regained some interest in playing it. I didn't experience any server lag issues, perhaps because I play on guardian. All the same I feel for those who experienced issues.

    We need double experience events more often because it gives me a reason to bother grinding another toon through the same content yet again.
  6. It's threads like this that cause me to question my continued participation in this game's pvp.

    I have been screwed by this bug hundreds of times so far and I'm getting to the point where I become uninterested in pvp'ing anymore. It's yet another straw on my already strained back.

    It's been long enough devs. There are no excuses you can make anymore. No justification exists for why you won't fix this bug. You are not fulfilling your jobs and roles. You are expected to do better by your paying customers. Our gameplay experience suffers because of this.
  7. [ QUOTE ]
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    The answer to this question is that I as the attacker expect under the current system to hit 95% of the time. As the defender I expect to be missed 5% of the time. The latter half being my experience in pvp zones playing as a /ninjitsu stalker.

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    To clarify here: Does this mean, in a perfectly balanced system, you would expect Max To Hit to always completely negate Max Defense? That's how I read what you have written.

    To everyone:
    The availability of To Hit buffs is a seperate question. Assume for purposes of this exercise that you have access to buffs far beyond what you would need to reach a maximum value.

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    In a perfectly balanced system I would want defense to not be completely negated by +tohit or accuraccy. That is the freaking problem I'm having now. I anwered your fourth question from the pvp perspective of what my CURRENT experience is like. In other words how it is right now.

    In regards to hypothetical, specific numbers or percentages that I'd like to see in regards to the fourth question? how about the attacker hitting 25% of the time and the defender being missed 75% of the time
  8. My answers are based upon a PVP perspective.



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    1) You have the default To Hit value (ie no buffs), your target has no Defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?

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    In this situation I expect as the attacker to hit 50% of the time assuming no slotting of accuracy. As the defender I would expect misses 50% of the time.

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    2) You have the maximum possible To Hit value, and your target has no defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?

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    As the attacker I WANT to hit 95% of the time. As the defender I expect to be missed 5% of the time.


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    3) You have the default To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?

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    I don't understand this question. Is it a "maximum defense value" based upon their archetype? My answer would vary but I'll go under the assumption you meant somebody with a defense cap of 95% in which case I as the attacker expect to hit 5% of the time. As the defender in this case I expect to be missed 95% of the time.

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    4) You have the maximum possible To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?

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    This question touches upon the root of the problem with defense sets in that there are too many +tohit powers in existence. Of course I as the attacker would want to hit him more than 50% but that would be unfair to the defender who would want to be missed more than 50%. In every question the defender would take 100% damage from any attack that hits. That's another part of the problem.

    The answer to this question is that I as the attacker expect under the current system to hit 95% of the time. As the defender I expect to be missed 5% of the time. The latter half being my experience in pvp zones playing as a /ninjitsu stalker.
  9. [ QUOTE ]

    ’d like to start out by mentioning Issue 8: To Protect and Serve. This is a hero-centric Issue that finally levels the playing field between Heroes and Villains.


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    I'm not sure why exactly but this statement bothers me. I do not perceive the "playing field" to be balanced in anyway. In fact I see it to be slanted fully to the heroes advantage in terms of PVP. I sure hope villains get some loving besides epic archetypes or this will quickly turn sour for a lot of PVP'ers.

    I hope my concerns are disproved once more specific information is released.
  10. I earned unbreakable on my stalker through pvp'ing before issue7 went live. I'm 35% of the way to 100,000,000 even now at level 44.
  11. [ QUOTE ]
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    FYI: Melee AT Patron Power Pool Ranged attacks which cause damage will be changed to using the Melee damage scale.

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    Follow Up:
    Stalker Snipe PPPs are back to being Ranged damage. The changes I'd made to keep them balanced got nixed.

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    What? why?

    I must say that this makes me extremely angry as a stalker. We were promised that the PPP's are to be more powerful than hero PPP's. This reverse-balance decision will not achieve that goal. Furthermore this is not condusive to balance in the least. The only solution now is to increase stalker ranged damage modifiers to an acceptable level.

    Let me be perfectly honest with you. The snipe is the ONLY power I planned to take from a patron. The whole "permanent choice" thing is what turns me off to the whole idea to begin with. Now that you've posted this, I regret I cannot ever choose a single power for myself. There is one good thing in all of this though, existing power choices aren't so permanent, and would make excellent alternatives.
  12. [ QUOTE ]
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    FYI: Electric Shields' Grounding Power will have Immobilize and Knockback Protection added. The set will still not have a Heal power or HP Buff power.

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    I am glad that the developers have listened to the community in this matter. It makes me happy because now I have reason to consider making an ES brute when I7 goes live. Truly these holes in ELS were worthy of being addressed. Now if we could get some ELM tweaking we'd really be in buisiness.

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    He already said that LR was getting its recharge reduced >.>

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    ...That's a start
  13. [ QUOTE ]
    FYI: Melee AT Patron Power Pool Ranged attacks which cause damage will be changed to using the Melee damage scale.

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    This is very good news to hear, especially along balance lines. This leads me to believe that the PPP's will perhaps be more powerful than their hero counterparts, an affirmation that I doubted until now. Still I will continue testing this to reassure myself. Thanks Castle.
  14. [ QUOTE ]
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    FYI: Melee AT Patron Power Pool Ranged attacks which cause damage will be changed to using the Melee damage scale.

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    Will this apply to hero EPPs?

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    It already does.
  15. [ QUOTE ]
    FYI: Electric Shields' Grounding Power will have Immobilize and Knockback Protection added. The set will still not have a Heal power or HP Buff power.

    [/ QUOTE ]

    I am glad that the developers have listened to the community in this matter. It makes me happy because now I have reason to consider making an ES brute when I7 goes live. Truly these holes in ELS were worthy of being addressed. Now if we could get some ELM tweaking we'd really be in buisiness.
  16. [ QUOTE ]
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    Still, that doesn’t address what I see as a significant problem with the perspective of many (not all) melee players here. That’s the attitude that says “blasters should not be as good at melee as I am.” or “I am a brute, squishies must all fall before me or there’s something very wrong with game balance.”

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    Melee players (well, most anyway) aren't saying that Blasters shouldn't be able to deal a huge amount of damage in melee. They do, and should. What we are saying is that we shouldn't have our defenses negated. In many cases, the defenses are the reason we chose the melee AT in the first place, not the damage capability. If I wanted straight damage I would play a Blaster because that's what they do. A mechanic like TD that renders my defenses useless takes away the whole reason I chose my AT, in which case I might as well go make a Blaster. Try to understand it from that perspective. If I had an uncounterable ability to turn off Blaster attacks, don't you think they would be up in arms about it? It amounts to about the same thing.

    Of course, none of this helps the poor Doms that actually needed TDs to function in PvP.

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    And this ladies and gentlement, is exactly what I was thinking about when I posted the first time in this thread. It is the reason my DM/FA brute will remain in retirement until I7 goes live.

    Blasters are designed around damage, in many forms, they should have it and they still do(30% unresistable as a matter of fact!).

    Brutes are designed around posessing the defensive powers necessary(their secondaries) to fulfill an offensive role with their primaries. Brutes are not tankers, and hence not the reason that blasters inflict 30% unresistable damage, or TD's, yet they "suffer" for it. It's out-moded and the game needs to evolve to something more fitting the post-ED enviroment.

    The bottom line is that nobody likes being steamrolled, especially not when what I consider 90% of the pvp population brings their egos with them into the zone.
  17. KB protection or bust. I'm not going to play a brute with Electric armor if no KB protection is included. The pros simply do not outweight the cons. A frontline fighter has to have something basic such as this, and cannot do his job well if he's always on his back, instead of in their face SMASHING. Hurray for yet another powerset being forced into leaping.
  18. These posted numbers make me extremely happy as a regular PVP'er. ED is the exact reason why toggle dropping wasn't necessary to the degree it currently exists in. Damn straight.

    Yes maybe a few powers could be raised slightly, I'll give you that. But I've got no problem with these numbers staying as they are.
  19. As a stalker, I find that I'm now able to joust through hurricane. This makes me happy, for obvious reasons.
  20. I'll admit, perhaps a snipe and hold for a stalker would be "okay", and that's fine. "Okay" is just fine because I realize these aren't powers that are supposed to be uber, yet at the same time they should be significant. I don't view having four patrons with mostly identical powers(same power, different name or damage type) to be evidence of any creativity or forethought in their design and selection. The differences seemingly come in theme, but not power differentiations. Damage types aren't enough. We need actual DIFFERENT powers. I don't want pets on any toon I play, except perhaps a mastermind, yet every patron selection is to the contrary. That is yet another example of what I said earlier, there is seemingly no thought or creativity put into these selections. It frustrates me to think I've wasted my time in waiting to see how issue7 would turn out, just to be dissapointed yet again.

    I know these things for certain, not having playtested any of it:

    1) Pets are a liability to stalkers in a pvp zone. Unless they share stealth values and can keep up with a stalker, they're worthless. Even then, I still wouldn't want one for the simple fact that the AI in this game is retardedly inferior.

    2) The lack of a synergetic power for stalkers to choose with hide/stealth will mean that everyone and their mother will be seeing stalkers from a LONG distance away, negating one of the defining features of the archetype.

    3) The lack of status protection for corruptors, masterminds, and dominators will ultimately diminish and frustrate these players.

    4) The abundance of holds and immobilizes in the current selections take away from the uniqueness of the dominator, whom already struggles in PVP with things such as low hitpoints, low damage, no status protection, and a non-pvp friendly inherent. What now will dominators bring to a team when almost everyone now has an immobilize AND a hold available to them? the answer is nothing.
  21. I must say that this list of patron powers shows a disturbing lack of both logic and functionality based on each AT. For christ sake, half of these powers are the same thing, but named differently!. Who is the lazy person who came up with this jumbled mass of logic-defying garbage? Somebody should be ashamed of themselves.

    1. No focused accuracy equivilant.
    2. No status protection/resistance.
    3. Pets for every archetype(why would a stalker want, much less need a pet? can you say LIABILITY?)
    4. No passive powers(too many toggles in this game entirely.)
    5. No synergetic power for stalkers to use in addition to hide/stealth.



    Five reasons out of dozens I could possibly list. These are the five things I hope will be addressed.

    I truly hope that this is an april fools joke.
  22. Slash_NA

    Accolade powers

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    Nope, no accolade powers for villians yet. I would assume they will be there when Issue 7 hits.

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    Yes, Issue 7.

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    I hope that villains are given more opprotunities for +hitpoint accolades than the heroes receive. Hope.
  23. nitpick: stalkers don't have holds. They do have status effects on their melee attacks though.
  24. There has been quite a bit of confusion about this, so I'll try to describe it as precisely as I can.

    I was trying for the "irridated"(5 hours in bloody bay) badge, which also awards the "Shivan Destroyer" gladiator badge. I logged in my brute at 3 PM. After checking the keyboard every 15 minutes, it was 8 PM. I logged out, then logged back in. BAM I was awarded both badges upon logging back into the game. Not once did I zone out of bloody bay, or into a mission.

    So there you have it, 5 hours, not necessarily consecutively, without zoning out in any way. Once you have 5 hours, log out, then log in.