SmegHead

Multimedia Genius - 11-28-2011
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  1. SmegHead

    MA/Dark Scrapper

    You'll need a lot more kb protection then that if you want to stand a chance at all in zones. Doms will keep you on your back making you a easy target for stalkers, and just about everything else.
  2. SmegHead

    AE for PvP

    I'll add some pessimism and say the devs will most likely never do this. Simply too much work for PvP. If its not a easy fix/idea I doubt they'll invest any time in it. If anything they might make a zone themselves that has some of the stuff mentioned above, but custom PvP maps... I seriously doubt it.

    I will say it would be sweet, it's just very unrealistic.
  3. [ QUOTE ]
    Um.... did anyone really think this practice was going to be allowed to stay?

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    Personally I knew it would end, but I didn't think they would nerf it into the ground like this.
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    I have never ever EVER seen the kind of crying the people do on this forum when there is a change.

    Get used to the changes or play something else!! It is embarassing! All we heard was that no one would play PvP..now its hey we are all playing it but you changed it!

    ACK!

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    So you come here to cry about crying?
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    [ QUOTE ][*]Fixed PvP rewards to function once again. Now, influence, inspirations, and other normal rewards occur on every PvP kill, while PvP IO recipes can only be rewarded on rep-valid kills.

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    One issue with this is that it will discourage teaming. When someone on a team defeats another player everyone on the team gets rep but only one person will ever get a recipe.

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    qft so it doesnt get lost.... this also a huge reason not to make this change

    that means someone on a 8 man team has a 1 in 800 chances every 5 mins.... assuming that their team doesnt kill the taget or you dont get killed by the target within the 5 mins

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    ^This

    We already got a huge nerf to team work in i13. We dont need any more reasons to avoid teaming.
  6. Stalkers are pretty lol solo. Its when they have a functional team that they shine, but the same can be said about any AT.

    Spirit shark (along with all melee ranged attacks) were already nerfed and the devs stated that they are ok with the high damage melee ranged attacks are currently putting out. Nuff Said.
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    I really don't think dropping the timer to 5 minutes is gonna offset it by any significant portion.

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    I wonder if they realize by nerfing PvP drops they just buffed badge farms. It will only take half the time it did before the patch to farm rep badges.
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    i can beat a therm on my son/em without using a single insp.

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    -1 pont for therm nerf

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    If you beat me or Kurg on an elec/therm with no insps, I'd almost pay your subscription...that's how incredulous I am atm.

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    +1 point for therm nerf
  9. [ QUOTE ]
    Why not just return the rules to the way they were? What really was the reason for the change? Was there too many PVP IOs on the market?

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    Not from what I've seen. The PvP IO's that were sought after were in pretty short supply and cost close to, if not more then purples.
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    Eventually, I have litttle doubt there will be a 'merit type' system. Not using existing merits, but Longbow/Arachnos special ones gaiend through PvP victories and maybe even completeing the mini-games.

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    Even if that does happen (and I seriously have my doubts that it ever will) I'm guessing it will be a long time before we see any new PvP projects with Going Rogue and power customization on the way. I have a feeling we'll be stuck with this ill implemented PvP IO drop system for the long run.
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    These are already rarer than purples and, tho similar and better than normal set IO's, they're not as good as purples with their Superior bonuses. My point is still valid I think. Why do the devs want the drop rate so low?

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    Purples have been out for four issues.

    And, what's the approximation for purples? One every three thousand kills?

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    How many people PvE?

    How many people PvP?

    See where I'm going here? Regular PvPers take up something like 5% of the CoX community. The drops rate was already low in zones. I PvP a lot and I've had maybe half a dozen drop for me. I see the restrictions in this patch doing nothing more then making them close to nonexistent.
  12. [ QUOTE ]
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    Fixed PvP rewards to function once again. Now, influence, inspirations, and other normal rewards occur on every PvP kill, while PvP IO recipes can only be rewarded on rep-valid kills.

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    This means no recipes in the arena right?

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    Not true.

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    Fixed rep-validation to function in arenas, even though it doesn't give you any reputation in arenas.

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    They made the rep-validation work in arenas, so players could get PvP IOs in the arena. However, you WON'T get any REP in Arena.

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    I'd say it's technically going to be possible to get PVP IO drops in arena, but it'll virtually never happen. If A kills B he gets a 1 in 100 chance at a PVP recipe drop. Then for the next 5 minutes he not gets no chances. Further, if what people have been saying about the timer resetting is true, he will basically likely get no further chances assuming he can kill B at least once every 5 minutes. Further, since for some bizarre reason B's timer gets set for A when the kill happens, B essentially has no chances at a drop during the entire match.

    This is why people are complaining that low-pop server players are screwed. If there are only 4 people in a zone and they're engaging relatively often, they'll quickly get into a mode where none of them can earn PVP IO drops unless they sit out for 5 minutes.

    They need to remove the timer reset and change it so only defeating a player sets a timer, not being defeated by a player.

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    Even if they do implement your suggestion I still see PvP IO's being ridiculously overpriced. When they were dropping and getting farmed the supply was pretty thin and still high priced on the sought after sets. I'm guessing they stayed in the somewhat reasonable price range because both pvers and pvpers could farm them. With this new patch they for the most part cut the pvers out of the picture. Now it will be up to the zone pvpers to supply the market.

    Now how many people in this game actually pvp on a regular basis? I'd guess around 5% and that's being generous. Now take into consideration that even when PVP IO's didnt have restrictions on the drops I got maybe 5 of them since they came out, and I PvP regularly. I expect these things to be damn near unattainable for most people when this patch hits live.
  13. This will make PvP IO sets almost impossible to obtain for the casual PvPers.

    I feel sorry for the PvPers on low populated servers. One more reason for them to head over to freedom.

    GG devs. PvP IOs will make purples look cheap.
  14. [ QUOTE ]
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    lolwut?

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    The power flurry will recharge before the attack animation is over. The flurry animation takes 3 seconds, on a decent build the power recharges in 1 second. So by the time the power is done animating you can fire it off again instantly. You can get at 2-3 flurries off in the time it takes kob to recharge.

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    No... powers don't start to recharge until their animation is finished. If it's working otherwise, it's a bug.

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    I stopped by the train station the other day in RV and watched a tank named deveron duel some brute and all he used was flurry flurry flurry then kob. It seemed instantaneous. Maybe he has the recharge so low it only seemed that way, but one things for sure is that he spammed that attack like it was going out of style. Sad part is it was doing pretty good damage.
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    I would never think of getting Flurry on any other toons unless I built one for Fiteclub but I would rather see if I can turn myself inside out starting with my rectum than to Fiteclub

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    LOL

    Although flurry does good damage the rooting is horrid. Only good for the fite klub types that like to stand still (like loony that I mention before). Kick on the other hand is totally viable and I use it regularly in zone as a filler instead of jab.
  16. [ QUOTE ]
    lolwut?

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    The power flurry will recharge before the attack animation is over. The flurry animation takes 3 seconds, on a decent build the power recharges in 1 second. So by the time the power is done animating you can fire it off again instantly. You can get at 2-3 flurries off in the time it takes kob to recharge.
  17. [ QUOTE ]
    Haymaker - 90.23 cast time 1.50 sec
    Kick - 87.00 cast time 1.83 sec

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    Can you even notice a difference of .33 seconds? I dont think I can blink that fast. Now factor in that haymaker takes more then twice as long to recharge then kick.
  18. Ok unslotted kick does a little less then 3 points of damage then haymaker so I was indeed wrong. But still, its only 3 points. And kick recharges in less then half the time haymaker does.

    As far as flurry and KoB go try reading the post again:

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    I also actually went and tested flurry on test and it does about the same damage as kob.

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    Since KoB only does about 16 more points of damage compared to flurry I'd say that qualifies as close. Now add the fact that on any decent build flurry will recharge before the animation is even over.

    If you think flurry sucks grab a melee toon and look for LoonyToons on freedom. Its pretty amazing what he does with flurry and barb swipe... amazing and at the same time really sad seeing what this game was reduced to..
  19. Kick does more damage then haymaker, I've tested it.

    I also actually went and tested flurry on test and it does about the same damage as kob. I don't have the numbers but I can go check it out later and post them.
  20. SmegHead

    PvP=Broken

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    Hahaha thus is going in my sig.

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    Was it rough adding that sig with your mouth full of bonker?
  21. I learned that it made my eyes hurt, does that count?
  22. 10 bucks says that wall of text was typed with thumbs.
  23. [ QUOTE ]
    They aren't doing that much too much damage...just a little.

    If you are getting owned by dom's now...then this minor change wont make you win against them.

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    From what I hear doms are doing 20% more damage then they should. That's not huge, but its far from minor.
  24. SmegHead

    PvP=Broken

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    on some builds even bad players can do well with (regen scrappers for instance). I don't see that very often with fire tanks. Its either they suck or are good, doesnt seem like there's a middle ground like say regen scrappers.

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    That's because regin can't be bet.

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    Regen is a fite klub star.
  25. SmegHead

    PvP=Broken

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    Fiery aura tanks need a buff in pvp.......

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    I hear a lot of people say fire tanks are great, but honestly I've noticed most of them suck. I've only seen a handful that can actually play them well.

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    You can switch fire tanks for pretty much anything there and it would still be true. There are just alot of really bad players in this game.

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    One of the reasons behind this pvp nerf was to give people with less skill and SO'd builds a chance vs the elite. Sure there are bad players on bad builds, but on some builds even bad players can do well with (regen scrappers for instance). I don't see that very often with fire tanks. Its either they suck or are good, doesnt seem like there's a middle ground like say regen scrappers.