Sockem

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  1. Sockem

    Base AFKers!!

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    Am I wrong in this perception or is this something others have found?


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    Nope... that seems to be what I've experienced as well. Typically this happens with badge hunters and on the CoH side of things... the only new badges are in the PvP zones.
  2. Sockem

    Base AFKers!!

    This was brought up in several threads in the past. I've PM'd CuppaJo about it... and she's passed it along. I'm not holding my breath.
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    Couple things.

    1) I was giving the AT mods, not considering build up/aim or external buffs. I did not specify a given power set. I think everyone who PvP's is aware of how dominant Energy Melee/Energy Manipulation can be.

    2) "Damage as a secondary effect" If I don't Stun a person on my TF hit, they can typically escape. I could just be bad at energy melee, though (most of CoX PvP experience is Super Strength, Dark Melee, Claws, or Mind Control.)

    3) Datamining -- I looked at Blaster/Scrapper a few minutes ago. In terms of raw kills, Blasters are the better PvP killers, but only if they have Energy Manipulation. Without EM, they are roughly 60% of scrappers numbers. In terms of kills to death ratio, Blasters are slightly behind scrappers with EM, but competing with Defenders and Dominators for lowest value Note, that these are solo values! Things are very different in team play.

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    More 1v1 Trivia. So the next time you're told to get a team... just refer to Castle's posts.
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    If kill to death ratio really mattered in pvp wouldnt ATs like Defenders and Dominators need some real positive adjusting?


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    Hey now... I kill steal all the time on my defender! But really all I'm for is to pad the other team's kill count.
  5. 1) Castle's post gives the example of 1v1. The devs have stated on more than one occasion that this game isn't balanced for such a scenario.

    2) The example that is given excludes inspirations. Currently there is no form of PvP that gives such an option.
  6. [ QUOTE ]
    Scrappers out damage blasters in melee. Blasters AT mod is 1, while scrappers is 1.125. Scrappers also get unresistable criticals of 2x damage 5% of the time, which can be compared to Blasters 33% unresistable damage.

    Energy Melee's Stuns coupled with toggle dropping pretty much make the damage a secondary effect. While the blasters (who have little or no mez protections) are used to functioning with break frees active, most scrappers are not, as they rely on their inherent protection powers to keep them safe.

    In other words, despite your toggle powers protections, pretend you don't have them and prepare based on that -- because those protections will be knocked down at some point.

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    1) This post gives the example of 1v1. The devs have stated on more than one occasion that this game isn't balanced for such a scenario.

    2) The example that is given excludes inspirations. Currently there is no form of PvP that gives such an option.
  7. [ QUOTE ]
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    Scrappers out damage blasters in melee. Blasters AT mod is 1, while scrappers is 1.125. Scrappers also get unresistable criticals of 2x damage 5% of the time, which can be compared to Blasters 33% unresistable damage.

    Energy Melee's Stuns coupled with toggle dropping pretty much make the damage a secondary effect. While the blasters (who have little or no mez protections) are used to functioning with break frees active, most scrappers are not, as they rely on their inherent protection powers to keep them safe.

    In other words, despite your toggle powers protections, pretend you don't have them and prepare based on that -- because those protections will be knocked down at some point.

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    proof that the devs know jack about pvp balance in their own game.

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    rofl
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    A claws scrap with focus and air superiority could juggle that ice/* blaster until they died.


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    Actually they can't due to supression.
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    Scrappers out damage blasters in melee. Blasters AT mod is 1, while scrappers is 1.125. Scrappers also get unresistable criticals of 2x damage 5% of the time, which can be compared to Blasters 33% unresistable damage.

    Energy Melee's Stuns coupled with toggle dropping pretty much make the damage a secondary effect. While the blasters (who have little or no mez protections) are used to functioning with break frees active, most scrappers are not, as they rely on their inherent protection powers to keep them safe.

    In other words, despite your toggle powers protections, pretend you don't have them and prepare based on that -- because those protections will be knocked down at some point.

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    Straight damage numbers mean absolutely nothing in pvp. You have to take into account burst damage, activation time, end cost, resistances, recharge time, etc.

    Let's put it this way. Put a scrapper with no toggles against an /em blaster with no toggles. Have them fight each other with only melee attacks. Who do you think will win?

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    What about put a scrapper against an /em blaster without inspirations and who do you think will win? Let's say I pick a MA/Regen scrapper with resilience.

    Your situation is just as invalid as mine because it depends on too many variables and unrealistic preconditions. ::shrugs::

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    Lets say I pick a Elec or Ice/Nrg blaster that hits you with the hold first and queue's up Bonesmasher when they enter melee.

    I think what ghost is talking about is the disparity between sets. Long rooting animations are killer in PvP and not all blasters are /Nrg, Elec, or Dev with TP Foe.
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    All MMs were told they would receive a slight buff with i7, aimed at PVP but useful in PVE also. Does anyone on test know what this buff is?

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    When entering a PvP zone you will have the countdown timer...

    to go back into the PvE zone from where you came.
  11. Sockem

    Placate Nerf

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    EDIT: Additionally, this change was mostly aimed at the Bloody Bay and Siren's Call levels where Stalkers are so far above any other AT in Kill Count vs Death Count that it isn't even funny. In higher level PvP zones, players have plenty of options of dealing with Stalkers, which *should* force Stalkers to Team more.

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    Nerf Teleport. Add in a bunch of -Jump and -Teleport powers. Then kill count to death count will balance out.

    I've never seen a Stalker that has *only* Fly or Super Speed.

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    TP doesnt suppress after an attack does it?

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    Nope, and it also allows me to bypass the debuff on hurricane for one attack.
  12. Sockem

    Placate Nerf

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    EDIT: Additionally, this change was mostly aimed at the Bloody Bay and Siren's Call levels where Stalkers are so far above any other AT in Kill Count vs Death Count that it isn't even funny. In higher level PvP zones, players have plenty of options of dealing with Stalkers, which *should* force Stalkers to Team more.

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    Nerf Teleport. Add in a bunch of -Jump and -Teleport powers. Then kill count to death count will balance out.

    I've never seen a Stalker that has *only* Fly or Super Speed.
  13. Well the devs said they're looking into toggle dropping. It will be adjusted in i7 according to States.

    If you're looking to solo in PvP, you should play a Scrapper or a Stalker.
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    Thats solo. I don't see where the controller buffs you or debuffs them. I dont see where the blaster goes in and nukes etc.

    I'm not picking on you... it's just that your example above is solo.

    Right now if the tank goes in, taunt will probably miss... and everyone will just kill the controller, blaster, etc.

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    If a Tanker requires a PvP team that has buffers to keep him up because his toggles are suppressed/knocked off because his punchvoke has gained him too much attention, then what's the point of having a primary in the first place?

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    PvP isn't much different from PvE in my example. If a tank goes in all buffed up and starts to force people to attack him, the rest of the team will be better off.

    I don't understand what it is that tanks want for PvP. Are you guys actually wanting to hold agro solo for another team of 8?
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    Example.
    Hero team comes up to villain team.

    Tank goes in first punchvokes 3 players.

    Tank gets hit with Assassin Strike, Bone Smasher whatever.

    Tank has two toggles supressed (reduced effectiveness but toggle still on).

    Tank gets ripped apart by the players he just punchvoked.


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    Thats solo. I don't see where the controller buffs you or debuffs them. I dont see where the blaster goes in and nukes etc.

    I'm not picking on you... it's just that your example above is solo.

    Right now if the tank goes in, taunt will probably miss... and everyone will just kill the controller, blaster, etc.
  16. Magic... you can't expect a Tank to go into a group and solo them. If a tank is goin in to absorb the alpha, he better have defenders, controllers, or both backing him up.
  17. [ QUOTE ]
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    PvPTaunt changes: When a player is being taunted, the effect can now be broken by running a good distance away. Additionally, hiding out of LOS of the taunter will cause the effect to expire sooner.


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    This is being tested on Test right now...


    Yeah...

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    Don't know if this is I7 or before but...Guantlet will work in PvP soon.

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    Oh god no.

    Why? Are Tankers not dying fast enough in PvP?

    Are players not getting annoyed by Taunt enough in PvP?

    Are Tankers just going to be running around and causing people to flee so the taunt will wear off faster?

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    If they're running away, they're not attacking the team.

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    You tell that to a team and see how they respond. Most likely, you'll hear stuff like, "Do we get points for people fleeing?"

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    If I'm playing a defender, I've got a bulls eye on my forehead. If the tank is going around punching people and forcing them to attack him, all of a sudden the bulls eye has just moved... And it's alot easier to keep a tank alive than a blaster.
  18. [ QUOTE ]
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    PvPTaunt changes: When a player is being taunted, the effect can now be broken by running a good distance away. Additionally, hiding out of LOS of the taunter will cause the effect to expire sooner.


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    This is being tested on Test right now...


    Yeah...

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    Don't know if this is I7 or before but...Guantlet will work in PvP soon.

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    Oh god no.

    Why? Are Tankers not dying fast enough in PvP?

    Are players not getting annoyed by Taunt enough in PvP?

    Are Tankers just going to be running around and causing people to flee so the taunt will wear off faster?

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    If they're running away, they're not attacking the team.
  19. Sockem

    Placate Nerf

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    Why not leave Placate as-is for PVP but just add a to-hit check?

    NOTE: that's a to-hit check ONLY for PVP. Leave 100% as-is for PVE.

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    This would be alot worse than what they're planning on implementing.
  20. Sockem

    Placate Nerf

    Stalkers are newbie killers. Always have and always will be. This doesn't change a thing.
  21. 1 Longbow have NPC accuracy. It's being fixed in I7 so that higher level mobs don't eat +DEF sets.

    2 EA's Hide seems wonky against Quills.
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    FYI: my first COH character on Live was (is) a Fire/Fire Blaster.


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    GIMP!
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    You can't compare CoF/OG with Soul Drain and treat them as even remotely similar powers.

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    I see your point... I just don't see how they can be all that useful for a DA Stalker if you can only use them when not Hidden.

    With DA being RES based it's already starting off at a disadvantage. I was hoping that DA would get a some of the tricks that Ninjitsu gets (especially in absense of an Eludeish copy).

    At least Regen will no longer be the most gimp of the Stalker secondaries.
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    I have a few questions.

    1. Will dark armor be a resist based set or will it be just defense like most of the other stalker secondaries?

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    Resist with a bit of Defense tossed in.


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    Noooooooooooooooooooooooooooooo

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    2. Will we get touch of fear?

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    Unless it changes during testing, yes.

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    Awesome

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    3. Will stalkers get build up in place of soul drain?

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    Build Up. Soul Drain would be counter productive.


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    Yup, just like follow up for Claws.

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    4. Since stalkers already get hide at lvl 1 will they be getting cloak of darkness as well?

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    Hide replaces Cloak of Shadow.


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    Unless DA gets another stealth I don't see how it will be balanced with the other set's Tier 9 defenses.

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    5. Will they have the same knockdown penalty as the other dark armor scrappers have dealt with?

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    Yes.


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    No biggie... I expected this for Fear protection.

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    6. How will powers such as cloak of fear, oppressive gloom, and death shourd work for dark armor? This one has really been on my mind because the whole point of being a stalker is being undetectable most of the time so to me those powers while good as they are would be counter productive to being a stalker.

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    Death Shroud is not given to Stalkers. Oppressive Gloom and Cloak of Fear operate exactly like the Scrapper version. It isn't wise to leave these on while attempting to Assassin Strike...


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    Wait... so soul transfer is "counter productive" yet CoF and OG remain? I'm confused.

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    7. Will we also get that gawd awful lvl 38 power they call a rez?

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    Soul Transfer is still on the list.


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    ROFL

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    List (barring changes in test)
    Hide
    Dark Embrace
    Murky Cloud
    Shadow Dweller
    Obsidian Shield
    Dark Regeneration
    Cloak of Fear
    Oppressive Gloom
    Soul Transfer


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    I hope Shadow Dweller, is another form of Stealth. Dark Regen should be a self heal that doesn't need to hit targets... or I don't see how that isn't "counter productive" as well.