Swordsman7

Informant
  • Posts

    5
  • Joined

  1. Sorry did not have time to read through the whole post.

    Does anyone know if animation will change with blade weapons depending on the weapon you choose?

    Meaning lets say I have a ninja blade stalker and I choose the red cap dagger as my blade will I wield it with 2-hands using ninja blade animation? Or will it switch to broadsword animation so I can wield it with 1 hand?
  2. [ QUOTE ]
    Add an active dodge element to Super Reflexes by increasing defense vs. our current selected target. The enemy we're actively fighting is the enemy we're actively dodging. Keep our numbers the same for all other enemies, but allow us to put the focus in 'Focused Senses'. This might also help lesson some of the PvP aim and accuracy frustration. If we see the build up coming, we can target the sniper and increase our chances of a successful dodge.


    [/ QUOTE ]
    I agree something like this would be a great idea. Certain primaries offer a similar effect like touch of fear in Dark Melee which seems to make DM/SR allot more durable than other SR combinations. This would go a long way in increasing our ability to survive against Arch-villains while still leaving us vulnerable to multiple minions. You could also do away with the lame evasion boost which does not make any sense. (Since when can Spider-Man dodge an explosion better than a punch?)
  3. [ QUOTE ]
    the only thing that can break me at the current un-ed moment is bu-aim. so whoever thinks sr is absolutly gimped...come gimme a holla..I got alot of time to spend in the arena.

    [/ QUOTE ]

    I bet 1 million influence that I can kill you in about 5 secs.
    Focused accuracy + Build-up ( and I throw in Tatics for good measure, really don't need it though) + Head-spliter + Disembowel + Hack = Dead Sr's scrapper(even if you have 6 HOs in elude)

    SR should come with a warning not to PvP
  4. Statesman

    My main character is SR scrapper. I am grateful for the attention but if this is the buff I have been waiting for since issue 2 I wish it was something more useful. I have personally had little difficulty in PvE with my SR scrapper. Is my secondary weaker than other scrapper secondaries? Sure but only a little bit. Since issue 5 all scrappers secondaries are pretty weak especially when compared to tanks. So a weak PvE secondary does not really bother me. What does bother me is how weak SR is in PvP. Especially with CoV coming up. So with CoV and PvP in mind I have a couple questions about this Buff.

    1. Does this help the fact that our toggles are completely useless in PvP? I mean I am hit about 70% of the time in the arena when I run 6 defense slotted toggles + 6 slotted passive +6 slotted weave + 5 slotted stealth and that is with out my enemy using a acc buff, throw in Focused Accuracy and it jumps to 95%

    2. Is this going to allow me to stand toe to toe with a invul, regn or dark armor scrapper and stand a resonable chance of winning? Invul and dark armor are both able to max S/L resistance(which is 90% of all melee attacks) even with ED Invul will be able to max S/L is they take tough( not sure about dark armor) and regn is, well the best and most versitile scrapper secondary.

    3. Does this make up for the fact that we have no means to boost our hps or heal ourselves. I mean shouldn't our defenses work a-little better than the other scrapper secondaries since we have no way to heal ourselves and the other scrapper secondaries do?

    Finally I have a possible solution for SR( in PvP anyway) make SR scrappers and Ice tankers ( and any other secondary that relies on defense for most of its protection) 4 or 5 levels higher when determining there attackers base accuracy. example: when a level 50 character attacks a SR scrapper that is also level 50 the SR scrapper is treated as being level 55 when the calculation is made to determine the attacking characters base accuracy. Not sure if this would actually help but the game mechanic is already there and defense based sets need something to offset the fact that ever player in PvP has better than AV level accuracy. This would not help with acc buffs but since Issue 5 acc buffs are really not needed to hit SR ( without elude). The Acc buff issue is another matter.
  5. Statesman this does not addressing the real problem with Defense builds. The real issue is to-hit buffs are far greater than defense buffs. Focused Accuracy negates all of SR toggles and so does build-up. And every melee class has access to these powers. Also have you checked how popular focused accuracy is, I bet 1 out of 3 tankers and scrappers have it. Hell Super strength tankers can negate all of SR including elude by simply double stacking rage (which they all do because the dmg bonus stacks also). Then there are blasters with Aim and build up. The list of Acc buffs is as long as the Def debuff list and far more damaging. You really want to help defensive sets out give them resistance to Acc buffs. This def debuff thing is not going to help defense builds out very much especially SR (which spends most of its PvP time in melee range with other scrappers who all seem to have Focused accuracy and build up well sloted) and is only going to trivialize the importance of certain defense debuff specialist sets like Radiation in PvP.

    And as a side note, since the To-hit formula is common knowledge (to people who read the boards). You have really hurt the chances of a Def only build of being a serious PvP characters. Any serious PvP gamer reads the boards and knows exactly what powers to take and slotting to use, to negate any def build. This makes Defense builds like SR what I like to call Newbie Killers. Meaning we do great against people who don’t PvP much or never read the forums but anytime we run up against a knowledgeable opponent our Defenses are useless. I think some of this would be fixed with a resistance to Acc buffs. It would make it harder to build a character which could negate Def builds.

    And one more thing. What comic books are you emulating by making SR masters of dodging AoE attacks? In most of the comics I read, these types of attacks seem to be the hardest for SR type characters to dodge. Yet in City of Heroes, SR characters can’t seem to dodge punches very well but they sure can dodge an explosion?