TJ_Solomon

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  1. [ QUOTE ]
    Yes, and the trade-off is obvious. Blasters might not NEED to be hidden to deliver that damage, but they probably would LIKE to be, given all their other weaknesses.

    [/ QUOTE ]

    Most weaknesses blasters have are easily covered by an EMP.

    Teamed with an EMP, blaster are trully able to let loose some amazing damage on any target he/she sees fit.

    When teamed blasters excel and get better

    When teamed stalkers well...kinda still stalk.
  2. [ QUOTE ]
    I can't even talk to my team without having to use Phase Shift to stop and type because of AS.

    [/ QUOTE ]

    People cant really chat much in pvp zones unless they are at their respective bases, regardless of AT.

    [ QUOTE ]
    If you have Hide + Stealth nobody outside of double stacked Tactics on teammates will see you, unless popping many yellow pills continuously.

    [/ QUOTE ]

    In a PVP zone, the option to team and the ioption to solo are both possible with associated risks.
    A solo hero without two perception powers will be at a disadvantge to stalkers with Hide+Stealth, isnt that the point?
    A teamed hero with CM or stacked Tactics will have the advantage of +perception over the stalker, making the stalker possibly need to team.

    [ QUOTE ]
    My Controllers do not have anti-AS powers. PFF is the closest, yet I have been AS'd inside it.

    [/ QUOTE ]

    Your controllers might not but most controllers and defenders have anti-AS powers. TarPatch, HotFeet, Repulsion Field, Hurricane, Artic Air, QuickSand, Glue Arrow, and the various toggle debuffs that require the controller/defender to stay near the anchor. Well anyone near the anchor is safe from ASing. Go Team.


    [ QUOTE ]
    No risk, no challenge tactics are cheap. But, that is my opinion. I had a teammate that set down a stack of trip mines and caltrops, teleported a villian into it and killed him. I told him that was cheap and quit the team. The villian had no chance. I understand that he was just using the tools the devs gave him, and I told him not to take it personally. It is just a cheap tactic. When I see I have someone perma-held, I let them go. It is just my personallity.


    [/ QUOTE ]

    Tactics are tactics. Not many /Dev blasters have many other options if they want to utilize their supposed secondary set in pvp.
    Using tactics that irk people really is short lived because people will begin to hunt and kill on sight the offender.


    [ QUOTE ]
    Things that need to go away: perma-holds, 1 and 2-shot from melee and range, tp foe into trip mines, invisible foes taking more than half the hp you have left (yes, if you have 10 hp left, a hero/villian that you can't see should only drop you to 5 hp - if they become visible and then hit you, it can be full damage). People need to earn their kills, not get them free and cheap. Just my opinion.


    [/ QUOTE ]

    Holds are not perma, although Confuse does seem perma.
    Controller holds might seem perma because they can kill you with Containment before the 1st hold wears off.

    Taking away 1 and 2 shots making pvp too easy for Regens.
    Can you tell my AR/Dev how to put someone onto Trip Mines with the use of TP? As a matter of fact I cant just TP someone on them I have to caltrop the area and web grenade them as the TP completes to have a chance of all Trip Mines going off.

    Stealth ATs benefit will invis, you propose to punish them by reducing their damage while stealthed...yet they arent really stealthed to everyone. Can a stealthed player do full damage to a person that has enough perception to see them?
  3. [ QUOTE ]
    [ QUOTE ]
    Um.. don't know about multiple posting or what not, but thanks, I had missed the death knell from States.

    Gee, why be a stalker when you can 2-shot just as well and probably a lot safer, with almost as much stealth with a /DA brute?

    Thanks States.

    [/ QUOTE ]

    While this thread has made it clear that many Stalkers do *not* share this view, the fact remains that many do. The remark is too telling to ignore; made part of my sig for the time being.

    [/ QUOTE ]

    lol who thinks that way other then him?
    If you looked through the thread and the boards, it doesnt seem to be a fact that many others do.

    As for calling him a stalker that has that opinion,

    You dont even know if he has a stalker.

    Quote him by using his name, not by an AT you think he plays. Since he most likely has multiple ATs he plays. Looking at this recent posts seems like he is more of a Troller.
  4. [ QUOTE ]
    PvP is a very fine balance and there are a lot of ways to creatively combine powers for extreme effect. Assassin Attacks, while powerful, are only the most visable (irony?) example. There are others which are worse and whatever solution we come up with for 'The one shot problem' has to address as many variations as we can identify.

    [/ QUOTE ]

    Do you see? Getting one shot is not just within the powers of stalkers. Many other ATs can effectively one shot certain other ATs.

    Unless you really really really want another round of reduced damage across the board, I suggest getting the sets you like to play get looked into for possible buffs not try to bring down others.

    Like I said in another post. If the dev lessen AS then there are a slew of other things that will have to be addressed aswell. I thought it would just be with buffing Stalker defense and critical ability but as _Castle_ eluded to it seems other possibilities for getting one shot would have to be dealt with.
  5. [ QUOTE ]
    When a new badge goes into the game it begins to start tracking it's requirements for the player. Say we add a "100 Sky Raider Shield Generator" badge in an upcoming issue. Since we never tracked Shield Generators before, it begins tracking it as soon as the update goes up. Previous Sheild Generators are not counted.

    But if we, in a later issue, add a "500 Sky Raider Shield Generator" badge, then we would have already been counting the Shield Generators, even beyond 100. So if, when the issue goes live, you had killed 501 Shield Generators, you would be issued the badge upon logging in.

    So healing, damage taken, influence earn, debt, etc.... all that stuff is currently being tracked on your characters, so when the new badges go in, you will have a head start on them. No datamine required.


    [/ QUOTE ]

    Odd that doesn't fit with the TaskForces Badges. You already reward badges for TFs, so shouldnt there be something in the system that tracks and marks a character that completed XXX TaskForce if it was already done?
    If there is nothing that tags a character that completed a TF when the badge is not working, I think there should be.
  6. [ QUOTE ]
    I've seen more than a few people crying for Ice Tankers to have their own place to give feedback.

    [/ QUOTE ]

    heh?

    Thanks for the numbers, I will use them well.
  7. TJ_Solomon

    Blaster Damage

    [ QUOTE ]
    If you don't think SOs overpower characters I would love to hear your explanation why couched in terms of Statesmans balance goals. Even considering the shifted goals of 3 +3 minions you will have a hard time saying that any AT is not overpowered.

    [/ QUOTE ]


    The Devs planned on SOs being slotted into powers from Day1. No mistake, no Dev ever said allowing SOs to be 6slotted into powers was a mistake. Thats your opinion.
    Your suggestions are unreasonable and for you not to be able to recognize how unreasonable is a bit sad. You attempts to turn City of Heroes into City of,...actually just plain City. It's lame. Every thread you post in has you eluding to the same garbage. I don't like derailing threads, so the easiest way for me not to is to put you on ignore. Goodbye, hopefully you will make you own threads and stop inciting derailments on others because you want red name attention on an "official thread"

    Where am I...I thought I was in a thread about blasters.



    On Topic. Give blasters some kind of defense to ranged attacks.
  8. TJ_Solomon

    Blaster Damage

    [ QUOTE ]
    [ QUOTE ]
    The one about them being too cheaply priced?

    I don't see the fact that they are cheap so therefore overpowered.


    [/ QUOTE ]

    There was a previous post that he made that actually said that SOs were more powerfull than they thought they were going to be. They did not plan for toons to have six slotted SOs. Or don't you think they would have caught things like how easy it was to get AM perma and hasten perma.

    [/ QUOTE ]

    Kindly repost a link to that so I can read it. Your interpretations of postings is somewhat questionable. Who am I kidding you flat out twists posts around to fit your beliefs.

    [ QUOTE ]

    The devs have been reacting to the imbalance that SOs created for sometime nerfing powers as they go so that six slotted SOs don't have the impact that they do. So I will answer you plainly. The devs made a mistake.

    I will go further and add that those characters were added after Issue 1 and 2 when the players had already adopted a six slotted SO strategy or did you totally forget that orignaly there were no places where you could buy just SOs? When the game came out those characters did not exist.

    The devs have been reacting with power nerfs and mob buffs trying to balance SOs and so far it has ruined the game as they have tried to balance up. Now they are starting to balance down the melee classes but in my opinion by focusing on nerfing powers they are going about it the wrong way.

    [/ QUOTE ]

    Ah stop right there...you are have spoken about a dev post and now you are mixing in your ideas as if they go hand and hand.

    But you answered the question,...The devs made a mistake.

    You attain that the Devs never thought we would 6 slot SOs into our powers...when the ONLY enhancments purchaseable are SOs after 40.

    Can you even tell where facts stop and your opinion begins. (Not a question...don't bother answering)
  9. TJ_Solomon

    Blaster Damage

    [ QUOTE ]
    [ QUOTE ]
    If the Devs and any inkling of a lvl50 toon actually slotting TOs in their powers don't you think Ghost Falcon or General Hammond would sell them? Those actions by the Devs spit in the face of your ideas that SOs are gamebreaking.


    [/ QUOTE ]

    The devs didn't have any inkling or did you miss where Statesman said that they made a mistake with SOs? Where he specifically said that they were overpowered.

    [/ QUOTE ]

    The one about them being too cheaply priced?

    I don't see the fact that they are cheap so therefore overpowered.

    If a poster asked you a question then kindly answer their question before asking one of your own.
    If the Devs and any inkling of a lvl50 toon actually slotting TOs in their powers don't you think Ghost Falcon or General Hammond would sell them?
  10. TJ_Solomon

    Blaster Damage

    [ QUOTE ]
    In regards to Mieux's opinion that toons are overpowered past SOs I completely agree.

    [/ QUOTE ]
    [ QUOTE ]
    Instead, it is far simpler to balance downwards and to manuever the game back to where it was balanced rather than try to balance the unbalanced portions of the game.

    [/ QUOTE ]

    2 quotes....what the hell are you talking about. The games enhancements are a progression from TOs, to DOs, and to finally SOs. If the Devs and any inkling of a lvl50 toon actually slotting TOs in their powers don't you think Ghost Falcon or General Hammond would sell them? Those actions by the Devs spit in the face of your ideas that SOs are gamebreaking.

    [ QUOTE ]
    Is the answer to give defenses or to up blaster damage? No. Doing either will unbalance blasters and create a City of Blasters situation again because of the level 32 nukes. Continuously improving all the ATs results in the mobs being upgraded so that there is a continuous challenge.

    [/ QUOTE ]

    So far when certain ATs are looked at and improved it becomes City of recently improved ATs.
    This game is a progression from Outbreak, I don't the power confines of from lvl1-20 should confine high level heroes, and neither do the Devs. Hence their evolving understanding of 'fun' and 'doable' things at higher levels.

    [ QUOTE ]
    Instead, it is far simpler to balance downwards and to manuever the game back to where it was balanced rather than try to balance the unbalanced portions of the game.

    [/ QUOTE ]

    Balancing down? Doesn't it seem more reasonable for the Devs to look into a situation and then decide if it needs balancing up, down, or not at all and not assume and generalize that balance most come from nerfs.
  11. TJ_Solomon

    Blaster Damage

    Had a post prepared but I lost it...

    Ok since blasters are range damage specialists I think they should get a toggle in their secondaries that support them by adding defense to ONLY ranged attacks. There is at least one power in each secondary that could be dropped to get this power, Avoidance. Well Cloaking Device could be modified.

    Ranged Avoidance would provide a base defense of 15% (or the Devs could substitute. I picked a nice number) and be about as draining as Stealth.

    That wouldn't be too much...right?

    Then there is the matter of damage caps and the reasoning for scrappers having a higher one is because they are in more risk compared to blasters.

    Can I ask that for a week the Devs monitor defeats in on Live servers to see who is really facing the most risk. I am not assuming that blasters would be the number defeated AT, but it wouldn't suprise me.
    Since both ATs role is to do damage why not have their caps both be 500%. Boost the damage buff on blaster Buildup and Aim ever so slightly and extend the duration to about 20 seconds.

    A few tweaks and some boosts. Throw them on Test and see what floats.
  12. TJ_Solomon

    Changes to Rage

    [ QUOTE ]

    Think on this though. That Blaster peeled the aggro off you while you were in the 10 sec phase. If the blaster had of been paying better attention He would have made sure you could keep the aggro by keeping track of the rage timer. Tanker stops fighting let him reclaim aggro when he is out of it and recover end for the 10-15 seconds before letting loose. If he doesn't then he is responsible.

    [/ QUOTE ]

    There is no display of a Rage timer, I don't know many players that keep timers on other peoples powers.


    [ QUOTE ]

    Hell have rage reduce your dmg to 0 when it ends for 10 seconds. Have Taunt no longer considered an attack.

    [/ QUOTE ]

    Now that is a good idea. Rage doesn't increase the effectiveness for a tanks taunting aura so why should the taunting aura be effected by the drop of Rage.
  13. [ QUOTE ]
    heh

    TJ hasn't seen the light of day or the stars at night since August.

    --------------------


    [/ QUOTE ]

    Ding! Ding! Ding! We have a winner.

    Thats why I have one of those starry screensavers...do real stars move like that too? SWEET
  14. [ QUOTE ]
    V. Respect regular members as equals.

    [/ QUOTE ]

    What about irregular members?

    I have too many rules to abide by in my life and another set of rules made up by people I never met just won't cut it.
  15. TJ_Solomon

    Changes to Rage

    [ QUOTE ]
    Autohits and taunting are all beside the point.

    I'm NOT going to let this die. At higher levels Rage is critical to a superstrength tank to do his job properly. Currently it doesn't do that job properly. The current incarnation of Rage is not fun. It is annoying and frustrating to the player, both solo and in teams.

    The inability to affect anything but yourself needs to be removed.


    [/ QUOTE ]

    /agreed

    But is anyone listening...or will that magical yellow lock soon appear without as much as a red name dropping a one liner.
  16. TJ_Solomon

    Changes to Rage

    Granted there are ppl in the game that don't play purely to level up, but regardless of that fact whenever that green arrow appears and fireworks go off there is a great deal of excitement with it.

    Look at my sigs...I mean I have a fire/fire blaster and Inv/SS...both of which have plenty(Almost all the story arc badges)

    You do know how I play let alone how I level.

    If you get a contact that tells you that you can't get more missions or another contact until a certain level, then what is the objective? You can't get all of the badges in the game unless you reach level goals. People can't experience all the content in this game until level requirments are met.

    I am not saying that this game is ALL about leveling, but I am saying this game is focused on leveling.

    This game is not a chat room.

    [ QUOTE ]
    For a great many of us the game is still about teamwork, wildly fun fights, interesting and diverse characters, costumes, adventures, and background.


    [/ QUOTE ]

    There are experiences that you can have in Atlas Park and Galaxy City, but there is so much more to see and do that,...here comes the shocker, is not unlocked or available until you level up enough.

    Don't put words in my mouth I never stated I wanted a tank to do the damage of a scrapper. No matter what version of rage is run tank damage is still under scrappers.

    Trying to stay on point of this thread.

    The current penalty on Rage is dumb. If it ment to be situational then increase the recharge.

    Malcom, see you in Pvp. Seriously.
  17. TJ_Solomon

    Changes to Rage

    [ QUOTE ]
    Just got my response from Statesman to my post. Short, sweet, to the point:

    [ QUOTE ]
    Rage is a situational power, not one to be used constantly. Therefore, it doesn't undermine the Tanker's primary roles.

    [/ QUOTE ]

    Given his response, and the results of testing by others, it does seem that the penalty is not quite as harsh, so I'll be trying to get some testing in this weekend (kinda hard since, as most weekends, I'll be working).

    [/ QUOTE ]

    Primary role...sounds like meat shield to me.

    As I have said before none of the changes to Rage do not stop it from being used more than situationally.
    All that it means now is that it will be a CYA for people that team with a Inv/SS Tank running Rage.

    This game is still focused on damage = experience = leveling, until that changes reducing the damage on SS Tanks in this manner is obscene.

    Let Rage have 2 penalties; Defense Debuff and the endurance drain, but also increase the recharge.

    Better yet, test it out.
  18. TJ_Solomon

    Changes to Rage

    During the 10sec downtime of Rage 3.0, Invincibilty does not taunt mobs.

    I let Rage 3.0 drop in Steel Canyon and hopped into a pack of lvl17 Outcasts while I had Invincibility on and I was ignored until the 10secs passed.

    In an AV fight or Monster fight you can kiss your team goodbye if you use Rage 3.0 and it drops before the AV does.
  19. TJ_Solomon

    Changes to Rage

    [ QUOTE ]
    Still a big pile a Monkey Smeg....on toast.......with mushrooms....and ketchup!!!!!

    Dev's....hello.....is anyone there.......*tumbleweeds*

    [/ QUOTE ]

    /agreed

    Rage is a secondary power and I completely understand the reasoning on why it doesnt allow you to attack for 10sec, BUT I do not understand why I lose my taunt effect from Invinciblity.


    And Where is a Red Name that gives updates in matters like this?
  20. TJ_Solomon

    Changes to Rage

    I went on Test and there is a new change to Rage.

    "An unconscious Rage comes over you, sending you into a berserker fury.
    While Raging, your damage and Accuracy is dramatically increased. However, when your Rage subsides, you are left with reduced Defense, drained of some Endurance, and unable to attack for a short while."

    So, you become easier to hit, lose Endurance -30 (possible toggle dropper), and for about 15 seconds you cannot attack.

    I am fine with the -Def and the loss of ability to attack for 15 secs.

    But the drop cost of Rage is still TOO HIGH, Hasten doesnt cost that much and that is a pool power. A Footstomp with no reduce endurance cost enhancer only costs -15 Endurance.

    I suggest No Endurance drop at all or have the endurance cost front loaded when you activate it.