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Posts
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Just added this patch note to PvP section:
Being defeated in a PvP zone will carry debt if any of the damage to you was caused by NPCs. The amount of debt is directly proportional to the amount of damage you took from NPCs vs. how much was done by opposing Player Characters. The more damage dealt to you by NPCs means more debt when you are defeated.
* This means that you can no longer “escape debt” by being defeated by a PC after taking massive damage from NPCs, nor will you be penalized with a massive amount of debt if you are defeated by an NPC after taking a huge amount of damage from a PC.
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This seems like a good idea but it isn't. If you don't correctly take into account heals/etc then you just can't do this correctly. I also can see easy ways for players to get MORE debt than is possible outside of PvP for cases where NPCs did more than my health in damage.
This is just a hack. It is a bad solution to a problem created by putting a large PVE goal in a PvP zone. You broke your own rule. You put signifigant content that everyone will want to do in a PvP zone.
-Teklord -
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Will the proposed AV Regen rollback effect Mitos and Hami?
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The Hamidon and the Mitochandria were specifically exempted from the original AV/GM changes. As such, there is nothing to roll back for them, in this regard.
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Castle
You and Cuppajo are at odds. She says one thing you say another.
Clean up your act guys and try to get this stuff in patch notes and have a concensous first before telling us this inaccurate data.
-Teklord -
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Bear in mind that Castle's probably speaking in base numbers, before any AT modifiers are applied. Which means those numbers are essentially in Greek when we're all from Patagonia.
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Defenders have the best debuff AT modifer. So ... Dancing Hawk should see better than 0.5 on Flash Arrow. hmm.
-Teklord -
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I'm gonna agree with UberGuy on this one. I think they're one of the few actual tactical challenges in the game. Most of the 'challenges' are just "you have to hit it more times" (AV vs. say a boss), and little else.
F
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Ditto. Nightwidows are tough the first time, but once you know what they do they are just meat. My robots like their meat cooked, My stalkers skewer it, my corruptors irradiate it or freeze it, and my dominators like to sculpt it into pretty statues.
I think they are neat villians. Every once in a while I miss one in the spawn and someone calls it out mid-fight. Then she dies. It is good.
-Teklord -
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Dominators are a one-trick pony.
Domination is all they have. Without it they're inferior to everything else. Everything.
Three white-con minions? Yeah, they can kick your butt. Seriously. I wish I was joking.
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Wow. Even I think this is a little extreme, lol. When you can't kill three white-con minions it's time to ask questions about your build.
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Yeah. My original Dominator, a Fire/Fire, was unable to solo because white con minions killed him continually. I ended up giving up.
Currently my level 14 Plant/Ice barely can manage three white cons, and up against the mission Lt? He gets owned.
Whereas with Domination he has soloed spawns for an 8-man party.
Thus why I feel Domination needs to be redone. It currently is horrible.
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Really odd. My mind/psi on test and live can solo three even level LTs without domination. This from levels 1-14 so far. I find it easier then my baby corruptor. Only MMs and Brutes have been this easy for me and my Brutes would die from three even Lts prior to SOs.
-Teklord -
* Supergroup Name:
Pinball Wizards
* Website (if any):
Repeat Offenders forums
* Leader or Recruiting Officers:
Power Charger, Drain Da Monkey, Ilr, Satan's Spawn, Akari, Radical Flux, Gottlieb, Li Lou
* Preferred Method of contact: (ingame email, regular email, Forum PM, SG website, this forum, etc. Be specific)
Our global chat channel - Repeat Offenders
Also the SG website or PM myself at @Tharkun Tholuxe
* Guild Description:
All Kinetic SG, either controller or defender. We are part of the Repeat Offender SG network and its founding member. Join us to see what all defender/controller super teams are like. We are active and mentor extensively.
* Requirements:
Kinetics Primary or Secondary. For a more complete list follow this link So you want to be a Pinball Wizard -
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a) stand in awe of your pathetic whipped-dog mentality, that you mewl about how far up the [censored] we COULD have taken it
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A beaten dog knows to fear the hand.
~Gabriel
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But most whipped dogs will turn on the hand that feeds it. Its fear is so great that any sign of weakness or threat to food can make it turn on you. Abused Dogs are unpredictable.
-Teklord -
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What's sad is that _Castle_ can be so incredibly wrong when he is the only dev that regularly posts on balance issues. Perhaps they should datamine kills in the arena, especiall the arena on Test to see what is and isn't true.
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I agree. They seem to rely on internal PvP bouts for balance rather than datamining. That tends to emphasize certain users tactics. In addition remember they have free respecs and PLing for internal bouts. It will definately shape their view. The whole PvE vs PvP thing on the same build isn't even a datapoint for them.
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The 1 second tic will be really annoying to my storm buddies. But thank goodness my friend Gravimetric Storm is Gravity/Storm. He has a ton of positioning tools. With Wormhole, Gale and Hurricane in order of usefulness after this NERF.
And nerf it is for hurricane. It took it in the shorts for PVP concerns. And whatever the retcon of the day is, cryptic/ncsoft stated they would make it a priority to avoid that.
Since server tics are syncronized on the server side it won't matter if you have 4 hurricanes running either. What a crock.
Well, I will continue to play and move on but this isn't a nice thing to do to storm summoning. It isn't an uber set and I never had trouble taking Storm defender/controllers down in PvP. Jousting with KO blow worked wonders, especially if I fought his teams scrapper for a bit to build fury.
-Teklord -
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Why, Statesman? Why nerf us even more?
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I think Statesman has it in for defenders. Nothing but Nerfs from the day he declared them "most balanced"
Thanks mate for ... nothing
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Positron has said during the Purple Patch days that tohit debuffs were affected by level changes in addition to the level bonuses that critters got for tohit buffs.
Which is true? Or did you forget to check that ... just like the EF nerf where you forgot to check the data files in addition to the code.
-Teklord -
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Heroes will still own viliians in pvp. the patron powers didn't even the playing field at all.
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The kill to be killed ratio favors the villians.
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I poked _Castle_ again and he found that the bow is marked auto-hit at the moment. He is working internally to decide if this is a bug. He suspects it may be.
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Apparently the bow has a .4 tohit buff on it plus the .5 tohit buff from being an AV. Plus any level based differences.
That makes the formula something like ((.5 + .4 + .5) - def ) * acc.
Stipulating that the acc is 1 in this case and assuming Tormentoso is using a storm defender, we get a capped defense of 1.75.
So (1.4 - 1.75) should result in floored final acc, i.e. 5% chance to hit.
The pure number of attempts seem to indicate he shouldn't have been hit that many times.
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Very interesting. So the arrows are auto-hit or the decimal was misplaced for them. We should PM Castle.
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Solo a blaster will outdamage your kin/sonic. With hasten and three recharges in aim and bu, I have them up almost all the time. My AoEs are better than Sonics. Blaze is better than shout. Fireblast is better than shriek. Bonesmasher is better than shout.
The extra damage in my base BI more makes up for the extra buffing you do. In addition that buffing takes time. In the same time you buff, I will have killed most if not all the spawn.
I love kinetics. I should since I started the Pinball Wizards an all kinetic SG back in August. They are one amazing SG. And in a team we ROCK, you should have heard us laughing at this scrapper who was posturing during a TF we were on. We were nice and kept the laughter to Teamspeak.
But solo, the time element takes its toll. OTOH a kin/sonic has impressive capabilities and is a ton of fun. But it isn't a tank mage.
-Teklord -
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A blaster can fire at a running target at range - other than spine scrappers with impale, the rest of them can't do that.
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and claws, and any scrapper with an APP. -
Interestly enough Circuit Boy doesn't irritate me. I believe that is because he is up front about his point of view and states it fairly. You do know that he was originally a big defender of the developers? That only their continued failures at public relations and honesty converted him to his current state of distrust.
Personally I have stopped caring about the broken parts of CO[HV] and instead focus on what is working right now and is fun for me. I managed to move past my bitterness about ED, mostly due to the timely release of COV which sucked me in.
To be honest, I see his point about _Castle_. I like that _Castle_ has been an active representative for much of the game but he does have his flaws. He played a big part in the latest EF fiasco, which caused the forums to lose a good contributor (Erratic). He does tend to self identify with Stalkers and he has strong limits on what he can fix.
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Wow,
This is an incredible guide. I was just poking around and I think you triggered my alt-itis.
-Teklord -
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What I think
- [*]1) Blasters need to be able to make a better ranged attack chains with their primary and secondary combined, than could be made with just the primary.[*]2) Blasters need to be able to deliver more AE, or at least more of it at range.[*]3) Controls and Debuffs are part of a Blaster's arsenal for a reason, and if they need more protection, that is where it should come from[*]4) It is more appropriate to share more of a Blaster's Defensive "strengths" (control, debuff) with other blasting ATs than to share more of a Blaster's Offensive strengths with other blasting ATs.[/list]
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Very interesting. I agree with 1, 2, 3, and 4. This is very similiar to changes suggested by me in my secondary review except I ignored dev effort.
I like your changes. I think that we need to adjust range on all attacks in primaries to go with a minimum of 50' for all primary ranges. I would love to have the changes you suggest for secondaries as well.
-Teklord -
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Yesterday I was running the missions in Bloody bay and three times I ran into a disturbing problem...
When zoning in from COV I ended up someplace other then the villan base.
One time I ended up in the forest to the east of the base and twice I zoned in directly to the city, once with a hero no more then 20 feet from me!
Luckily I go in with shields up and managed to run, choose a mission and enter the mission door before he could touch me.
Is this a known bug?
/e bow
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This is a known bug. According to QA, it's related to having the shivan shard temp power (there might be other things that cause it, too, but this is what they've been able to reproduce).
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I have had this happen to multiple toons in COV. I have never had the shard temp power on any toon at any time. -
What I think is funny is that blasters have better control than defenders now.
-Teklord
PS. given the correct blaster build that is. -
Those are all good points.
-Teklord -
I can't make any sense of this guide. I can't evaluate whether it is correct or confused as the language is so ... broken.
-Teklord