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That's a horrible idea for team play. A single empath controller or defender's healing is already horribly difficult to overcome
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I wasn't aware landing a single hold on a defensless squishy was "horribly difficult"...
Ever try recruiting a Dominator? Hell, get an Ice blasting corruptor, they make even shorter work of them. I mean really, how dumb do you think I am? "Oooh, big scary Empathy Defender" ...just shuttup
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You really ought to keep in mind that not everyone fights the noobs you must victimize. With the kind of change your advocating a good team would never have a death. Dumb, no just not very sharp when it comes to balance issues, I'm not sure how you label that, naive perhaps. -
Yell at me when you get online, @thorizdin and we can go test this. I'm usually on line by 8:00 EST.
BTW, I wonder what the statistics look like for villain vs hero control in SC, given that enviroment is mainly free of human intervention. -
Peritus, you list the perception bonus from IR Goggles as a flat 200 feet, while _Castle_ lists them as a 15% bonus here
200 feet seems to be too round a number for it to be a percentage of another generated value, did this change since _Castle_ posted? -
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Edit - Although Defenders get the highest % with leadership, Im 99% sure that perception isnt included with the % and it's only the buffs, making tactics still count as 1 perception point/power
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That is incorrect, the +PER bonus from Tactics is dependant on AT. _Castle_ confirmed this Here -
d@mn straight...Air Assault all the way
Fast ropes & hovering helicopters = cool ride -
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I've heard some great things about dull pain and hide but I don't play a regen and havent experienced it first hand. Many who say regen is gimped don't know about dull pain allowing you you take damage and still slip into hide.
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yes, I love this feature. It takes a really big hit knock me out of hide with dull pain going. Normally (With DP) I dont get knocked out of hide until i lose more than half my health.
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Does anyone know if this intended or a bug? It seems rather odd, but could be intended... -
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(edit: ugh. TRIPLE stacked stealth? Imagine the threads people are going to make on the pvp boards when this comes out.)
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Correct me if I'm wrong, but I thought Stealth and CoD are mutually exclusive. I was always under the impression that they don't stack as it is.
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No form of -PER power stacks for anyone but Stalkers. Now, there are some powers that are mutually exclusive, ie Stealth cannot be run at the same time as Invisibility one turns the other off when its activated. Other forms of -PER powers don't turn each other off, but only the highest value of -PER is used, ie if you run Stealth but team with an Ill Controller running Group Invis, both will be in effect but only GI will count toward your -PER amount.
For Stalkers any -PER power that isn't mutually exclusive will stack, up to the -PER cap. As long as CoD will run while Stealth is up they _should_ stack. Now, the devs may or may not allow this. They could even remove CoD from the Stalker set to prevent this, we have to wait and see. -
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...but if there's one set that should provide better stealth than all the others it's Dark Armor. It'll make up nicely for the fact that resistance is worse for Stalkers than defense, and it doesn't reduce downtime like Regen.
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I was wondering if anyone was thinking the same thing I was. A */DA Stalker may very well be able to hit the stealth cap without having to team. That by itself will be very interesting, if it comes to pass. -
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I think the main problem with stalkers is this. It's not just about defeating a hero. It's about defeating a hero who's fighting on two fronts. A hero who's fighting a mob? Nope, the stalkers won't target the mob until it's clear and then challenge the hero to a duel. They'll target the hero and use the mobs aggro to help bring them down for debt.
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This works both ways, heroes attacking villains who are PvE'ing and vice versus. Its also AT independent, though stalkers do attack from surprise more often, since thats kind of what the AT was meant to do. As for wanting you to get debt, I am sure there are some on both sides that do, but (this needs testing) I don't believe that you get full/any reputation or bounty if an NPC contributes to the damage.
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They won't add a script that says "If a hero is fighting a npc, and someone attacks the hero, the mob gets mad and attacks the person attacking the hero along with the hero." I know that's a bit complicated, but it shows the flaw of having any npc villians in pvp zones. They're exploited.
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The NPC Heroes and NPC Villains are part of the zone, and they are supposed to be used by both sides. BTW, situations like this is why I _think_ the debt cap was halved in I6.
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The stalker decides to attack me while I'm fighting a boss, for my SG to get prestiage, and currently they're praised for such tactics. We don't have gms in the zone moderating and dealing with such issues. I can't really expect it though. Bear in mind though that heroes still have to fight wars on two fronts, while most villians have been given powers to exploit heroes from the beginning.
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You seem confused to me, are you aware that the mobs in Warburg and BB attack everyone, villain and hero? How about the fact that SC has both factions of NPC's? Villains and Heroes have equal opportunity to use the environment.
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You don't see controllers with pets at level 1, but masterminds are allowed to end up with a few by level 6, and can keep summoning them from the safety of a personal force field.
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I don't believe that summoning works through PFF, but even if it does Supremacy (MM inherent) doesn't, which means the pets are nothing more than regular mobs, which means they last as long as you expect white con minions to last. Seconds.
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You don't see blasters with a chance to one shot something (at least not with any safety), corrupters have the chance to take down scrappers pretty quickly.
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Blasters one shot things pretty regularly, especially MM's who have fewer HP's than any other AT in both games.
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And stalkers. Stalkers exploit one shot kills from the beginning. They were made to deal most of their damage from hiding. The hide function is fine, but having a click placate is the worst hero disadvantage ever. They couldn't make it so that the fading stalker gets an boost to defense as they disappear over time right? Nope, that would be fair. Instead a stalker can placate, disappear, strike from the shadows again, and again, and again, in neverending chains.
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You must have fought Super Stalker or something. No one can chain Placates that way, the recharge is way too long. Even with Hasten and Quickness and Placate 3 slotted with green recharge enhancements I get to use Placate once in a normal fight and twice occasionaly.
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While the heroes have no chance of targetting a fading stalker.
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Again, this is incorrect. Placate affects a single target, any team mates can still target the stalker. Any AoE will reveal him.
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Do I think they're overpowered? Heck yes.
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Based on the number of things you posted that are simply wrong, I don't think you have the facts to make an informed decision.
BTW, I agree that Brutes are what Scrappers and Tanks should have been. -
This "test" doesn't prove anything unfortunantly. You haven't included any data about what you were attacking or what buffs and debuffs were being applied. You took a recording of your normal play style and that just doesn't produce any kind of result that can be used to determine that "accuracy is fubared".
If you want to do a test that has some validity, go test 100+ brawls against the same kind of even con, +1, and then +2 mobs. That would produce test data that actually means something, its boring as hell, but thats what predictable data sets are all about. -
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If you're having problems with your Reputation resetting to 0, please PM me as much info as you can about it. Character name and server at a minimum, but if you recall dates and times, zones, how much you had, online or offline, etc that will all help as well. Thanks.
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It would be nice to know how reputation is supposed to work. From my observation it always resets to zero when you zone. I, and I think most others, assumed this was the intended behavior. -
As I have stated elsewhere, I agree that the area the contact is in needs to actually be safe. The current situation creates the possibility that people will have that kind of experience, or not have time to read and click on the wrong mission by mistake because they were trying to rush back to safety. I fully support the tightening of security around the contact, the entrance/exit, and the hospital.
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Buying enchantments, training, doing missions is not mandatory either by that logic...
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That's BS, accolades have little impact on the game or your character. They are the highest badges of honor, trophies to celebrate your accomplishments.
BTW, PvP was a discussion point all the way back in the CoH beta, I guess some people have selective memories.... -
I think the biggest problem is that we can't really see the effects of defiance. If the bonus damage showed up as separte, much the way Scrapper crits do, people would see the extra. Right now we get the benefits, but don't really see them. How many times do you look at your defiance bar and damage output in the middle of an upper level fight during normal play? I know I don't have that kind of time, if my health is going down I am looking for a heal, not how much more damage I am doing.