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Posts
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Joined
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Yep, about the only way you would get me to play my bubble defender is to have missions where I defend citizens and property in a way no else could.
As far as my tank, I could love to pick up a foe and body slam them or go 'ramming-speed' to knock over a small building or truck onto my foe for damage.
I agree. With PvP, there a lot of things that won't happen. -
Too true Mageman, too true. I even got booted off a team when I tried to suggest tactics or kept asking "who's leading?" which the usual response was dead silence or one time someone said "everyone". I was playing my Kheldian on Protector and constantly had to change to Dwarf to help save teammates instead of blasting in Nova. They did the exact same thing you mentioned on a pull. No one would wait around the freaking corner and the team wiped 3-4 times just at the beginning of the mission. The other tank on the team tried to make suggestions and got kicked as well. If they had a different tactic they were using before with success they sure didn't communicate it to the team.
Both I and the other tank got onto another team with someone who actually lead and had much better results. -
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The game is all about tactics and counters.
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And the tactics and counters required for the old Hurricane were abnormally specific when compared to the tactics and counters required for almost everything else. If you want the game to require more precise tactics and more specific counters, I'm all for it, so long as it's not JUST Hurricane. But you seemed to be happy with it being JUST Hurricane in that regard, and I don't agree with that.
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Team
Inspirations
Tactics
Temp Powers
Any of these or any combination of them will help overcome Hurricane. Can I complain about being mezzed from a Dominator and have absolutely nothing to counter it as well. I fail to see how it is any different from Hurricane. I would be told to carry Break Frees, fine you carry Accuracies. I would be told to get an Empath for Clear Mind or another defender with similar abilites, fine you can get a Corrupter or Dominator. If I kept getting hit from above from flying characters because I only had SS, there would be no love as people would say its PvP, you know all the powers and should pay more attention or don't stand still for so long as examples of different tactics.
As much as you see the need for the change Malrathad, Kidquik, and whoever, I see just as much need to leave it alone.
As it is, I feel I should now ask for nerfing of Dominator powers. You say people are helpless in a corner by being pinned. I am just as helpless when the Dominator mezzes me. Any tactic you come up with(the aforementioned team, tactics, inspirations and temp powers) think carefully on providing the solution as it just may apply to my Dominator problem thus marginalizing the complaints about Hurricane. -
I have to back Rystorm on her assessment of Storm powers. Yes, it may not be easily understood but all I can tell you, and maybe other Stormers too, is that when I played PvE, I was much more devastating on the indoor mishes. Outside, things just get too spread out and too chaotic. Tornado goes after a minion, bounces him a couple times leaving you with 2 other foes right next to you, you cast Lightning Storm and have no wall to keep them from being knocked back too far out of range, if you don't manage Hurricane you find yourself surrounded instead of having nicely packed AoE kills, Snowstorm is less likely to hit a full mob, etc.
If I'm understanding correctly, this is where Rystorm is coming from not just the strict definition of ranged vs melee. -
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Wanna know whats ironic? I never pvped with my storm cause he was way to easy to beat. Hurricanne was like a giant kick me sign for anyone with any mez or ranged power. It honestly wasnt worht playing when your constantly held then 1-2 shotted.
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Bingo. Same reason I stopped PvPing with my Stormer. Anytime I got too far from my team, I had my own personal Dominator waiting to mez me then proceed to 3-4 shot me. I got what I deserved when I strayed from my team, yet I didn't whine to nerf the Dominator's mez powers. Then I started getting TP Foed into the middle of a group of villains who all fired off attacks before Hurricane could debuff them as another example. Sounds like they found a way to nullify me so much I decided to take my Stormer out of PvP permanently. Despite all this, you will find no posts of mine advocating nerfs to TP foe or mezzing. I realized I had a weakness and without a TEAM, there was no effective way of compensating for them.
Screw PvP if this is what it brings....i.e. enough whiners to ruin powers when they can't hit the "I win" button because their powers are only effective on 4 out of 5 ATs. Yet somehow, they can conveniently forget their team, how they built it and how they use tactics to make it sound like Hurricane and the Stormer are the only ones defeating them. -
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Setting to Bodyguard
You can set any Mastermind Henchman to Bodyguard by selecting the Defensive Stance and the Follow Order. Your Henchmen must be within Supremacy range for this function to work.
Bodyguard Mode
When set to Bodyguard mode, the Mastermind and his Henchmen share damage from any attack that the Mastermind takes damage from. Each Henchman takes one Share of the damage, and the Mastermind himself takes 2 Shares. This is in addition to any damage that the Henchmen themselves might incur from Area attacks.
Example: If a Mastermind has 3 Henchmen set to Def/Fol, and he gets hit with a 100 point attack, each Henchman will take 20 points of damage, and he himself will take 40 points. (total of 100 points of damage).
Example 2: If a Mastermind has 3 Henchmen set to Def/Fol, and he gets hit with an Area Effect attack for 10 points of damage, then each Henchman will take 2 points of damage, and he himself will take 4 points. Henchmen that were also in the Area of Effect will take an additional 10 points each.
What Does This Mean?
Bodyguard will work as long as a Henchman is in Defensive Follow. This means that they will follow you around and attack back when you or they are attacked. Issuing an order of Attack my target will take them out of bodyguard mode, as will issuing any other stance or order. You can set as many of your Henchmen to bodyguard that you want. As long as the Henchman is in Defensive Follow and within Supremacy range, he is in Bodyguard mode. Being stunned will not turn off bodyguard mode.
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Will there be a way to lock your henchman into this mode? I have some keybinds to set them into Defensive mode but not Defensive-Follow as far as I know. I would also love a feature to lock henchman into ranged mode as I am constantly tired of having to recall a Robot for charging into melee for no reason with the usual result of being defeated or damaged significantly. Or maybe you could make a new non-Bodyguard attack button so that every henchman attacks your target except the Bodyguards.
Anyways, I hope other MMs agree that they would like some henchman functions that they could LOCK against all other commands. -
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DOOOOOOOOOOOOOM!!!!
Always wanted to post that. lol.
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PvE-wise, I will agree its pretty damn close. And yes, I enjoyed Doom3 but not the movie. -
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Hurricane provided all of these things.
*) A significant toHit debuff. Given the base toHit of PvP is 50%, and toHit debuffs are subtracted from this base before accuracy is counted, this is a very powerful tool. Hit rates plummet in a Hurricane.
*) The debuff from Hurricane lasts 10 seconds after last application. A smart storm summoner uses this to advantage. When threatening foes approach, a smart stormer would charge them, attempting to joust them with the toHit debuff. For Super Jumping stormers, this is very effective.
*) The repel effect. This is somewhat useful for tormenting squishies you could trap in the Hurricane, but primarily I suspect the biggest benefit of this was to interfere with Stalkers' Assassin strike.
In other words, in Siren's Call PvP, the biggest benefits of Hurricane were the debuff, the debuff's duration (still broken, IMO), and the protection from AS.
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Just wondering what your thoughts are when combining the Repel nerf AND the upcoming schedule change to Acc debuffs.
I never really counted on Steamy Mist as Defense having usually mixed with Resistance/Defense/End Reduction so that made Hurricane my main damage mitigator in mostly solo play. On well-built teams, I actually found myself forgetting about Hurricane sometimes.
I don't know the numbers, but it seems we will come out on the losing end even with the Defense changes. Having no self-heal, mobs(such as Werewolves) will have a better chance to close melee and take a swipe AND will now have a better chance to hit with that melee.
I really hate dealing with number crunching in a game as I leave that stuff for work so all I can say is having used my Stormer only a couple weeks ago fighting some even-conned Possessed Scientists in PI, I did not feel Hurricane was UBER as my Health dropped significantly until I got the mob down to around 2 foes(from about 5-6, usu about 3 minions 2 Lts). Will the upcoming Defense changes make Steamy Mist make up for the Acc debuff changes? And how will the Repel effect be compensated for(in reference to the example above about melee types being more of a threat)?
It just seems like a Lose-Lose situation PvE-wise. -
I stopped PvPing with my Stormer as soon as I started getting TP'd into the middle of villain teams about 10 minutes after entering the zones. TP. BAM, hit from all sides before Hurricane can do anything. Hehe, sometimes I would SS away only for the queued attacks to drop me in mid run. Was funny first few times, but got old quick.
There will always be something to cry about and I will find it interesting to see how Stormers fare in Grandville once everyone has access to epics and melee-types get a ranged attack.
These constant changes are the reason I PvP little as I'm tired of the crying and moaning of people that want an "I win" button. Where was all this crying of Hurricane being overpowered in PvE?
I will go out on a limb and say this is a purely PvP problem yet it will now affect my PvE gameplay and that is unacceptable. Now I may add myself to the growing minority list of players saying "Thank god I already got my [insert AT] to level 50" list.
Having finally picked up CoV, I can still enjoy PvE in blissful ignorance as I discover new zones, stories, villains and graphics so I can leave the hodgepodge gameplay of CoH behind. -
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Can someone rationalize the 'chat spam ban' stuff for me? I mean I'm just not getting the reason for wasting resources and programming time on something /ignore can fix instantaneously.
Or, are they suggesting that the problem is so prevalent that ignore lists cannot handle it?
Because I rarely see any kind of spamming on Virtue other than combat spam. Sure, now and then some idiot will try to take over broadcast or local in AP or some such, but I find the solution is just to /ignore and continue on my way.
Later, I clear the list if I need to.
So, why all the drama on chatspam all of a sudden?
Cal2
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Exactly. I have not noticed any broadcast spamming that needs such a fix. And yes, I am also disappointed that resources were diverted to this when they could have been put to better use on something with a much higher fun factor. What's next? Fixing Superspeed so that people cannot go in a circle more than 2 times for that occasionally annoying person that likes to zip around the team while waiting. -
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I still say the best possible solution is to give MMs a 20% chance per pet that is in range of supremacy to intercept any attack aimed at the MM. Any pet that successfully intercepts an attack then gets to apply their defenses and resistances to the attack normally. Of course, any AE attack would still us anyway (assuming we're within the area after it hits the pet).
This would mean:
5 or 6 pets = all attacks aimed at the MM are automatically intercepted by pets.
4 pets = 80% chance of an any attack being intercepted.
3 pets = 60% chance
2 pets=40 % chance
1 pet = 20% chance.
This wouldn't make a huge difference in PvE, since we normally don't get aggro anyway, but in PvP it would be a HUGE survival boost. It wouldn't be overly powerful either, since we aren't able to move around freely with our pets (anyone can outrun our pets, and we'd have to be very careful not to outdistance our pets and lose their protection).
I've posted this multiple times. Just hope the Dev's are reading and giving it consideration.
Suriyama
40 Bots and Bubbles
Justice
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This would be a great boon for the ambushes(after getting a clicky) and Elite bosses where no matter how many attacks my Robots throw, I am still getting aggro. Just recently I could not finish an Arachnos mission with an Elite Boss(+1). I don't remember her name but she was a spines scrapper and everytime I poked my head around the corner to hopefully give my Bots some support it became a case of acupunture gone awry. I could only take 2-3 attacks and then had to run.
I even went and got 5 purples and 5 oranges for all the bots but it only delayed the inevitable. Anyways, the battle was taking too long since the Bots could do little damage and I could not support them with the Supremacy or Acid Mortar. I was just able to keep pumping Bots out to keep her at bay but I did not want to stay there for another two hours while they whittled away at her.
Your suggestion sounds great but for that very reason I doubt it would get implemented. -
When you start to get hair where you don't want it and lose it where you want to keep it....
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I must have chosen the wrong primary/secondary(AR/Dev) as many times the scrapper has dispatched the foe before I can fire a second shot and sometimes my first shot will just go off just as the foe is hitting the ground. I might be able to outdamage any scrapper....given the proper time....but that's time I usually don't have in the team scenario.
I don't see the problems with scrappers. The ones I've played with outdamaged me handily due to my DoT powers and long animation times. Not everyone(well, hardly anyone) will wait for Trip Mines and beyond that I have no strong melee damage.
If scrappers are gimped, then you better inform many of the ones I've played with as they saved me from taking a lot of damage, not by being able to absorb it but from being able to take foes out quick and 9 out of 10 times quicker than me. -
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As long as we are able to "invent" a device that will help us track down that last stupid hiding mob in a Defeat All, like people with detective skills were supposed to be able to do in an example given in a dev interview about the skill system way back when, I will not feel too ripped off.
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Oooooo. I like this idea. It would save many a frustrated nights.
Or even better lets cut down the Defeat All mishes(especially the ones that do NOT say they are defeat all) from 90% of the missions to more like 30%(yes, these are arbitrary numbers. It just what it feels like sometimes). -
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I understand the Blaster debate. However, drastically removing and altering powers at this stage of the game with this magnitude is extreme.
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I think its been proven the devs can make 'drastic' changes, unless you do not think ED(esp in combination with I5) was such a change. This is not a good argument to not make any changes "at this stage of the game." -
Could someone please tell me what happens when the bar is full in Siren's Call? I was at 2200 points and the bar was nearly complete when I disco'd. When I relogged, it was reset to 0 and the bar was back at its starting point of halfway.
Also, is that a bug with disconnections concerning the points? It took me a good amount of time to get it to 2200. I was extremely frustrated upon relogging in to see it reset.
And yes I /bugged it.
And also, what is AS? I've seen it in other thread when talking about PvP. From what I read, its bad to get ASed. -
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So... let's see. Fire Shield and Plasma Shield.
They take, if I recall recorrectly, Damage Res, End Reduc, and Recharge Reduction.
The recharge times on them are trivial, to say the least.
So now I get an end usage bonus. The end cost of them was already ok.
So. I'm still stuck with a tanker with 50% resistence.
That's what, about what a scrapper can expect?
Oh yeah, my damage doesn't scale.
Doh.
So. Any suggestions about how I need to build my tanker now?
I mean, really. I was able to take the Burn nerfs since I knew I could still tank for my team.
Now I don't even have that to cling to.
He's gonna be a crappy scrapper now
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My concern as well. Suggestions? -
I have to agree my fun is diminished as well. I know tonight is an off night and it is late but when there is only ONE person with the looking for mish icon then something is terribly wrong.
All I can say is the tweaks didn't help MY fun level. I liked Burn as it was in i4 because after playing 2 defenders to 50 it was a nice change of pace. What I look forward too, which is still the same in i5, is getting my next power and my tank used to level fairly quick. Everyone says you are just too lazy to use strategy. What strategy? Now I just click 3 buttons over and over in the same pattern(Fault, Burn, Tremor) and run away a few times(just like I did in i4) because damage is too much to heal/regen or I can't down the mob quick enough.
Croatoa is ok. New mishes are ok(I like the wave attacks). New powers are ok. Never cared for PvP in i4and still don't in i5. Suppression made me leave for a while and I still hate it. When new content is just ok and you nerf everything else then I tend have a more negative view of the game.
Can we have some new mechanics for gameplay like getting to a weapon in a mish to fight off a MASSIVE wave of foes or can we use terrain to our advantage in a fight like using our powers to block a passage so we cut off some minions from the boss or can we do a mish to get a power that is truly crucial to completing the next mission in an arc....? Something besides the constant nerfing. And could we actually get some missions where defenders can actually defend for xp? For pete's sake, any mission that has an object to protect, let the defender heal, bubble or buff it(haven't played my defenders for a while so don't really know if this has changed...doubt it tho as damage is king). There are so many powers in this game yet it all comes down to dealing damage......borrrinnnggg.
These constant tweaks add nothing for me. My account is running out in a few days. I think I will let CoH sit for a couple months like I did before. At least when I come back something as simple as flying around is fun for a while. -
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Why is it everyone seems to forget about the AOE change that was part of burn getting majorly neutered from the begining? 4 changes were made to Burn, AOE, Fear, Damage and Recharge. It got hit 4 times not 3.
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Yes, someone else realizes the overnerfing to Burn. Exactly, what Birdbird said, Burn was hit 4 times not 3. Just because it was an AT wide nerf does not mean the AoE limit did not hurt Burn's effectiveness any less.
I am still waiting a couple weeks before I respec it out, in hopes one of these changes will be rolled back, but i am not holding my breath. I already have BA slotted up and also thinking of getting rid of Taunt. I may be replacing with Build Up and Assault. I want to get the Leadership pool for Assault and Tactics but want to have choices left for my Epics, so Burn and Taunt are not looking that good right now with Stone as my secondary. -
I don't think Burn is overpowered as it is a small area of effect, you have to stand in the middle of a mob and it already cause some fear as is. But I know I'm in the minority.
Since I do use it to free myself from Immobilize, I do NOT agree with the increased recharge time. Also, every AoE has already received the "balance" bat in the limitation of affected mobs.
There are too many negatives added onto this power. With the new AoE limit, I believe only one more addition is necessary. I think the recharge time should be left alone and the fear affect taken away(which I thought I was reading its an AI bug).
I do not think anyone deserves to go thru 18 lvls to get this power as it exists now on test. For myself, I don't get another AoE until mid 30s. I would be fine with a damage reduction ONLY. Cut in half if u have too, just get rid of the ridiculous recharge rate and fear effect.