UltraPrime

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  1. UltraPrime

    Bodyguard

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    Wow. The devs hand us this amazing ability and the entire community cries about it?! SHEESH. what do you guys want them to do? give MMs Em stalker level burst damg? An always on no end PFF for every MM? JEEEEZ. Ok seriously. I have read only a few pages of this huge whine-fest and I cant bare to read a bit more. Bodyguard is awesome. MMs had one crippiling problem in pvp. The fact that they WERE so easy to kill, and when they inevitably died they would have to take a full 2-5 mins resummoing/upgrading there pets. Both of these problems have been fixed, and yes you STILL WHINE. wow. Bodyguard is amazing. AMAZING. Anyone who complains that its useless has either never played an MM with it, or has no idea that you can change your pets stances at the press of a button. A good player can be a force to reckon with in pvp a bodyguard equiped MM. Even a ninjas or a nerco mm. All of the problems everyone is complaining about is that bodyguard requires skill. Get used to it.

    my .02 cents.

    -Bosor

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    I agree, BG is amazing. In Warbug, I had all of my pets on BG. A stalker though, oh, easy target. He AS'ed me and proceeded to pound on me. After a few seconds I was down to about 3rd of my life, and my ninjas started to pound on him. His life started to fall real fast and attempted to run. Before he could get away, he was dead, and I was at full life again.

    Another example, there were brute and corruptor battling a 2 blasters and 2 scrappers, and I think 1 other. I got in, and took them all out with my nin/dark. What saved me was BG. Did I have it on all the time? no. The trick is knowing when to use it in full, part, or non at all and focus on offensive. It was a heck of a fight, and when everyboyd finally started to focus on me is when I finally went down. It took a LOT though.

    Another example was in RV. A tank went in started to try to dmg me. I healed easily from the little bit of dmg he did while my ninjas totally ripped him to shreds.

    In PvE, I don't' always use it. In fact, most of the time the dark secondary makes it not needed via soft holds and debuffs. In bigger teams, I put my 3 low lvl minions on BG to soak up some dmg to keep me alive. They normally die way to quick anyway so it's worth it.

    BG can provide up to 75% resistance and is incredibly flexible. The only people that don't like it don't know how to use it. I almost think it should be nerfed because those that do use it effectively have an incredibly advantage.
  2. [ QUOTE ]
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    PvP and the arena are good additions to this game. It brought more options for fun.

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    Such as the "option" of the 30 second Phase Shift... oh wait, that's not an option, it's being forced on the rest of us. And it certainly isn't fun. Tramples on concepts, for sure, but fun?

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    Why is it when a balance fix addresses PvE and PvP, it's always PvP that gets blamed. Heck, even when it's the other way around, PvP still gets blamed. It's probably because there are people that hate PvP so fanatically that they'll blame everything on it. After all, we all know that all violence and suffering in the world stems from PvP. That being said, open your mind a bit and don't be so defensive when you read this.
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    Also, if your engineers can't fix it, you should get some better engineers.

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    You mean worse engineers that will throw up a band-aid that will add to architecture destabilization. Bad fixes are horrible long term and add a lot of chance for bugs and increase cost of maintance. A good engineer will try very had not to break the architectore to get a change in. So it seems that Cryptic has good engineers.
  4. [ QUOTE ]
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    FYI: Melee AT Patron Power Pool Ranged attacks which cause damage will be changed to using the Melee damage scale.

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    Follow Up:
    Stalker Snipe PPPs are back to being Ranged damage. The changes I'd made to keep them balanced got nixed.

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    Why not just lower the dmg of snipe and keep it on the melee scale? that way in the description it won't say "high" when it's actualy the same as the med dmg range attack. It's understandable if it's too powerful but the if the dmg description for the power is based on base dmg without having the mod applied, that creates a lot of confusion as to what "med" or "high" really is.
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    This sounds like, "my mansion's too big to walk all the way to answer the front door!"

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    Well, yeah! I want the damn door to come to me!

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    I feel your pain, UberGuy. Running 1920X1200 on a 24" wide means that I have to actually turn my head to see from one corner to the other.

    Hmm.. perhaps I shouldn't sit so closely.
    With all the menus still at 100%.
    Looks like
    this. Don't let browser resize image.

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    I feel your pain. I have the same monitor
    I ended up moving the healthbar to the center top. and the target right under it. With some room for buff icons. I would never be able to tell who I had targeted before. Too much to keep looking up and down. Glad I didn't get anything bigger then 24in. Can you imagine getting that 30in? yikes.
  6. [ QUOTE ]
    That's a good point. I suspect it's tied to the Stalker-related perception code (it would be sort of uncool to be able to see them, since you could then use that to land location AoEs if you have them). But some sort of visual indicator would be a real improvement.

    Hell, if they wanted to be really mean they could make you lose sight/targeting on your teammates; you're supposed to be blind, after all. You'd definitely notice that!

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    I love Night Widows. I think they're fun and add something new to the game. However I do agree that an indicator would be needed. In fact, not so much of a new indicator, as the fals one removed. I'm talking about the fact that not only is your perception reduced, but also your ability to hear. When all the mobs vanish, so does the sound of the battle. That is the reason why some people think the battle is over.
  7. [ QUOTE ]
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    I have noticed that most melee cone powers have an extremely tiny cone. You pretty much have to do the stacking herding exploit just to hit more than one mob consistantly. Since melee cones are limited to 5 targets why not widen this cone? This would be extremely useful on teams when you are trying to save your teammates. Since we can no longer get the benifit of HO's that had the range component in them we should get a wider cone.

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    I agree. With Ripper and Dark maul to hit more than 2 targets I have to spend many seconds on setup. Make sure I have proper alignment - 2 seconds, make sure I have the foe in the rear targeted - 2 seconds, make sure all of them are in melee rainge - 2 seconds. ::sigh, nevermind, just attack and hope for the best::

    In teams my melee attacks don't contribute much damage for the group. If they expanded the melee cone my increased damage contribution would help make my melee scrapper more desired on teams.

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    Generaly any attack that hits more then 1 target does less dmg then one that is a single target only. Some of those tiny cone powers are realy single target attacks, that, sometimes affect more then 1 target as a bonus. But, it shouldn't happen all the time. Nor should you feel like you wasted it when you don't hit 2+ targets, but when you do great, more power to you.
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    while the pets get no resistance to the shared damage.

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    what about pet's that have defense not resistance? at some point what makes sense in real life has to give way to game balance.


    So, say a group member puts sonic or fire shields on my bots, those shields somehow cease to exist when the bot interposes itself between me and the attack? That's just dumb. The attack should auto-hit on the bot of course, but the bot's resistances should still apply, his metal hide, or any resistance based shields aren't going to just vanish.

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    In PvP, it's a problem because:

    1. Most PvP is outdoors, and players attack from far away or run far away.
    2. Players ignore the minions running after them and circle back and attack the non-shielded, low-hp, and Bodyguard-less MM.


    Let's put it this way: Would you want to play a Tank, Scrapper, or Brute with even greater defenses than you already have if all those defenses were transferred to a slow moving shield which can easily be coaxed to leave you, and dissipated every time you chose a target to attack? Well, welcome to MM-in-PvP-World.

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    This I agree with. But this isn't a problem with bodyguard. This is a problem wiht pet AI. They need to make pets a bit smarter, or give them more modes or options in controling their behavior.
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    So, Bodyguard doesn't help you when you're outnumbered 54 - 1? Thank goodness. It sounds like you haven't had much luck in a limited number of 1 v 1 situations either. Have you had a chance to test the changes in more of a balanced team battle situation (4 v 4 or 8 v 8)? Have you ever seen a team of 8 MM's all using Bodyguard and fighting together? I haven't, but I'm pretty sure they would wreck some shop if they fought as a team and were up against a force of equal size and level.

    I've been impressed by numerous MM's I've run into in pvp zones since the change, more than before.

    The Bodyguard buff appears to me to be one of the single biggest AT buffs ever. It may not be what every MM wants, but it's pretty sweet. Some MM's are going to be among the best 1 v 1 pvp sets and will no doubt be a great addition to any team.

    That being said, I want to do more testing.

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    I have seen a team of 6 MM's in Warburg on live. This is WITHOUT the adventage of bodyguard. Everybody left the zone because everybody would get insta-ganged by hordes of pets if they even got close. Now imagine if they made MM's tougher. that's like giving a blaster scrapper like shilds. Over powered. My Nin/Dark MM can take down a tank in about 30 seconds. 1 on 1, not many can do that. I've also sruvived a lot with bodyguard. I generaly put 3 Low pets on guard duty, while my big boys go play in most situations. Switching to full assault or full defensive depending on the situtations.

    Heck, I even took out a Heavy like it was nothing. Bodyguard isn't a "I win button". It won't help you in all situations. But when used properly it does give you more breathing room in close fights.
  11. [ QUOTE ]
    If the "taunt ping-pong" isn't acceptable as a tactic to use in PvE, then why isn't getting multiple Assassin Strikes within a few seconds? After all, we really don't have any defense against three or four stalkers coordinating their AS to hit at the same time. Why can't tanks use group tactics with other tanks?


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    How is this different from multiple blasters hitting you all at once? you have a little more reaction time, true. However the principle is always going to be true. Many will win over 1 or few. 1 on 1, can a stalker beat a tank? maybe, but the battle coudl also end in a stale mate. Or the tanker could be the stalker if he doesn't run all without tactics. Heck, a tanker one shotted my stalker before. (Rage + KB)
  12. [quoteSo, we are trying to make sure that Taunt Ping Pong doesn't become a major concern in PvP.

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    In that case, why not supress other taunts. If tank A taunts, tank B (or any other person) cannont over-write your taunt. It can still be applied if tank's A taunt wares off, then tank B's taunt will go into effect. If tank A keeps taunt due to reapplicaitons, Tank B may never get taunt to go into effect. This would remove the "taunt ping pong" effect.
  13. UltraPrime

    Badge Questions

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    Basically: if it was meant to be taken down by more than 1 team, it gives the badge. Mission versions are scaled down versions that are more like AV's, thus able to be defeated by a single team, and thus do not give the badge.

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    You might need to buff Giant Monsters then. There's not one in the game that requires more than one team to defeat.

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    Will do.

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    Positron, this makes sense for some (See: Paladin, non-psychic Babbage,
    Adamastor) but not for others (Lusca is kinda 9 in one, and regularly requires 20-30
    heroes).

    Also, for areas with MANY giant monsters (see Hive, some islands on Peregrine)
    please leave those Giant Monsters as-is, because the threat is from MULTIPLES
    of them.

    Also, Hami Raids become more undesirable if you have a zone full of GMs that need
    20+ heroes to beat, JUST to clear enough space to fight Hami.

    In short, buff UNIQUE, NAMED Giant Monsters (except Lusca), but leave the
    many Devouring Earth Giant Monsters alone.

    (A hint: my level 50 controller with both HP accolades can only take ~2 shots from
    an existing Hive GM, and sometimes the 2nd shot is enough to wipe him out.)

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    The Hive and PI does not have "Giant Monsters", they're just "Monsters". The do use the GM code though where they're level-less. But, definatly can be taking out by a team.
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    When my stalker was in Siren's Call, trying to hunt Warrior bosses for the badge, and an Ice blaster came up behind me, hit me once, then flew away. Why is this a favorite moment? Because he he didn't take advantage and kill my toon, and had the decency to send me a tell, apologizing for interrupting my PvE. That's courtesy, something sorely lacking in PvP (in every game, in my experience).

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    I had a reverse of that. I was on my DM/Inv Scrapper. Attacked a brute while he was killing Warriors. When I noticed that I said in local that I would leave him alone. A few seconds later in the same area an MM and Stalker come buy and we start fighting. As I do that, guess how joins in? The brute. Trying to take advantage of the moment. I have Tactics so I could avoid the AS from the Stalker however with the 3 of them, it just ended up be dodging a lot of shots. Later the stalker and I dueled for about 20 minutes without a defeat on either side.
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    I have a regen/spine too. and i gotta tell you. This Bug was about the only thing that helped mitigate the fact that everything hits us. Now that it is going to be eventually removed? Regen is going to SUCK! Think about it......Everything hits you. Everything gets thru. Sure you can heal fast but your DMG now more thn any other AT will be castrated. You will be a Poverty struck Stalker version of a tank. Better resistance to dmg but crapier dmg than your rest of your bretheren. And that means having to rely more on not being seen, (and almost impossible feat now adays) and a prayer you get in time before you are actually seen to do your worst. We'll get no def. We'll be knocked out of hide more easily and a hell of a lot often than any other set. And we're essentially screwed. So even though it was not intended......REGEN get's screwed again!

    NERF REGEN!

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    Can't you just break line-of-sight?

    Sailboat

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    There are a lot of things one can do. It apears that the biggest problem people are having is that with regen you can't sit in the middle of a fight, not do anything, and re-hide since nothing is hitting you.

    Only thing that I'd have a problem with is if there are multiple badies (PvP or PvE) if I placate one of them, I have a much lower chance to do another AS vs +Def based stalker. In my PvP experience, when I fight with or against Nin's most of the time they hit, do 1 follow up and run for the hills trying to heal as they run. Why? because +def on that set isn't that good due to all the other toys that set gets. Where am I with my regen stalker when this happens? finishing off my first target and starting on my 2nd, when I lower their health a bit, placate and AS and they're dead. Unless there's more then 2 in this instance so I just scrap, that 2nd target runs away, leaving me to placate and AS the 3rd one. Can Nin do that? In some rare circumstances yet, always? no. Regen can. and bug or not, DP is one of the best powers for stalkers. Stalkers have very little health compared to other melee chars. DP turns a stalker into a scrapper with placate, hide and AS. And that is a nasty scrapper.
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    I do pretty good in pvp.

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    Just a question. Is that with or without the assistance of Dull Pain's bug? I know for a fact that I'm now easy bait for */Dev Blasters TPing me into Mines. With the bug, I could be TPed onto the caltrops and walk off without a scratch due to Hide sticking.

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    In PvP I've dueled Nin stalkers and beat them. I have taken on things that they can't because they can't stay in the fight long enough if their lvl 38 power hasn't recharged yet. Do I use the DP bug? No. I don’t' need to. Once I do my initial AS, I can stay in the fight and scrap until the opponent(s) are defeated or run. And yes, I said, that is plural as in more then 1. And as far as TPing into mines? with DP, IH, and reconstructions. Out of the 3 times that it EVER happened to me, I survived 1. Not only did I survive, but I had IH running and healed myself enough that I could finish of the guy that TPed me.

    And back my what I said originally, does this mean one is better then the other? No. All it means is that you have a different playing style. You can be in more fights more often and you can jump into fights that good Nin stalkers would know to avoid. The downside? If there’s more then 1 player, placating and re-ASing is almost impossible. For Nin it’s still very hard, but feasible. Again, different play styles. You’re sacrificing a chance for a follow-up AS in some situation for a lot more defensive capabilities.


    Rehiding and ASing only works some of the times for other sc
  17. I love my regen stalker. With DP, integration and instant healing, it takes 3 (not counting AS) to take me down, even if my toggles drop. With regen your trading off some of the ability to rehide for better protection. Nin definitely has the best toys and is well balanced. Has a little of everything. However, when you try to scrap, regen is definatly stronger.

    What does this mean? different play style in PvP and PvE.
    Nin provides a heal without needing med pool. Defense for easier re-hide. AoE placate. It's a really awesome set if you want to get in, AS, follow up, and get out.

    Regen on the other hand makes it a lot harder for you to "get out" because you get hit a lot more, so its' harder to rehide. Is this a huge problem? not really because once you are free from anything where you can use you travel power then you'll get some distance between you and your target and re-hide. However, being regen you can definitely stay in there a lot longer and scrap it out.

    The one thing that makes Nin really tough is the lvl 38 2ndary power. It's really tough to beat while at the same time having mild side effects vs MoG. With Nin, when you know you can't run, or want to stay a bit longer to fight, you can with that power. Downside of that is that it has a long recharge time compared to IH for regens which I'd say is a better choice then MoG for "big fights". MoG imo is really useful when you have "bigger then big fights." or when you know you can't win and you have to get out.
  18. Does anyone know for sure what causes mitos to split?

    On Freedom it is though that mitoes split when AoE and cone attacks are used. Is there any truth to this from experience by others?

    From my own observations, it looks like if there is a green mito near by, a split is very likely.
  19. Since as usually, only people that have a problem post, I thought I'd jump in and say that I haven't had any problems with longbow. I fight them at highest difficulty with my Ninja/Dark MM. Usually with very few or no deaths from my henchmen. And, I can't even remember the last time the managed to actually defeat me. And yes, they are 40+.
  20. My fiancee and I play togehter too. Lots of fun.
  21. [ QUOTE ]
    are bases available in test yet? How do I get one to play around with?

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    You missed the boat on that. Bases are part of CoV. They were available to test in the CoV beta. It's over now. They'll be online Saturday though (if you pre-ordered CoV that is).
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    *bubble officially burst*


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    States nerfed your bubble.
  23. UltraPrime

    Call for Models

    Name: Adamant-Girl
    Server: Freedom
    AT: Inv/EM Tanker

    Front
    Back
  24. There is another plaque about galaxy girl in ‘Eden’. If I remember correctly, she saved Ms. Liberty with her last bit of strength there during the Rikti invasion.
  25. [ QUOTE ]

    Still confused about one point: if (for example) you've got a three person team, each person on the team is 400' away from each other person, and person X defeats a bad guy -- does person X get "solo XP" or XP for being on a 3 person team?

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    He'd get XP with the 3 person team multiplier...BUT that XP would still be divided appropriately between each teammate. The others, however, wouldn't receive their shares.

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    Doesn't this seem a tad unfair? Are we supposed to not want to team?


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    Actually, this is a good thing. It will prevent from people splitting off and running ahead to get a bigger chunk of the XP.