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forst eld h did the same, but she has down syndrome.
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yeah, i've never understood this whole forum rep trash.
i just wish it had existed when i trolled ajax and ego for 10 pages straight in the original hero ladder thread -
forts are situational disruption toons.
not dueling toons.
and not damage dealers.
funny thing is though... most of the GOOD pre-i13 ladder forts saw themselves as support and follow-up, much unlike a lot of these post-i13ers that think their forts should be blasters. -
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Quote:lolRP.What if a FFA zone was like randomized kickball, and whenever you zoned in, you were automatically assigned to the faction with less people.
Someone with superior RP vision than me please justify this.
one of the main problems with CoH.
having devs that play lolmagicthegathering and real life DnD means we get stuck with a subpar pvp experience because these guys weren't raised on Street Fighter and Mortal Kombat like most dedicated pvpers (ie, the ones that actually know the deal). -
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look up warhamster's post history; i'm not doing it for you.
but yeah, they can be pretty beastly if built right. -
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kickballs and teaming: grav/fire.
dueling: mind/elec. -
Quote:the RNG in this game is retarded glitchy when it comes to drops.Maybe it was a fluke or someone tinkered with the drop rate yesterday but between a buddy of mine and I on our Stalkers he picked up 4x PvP drops (one of em' was a Shield Wall: +RES) and I got 1x in a 1.5h period in RV on Freedom. I got 2x more an hour after he logged solo so it was pretty amazing day considering I got 1x drop within the last month of daily zone PvP and 8v8 practice throughout the week.
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Quote:You can't flip around the evasion issue, that's the thing. Prior to I13 you could have a team of two experienced PvPers wreaking havoc on entire enemy teams simply because they were more skilled and more coordinated. Now, unless you're a melee character you don't stand much of a chance if you're outnumbered and phase/Hibernate isn't up, which completely removes skill from the equation (evasion, prioritizing targets, inspiration management, situational awareness, etc.).
The issue is that under the new ruleset, those 3-5 people don't have to work for their kill because after a certain point the mechanics give them that kill (don't need to have coordinated spikes because heal decay means you can just keep clicking buttons until your target dies). I know I'm a better player than most of the random melees I see in zones, but it's incredibly frustrating to die to them when there's absolutely nothing I can do. It's one of the reasons I can barely stand zone PvP anymore - prior to I13 there were lots of valid tactics and at the same time there were ways to counter those tactics, and now the tactics are different and there are no ways to counter them.
after a month of almost nightly arena pvp with HD off and TS off, i've almost completely stopped playing in zone.
i'll log in, throw a few snipes, arrows, etc get raged a dying only because of stupid stupid rules and go pve. dying because of HD and TS only gets old after a while. -
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Quote:look at that, a pve-er that knows what he's talking about.If you examine this, though, it is worth noting that basing it on a pure per-kill drop rate is punitive to better players who are more cagey about engaging. Lunatics who just collide and mash attacks and die carelessly get more drops.
(I assume this is probably why, in a certain other game, both battleground and arena rewards are not directly keyed to kill rates, although speed can have a minor effect. But in a battleground, beating objectives is a huge part of the reward generation, and in arenas, rewards are purely a function of playing 10 games and then your rating.)
+20 points for not being dumb.