black_barrier

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  1. Quote:
    Originally Posted by Supermax View Post
    knockdown and knockup are the same thing as far as mechanics are concerned.
    with the only exception to that being set io's.
  2. Quote:
    Originally Posted by EnD_Reitanna View Post
    If ppl really want to bann sharks i suggest to bann psi ems...just because they deal insane amount of DPS and don't need hide for it /sarcasm off
    sorry there's 3 psi/ems for every sharking stalker, so that would really piss people off...
  3. rad/*

    fire/* is trash compared to either rad or sonic. if frozen viper can do it from his trailer, you can do it from your toilet.
  4. Myk got laughed at when he tried to do that in the villain ladder... After that whole ban stormies chat the vill ladder guys mostly learned not to underestimate the top teams in the ladder by banning things that had once been thought 'unbettable'... Case in point: initial attempt at banning storms from the red ladder, DR trying to ban autolevel'd 50s and myk's attempt at limiting forts (followed by prodigy's legendary guide for villain pvp "doms have domination" "mind link stacks.. But only on doms".), etc.
  5. Also in i12 I remember dual cage teams being run heroside.. Either that rule never passed or was never enforced...
  6. No.. I proposed forts as a counter to teams with stalkers.. What if I show you a 6 man lineup with no stalkers.. Will you bring a fort? Or decide to roll with 2 extra blasters for your 7th and 8th spot... Answering that question requires a bit more knowledge of the game than what the average player has..
  7. I do not understand what your point on the who switches first thing is, silit. The opposite team will know your first 6 picks and have no clue what you are bringing for the last two spots until the pvpec announces the full final lineup... By then you aren't allowed to switch and neither are they.. What i'm asking for is a chance at applying the knowledge involved in the countering of a lineup in a fair fashion.

    Think of it as poker.. You see a few cards, then you decide what you want to do, but at the end, you get to see your opponents cards before your money's taken away...

    What I'm interested in preventing is a scenario where people will always bring the same lineup based on the perceived safest option...
  8. Quote:
    Originally Posted by B_Witched View Post
    so just the line up they bring to the match..thx appreciate the lack of attitude.
    Sorry jimmay I'm RL raged, but you know I respecognize yeh
  9. It would only take hours if you have downs syndrome... If you have say 3 people logged in, it takes 10 secs to check their powers.. you ask 3 others on vent and report... Not hard. At all.

    And this is due at a specified time ; you should know what your running prior to 30 mins before the match assuming you are not just gonna wing it...

    Even for lolujlol me and Mel kept a full roster and reporting this would have been a exercise in copy-paste-ing skillz (right clicks are haaaaaaaaaaaaard).
  10. First and foremost, a format for reporting line-ups needs to be decided. At this point, an argument would result if a team reporting came up with "2 trollers, 2 corrs, 3 blasters, 1 veat". It tells you nothing about the lineup.

    Part I:

    Add:
    -Lineup Reports should follow the following format.

    (Number of players playing this type of toon) Primary/Secondary/Epic Archetype, (Number of players playing this type of toon) Primary/Secondary/Epic Archetype, (Number of players playing this type of toon) Primary/Secondary/Epic Archetype, (Number of players playing this type of toon) Primary/Secondary/Epic Archetype... etc.

    Part 2:
    -Sharks should be allowed in the ladder.

    Part 3:
    -Teams should be allowed 2 wild-cards on the initial reporting of their team lineup.
    -Upon receipt of the first part of the lineup. These lineups are to be made public in the Arena Chat channel.
    -The two wild-cards must then be reported to the PVPEC representative within a 2 minute period beginning at the announcement of the initial lineup in Arena Chat channel.

    I've separated the third and second amendment under the notion that what killed the last ladder attempt was the static nature of lineups under that system. While we did not create prescribed lineups in that system, we were using settings that resulted in that. Creating a set of rules where the most optimal, general purpose lineup is the one that will most likely be reported will have essentially the same results. Teams will be bound to run the "safest bet" lineup instead of having to rely on actual knowledge of game mechanics when dealing with unexpected situations or even expected situations.
  11. Quote:
    Originally Posted by perilX View Post
    Not quite sure why people are debating it, Sharks are lame. Anywho, don't fret. As it gets closer to draft date and we get D8 teams set we will have a meeting with all the captains and see what needs to be changed.
    kiting is lame.
  12. Quote:
    Originally Posted by MrLiberty View Post
    I'll agree that 8 sharks is stupid, but if the argument is stalkers getting a kill then coasting through the rest of the match I really think you should look into limiting the number of stalkers rather than the powers they can use.
    My Proposal:
    - Remove the ban on stalker sharks.
    - Allow for 2 wildcards in the lineup reporting and make the lineups public as soon as both are received.

    Those two wildcards are enough to allow for a skilled countering o fa full stalker team and 5 minutes is enough to carry out that switch.
  13. What are your in-game Globals?: @black barrier / @barrier
    What characters do you have on Freedom?:

    On Freedom:

    i16 Spec'd
    grav/kin controller
    psi/em blaster
    sonic/cold corruptor
    rad/ice defender
    sonic/therm corruptor
    ice/psi dominator
    spines/regen stalker
    elec/ea stalker
    ice/ice dominator
    bots/therm mastermind


    Not up to spec
    fire/sonic controller
    fire/kin controller
    ill/emp controller
    ill/ta controller
    necro/storm mastermind
    dark/cold corruptor
    ice/kin/mace corruptor
    rad/storm corruptor
    fire/sonic corruptor
    elec/therm corruptor
    mind/fire dominator
    mind/ice dominator
    fire/elec dominator
    fire/psi dominator
    ice/psi dominator
    grav/fire dominator
    ss/fire brute
    fire/sr brute
    rad/ice defender
    fortunata
    fire/em blaster
    bane spider
    shield/em tank


    current projects
    elec/ta corruptor

    not on freedom but transferable upon employment
    wp/ss tank
    mind/thorns dominator
    earth/ea dominator
    em/sr stalker
    ninja/poison mastermind

    Are you willing to respec into a PvP build?: More often than not.
    Are you willing to roll a new character if needed?: Yeah.. but look at that list?
    Briefly describe your PvP experience:
    i wrecked project x324234badbad2334 25-0 in a 2v2 with an SO'd fire/rad as my partner.
  14. Quote:
    Originally Posted by perilX View Post
    The rules have a specific portion designed to prevent counter-picking, therefore a team would always have to run forts in order to prevent a full stalker team that might never get run.
    so what? running a fort or two becomes as essential to a lineup as running a blaster. cry me a f river.
  15. Quote:
    Originally Posted by Silit View Post
    The general consensus is that sharks are exploit worthy. A team could bring 8 stalkers, get a single shark spike kill, and then run for the rest of the match - coasting them to a win.

    We considered limiting the number of stalkers allowed in a single lineup, but doing such would only limit lineup possibilities, not the exploit-ability of stalker sharks. Note that a single Spirit Shark crit hits for roughly 600 damage. Even just three stalkers would be able to spam sharks as a viable offensive technique.

    A less formal explanation: Stop being bad. Learn how to AS. If team captains are in overall disagreement of the rule it will be changed.
    wrongwrongwrong.

    banning powers = fiteclub redux.

    bringing 8 stalkers and winning means you were facing a retarded team that didn't know how to counter.

    also, defender TK is far more broken than any of those powers.
  16. you have to use SOs or common IOs to enhance knockup/knockdown.
  17. it was never necessary unless you intended to farm things that mez (like nems) or do the rsf mind dom thing...



    from my pve experience: the huge recharge bonuses on my fire/psi and mind/ice both make permadom totally worth it for the things i do with those.
  18. as of i14, the last time i tested it, slotting kinetic crashes does not increase the magnitude of knock-up powers (notice i said knock-up, not knockback).
  19. Quote:
    Originally Posted by Punkture View Post
    With all the clustering (turtling) we are seeing from the heroes camp this could be another tactic to counter that. A nice six stalker spike on the stormie lynch pin might just take the wind out their sails some.
    the stormie counter is 2 doms.
    thinking is hard.
  20. Quote:
    Originally Posted by Chrome_Family View Post
    Your new to these forums (going by your post count) but just going to say that Con gives some of the best PvP advice on these forums. Maybe you should keep an open mind and not get so defensive. Its no reason to nerd rage.
    +1 yo
  21. hyper, you should come to kb's.

    you'll realize why 41+ protection is so critical. i've been in countless matches where the outcome has been dependent upon a single kill. you do not want to be that kill. you do not want to be a poned.
  22. Quote:
    Originally Posted by Hyperstrike View Post
    One dumb question. Why are you taking Health and Stamina so late in the build?
    1. i only pvp at level 50. anything less is a joke.
    2. dual builds are awesome. i have a build with stamina at 24 that i use for pve/tf commander stuff. basically, it's not worth getting stamina at 20 on a kin and packing your build with the fitness powers prior to level 24/26 is just not worth it because of the way TFs work.
  23. Quote:
    Originally Posted by __Divine__ View Post
    Defender Ice Blast is probaly the worst blasting set in the game right now lol.
    wrong.
    archery is.
  24. ice blast on a defender can work.

    kat, i can send you my ice/ice dom build when i get back and you can take a look at how i'm slotting things for a few ideas.

    basically you're gonna want to go heavy on procs, and not just the dmg ones.

    the problem still is that defenders don't get hiber and you're gonna have to sacrifice perception in order to make one work. i'd really go with an ice/cold corr if i had the option (assuming you're set on ice blast). sonic is still the mother of all corruptor primaries though. stunning a emp mid spike is essentially the same as a cage.

    at the same time, defender power boost + benumb coupled with a good emp that can keep perception and heals on you, means there's a good argument to be made for using a cold/ice defender in an OPTIMAL teaming situation (which is rarely the case at kickball).
  25. Guess there's not enough interest.

    Taking bids on it starting at 2 Bill then.

    IO will be available on Sunday when I get back.