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Posts
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I decided to try it on the other side today, and logged in my lvl 50 Invuln/Em tank out of mothballs onto test. Let me say this...wow...I can solo an anchor point with little difficulty, and I wracked up in the area of 50 rep just hopping around destroying villain teams solo. Nerf Tankers :OP (jk) but seriously, something is wrong when I can literally hop into a smallish (4 man team) expect to kill 2 or even 3 of them, and get away without much fear of death. The hardest part of the whole zone is the large mobs of flying Mu and their end drain, not the Villains...
Points of note: FA+Tactics+Invincibility=no wiffs vs tier 9 defense powersets-Many a stalker found out that you can't expect to rely on just elude/kuri attack then run away with me
The villains with PPP's didn't do any better than those without PPP's-if a squishy had armor they met with my stun, if they had a debuff it was never enough to matter before they died.
The villain base needs to be opened up more-less camping but also less tp foe spam because of the greater area.
The only time I died all night besides being Droned was to a team of about 12 villains who stacked a ton of slows, immobs on me and even then if i had teleport I could have gotten away before dying. -
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Scarlet, can you run that analysis on the Scrapper/Dark Mastery/Dark Blast power and see how it compares with, say, the Defender version?
According to Castle, the EPPs are supposed to have equivalent faults, and we should be comparing the PPPs directly to EPP powers (or at least viewing how PPPs and CoV primary powers compare in light of how EPPs and CoH primary powers compare, when direct comparisons are not available).
Edit: Note that Castle reports that all EPPs on melee characters also use the AT ranged damage tables.
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The problem is that if we are comparing equally to the hero APP's we have been mislead. The QA says that our PPP's should be stronger than the equivalent APP's to compensate for the lack of variety and them being perma.
If all we get is a copy of all the bad versions of the APP's then what's the point? I'd take dull Pain if it was offered over any of these from the the testing I've seen from the leviathon pool.
Let me take a 5th normal power pool it would be a better investment. -
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Where's the thread to start pushing for a FA nerf?
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im with you on that, boy nothing like wiffing against someone running elude and they just kick your butt while in retsu, funny thing how retsu and elude are the same power and with scrapper having 50% more hp's being unable to hide from them and they negating half your defense with a toggle, i felt like i was punished for killing all those unprepared noobs that had no tactics in the past.
the only scrappers i can officially pawn are Dark Armor ones, the rest totally were rocking me tonight. eh the tanks still sucked but what can they do besides taunt and take a beating. needless to say even buffs on a team didnt save my behind tonight, kin corruptors are cool and all but nothing can stop a scrapper running elude with FA except, well FA.
i guess if i had 5 sets of tactics running i could have done it, but tonight showed me my first complete A$S woopin in awhile.
fighting HO'd lvl 50 heros in WB = cake
fighting HO'd lvl 50 heros in RV = face in mud
i hate to say this but its about that time,
NERF FOCUSED ACCURACY NOW !!!!
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How can you guys even call for a nerf when you don't have your FPO's yet and aren't level 50... level out, get your enhancements, then if you still feel its needed cry nerf. But don't cry because you get owned when your fighting peopel that have had a longer time to get to where you will be soon enough.
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10 levels and 18 slots or whatever it is, won't change my power selections or my playstyle, currently as it stands, alot needs to change in both the mentality of the players and the devs for pvp to achieve any kind of parity.
Right now as I see it:
Controllers need to be tweaked, less damage more squishy-With containment and debuffs they are putting up near scrapper damage consistently.
Can someone clear up how scrappers critical in pvp? I played as my scrapper and destroyed an entire villain team and seemed like I had a 25% chance to critical instead of a 5%. This seems true as well from being criticalled, over and over again on my villains.
We need more accurate and just plain more numbers on the PPP's to determine their viability(for example mag, resist %'s, debuff %'s etc). Currently the only power selections that seem viable to non-stalkers are the armors (depending on the %) and the -jump on the grenade type powers.
Brutes need their fury fix asap so that they can pose a real threat to other melee type toons who currently ignore the brutes and scatter or destroy the squishier toons ie doms and corrs.
APP's in general may need to be adjusted though its hard to say with all the buffage going on in RV right now where the powers end and the buffs begin to get a true idea of how much may need to be changed.
Villains need to change to though in order to be effective, and not just some power changes. We have to accept that as we stand now we don't have as much synergy between AT's as heroes do and that we will be fighting an uphill battle.
As it stands we need more brutes with slotted taunt to keep the squishies alive, we need more corruptors focusing on buffs and less on damage. We need MM's to buff/debuff and with bodyguard even start tanking (taking taunt/provoke). We need more dom's period. We have to rely on stalkers for our primary burst damage and they must start accepting that they need to team.
So basically we have to play like hero AT's ,but not be as good at it, to stand a chance until the dev's change their mindset on what pvp should be like. -
Well Just got done doing some pvping with my Villain-lvl 40 dominator-and man....talk about pretty pointless for villains at this time. Essentially the heroes camped every pill box and the villain base the entire time--I'd wager it took less than 5 minutes for the heroes to win, over and over again. Now I understand that on the individual servers there won't be quite this big of an Imbalance of populations. But still I could see a large oranized supergroup completely owning the zone and wracking in unfathomable amounts of prestige and even XP from fighting the signature villains over and over again that this could be exploitable. All in all a great idea, but hopefully Villains will get a buff to make it at least a competitive zone.
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So Far I'm at 8.5, I've noticed:
The damage of this set is geared toward AOE so for all those people thinking SS, SM, and EM as comparison sets are going to be dissappointed-Think of this as an Improved Fire set with 4 count em 4! AOEs.
Right now my only dismay is that in order to get all the needed defensive tools by 22 I won't get chain induction till 24-so I'll just be using the first 4 attacks for quite a while. (Mez shield at 10, cj at 12, SJ at 14, hurdle 16, health 18, stam 20, Acro 22)
Possible Bugs/Needed Improvements: Sounds-Its sounds like a lightsabre fight instead of a brute SMASH especially if there is more than 1 electric brute on the team.
Add Some depth to Jacobs ladder cone-The AI seems to have been improved they resist most non-persistent techniques of getting them to stack for this small cone, I have gotten as many as 3 small figure mobs into it on a few occasions but those were either lots of effort or dumb luck in a heist.
T-strike-Change knockback to knockdown and also check on the disorient. I hate scattering mobs because I lose fury chasing them, this is the ultimate scatter attack, I swear it sends mobs further than handclap even which means that me and my team have to either chase the mob or worse lose control of the fight. I have been playing with this power for disorient and have yet to see it disorient any target from -3 to +3 including the focal target and any of the surrounding targets.
All in all this looks to be a solid PVE set and I think that pairing it with Invuln. wold make a rather nice combo akin to the old fire/invuln tanks of the past. -
2 Questions:
First if our PPP's are supposed to be more "powerful" than the APP's how come our recharges are so freaking long, and the base damage looks so small?
Second, are these the "hard numbers" we are supposed to have before selecting the power choices? I'd really like to know what the resist % is on the armor before deciding if its even worth wasting the endurance on having it. -
I need help oh sultans of swat...i cannot get a toggle bind to work, here is the thread outlining what i've done
http://boards.cityofheroes.com/showf...part=1#4224719
it just keeps saying unable to read....plz help i wanna be cool too