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Posts
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I PvP, but at the same time I am patient with the market and know how to build a good build on the cheap. I have no need to use RMT, as I earn far more simply selling my drops than I spend on even the more expensive builds. Like Uber, I'm capable of buying several +3% def PvP IOs at the drop of a hat, and most of the PvPers (and almost all the PvEers) in my circle of friends are the same way.
I don't see anyone using RMTers except the stupid or lazy people, honestly. -
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My Fort's 60% ranged/melee defense gets DR'd to about 40%. I managed to push almost 52% after DR in RV last night but that was with Grant Invis, Mind Link, and PB'd Fort.
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Oh christ, you are Charnobyl Man? I don't know what build you're running but you need more HP, knockback protection, and a crapload more +acc, because when your hit rolls with Char are less than 10% against my Fort without any external buffs and I can KB you with TK Blast, your build is bad.
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One potential solution is to give all the squishies mag 6 protection to all mezzes and cap mez durations at 15 seconds, keeping toggles up when mezzed. This way you still have to stack mezzes, and Breakfrees/CM/whatever will prevent you from being mezzed (but as mezzes deal respectable damage as attacks that isn't such a big deal since you can still DPS), but running out of Breakfrees won't be a death sentence like it was in I12.
This is, of course, not a perfect solution, but it's sort of a halfway point between the old and new systems. -
Controllers already have access to a damage aura in Psionic Mastery, so your argument is moot there, regardless of sarcasm. Whether you choose to see it as a damage aura is irrelevant, as it's an aura and deals damage.
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I play this game to have fun. If I'm not having fun, I'll drop the team. Of course, not playing on PuGs tends to eliminate much of the frustration of being on a bad team...
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From a powergaming perspective (i.e. just about everything I do, such as balls-to-the-wall fast TFs/SFs), every melee AT except Brutes - and Scrappers, now, thanks to the I18 Brute nerfs - are largely obsolete simply because you can stack a team full of buff/debuff, add a Blaster in for the extra damage, and you can steamroll 99% of content in the game. I'll take a mixed team of 8 Defenders/Corruptors/Controllers over just about anything, thanks.
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Every time I go to bid on salvage with a last 5 around 10k, and I can't even get one for 100k, I curse the gods and wish a flipper had paid attention to that salvage.
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1. Travel suppression is needless, stupid, and should be completely removed anyways. It contributes nothing to balanced fights and is only decisive if someone gets caught out in the open against, say, a Blaster, or is jumped by a large group. Travel suppression makes ganking single targets infinitely easier than it was before I13. End of story.
2. Heal decay is also needless, stupid, and should be removed, so the focus is a bit less on damage spam and a bit more on support. If it's kept it should probably be reduced to a minimum heal value of 50% or even 75% (instead of 25%) so heals at least have some usefulness to a spike target.
3. The issue with Psi attacks (specifically Blasters) is not that the damage numbers are off (the DPA for the various Psi attacks is actually within the expected range, as most attacks have a PvP DPA of 80-120), but that due to projectile travel time you can essentially have three attacks' worth of damage hitting the target at once. This wouldn't be a big deal if you could get away from the Blaster or heal the damage, but you can't. Solution? Get rid of travel suppression and heal decay and use geometry to your advantage.
4. If two Stalkers manage to get AS's off on a target within a small enough window for the target to not hibernate/phase/pop greens/catch a heal/break line of sight, either those Stalkers are good, those Stalkers are lucky, or their target is really really bad. Generally it's the third condition, as most double AS's happen when a target is standing still. It's your own damn fault for making yourself an easy target. Stalkers got hit really hard by I13 and if anything they need a damage buff to AS so a single AS actually causes some concern to a target. Can't see the Stalkers on the other side? Team with an Emp/Pain/Storm/Sonic for +perception. Team with a VEAT. Learn what options are available and how to counter what your opponent has instead of complaining about your opponent being overpowered. 90% of zone Stalkers are trash, and people who think Stalkers are a serious threat post-I13 amuse me.
5. Sharks just needs its damage lowered. Nothing else needs to be done here. Regarding Hibernate, complaining about it is laughable because it renders its user immobile while it's active, giving you plenty of time to crowd around them, drop debuffs, gather the Stalkers to AS, or whatever, not to mention that once they come out you've got at least 90 seconds to kill them before nophase wears off and Hibernate recharges. If your problem is with the commonplace use of Hibernate, again you need to blame travel suppression and heal decay, which make escape powers mandatory unless you enjoy being a farm target.
6. Good start would be to revert the mez system to the old (PvE) rules, or find a halfway point between the old and current system. TP Foe is fine, it's a complete joke, especially with the phase period on the target after they've been TP'd. Complaining about it is hilarious when you have so many options to avoid it (bring oranges, team with a Kin, play one of the sets with TP protection, or best of all, stay out of range of the person with TP). If you're getting TP'd on an MM, follow the same rules. It's your own damn fault you keep getting TP'd away from your pets.
Increasing the secondary effects of attacks, sure, but that would be difficult or impossible to balance. Removing -fly? Hover already prevents most -fly powers from working with just one application, so use Hover, or take a real travel power that actually lets you remain mobile.
You spoke of I13, but based on your forum reg date you weren't around until nearly two years after so you couldn't possibly know what things were like before I13 or even when all the changes were just hitting the servers. What's ironic here is that you blame I13 for a bunch of problems (which is true, by the way) but then you proceed to suggest out-of-line nerfs to various powers without understanding how those powers actually work, which is exactly the sort of thing that got us I13 in the first place. I realize that complaining about things that beat you is far easier than figuring out why those things beat you and then doing something about it, but it's by far the worse option. -
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Quote:At SO grade slotting, most builds would only get a few attacks' worth of benefit out of your Rage before they'd have to detoggle it due to the ludicrous endurance costs. Basically (assuming SO slotting here since that's what you used) you'd get, oh, 10-15 seconds of extra damage (to attacks from one set) every 45ish seconds, with a damage buff worse than Build Up, so what you've got is an inferior Build Up with different mechanics. Even if a high-recovery, balls-to-the-wall IO build were able to almost break even using your Rage, that would leave the other 99% of builds out in the cold. Why would anyone take your Rage when there's absolutely no reason to? You've just turned it into a really, really crappy version of Fiery Embrace that only buffs attacks from one set.1) It's going to provide a helluva lot more of a damage buff than Rage does as it stands now: at SO grade slotting, the 50% additional damage that my variant of Rage would have would provide the same returns as 95% +dam and it only gets better from there.
Quote:2) It's going to have a potential 100% uptime all the time if you're willing to deal with the higher endurance costs. It's not draining your endurance while you use it. All it does is increase the endurance cost of your SS attacks (and only the SS attacks) while it's active. If you're low on endurance, you can stop attacking and regain endurance like normal if you want to leave it on all the time.
Quote:3) You can have higher damage any time you want, but you're not going to be able to dance it just to ensure that you never have to spend more endurance than you want to on an attack. "Damage whenever you want" does not mean the same thing as "the ability to turn it on and off as you please". The recharge is an opportunity cost for choosing to attack at optimal efficiency rather than at the decreased efficiency that my Rage variant would cause.
Quote:Before you start screaming about how bad you think it would be, consider that it's a toggle and it's adding damage in the same way as Fiery Embrace does. It's going to provide a substantially larger benefit than the current Rage does, without a substantive crash, using a restrictive mechanism that, with an appropriate teammate, intelligent playstyle, or some blues, can be mitigated to a large extent.
Part of the problem here is that you're not actually saying what other changes you'd be making to the SS attacks other than vague allusions (you mention changing dam/end/rech, but nothing specific) so you're leaving people with the assumption that the change to Rage would be happening in a vacuum. If you want this suggestion to be taken seriously (or at least have the illusion of thinking it would be) you need to provide numbers for the rest of the set. -
They've got something ridiculous like +100% tohit.
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That sounds like an absolutely horrific change, so I fully expect to see it make a build on test sometime. I mean, why would I ever use that version of Rage given that 1) its recharge time is obscenely long which means I cannot "get a damage bonus whenever I want it"; and 2) every other damage buff out there is better because every other damage buff doesn't come with nasty, unavoidable side effects.
I'll take having to use temp powers to deal damage for 10 seconds every 2 minutes over having to pack a tray of blues on already endurance-heavy characters, thanks. -
Quote:You sorta answered your own question right there...Why is all the pvping geared around regen, i personally cant stand micromanaging my health, i made a SR scrapper and i cant seem to win a for nothing, and to add to the pain i can only use elude for 3 min then its back to the graveyard, someone please help!! super reflexes cant be that horrible that its totally useless in the pvp/fightklub/arena zones...
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It's been that way since I11 I think, or whenever the Acro nerf happened.
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Quote:Because with travel suppression and heal decay, you pretty much need an escape power or you're a farm target.I just came back after a couple of years and am an old school PvPer. I hate whining, but I really have to ask what's up with all the Hibernate I see in PvP? It seems pretty lame. I'm sure there is other stuff that is complained about, but I see Hibernate being used by all builds. What gives?
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I have not had any conflicts with Time Machine and CoH.