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Posts
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Drop Hiber on my arena characters, because I'll be able to have Leadership and phase without giving anything up. Grab Tactics on my VEATs. Free 35% (base + one level 50 endmod IO) recovery bonus for my characters without Stamina, like my Stalkers.
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Two points:
1. Why do people speculate that base endurance costs would increase across the board? That would negate this change completely and wouldn't make any sense.
2. You aren't losing any slots by having Fitness as an inherent. You'll have the same amount of slots you've always had, except you'll have to spread them out over more powers. If that's an issue, my Khelds would like to have a word with you. -
lol?
Having one single-target power with a long animation isn't a big deal. It's when you have multiple single-target powers with long animations that things become problematic. Currently, Energy Melee has that problem. Adding AoE to Energy Transfer doesn't fix this. -
Quote:Fast forward to today, where being outnumbered 3 to 1 or even 2 to 1 usually means you're screwed, and not because you're bad, but because the bar was lowered so much that the other team doesn't even have to try.but a decent duo can roll a team that refuses to use basic tactics.
Going after the Emp is still my main priority when I see one in zone, but I must be one of the only ones who thinks that, because everyone else is like "hurp durp I can't kill this Blaster because he keeps getting heals, imma QQ in broadcast" instead of making things easier for themselves. -
Mu offers better AoE damage (Elec Fences, Ball Lightning, and Static Discharge) but Soul offers better single-target (Gloom is stupidly high DPS when slotted well).
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Thugs (Gang War, leadership buffs). Zombies (pets with self-heals, lots of mez and -tohit). Demons (-res and Gang War-like power). Ninjas used to be good before I13, Bots is mediocre, and Mercs have always been bad.
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Guessing that was a Regen, so they'd have no resistance to speak of. Also doesn't show how much damage bonus you were running - while the combat logs don't lie, there's a lot of variables there and pretending like you'll always do 1000+ damage with CS is silly.
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Quote:To touch on your points:Actually, when I find myself thinking I might want to look at PvP again, before the meds kick in, I find the two suggestions I made to the devs when the PvP adjustments were being made are still basically the same two suggestions I would pursue now:
1. Cross server arena
2. Arena settings to enable/disable five PvP effects separately: DR, Movement suppression, PvP damage adjustments, Heal suppression, and Mez conversion.
Both of these are theoretically doable. I'm less able to guestimate how difficult #1 is, but I am capable of doing so for #2. It would be significant work, but wouldn't require additional tech beyond the ability for the programmers to whip up relatively quickly. I still believe them both to be achievable and reasonable requests.
There's actually a whole logical argument I started to make regarding #2 that had to do with introducing PvP changes using that system, and using the arena settings statistics to essentially datamine what PvPers who actually PvPed found both fun and fair. If they are optional, you can introduce any wild settings you want because the players can always choose to ignore them, but conversely it also allows PvP subcultures to choose their own versions of PvP mechanics without having to obey the majority opinion. It allows PvP balance changes to evolve ten times faster than PvE changes as a result because change control is less critical.
* We've been asking for cross-server arena for quite some time. War Witch has made allusions to upcoming systems which might potentially amount to that (though that may have been the LFG system present in early GR beta that got pulled without any attention). I'm not sure it will help PvP at this point, as most of the remaining population is already on one server, but cross-server arena/PvP zones certainly would be nice.
* There's already tech for removing DR, travel suppression (though ideally PvPers would want travel suppression to follow the PvE rules rather than having none at all, in order to make evasion slightly easier and Kins useful again), and heal decay, and an option to revert to the PvE mez system could be as easy as flipping a switch, metaphorically speaking (other than mez suppression, there is very little difference between the current PvE mez system and the pre-I13 PvP mez system). I think the damage changes would be the hardest to fix, though having them follow PvE rules might be the easiest solution. Then there's the various unresisted effects present in pre-I13 PvP that would have to be re-added (10% of Blaster damage, some Defender debuffs, crits, etc.).
The problem with the latter point is that you still leave zone in its current state, which aside from coordinated team matches is the situation where the I13 changes are the worst - one side often outnumbered and unable to do anything to keep themselves alive except hug their base and hope they don't die. I mean, if option boxes were added to the arena, a time period (say, six months or a year) could go by and at the end of that time period the devs would change zone rules to whatever the favorite was in terms of arena ruleset.
Going out on a limb here, but adding those features and doing initial balance checks with actual PvPers (read: not the internal playtests which apparently were used to decide that the I13 changes were "balanced and fun") could be added as a side feature in an issue and I'm not sure that at least adding extra arena options would take too much developer time, even if only a few developers were tasked with it. -
Once you run someone's patron arc you can pick from any patron pool - for example I could run Mako's first arc when I hit 40 so by the time I'm 41 I can pick from any of the four pools.
Regarding Mace vs Ice: unless you really love AoE immobilizes and Power Boost (the first is really nice for PvE, the second not so much), and dislike your costume being obscured (lol), Ice is an absolute no-brainer here. -
It's not that there are small numbers of PvPers that are keeping a PvP booster from happening, it's that the amount of QQing from the PvEers because a new booster pack wasn't for them would be epic.
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Also apparently PvP comes up every time they're discussing a new issue, but obviously maintaining a section of their playerbase doesn't mean **** so they continue to ignore it except for token bugfixes which don't solve any of the underlying problems.
Hm. What they could (read: won't) do is add an arena option to use PvE effects on all powers. Not exactly the same as old-style PvP (still missing unresisted damage/debuffs, though that would screw over AS) but at least buffers would be useful and things would actually work like they're supposed to. -
Quote:"Entitled?"Maybe that's the plan, drive away the current entitled PvP community away so they can truly start from scratch?
(Also, surely you realize that if they drive off what's left of the PvP community they won't have to worry about starting from scratch because there won't be a new community to replace it.) -
The last paragraph is pretty self-explanatory and has all the information you need to know about figuring out how much perception you need to hit the cap, and the stuff in bold in the second paragraph is how you convert perception radius increase in percent to perception radius increase in feet.
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I can't seem to find the quote, but I believe Castle or another dev said sometime around I12 (because I specifically remember the topic being about Membranes enhancing the recharge time of Mind Link) that such slotting oddities were more or less now considered benefits of Hamis to provide some incentive over IOs.
If that sort of thing is ever fixed there are going to be a lot of pissed-off VEATs... -
Would help a lot if PvP wasn't boring. Can't fault people for not being interested in something they don't like.
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Mids will show stealth only, not perception. Also it's impossible to self-cap stealth on a VEAT - the cap is 857.25 feet, and you'll get 500 from Mask Presence/Cloaking Device and 300 from a stealth IO, leaving you 57.25 feet short (you cannot run Stealth and Mask Presence/Cloaking Device at the same time). Nevertheless, it's very rare to see a Fortunata with Mask Presence since the only attacks Forts can crit from hide with are melee and that's not what a Fort is for, especially in PvP. Most are running pool Stealth instead (for phase shift, but it's also 389 feet of PvP stealth on its own, leaving you at 689 feet stealth). The one possible way to do it is to add the base empowerment buff on top of Stealth/stealth IO, which should get you to the cap, but only lasts an hour. However, the base buff does not suppress, like Invisibility, so it's useful in that regard. Nevertheless, it's really not worth going out of your way to build around the stealth cap because percep-capped players will be able to see you from around 300 feet away anyways.
Regarding figuring out perception radius in feet when given a percentage: the amount of perception provided by pool Tactics varies by AT (same as the tohit value). There's a simple way to calculate this, though: a 10% perception radius increase amounts to 50 feet of extra perception at level 50. We know this because the Rectified Reticle +perception IO grants a 20% perception bonus, which works out to 100 feet at level 50. Basically go off your base perception radius (500 feet) and figure percentages from there. Let's say Tactics gives you 63% perception bonus:
Quote:So we see that a 63% perception bonus amounts to a 315-foot increase in perception radius. To percep-cap a non-VEAT we'd need to add (1053 - 500 = 553) feet, which comes out to (x * 500 = 1053; x = 2.106) percent total perception radius, or about 110% extra perception on top of base. To percep-cap a VEAT we'd need to add (1260.6 - 500 = 760.6) feet, which comes out to (x * 500 = 1260.6; x = 2.5212) percent total perception radius, or about 152% extra perception on top of base.1.63 * 500 = 815
815 - 500 = 315 -
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