recalx

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  1. repels are their own effect and they tick as often as any toggle debuff would as long as you're in range or affected by it.

    you can build for repel resistance by using set ios that grant it (a lot of pvp ios do that) or just get a toon with a power that renders you immune to repel effects (domination, mog, EA and WP stalker toggles, power surge, etc).
  2. recalx

    i22 PVP changes

    Quote:
    Originally Posted by Airone6120 View Post
    I would like to comment on this board beacause, a few days before it was nerfed i was fighting in arena vs a kin melee scrapper and it seemed they were hiting me with 2-3 hits and i was out. I was playing a squishy controller. I felt they were way to overpowered and was frustrated unlike any other pvp battle b4. It seemed KM needed to be nerfed and all KM players needed to know how it felt to be dominated on. If you are upset about your nefage of km toons, dont be sad remeber its all trial and error. Exspecially for those who try and pvp and dont go for the obvious power selection choices everyone else chooses but still pvp and lose everytime. The devs need to fix powers but sometimes its players who need to fix there power selection and choose powers off what they think is fun, and not what pvp is built off of. If only We played just for fun instead of dominating others we would have more pve players in pvp and arena, but its those who choose to be powerful and know that the power choices the choose are overpowerd is why the devs nerf powers anyways. To those who choose powers off of whats best(overpowerd) keep in mind your in for a surprise sooner or later from the devs. If you choose what is best it will soon be weakest, in my mind that an analogy i will always stick by. No matter if i win or lose in pvp i still play powers i feel are kool, and intersting to my playstle no matter if its the weakest powers in game. Sometimes i think if all pvp veterans would give other powers selection and archtypes a chance ,more players would want to pvp and enjoy doing it; although, pvp veterans dont play for fun and want to "DESTROY ALL" just because they want to own servers and other BS. I just feel we need a change in this game and it has to happen soon or a lot of players are gonna quit playing the game. By change to im not just talking about developers im talking about players to and how there playstyles are. We as players are teh ones who shund new players and existing player away from games becasue of how we just want to dominate. So guys just keep in mind my word, im not saying you have to change your style, but rember it would be better for the game community of City of Heroes/City of Villians, if all players had a CHANCE!

    ---Thanks AIRONE6120-----
    all players have the chance.
    when you log into the game and fire up the character creation screen, psi/ems aren't grayed out for you, nor are poison corrs, nor masterminds, nor mind/fire's.

    if you want to play the "make everything work" game, DR curves are going to have to get so tight that whatever advantage you get from slotting a set that only mind/* takes but plant/* doesn't, becomes non-existent.

    last time they did that, they caused a mass exodus. empirical data therefore states: wide nerfs = people leaving.

    what you're asking for is ridiculous. it's something a naive pve-er who doesn't understand the game, or scores really high on the exploration part (and really low on the killer part) of a gamer aptitude test would ask for. see the thing is... people like you are far easier to keep entertained than the average pvper. there is a reason the devs are putting out german sheperds pets that you guys are actually buying and not revisiting TS/HD.

    when it comes down to it, you don't want to PVP. you have no clue what you want. you think you do, but in the end, you're just looking for pve.
  3. recalx

    i22 PVP changes

    Quote:
    Originally Posted by Phillygirl View Post
    lol does this mean me, I remember when i was asking you what to pm? If so CS & stalagmites where already at the top of the list :P
    yup.
    just didn't want to point fingers directly at you.
  4. recalx

    i22 PVP changes

    Quote:
    Originally Posted by PoisonHeart View Post
    i just have the money to do it, screw off its my build ill do whatever i want with it
    you know how i like to belittle melee players.
    yeah...
    yeah...
    pretty sure this kid does that pretty well by himself.
  5. recalx

    i22 PVP changes

    Quote:
    Originally Posted by PoisonHeart View Post
    i already put boosters on them so i cant email them to anyone, they are stuck on my toon perminently, and even if i could i got friends who i would give it to, not either of you strangers
    you put boosters into procs?
    wow... you really are special aren't you?
  6. recalx

    i22 PVP changes

    Quote:
    Originally Posted by AresSupreme View Post
    Why not? lol.

    Long story short though you all HAD to see this coming. KM was mad overpowered and now has been nerfed into irrelevancy and youz kinda deserve it. "Oh KM is working as intended!" yeah which would explain why it was doing auto crit damage.

    The devs got this one right. Plain and simple.
    quoting myself:

    Quote:
    everything is gimped when it comes to melee.
    as it should be.

    "hmm, do i want to throw fire at people or do i want to walk up to people and hit them?" ....(3 seconds later)... "think imma be dumb and pick something that requires me to go up to the target and hit it".

    it takes a certain kind of person to play melee when there have always been better options, from a logical standpoint even.

    stop acting like KM is any different from dark melee or katana. expecting it to be a good pvp set is pretty dumb to begin with.

    also, mad props to a certain person with dev connections who asked me what needed fixing while i was in RV (3 minutes after i finished a rage fit over dying to a KM baddo with teh downs), and the first thing that came to mind was "tell them to fix KM".
  7. recalx

    KM/?

    Quote:
    Originally Posted by Fiery-Enforcer View Post
    CS was broken. When there's no other reason to choose a different powerset, you know it's OP. Not that I'm saying they know how to balance powersets since now it seems like it's gimped.
    everything is gimped when it comes to melee.
    as it should be.

    "hmm, do i want to throw fire at people or do i want to walk up to people and hit them?" ....(3 seconds later)... "think imma be dumb and pick something that requires me to go up to the target and hit it".

    it takes a certain kind of person to play melee when there have always been better options, from a logical standpoint even.
  8. Quote:
    Originally Posted by OmniNogard View Post
    Plus it NEEDS to hit for it to work. Not auto hit like the Toggles in Rad. It can't face other MMs that easily without some back up.
    .
    this is huge.
    to sum it up, it means: you can't out-blast a poison if you're both ready to go at it.
    but something as laughable as an SR or a Shield tank will possibly kill one with little effort given enough time.
    colds can also do the job... but it comes down to timing on that one. i could explain more, but i seriously feel like i'm trying to explain calculus to a toaster oven whenever whynerfpff talks.
  9. also, please learn to leverage alpha slots.
    if you're crying about weaken and you don't have the bonuses to offset whatever effects are bothering you, you might want to consider not running cardiac, you stupid noub.

    figure out how -special works.
    then come back and argue coherently.
  10. Quote:
    Originally Posted by WhyNerfPFF View Post
    Sorry noob, you need to look at the debuff resistance numbers, they are the same. You are talking about 3 seperate powers. I am talking about two powers. If two powers take basically close to what 3 powers do, then thats Overpowered. You need to know how defense and defense resistance work before you run your mouth. I see you have no clue.
    are you retarded?
    i'm quizzing you.
    what happens when an SR tank gets hit by envenom?
  11. recalx

    i22 PVP changes

    Quote:
    Originally Posted by PoisonHeart View Post
    ****!

    so my KM scrapper is going to suck when issue 22 comes out?! weakening all my toons attacks and cutting CS in half! i ******* put over 100$ into that build, i baught all the boosters for it and now its going to be weakened to a non playable amount of damage, if they want to ******* nerf KM then im ok with them balancing it by spreading the damage around by weakining CS but boosting the damage to the other powers but just weakening all of it is just unfair, my toons description is that he uses energy type damage, but in i22 the only 2 energy base melee powers will be nerfed in pvp beyond playable, im going to give the devs the benifet of a doubt to see how well my toon plays in pvp, if they messed it up to the point were im losing alot of 1v1s and getting laughed at by other players about my build, then im just going to cancel my account, ive had it with the devs. making these terrible choices to PVP and im not going to tolerate it anymore! ive followed them through this game for over 2 years and im not going to continue to be a sheep to their ******** descisions.
    how could you have been so stupid as to spend any money whatsoever on a melee toon?
  12. recalx

    i22 PVP changes

    Quote:
    Originally Posted by Neeto View Post
    didn't they say KM was using tanker damage modifiers and had to be changed to scrapper levels now? wouldn't that increase damage for the rest of the set? This doesn't make sense.
    it would.
    factor in criticals + damage standardization, a scrapper should still do more damage over a period of time than a tank.
  13. Quote:
    Originally Posted by ketch View Post
    In actual testing I'm afraid to say it, but I think the new DS may actually be worse than the old one. Enemies flicker between phases fast enough that queuing up a power on an unphased mob in its field seems waste of time.
    i told you so
  14. Quote:
    Originally Posted by WhyNerfPFF View Post
    The poison set needs nerfing on Envenom, and Weaken. Envenom, this power debuffs 45% defense and debuffs 45% with one click, and recharges fast, and this is without being enhanced. This power needs to be taken down a redone. Also secondary effects from Weaken also further debuff against someones defense debuff resistance making Poison by far the best debuffing toon in the game. For PvP this completely wipes out your defense to below ZERO and no debuffer should have that power in the game. Now that the devs "finally" took a looked into Kinetic Melee by scrappers, its time to take a look a posion. Thanks.

    BTW, you can barely heal or regen once Envenom is applied, another reason the set needs to be looked into.

    Thank you devs
    completely incorrect.
    i believe you have zero clue as to how defense debuff resistance and elusivity works in this game.
    anything that relies purely on defense (SR, Shields, etc), and is correctly built will shrug off a poison debuff.

    cold has a lot more -def potential than poison, and benumb is basically a clone of weaken on a longer timer.
  15. Quote:
    Originally Posted by Supermax View Post
    Looking for any sort of logic in this game's PvP is pointless.

    For example, a tanker's strongest attack is fossilize, an epic power pool power. Damage in PvP is based on attack animation length...and yet fossilize is the strongest attack even though it's 3 times faster than some other attacks. Why? Because the system is broken beyond belief. It really could not be designed any worse.

    As far as doms, what recal said is the truf.
    fossilize's listed animation time is incorrect.
    there's a trailing animation right after the main hand motion is cast, which takes a bit longer than most holds in the game.
    that's factored into the damage equation. i think.
  16. Quote:
    Originally Posted by Supermax View Post
    Thanks man. Well it sounds like there is still some confusion on what exactly will be changed. Either HO's will be a bit less useful, or just about totally useless.
    every single one of my pvp builds has 2 enzymes in tactics.

    this is pretty huge for me.

    they work differently on tactics... nothing makes me hit as much as when i have those slotted in. no io set at least.
  17. aw man... the HO nerf. so not cool.
    im glad my accounts are f2p now.
  18. Quote:
    Originally Posted by OneAboveAll View Post
    this is now fixed.
    errr, since when?
  19. standard pvp build: 4 performance shifters, including the proc.
    pvp build capped out on 1.8% hp bonuses: 3 efficacy adaptrs w/ 1 performance shifter proc.
    the one rare pvp build with desperate need for hp bonuses: 2 efficacy adaptrs + 4 performance shifters.
  20. Quote:
    Originally Posted by MrLiberty View Post
    I'm pretty sure dom actually does make your mez durations unresisted by CM's. In that champ league when we tried them, there was a pretty clear difference between stalagmites duration with vs. w/o domination.
    yurp.
  21. Quote:
    Originally Posted by Trilby View Post
    So when do you use inspirations and when and do you have any advice on when and where to use them? Or if any inspirations work well with any power sets or ATs especially?

    all day every day.
  22. Quote:
    Originally Posted by Dahjee View Post
    not really, but thanks for sharing your opinion.
    gtfo dahjee
  23. Quote:
    Originally Posted by ketch View Post
    That would entail people playing grav exclusively in PVP. Otherwise, all your grav PVPers are also PVEers, a subset if you will. At any rate, that's a pretty hyperbolic statement you make.
    No. You're being simplistic or naive. In terms of hours put into PVE content and hours put into PVP content, I'd dare say that Grav, like TA and most stalker sets, would deviate from the standard trend of PVP and PVE usage, and could more easily be termed as "PVP Sets". If Brute dark melee was getting changed, I wouldn't be concerned at all. If plant control was getting buffed, I wouldn't care much either. Like it or not, there are a PVP and PVE sets in this game. Grav was a PVP set. Now it will be relegated as a third tier PVE set with weak AOE (think war mace, think /ice doms).

    Grav/ will end up being the /Ice of primaries after this change.

    Quote:



    I suspect that it's quite possible for some solution to be found given that we have powers that vary their affects based on factions, NPC v PC, and a slew of other conditions. Moreover, how it actually functions in PVP needs to be seen first.
    i hate these "needs to be seen first" comments. unlike you, i've spent 90% of my game time in the last three years pvping. i know what works and what doesn't, possibly better than most developers.

    when i13 dropped, i called every single flaw and ways to solve it. people like you said "let's wait". that's beyond naive. after a month and a half, changes don't get revisited in this game. remember the stalker changes? that was almost 2 years ago. it took two years of dysfunction to get them to look at the AT again. remember the last time a control set was tweaked? last time blaster sets were looked at?

    you've got a really rosy way of looking at the developers. there is not enough man-power to "see how things work", unless you want to wait a year and half or more in between to get things changed, you better get them right the first time.

    re: player and npc tags:
    stop showing your lack of knowledge when it comes to game mechanics.
    a location based aoe power has zero use in the current state of pvp. the only reason things like glue arrow work is because you are always assured to ground a single person per activation.

    the player/npc flags won't solve anything when it comes to this.
    you'll need a completely new way of targeting (NOT LOCATION BASED) in order to gain any functionality in PVP.

    Quote:

    Don't you see? There may actual be a use for Dimension Shift, beyond a panic button, in PVE now. As illustrated here:



    And here:



    Some seemingly viable strategies while retaining panic button functionality. This can hardly be called a gimmick. It addresses one of the most long standing and prominent problems of DS in PVE, excess phase duration. Will it be enough to make the power worth taking? Perhaps.

    As an aside, I wonder if DS will be able to defuse an alpha strike now. For example, drop the patch on some unaware foes. They turn and fire their initial volley, but it does nothing due to being phased. Then simple detoggle it after the big guns are spent.
    Naive.
    Your team is still going to get raged when they have to wait for the phase period to be over and you'll still have a target cap of 16 or so enemies.
  24. Quote:
    Originally Posted by ketch View Post
    First, this is a buff for the vast majority of gravity players. Unfortunately, the needs of the few are sometimes victim to the needs of the many. Gravity in pvp is a subset of a subset of the entire player base. There may be a workable solution to what you'd like to see for PVP, but you'll have to stow the poor attitude and try to be constructive if you want to hold any hopes they'll dedicate the time and effort. Or, as a mantra I've often seen touted by pvpers, learn to adapt.
    i'd dare say that in it's current state, there are more pvpers using grav that pve-ers using grav :-\

    i know it's cool to ask pvp-ers to be constructive, but i've already been constructive. i've suggested a targeted aoe mechanic centered around a target player in pvp, possibly using the new assassin strike conditionals which allow a power to operate in a completely different way based on a particular flag on the player.

    you can't fault me for my attitude on this. i've been here since i7. i stayed past i13. i was there trying to show the devs that i13 was a bad idea (who wants to argue i was wrong and they were right now?).

    adaptation = reroll, in this game. don't you guys see... this buff is a gimmick. there's no change here. it's still going to be useless 99.9% of the time in pve. now the thing is... it will make grav worthless in pvp. i was contemplating io'ing out my grav/ff a few weeks ago. i doubt i will now. with a single cage, i might as well be running a fire/ff without -kb on the hold and still keep my secondary cage working.