How is hurricane now?
Hi Ashlocke,
The devs really like KB and repel; they're extremely comic-booky. Remember when tanker attacks were larded with KB? The devs were surprised that tankers hated it.
And I think they're still surprised that the playerbase hasn't widely adopted large-scale KB and repel for team play. They've schwacked tanker defenses, they've reduced the number of mobs that most debuffs and all controls can affect; to them, it's obvious we should be looking at KB and repel for additional defense. But it's not obvious to the players. It's still better to fearsome stare and darkest night a bunch of mobs, with the chance of missing some, than to spread them out with force bubble and miss most most of them.
It's also interesting that two powers are exempt from the AoE limits: force bubble and hurricane. The devs really want us to keep mobs bouncing around, away from the squishies. Well, at least Statesman did; he lavished much praise on FF's final three powers, to the point where it seemed like they were so powerful, they oughta' be nerfed. _Castle_ backed off from the sales pitch and called them "situational by design," but there was still the undertone of, "Find the right situation, and you'll be amazed at what these powers do."
We still don't know what those situations are since the devs don't like us pinning mobs and players.
*shrugs*
But I don't think they're ever going to expand of FF's abilities. They think there's value in mass keepaway, and that's enough for them. FF is balanced by its defense buffs, everything else in the set is filler.
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-Oxygen Boost: a heal. well ok, let's call this a ranged ability for the sake of argument
-Snowstorm: toggle debuff, can be easily broken by anyone with SJ
-Freezing Rain: location AoE. The mechanics of this is nothing like a targeted ranged attack. good luck hitting any leap froggers with this. Freezing rain often times is often to shield yourself with it to debuff those who are on a collision course with you
-Tornado: you even put tornado here? yeah, it doesn't go farther than like 20 feet of the master, lol. A summon power, hardly what I'd call long range
-Lightning Storm: summon once again. easily negated by simply moving away from it. it's not like i can shoot someone with lightning storm, so no this is not a 'ranged attack'. Like tornado this power is best used in close quarters.
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I don't agree with any of your counter-rationales except for Oxygen Boost, which you agreed with me upon. If a storm cloud following you around executing RANGED lightning attacks against your foes is a "close ranged" power to you, our definitions of what constitute close range and long range attacks are irreconcilable. You can assert I know nothing about the set, but I don't think anyone really believes SNOWSTORM is close ranged. Sure you can cancel it with super jump, but that has precisely zero to do with the fact that you don't have to be standing right next to them to activate it in the first place (Hell, I used to pull with it on my Earth/Storm, although I never played him high enough to start PvPing with him, nor had any intention to do so, he was a concept character -- not easy to pull with a "close ranged" power); excuses and justifications aren't becoming. None of these powers are "close ranged" under any reasonable, rational definition.
Skipping a fairly large chunk of text that doesn't warrant reply here. I'm sorry, because I know it bothers you, but it's mostly just ranting and/or not particularly logical. I don't say that to insult, simply to explain.
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don't even give me that crap. you know as well as any other, every set for any AT has a signature type power.
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Not really, no. In fact, the vast majority don't. The closest this comes to true in any other set is Assassin Strike, and honestly I feel it's the same problem for non-energy/spines Stalkers; all your eggs in one basket. You're just wrong in your assertion here, the vast majority of powersets DO NOT have one really good power they obsess over to the exclusion of the rest.
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Sure, if you think hurricane is some kind of god mode ...
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I don't think it's some kind of god mode, and I never said or even intimated it was. You putting words in my mouth and then arguing against them is a poor form of argumentation, RyStorm.
I simply agreed with you that Hurricane DID largely amount to a melee safe zone. It wasn't IMPOSSIBLE to overcome, and in fact with the right team setup it could be overcome reliably. That's not god mode, but fortunately there's an area BETWEEN god mode and a balanced power, and Hurricane fell into that middle region. Not everything is some ridiculous extreme; it doesn't have to be easy mode OR hard mode, there's normal, and there's slightly too easy, and slightly too hard, and so forth.
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Well respond to the statement going in the same direction as I'm going, don't try to switch it around like I'm implying something else.
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I respond to what you SAY, RyStorm. If you're THINKING something else, it's unfortunately the case I'm not a master psychic. Say what you mean or expect to be misunderstood, if that's really the case.
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Team
Inspirations
Tactics
Temp Powers
Any of these or any combination of them will help overcome Hurricane.
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Your point has been discussed and responded to in this thread all ready. If you search out such posts, you will have my response.
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I have to back Rystorm on her assessment of Storm powers. Yes, it may not be easily understood but all I can tell you, and maybe other Stormers too, is that when I played PvE, I was much more devastating on the indoor mishes. Outside, things just get too spread out and too chaotic.
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I bolded the line of text that makes your point diverge from hers. Her point is "Storm powers are all close ranged," your point is "In PvE (i.e. the place most things can and will be knocked back), Stormers are most effective when their many knockback effects have something to bounce the enemies into."
I agree with your assertion, I don't agree with hers. I've seen lightning bolt shoot too far, seen Snowstorm and Freezing Rain cast too far away, seen Tornado chase my Dominator too far to accept her "close ranged" definition. In line with her saying I should play a Stormer, maybe she needs to play a melee class and see what close ranged actually MEANS in this game.
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If I'm understanding correctly, this is where Rystorm is coming from not just the strict definition of ranged vs melee.
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Given most people in PvP have knockback protection, I don't think the very valid point you're making is the point she's trying to make, because if Storm wasn't knocking everything back being indoors to avoid the chaos is a much less important feature. She made the assertion "all the powers are close ranged," which can really only be understood in one sense: you need to be at close range to hit things with them. And that's false. If she wants to assert indoors Stormers are more effective, fine, but that's an entirely different point.
Frankly I just look forward to the day that the going rogue system comes out. Then stalkers can hunt stalkers. You can have your group as well with a stalker in it, a enemy stalker strikes only to get AS'd by a friendly stalker. Now that will be a beautiful site to look forward too.
Going Rogue FTW
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I don't agree with any of your counter-rationales except for Oxygen Boost, which you agreed with me upon. If a storm cloud following you around executing RANGED lightning attacks against your foes is a "close ranged" power to you, our definitions of what constitute close range and long range attacks are irreconcilable.
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Following you around? It doesnt move once cast. It doesn't "follow" anything. The point being made in the earlier post is that Storm powers in general may have a great effect, but they are NOT targetable. Tornado? It may decide to attack anything in range, and switches targets rapidly. Freezing Rain is a patch on the ground. Snowstorm is hardly an attack, and oh sure, let's throw 02 boost in there, it has great range.... I kill stalkers alll the time with it .....
Force Bubble doesn't need changing. Heck Hurricane pushed back, knocked down, debuffed...
Force bubble JUST holds back and the only ones not built to walk through it are almost entirely the ones that don't even NEED to walk through it in order to attack...
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Wait a second! What are you planning with Force Bubble? It repels. That's all it does. Taking away repel means it creates a big bubble that does absolutely nothing.
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Right. That's why it's harder.
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you know originally force bubble had (or was supposed to have) a ranged defence buff. it was removed at launch and then taken out of the description in a subsequent patch. why not (for pvp only) add back in that ranged defence and then modify the push back effect like you did you hurricane. make it have a decent unenhancible ranged defence. it may be a crazy idea but atleast i think you probably have the code in some old dev CVS file or something.
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I don't even understand any of this. Why does everyone have to get jacked for pvp, because " it's not fair! "?? Why cant you just let the hurricaine folks pin their folks against the wall, let the stalker folks sneak up on people and slice them in half, let the controlling folks hold people like they do in the rest of the game, and let everybody just be what they thought they'd be when they signed up for their powers? We choose the powers we think are best, there's a reason for that. It is not so that the game will come along and make everybody the same!!
Dark Fantasm
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Agreed. And unnerf Regen so PermMog could come back and Instant Healing is a toggle again. :-b I'm all for the Golden Age of CoH.
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dood, if you have a problem with the regen nerf start another thread.
and leave hurricane out of it.
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I don't agree with any of your counter-rationales except for Oxygen Boost, which you agreed with me upon. If a storm cloud following you around executing RANGED lightning attacks against your foes is a "close ranged" power to you, our definitions of what constitute close range and long range attacks are irreconcilable. You can assert I know nothing about the set, but I don't think anyone really believes SNOWSTORM is close ranged. Sure you can cancel it with super jump, but that has precisely zero to do with the fact that you don't have to be standing right next to them to activate it in the first place (Hell, I used to pull with it on my Earth/Storm, although I never played him high enough to start PvPing with him, nor had any intention to do so, he was a concept character -- not easy to pull with a "close ranged" power); excuses and justifications aren't becoming. None of these powers are "close ranged" under any reasonable, rational definition.
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This just goes to prove that you really don't know about this set. How can anyone accept your reasoning and logic supporting a nerf on a set that you really don't have any working knowledge of? Lightining Storm is a summoned power that appears over your head and DOES NOT MOVE. You can't pick a spot 50 feet away to place it and watch it harrass your enemy. It picks its own targets and WILL NOT MOVE. (I do like your suggestion here tho' and hope that the Devs implement it )
Lightning Storm is quite possibly the easiest PvP power in the game to avoid. Stay at range and it won't EVER bother you. Gale is such a bad power that many, many Stormers remove it from their tray. I know of a couple of board posters that purport to utilize it in PvE - but I don't know that I have EVER seen it used in game, especially PvP ..... and it is our ONLY real ranged power! SnowStorm is a targeted debuff that is great, but ranged???? Hell, you go too far and it drops - how about that for range.
But I have a killer ranged SINGLE target heal! Every other set in the freaking game would kill to have this uber power. So great that many skip it completely or take the aid other/aid self combo.
What really frustrates me and many other people that have played/paid money to this game for two years now is for someone with little or no working experience with a powerset or AT to come to the boards explaining why they know a power or set needs a tweaking (read:nerf). I have a level 50 Earth/Storm that was never really regarded as being a powerful character until newer PvP players came up against Hurricane and quickly and suddenly declared it to be too good. Go tell that to the Spines/anything guys that just own me (claws also to a lesser extent). Or anyone with a hold to spare - oh yeah, I hear that villains might be getting those with RV. Because the super uber FoTM EM Stalkers can't kill me very easily I should be nerfed?
I really do agree that permanently pinning players needs to go- and personally I have never attempted to do it in PvP. I'm glad the Devs are looking into preventing this. But to remove the one real strength of the set really isn't a very practical solution. Goodness knows Defenders aren't exactly PvP standouts as it is, and this won't help. I guess Dominators, Tanks and Masterminds need to be beat down a little further also.
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/em wonders when the devs are gonna realize that Force Bubble has the same "problem" that convinced em to zap Hurricane.
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It made only since that storm should be able to keep melee out when they are so vulnerable to everything else.
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Actually, the only thing I really wanted to change in this mess was the ability for Repel Fields to effectively trap a player against geometry in Base Raids.
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Sounds reasonable... but... wait...
Isn't there such a thing as getting too picky about superpowers imbalance?
I mean... In this case you're basically saying that it's not fair for a basic repel effect to interact with basic world geometry. Right? Doesn't this sound kinda ridiculous as a design imperative? Are repel effects only meant to be usable in open fields with no walls in sight?
I concede that the devs have to keep game balance in mind as a design priority, but let's call out the emperor's new (supersuit) clothes for what they are: the superhero genre itself is grossly unbalanced.
I mean... realistically, it's just not plausible for one as powerful as Superman to find himself in as much genuine peril as has been portayed over the last 50 years. Superman beats up Luthor every day of the week no matter how much Kryptonite Lex stashes away, and Lois Lane sees right through that meek pair of glasses in about one second.
In the same way, people that can throw repel effects naturally use them to pin their targets against a wall. This is natural in the genre. I remember one early issue of West Coast Avengers where a gravity-wielding villain pinned Wonder Man at the bottom of a posh swimming pool (filled with water) for days. Wonder Man eventually got out of the pin by digging his fingers into the pool floor and ripping it apart (or something like that).
That's an example of how comic book writers can work through the ramifications of this kind of gross imbalance. However, game devs tend to look for workarounds to prevent such situations from ever happening again. To some extent this is understandable. Balance fixes, as I'm sure the devs would insist, are not nerfs but fixes. I would agree they are fixes and not nerfs to the game balance, but they are nerfs and not fixes to the underlying genre as well.
I don't envy the devs' position here. They are in the unique position of having to simulate a full superhero world and make it work cohesively. No one else comes close or has ever come this close to this kind of accomplishment. Really City of Heroes is the paradigm shift of the genre.
But in City of Heroes, the devs have a paradox to deal with: people come to play the game because they get to play superheroes, but people leave the game because a true simulation of the genre is unbalanced against them in so many ways.
Fixing repel effects so that other players don't get pinned addresses game balance and helps with the latter, but nerfing repel power design so that it doesn't work naturally with natural world geometry undermines the genre and diminishes the former.
I'm not saying that fixes like reduced repel intensity, or eliminating controller pet overlapping, or introducing scattering side effects to burn patch tanking, are unjustified. I'm not even insisting that the devs have to work harder to stop putting in fixes that undermine the genre. I'm saying the devs need to do more to show they recognize these kinds of fixes are indeed nerfs. That City of Heroes is really more of a City of Semi-Heroes than the more idealized form of the genre that they might want to leverage into optimum revenues via their business model.
The playerbase will understand if you do it right. They already know the score as it is.
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Actually, the only thing I really wanted to change in this mess was the ability for Repel Fields to effectively trap a player against geometry in Base Raids.
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Castle could save the programmers a lot of trouble by simply making a public service announcement letting all the ignorant players out there know about the counters to getting trapped like use of Phaseshift or TP to remove oneself from the corner or enlisting the help of a kineticist to buff you.
Then again, requiring teamwork for success in a game where pvp is balanced around teams... I dunno...
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Actually, the only thing I really wanted to change in this mess was the ability for Repel Fields to effectively trap a player against geometry in Base Raids.
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Castle could save the programmers a lot of trouble by simply making a public service announcement letting all the ignorant players out there know about the counters to getting trapped like use of Phaseshift or TP to remove oneself from the corner or enlisting the help of a kineticist to buff you.
Then again, requiring teamwork for success in a game where pvp is balanced around teams... I dunno...
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if i'm not mistaken PHASE SHIFT IS AVAILABLE TO EVERYONE in the form of the stealth pool AND the free temp power in warburg.
furthermore, THE KIN POWERSET IS AVAILABLE To BOTH HEROES AND VILLANS. ID IS AVAILABLE (for controllers and corrupters) at level 16.
TP (self and ally) is available to everyone as well.
of course there are certain sets that are flat out immune to repel anyway, so the above counters are really only necessary for certain sets.
how many more counters to one particular aspect of a power this game require?
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Since Hurricane is so easily countered by any AT that can fight at range, and the nerf calls didn't appear to be coming from heroes who found themselves helpless against Hurricane in Warburg, I have to assume that most of the nerf calls came from Stalkers and Brutes. Since the pvp stalker population is so much larger than the pvp brute population, I'll draw the conclusion that the most complaints about hurricane came from stalkers, and more specifically those without ranged attacks.
Unfortunately, with Energy Melee being widely known as one of the most damaging primaries for an AT that has the highest kill/death ratio (by a ridiculous margin), the above group amounts to a significantly large population of complaining people.
And since EM stalkers can kill just about anything in under 10 seconds, it's very frustrating for them not to be able kill a hurricane user on their first pass.
Maybe I misunderstood a previous post from the devs, or they've just decided to go in a different direction than I was expecting. They said that stalkers kill/death ratio was significantly higher than any other AT in the pvp zones (or something to that effect), so I kinda figured they would be making moves to lower that kill/death ratio. Instead they significantly nerf a power that's primary use in pvp zones is stalker protection. A nerf that will lead to fewer stormers in pvp zones using the now reduced effectiveness Hurricane power, and another increase for the stalker kill/death ratio .
Is it not completely obvious why some stalkers are so happy about this change or felt it was "needed"?
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wurd.
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While I don't have a stormy high enough to hit pvp yet, I've seen enough in battle, to agree with the above post. Perhaps the most lucid analysis of the problem from a player.
The better question, Stormbringer, is to ask my hurricane is being singled out.
I'm guessing that the devs are uncomfortable with stormies being relatively sturdy compared to other defenders.
But, perhaps most importantly, the devs don't have any real problems with a defender being defeated in 10 seconds, but it's damned tedious and slows down gameplay for a defender to effectively pin a melee player and then take 5 or 10 minutes to to defeat him. This is especially annoying to the uninformed or casual PvPer who may not understand that there are counter-measures available to repel.
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The better question, Stormbringer, is to ask my hurricane is being singled out.
I'm guessing that the devs are uncomfortable with stormies being relatively sturdy compared to other defenders.
But, perhaps most importantly, the devs don't have any real problems with a defender being defeated in 10 seconds, but it's damned tedious and slows down gameplay for a defender to effectively pin a melee player and then take 5 or 10 minutes to to defeat him. This is especially annoying to the uninformed or casual PvPer who may not understand that there are counter-measures available to repel.
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this is a very good question.
although some of castle's comments lead me to believe any and all sustained repel powers are next on the chopping block.
i sincerely hope this doens't happen. to remove repel would be bad for the game.
there has to be a better way to deal with the potential for abuse.
Those are just the counters to the repel part of the power you listed. How about every tohit buff in this dang game.
This nerf was uncalled for.
yeah, i had limited my counters to the ones i could think of off the top of my head for the repel portion of the power. i did this 'cuz that's what castle and the gang have said they're taking issue with in base raids.
i think the fix is inappropriate. yes, it addresses the purported problem, but it also annihilates defender melee protection.
that's too much in my book.
Actually, I bet the power in itself never really bothered any of the Dev's.
What did bother them however is the hundreds of whiny posts coming from non-storm users who couldn't AS through the hurricane.
Seriously, that's all it comes down to. Majority rules in this game and the majority of noob PVPers are villians (stalkers mostly) that hang out in Sirens Call getting ticked whenever a stormer shows up. They complain, the Dev's start listening.
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I don't agree with any of your counter-rationales except for Oxygen Boost, which you agreed with me upon. If a storm cloud following you around executing RANGED lightning attacks against your foes is a "close ranged" power to you, our definitions of what constitute close range and long range attacks are irreconcilable.
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LOL since when did lightning storm follow people around? Of course you disagree with me, because we're two schools of thought. Me being the person who knows what he's talking about, and you obviously not knowing even the basic mechanics of the set. Like I said, you shouldn't talk about things you know nothing about.
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You can assert I know nothing about the set, but I don't think anyone really believes SNOWSTORM is close ranged. Sure you can cancel it with super jump, but that has precisely zero to do with the fact that you don't have to be standing right next to them to activate it in the first place (Hell, I used to pull with it on my Earth/Storm, although I never played him high enough to start PvPing with him, nor had any intention to do so, he was a concept character -- not easy to pull with a "close ranged" power); excuses and justifications aren't becoming. None of these powers are "close ranged" under any reasonable, rational definition.
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Technically snowstorm isn't a targeted range power. The mechanics of a toggle debuff is once it's leash is broken, target becomes invis'd or knocked off, it turns off. Much much different when compared to a ranged debuff such as LR. LR, the ranged targeted debuff, once you get smacked with it, you're stuck for the duration. Toggle debuffs can be broken within a second in some cases. Anyone can tell you, there is a difference between ranged attack or ranged debuff compared to toggle debuff. For someone who claims they have an earth/storm , your knowledge of the storm mechanics is extremely limited. Sorry, don't cast lightning storm and make it follow me, lol
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don't even give me that crap. you know as well as any other, every set for any AT has a signature type power.
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Not really, no. In fact, the vast majority don't. The closest this comes to true in any other set is Assassin Strike, and honestly I feel it's the same problem for non-energy/spines Stalkers; all your eggs in one basket. You're just wrong in your assertion here, the vast majority of powersets DO NOT have one really good power they obsess over to the exclusion of the rest.
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So you're not denying that your powerset wouldn't be screwed if integration only protected you against mezzes and knockdowns 1/4 of the time? hell maybe if hide only worked 1/4 of the time too. Every set has their must have powers, don't even deny that. If you don't agree then see how much success you have without using integration or hide
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I don't think it's some kind of god mode, and I never said or even intimated it was. You putting words in my mouth and then arguing against them is a poor form of argumentation, RyStorm.
I simply agreed with you that Hurricane DID largely amount to a melee safe zone. It wasn't IMPOSSIBLE to overcome, and in fact with the right team setup it could be overcome reliably. That's not god mode, but fortunately there's an area BETWEEN god mode and a balanced power, and Hurricane fell into that middle region. Not everything is some ridiculous extreme; it doesn't have to be easy mode OR hard mode, there's normal, and there's slightly too easy, and slightly too hard, and so forth.
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So you're saying something that was a virtual safe zone would imply that it wasn't counterable, now you're saying there's counters to it? Let me get this straight, if someone was totally safe to melee, it would be a god mode power of some sorts, but that's not the case obviously. I had a paragraph explaining that melee characters had not just one, but many counters within the archetype to counter hurricane, and said 1 example of a safe zone, and you just took that part and went off on a tangent about how there should never be mobile safe zones, blah blah, game breaking power, etc.
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Majority rules in this game and the majority of noob PVPers are villians (stalkers mostly) that hang out in Sirens Call getting ticked whenever a stormer shows up. They complain, the Dev's start listening.
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Sadly I find this to be truth in most things. And any good service provider will listen to the majority when they are clamoring for changes. Even if they are whimsical or detrimental to overall service.
The bottom line is retaining and growing your net revenues.
pretty much true for all MMO's except guild wars. In GW the devs actually are out there playing with the players and getting feedback from the experienced players on what's too much, and what needs a boost. The devs there are always watching the playoff/championship matches to see if any certain powers are out of hand. if only the devs did that here, pvp balance would be going in the right direction.
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Majority rules in this game and the majority of noob PVPers are villians (stalkers mostly) that hang out in Sirens Call getting ticked whenever a stormer shows up. They complain, the Dev's start listening.
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Sadly I find this to be truth in most things. And any good service provider will listen to the majority when they are clamoring for changes. Even if they are whimsical or detrimental to overall service.
The bottom line is retaining and growing your net revenues.
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Yeeeup, bingo. I run a chain of Subways and if I get enough calls demanding we start selling something like Milk (which we don't, just using an example), by god I'm going to start carrying it.
Silly example, but remember this is a business. Do they want to cater to a group of 30 big-time PVPers or the 100's of 10-15 year olds that give up easily?
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LOL since when did lightning storm follow people around?
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If it's actually totally, 100% immobile under all circumstances, then I misspoke. I thought it followed the Stormer around, I can't say I've seen it used that much. We both know it's ranged though, as it literally starts lobbing off ranged attacks.
You can insult me all you like, doesn't change the fact that you've asserted Storm powers are all "close range" when we both know they aren't.
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Me being the person who knows what he's talking about, and you obviously not knowing even the basic mechanics of the set.
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Basic mechanics like being able to cast Snowstorm on people at range? Basic mechanics like being able to actually MOVE the aiming reticule for Freezing Rain to cast it at range?
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Technically snowstorm isn't a targeted range power.
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You target someone, someone who is at range, and click it. Then it activates. That's what a ranged power IS, no amount of attempting to rubbish your way around it changes that. Yes, if someone runs QUITE far away from you it turns off, but ranged doesn't entail UNLIMITED RANGE.
You're being disingenous. In fact, you're being ridiculous to be honest, in addition to being insulting. You can reassert "all Storm powers are close ranged" all you like, you can try to rubbish weird defintions of what a ranged power is to exclude Snowstorm and it's lot, but you're wasting your time. I'm not repeating myself on the matter again. We all know they aren't.
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So you're not denying that your powerset wouldn't be screwed if integration only protected you against mezzes and knockdowns 1/4 of the time?
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Yes, I'm denying that. It'd mean I would have to bring break frees along (and I'd probably pack Strength of Wills too for certain situations), but if Blasters can cope with that, so could I. Integration is a convenience, not a necessity -- Blasters prove that. Sure it would make things a bit harder or more annoying, but I'd still very likely do quite well, because I have the reflexes to use inspirations if I need to.
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hell maybe if hide only worked 1/4 of the time too.
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Against my best opposition Hide doesn't work at all, because they have stacked perception powers. So again, pretty bad example on your part, given I operate under the assumption everyone CAN see me, because it's usually true!
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Every set has their must have powers, don't even deny that.
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Then what's my must have power? I kill people without using Assassin Strike. I kill people without using Energy Transfer. Integration can be covered by break frees and strength of wills. Hide doesn't keep me unseen against good opposition, it's all ready totally unreliable in that regard. What individual power MUST I have here? I mean you could take away like 3 or 4 of my powers and screw me, but any one I can live without pretty easily.
No, I don't have any individual desparately needed power like Hurricane. I don't think MOST sets do.
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If you don't agree then see how much success you have without using integration or hide
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Plenty without hide all ready; I often even fight duels without it if my foe can't see past it to make it fair for them. Integration I haven't fought without much to be honest, but I clearly COULD, I'd just need to do what Blappers all ready do, what Defenders all ready do, etc.
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So you're saying something that was a virtual safe zone would imply that it wasn't counterable...
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If something was a melee safe zone, which is the term you used and I agreed to, no, it wouldn't imply it was impossible to counter in general. The reason why is so obvious I don't think I have to spell it out.
Could you please start thinking some of these arguments out before posting them? I'm trying to be fair and keep responding to your points, but a lot of the things you're saying are just SILLY to be honest. Storm powers being "all close range," melee safe zone implying "impossibility to counter," it's silly, it's childish, and you clearly can't ACTUALLY believe these things. Doesn't academic honesty mean anything to you?
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actually if you are gonna nerf anything castle look at tk next cause its like.. annoying
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I hope this was sarcasm, because if you want to feel frustration, try PvPing with an AT in which virtually every power in your Primary can be negated with the little purple pill.
Leave TK alone, Hurricane was fine. Team up and find answers.
One thing that I think people, and unfortunately the Dev's too, are missing is that PvP is still in it's adolescence in CoX. Until Villains start getting to lvl 50, with Villain Hami-Os. It is will hard to get the real full dynamic of the balance of powers. Any major nerfs to powers or sets because of PvP so far is probably premature and in many cases may not be necessary because of tactics that will eventually develop.
One thing I will say about TK however, is that is should not be auto hit. Just like Hurricane, Placate, etc...should not be auto hit. Nothing should be auto hit in PvP.
Dominators don't need mitigation from their secondaries. Even if they did, there's ice (slows), psi (-recharge), and fire and elec (death).
-Talen_Lee commenting on Energy Assault's Utility