Theres a storm coming!!!


Alvan

 

Posted

I agree on one thing here: acrobatics should not have repel resistance added to it. Removing repel completely out of TK is stupid also (That would still leave force buble and hurricane and hurri sucks already in repel). I suppose the breakfree change would be best change out of the ones posted here. 2 bfs to counteract.


 

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i have invested in 2 sets of purple's and a lot of other set in my toon soo know how you feel

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4 purples sets here, working in my 5th (already got 2 enhances), 3 lotg +rech, 3 decim sets... I can imagine how u feel, Im totally with u.

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Ever heard of a respec? Take them out and sell them or put them in a different toon.

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not realy the point

I mean you spend the time to build a toon you enjoy playing send the time to collect inf and sets to do what, respec them out. Can I get the time I spent getting him to where he is back from a respec to.


 

Posted

Just a quick question on the subject of TK, how does the idea of a mild debuff on the user sound? something like "usage of this power requires a great amount of concentration resulting in a slight reduction to your (def/res/travelspeed/recharge maybe ground (-fly-jump) the user or something)" in addition to the end cost sound?


 

Posted

I'm happy with the ideas for acrobatics, although my mind dom is crying quietly in the corner (again)over the proposed TK nerf. But 2 BFs to break out sounds fair, so I'm hoping they go with that.

At least we're getting a proposal rather than a fait acompli, so overall it's thumbs up to the devs.

Besides, anything that makes Knockback useful in PvP gets my vote.

As long as they make it possible for a KB focused build to be effective, without creating a juggle fest where everyone is continually on their backside, it can only make PvP more dynamic. The tactical possibilities for using KB could add a whole new dimension to arena matches.

And a really big plus for me is that it's is very much in the Comic book tradition. Slamming the bad/good guy into the wall is fun, and that kind of superheroic fun is why I play this game, rather than something else.

And these changes should also make the currently under-performing melee toons more useful to have around, which is another plus.

Also, I'm thinking these changes might make a Storm/Energy defender a useful PvP option. Or even an Energy/Storm corrupter, once i12 is here. What do you guys reckon?


 

Posted

Well Force Bolt with 6 Knockback IO's, used in conjunction with Vanguard Medal and Power Build Up on Defender is a mag 104 knockback. So it's already possible to break through Acrobatics, but not easy and frequent.

But hey nice one guys, way to buff /NRG Blasters.


 

Posted

Knockback IOs increase mag'? Just distance AFAIK.

And doesn't the Vanguard accolade, like Meglomaniac only increase duration, not magnitude?


 

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Knockback IOs increase mag'? Just distance AFAIK.

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No they do, or at least I think they do. On Rooks, I have two Force Feedbacks, one of which HAD to have a KB component, in my Stone Mallet, which now every time it would have KDd before it KBs, and it also seems to KD things with minor KB protection.


@Rooks

"You should come inside the box... Then you'll know what I mean."

 

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Knockback IOs increase mag'? Just distance AFAIK.

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No they do, or at least I think they do.

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Crikey!


 

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Just a quick question on the subject of TK, how does the idea of a mild debuff on the user sound? something like "usage of this power requires a great amount of concentration resulting in a slight reduction to your (def/res/travelspeed/recharge maybe ground (-fly-jump) the user or something)" in addition to the HORRIFIC end cost sound?

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*Edited for emphasis on personal experience


 

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Hmmmm, more I think about the more I'm getting fond of the idea of any inspiration based repel counter or resistance going to Sturdies and not Breakfrees .

It makes more sense conceptually and mechanically.
It would make for increased tactical choice of inspirations.
It would avoid Break Frees becoming even more of a complete counter and negator to some ATs and power sets.

Re-reading over the US PvP wishlist, it really is a good list with some decently realised suggestions and requests. It would be very positive to see these worked through, perhaps, as Castle might like to, in a general PvP assesment.


 

Posted

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Just a quick question on the subject of TK, how does the idea of a mild debuff on the user sound? something like "usage of this power requires a great amount of concentration resulting in a slight reduction to your (def/res/travelspeed/recharge maybe ground (-fly-jump) the user or something)" in addition to the end cost sound?

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5- resistance :P.


 

Posted

Castle's latest:

(QR) Lot's of discussion, which I expected. Here's a quick status update on this.

1) Acrobatics *will* be reduced in value. 9 Mag is the current target value, though that may change. The change is being made not just because of PVP, but also because we want Knockback in PVE to be a threat in certain encounters -- with 100 points of protection from a toggle, that simply was never the case.

2) Acrobatics may be changed to be enhanceable with KB enhancements (but not IO sets.) Most likely this would be scale 1 or 2 enhanceable, with the remainder unenhanceable.

3) Power Boost, Power Build Up and associated buffs (including accolades) will be altered so they no longer increase KB.


 

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3) Power Boost, Power Build Up and associated buffs (including accolades) will be altered so they no longer increase KB.

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Phew.


 

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3) Power Boost, Power Build Up and associated buffs (including accolades) will be altered so they no longer increase KB.

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Phew.

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Aww!


My MA IDs:
Fiend Space: 211464

 

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So what about the idea of leaving TK as is but adding repel resistance to Acrobatics and BFs?

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My conclusion from the 22 pages that Knight posted in the very first post is that Castle will add resistance to BFs...

In order, bf = 50%, 2nd-3rd tier = 100%, so 2 bfs to negate TK.

We will see.

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Oddly, that is exactly what has happend...

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FWIW, we reverted out the "Not affect players" change to TK, and changed Break Frees to 50% Repel Resist, and 100% resist for Medium and Large inspires.

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Edit to Castle's post about Cage suppresion.


 

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Woot TK's going to be left untouched!


 

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A better solution. One small note however is the impact break frees alone now have. One insp type that pretty much negates whole sets seems a little weird. I'd have preferred to see the repel resistance go into another type .


 

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The only thing I'm realistically worried about with the changes to Acrobatics is the veteran reward Nemesis staff power. The Knockback Mag on that thing has always been stupidly high, but it *really* needs lowered now.

It's ranged and spammable with 100% chance of Mag 18ish KB, and available in PvP zones to all long-term veterans who have chosen the "right" reward. You'd need Acrobatics with two KB IOs in it to be protected.

Ideally I'd like to see the Veteran version become reduced in Mag to between Mag 5 and Mag 8 (eg either acrobatics or two KB protection IOs will protect you from it, but it'll still overpower one KB protection IO).


 

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So what about the idea of leaving TK as is but adding repel resistance to Acrobatics and BFs?

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My conclusion from the 22 pages that Knight posted in the very first post is that Castle will add resistance to BFs...

In order, bf = 50%, 2nd-3rd tier = 100%, so 2 bfs to negate TK.

We will see.

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Oddly, that is exactly what has happend...


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Hehe sometimes is interesting reading all the comments... Well, lets throw some conclusions:

1) Im with mighty about repel resistance being asociated to sturdies (oranges). In fact, it is a way to introduce them to pvping, and since we are doing changes, it would be really nice to make them playable (actually, a 10% res isnt enough to use them in pvp IMO).

2) I like the acrobatics change, it will make pvping more opened, but since they get IO, it will be even tighter the builds, so less slots to share... :S In fact, they have nerfed too the IO Knockbacks protection, since it will be cheaper slot in accro than buying a IO for 5mills... Dunno if they have thought that...

3) While Mind/ set has suffered a bit with the repel resistance, it will benefit a lot with the acro change, im lookin at lift (12.5 base mag ) So still my mind/ dom seems playable

4) If TK is actually 'nerfed', I hope they will give better end cost, or whatever buff to make it still usefull...

5) And last question: will eating 2 bfs save me from repulsion field too?? I hope so...


 

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In fact, it is a way to introduce them to pvping, and since we are doing changes, it would be really nice to make them playable (actually, a 10% res isnt enough to use them in pvp IMO).

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Huh?First of all Sturdies are widely used in PvPing from experienced players especially from target callers as well as any soft target.Sturdies are absolutely fine and need 0 changes or they will become overpowered.

Considering repel is a form of mez effect breakfree is the perfect inspiration to act as a repel mitigation.

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Ideally I'd like to see the Veteran version become reduced in Mag to between Mag 5 and Mag 8 (eg either acrobatics or two KB protection IOs will protect you from it, but it'll still overpower one KB protection IO).

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Fully agree on this and needs to be looked at.

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3) Power Boost, Power Build Up and associated buffs (including accolades) will be altered so they no longer increase KB.

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I am not so sure about this.


From US boards:

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There aren’t any meaningful rewards to encourage participation in PvP. Add zone rewards that are for PvPing, not for doing PvE activities in PvP zones. Priority Issue

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This is number one thing that should be in developer list.If they want to keep a core PvP community of the veteran players and give incentive to more to PvP this is where they should start from.

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make taunt less easy to shake.

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This is te worse suggestion US PvPers have ever made.There are builds out there that even with current Taunt are horrible to face in team arena.I have one and anyone that came across it was really not happy.

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Brutes, tanks, and scrappers are entirely absent from high end team PvP

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This will never change in this game.In other MMO's melee has features that allows to close distance to ranged casters and they also have snare effects that allow them to put melee to use.In this game there are no such powers with the exception of TP Foe which is easily mitigated.Due to this game having some insane travel powers this will always be an issue unless the developers introduce abilities to melee sets that close distance (a superspeed rush ability for example that delivers -jump - fy -speed and is not negated by speed boost and so on).

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The difficulty of leveling and equipping toons decreases the number of people who can get involved in competitive PvP. Make a paid PvP expansion where you can auto level to 50 and get unlimited loot for a toon, but can only play in the arena and PvP zones.

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Oh hell yeah.

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Instanced PvP missons are a highly requested feature. Many people would like to PvP, but would like a story or different tasks other than just “kill the most people on the other team.” Hero vs. villain safeguard/mayhem missions are the most popular request, but king of the hill and capture the flag are also frequently mentioned.

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This feature alone together with a good reward system would bring new players and boost PvP activities across both sides of the pond.


 

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Sturdies are absolutely fine and need 0 changes or they will become overpowered.

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They should last maybe an hour or two longer anytime my MM chugs one
Also, happy birthday.


My MA IDs:
Fiend Space: 211464

 

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Happy birthday TG

(this thread needed some sidetracking )


 

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Thanks guys!I am getting dangerously close to 30 now...


 

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LoL, I will not delete the toon Globey, the problem is I DONT WANT leave playing my dom coz devs decided to gimp it..

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I didn't say delete, I said respec.


 

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Thanks guys!I am getting dangerously close to 30 now...

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time to stop gaming :P?