Nerf! Nerf! Nerf!!!!!!!


AresSupreme

 

Posted

Hehe. Ok here it how it works, you MUST choose one powerset to nerf, and explain why YOU feel it could bare a nerf. This is not a true cry for nerf, but i'm interested in seeing what powersets are giving people the most trouble and how. I will start.


Heat Exhaustion: It makes me ---> x.x


 

Posted

Heat Exhaustion is well to be honest a really good power. I dont think its overpowered even though i hate its guts.
I have issues with that ******* broken placate proc and more than that tanker damage.
Everyone really hates that power where you are encapsulated in a piece of ****.


 

Posted

Quote:
Originally Posted by Musey View Post
Heat Exhaustion is well to be honest a really good power. I dont think its overpowered even though i hate its guts.
I have issues with that ******* broken placate proc and more than that tanker damage.
Everyone really hates that power where you are encapsulated in a piece of ****.
Yeah, i hear about the placate proc often >.<


 

Posted

Placate proc is not a powerset, and it doesn't need to be nerfed...it needs to be fixed. There's no doubt that it's OP, and I think most would agree with that.

As far as actual powersets, I guess I'd pick regen. Even after all the nerfs (like 50 total through the last 5 years), it's still at least twice as good as any other scrapper set.

Of course it would be better to improve the other sets to make them viable, but lol at that, since the devs have not done that a SINGLE time in the game's existence. So yeah, I pick regen. Basically because it's the only set I can think of where literally every knowledgeable PvP'er would say it's better than any other option. I guess super strength is kinda like that too now, but not to the same extent.


 

Posted

Quote:
Originally Posted by Supermax View Post
Placate proc is not a powerset, and it doesn't need to be nerfed...it needs to be fixed. There's no doubt that it's OP, and I think most would agree with that.

As far as actual powersets, I guess I'd pick regen. Even after all the nerfs (like 50 total through the last 5 years), it's still at least twice as good as any other scrapper set.

Of course it would be better to improve the other sets to make them viable, but lol at that, since the devs have not done that a SINGLE time in the game's existence. So yeah, I pick regen. Basically because it's the only set I can think of where literally every knowledgeable PvP'er would say it's better than any other option. I guess super strength is kinda like that too now, but not to the same extent.
im all about regen but...id have to agree. I'd love to see the buff more than anything, but yeah regen is def much better than all overs.


 

Posted

Rather than nerfing i would like to see more sets buffed and made viable for pvp


 

Posted

Quote:
Originally Posted by TRTerror View Post
Rather than nerfing i would like to see more sets buffed and made viable for pvp
I thought I13 did that? Oh wait...


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Regen, when a scrapper is more powerful than a tank, and does more damage, well thats just not balenced.


 

Posted

Well i13 did bend the survival curve moderately, reduce spikes/instadeaths...at least for a short while. Spikes seem to have note returned to the pre-i13 days for some reason, not sure why. I suppose folks adjusted their builds/enhancements to bring their spikes back up to pre-i13 levels maybe.


 

Posted

Quote:
Originally Posted by SonicBang View Post
Regen, when a scrapper is more powerful than a tank, and does more damage, well thats just not balenced.
Church say Amen.


Stand UP.
FIGHT BACK!

 

Posted

I thought tankers are suppose to tank not deal dmg

and if this is a game shouldnt this go in the forum games?


 

Posted

Quote:
Originally Posted by SonicBang View Post
Regen, when a scrapper is more powerful than a tank, and does more damage, well thats just not balenced.

The best tanks can take more then the best regen scrappers. Regen may seem as good only because they have their first powerset lowering your health so you can't focus on attacking as much. But i have seen some WP tanks never die from a melee.



Ele/therm and thug/pain are too good and only lose to their exact weakness, ele/ tank or ice/ troller (sometimes stormies too). I wouldn't mind if they needed more skill to be that good. It only bothers when i see a good player lose to a bad one because of those powersets.


@Sentry4 @Sentry 4

PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.

 

Posted

Quote:
Originally Posted by Sentry4 View Post
Ele/therm and thug/pain are too good and only lose to their exact weakness
This is completely incorrect (well, the "only lose to certain things" part, not the "too good" part).


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

I'm with Mac on this people don't lose do their excat weaknesses they lose for varying factors. As a regen my weakness would be a thermal but you know what counters those inspirations use them abuse them get wreckd. Squishys of all sorts run from my regen even most brutes, the only non runners are MM and that's only cause they don't need to/ if they did would die instantly.


 

Posted

Heh, I know you said powerset, but your title implies some leeway.

1. Ranged damage on melee sets are too powerful. Sharks, blah blah blah. (nerf)

2. AS is practically useless. Remove Interrupt time. Check for critical at end of attack. (oops a buff)

3. Offensive buffs are only suppressed when mezzed, not detoggled. This is for defs and corrs only. (buff)

4. Tanker def/res reduced if Tank attacks (nerf by a small amount). They can keep their damage.

5. Broken record part, remove DR, heal decay.

6. Buff def with a little more elusivadfasweradsdf or whatever its called.

7. Nerf squishie res a little.


Dark Bard, Zoobait, Debacle
jmsb
Por vezes d� vontade...
chucknorriss
speak american godamnit

 

Posted

Quote:
Originally Posted by Necromatic View Post
Heh, I know you said powerset, but your title implies some leeway.

2. AS is practically useless. Remove Interrupt time. Check for critical at end of attack. (oops a buff)
Wow really? No


 

Posted

Quote:
Originally Posted by Necromatic View Post
Heh, I know you said powerset, but your title implies some leeway.

1. Ranged damage on melee sets are too powerful. Sharks, blah blah blah. (nerf)
This is not going to happen because they already nerfed it once before....

Quote:
Originally Posted by Necromatic View Post
2. AS is practically useless. Remove Interrupt time. Check for critical at end of attack. (oops a buff)
LOL no way this happens. If you think shark is bad. You do realize that AS is unresisted right???(critical part) Only idiots think AS is not useful. These are the same type of people that spam shark. AS > Shark all day.

Quote:
Originally Posted by Necromatic View Post
3. Offensive buffs are only suppressed when mezzed, not detoggled. This is for defs and corrs only. (buff)
I'm pretty sure you meant Debuff......if they did this Rads would become a little too OPed, because there would be no way to drop the debuff.

Quote:
Originally Posted by Necromatic View Post
4. Tanker def/res reduced if Tank attacks (nerf by a small amount). They can keep their damage.
Ummm no. Let them keep their res and def. Tanks are suppose to tank not have as much dmg as blasters.

Quote:
Originally Posted by Necromatic View Post
5. Broken record part, remove DR, heal decay.
Not going to happen.....the devs will never ever admit that they Fed up. Removing this would be just that. I want it as bad as every body else does...but i just don't see it happening.

Quote:
Originally Posted by Necromatic View Post
6. Buff def with a little more elusivadfasweradsdf or whatever its called.
Agreed, move it from 10% to about 20%.

Quote:
Originally Posted by Necromatic View Post
7. Nerf squishie res a little.
Ummmm...dr does that. If they did that they would have to mess with the dmg scales..and that is way to much work for the devs to do.


 

Posted

Quote:
LOL no way this happens. If you think shark is bad. You do realize that AS is unresisted right???(critical part) Only idiots think AS is not useful. These are the same type of people that spam shark. AS > Shark all day.
Let me begin with I'm not an idiot. AS is just not very practical in doing damage against very mobile units. Not that it is very hard to catch them, or predict where they land, its the stupid travel lag issue. I charge to where the target is going to be, or manage a good guesstimate, stop, hit AS, and then have it interrupted because I was moving? Hey, I WASN'T MOVING!

The real nitty gritty of what I propose was that the critical check (or when hide is checked for damage to target) happens at the end of the cast time. That way, an opponent can still knock you out of hide and eliminate the AS damage (for the most part anyway). Sure, the target will get move suppressed (but hey, no travel suppression right?), but worse (and a nerf to AS), the stalker is locked into the animation because there is no interrupt time anymore. How many times did you interrupt yourself on purpose to make a getaway or had that option when say, you didn't see those caltrops?

Quote:
I'm pretty sure you meant Debuff......if they did this Rads would become a little too OPed, because there would be no way to drop the debuff.
Yep, debuff. It would seem that they would be OP'd. But we are removing most or all bonus res so this is all they got (unless they build for res). Also, I said it could be suppressed with a mez/status attack on them.

Quote:
Ummm no. Let them keep their res and def. Tanks are suppose to tank not have as much dmg as blasters.
I agree in that tanks are supposed to tank, but if they do that much damage a line has been crossed. I say, if they want to go on the offensive, then while they do so, they are going to lose a tiny bit of def/res. In other words, if he purely tanks, he will not see a difference in his def/res attributes, if he attacks, he's gonna be a little more vulnerable (taunt attack excluded).


Dark Bard, Zoobait, Debacle
jmsb
Por vezes d� vontade...
chucknorriss
speak american godamnit

 

Posted

Quote:
Originally Posted by Necromatic View Post
1. Ranged damage on melee sets are too powerful. Sharks, blah blah blah. (nerf)
I see this coming, honestly, despite already being nerfed and seemingly on paper being balanced, I see a shark nerf coming. 2 Critting ticks of 265 on blasters just doesn't seem like something the devs would allow to continue. Yea it's already been nerfed, but lets look at regen.


Quote:
Originally Posted by Necromatic View Post
2. AS is practically useless. Remove Interrupt time. Check for critical at end of attack. (oops a buff)
^?????
Umm, Why? Its practically useless in ur hands? Maybe. Useless in the hands of someone good with a stalker? Not in the least, I get AS's off people using flares when im not lagging too bad, this idea is just unbalanced.

Different point, the way your explaination has it explained, the coding would make it possible to "Joust" with AS and hit it while passing in melee range and land outside the 10 ft range of "sight" few toons really have.

Quote:
Originally Posted by Necromatic View Post
3. Offensive buffs are only suppressed when mezzed, not detoggled. This is for defs and corrs only. (buff)
Other way around, Offensive buff toggle things don't suppress for tanks, scraps and brutes. Rads would be OP beyond all compare if this was implemented.

Quote:
Originally Posted by Necromatic View Post
4. Tanker def/res reduced if Tank attacks (nerf by a small amount). They can keep their damage.
Other way around, the damage they have at range is stupid to begin with, I personally think you can deal with it, but, eh, tanks are umm, TANKS?

Quote:
Originally Posted by Necromatic View Post
5. Broken record part, remove DR, heal decay.
^ Yes please, chance of happening? prolly floating around the .5% range

Quote:
Originally Posted by Necromatic View Post
6. Buff def with a little more elusivadfasweradsdf or whatever its called.
Yes please, SR's only dodging 1 out of 10 attacks outside of elude is pointless.

Quote:
Originally Posted by Necromatic View Post
7. Nerf squishie res a little.
This could happen a little. LITTLE, But unfortunetly all the devs have for balancing tools is a sledge-hammer, dynamite sticks and nuclear bombs, I would prefer them to be so far -------> they could brag about it.

-Epsilon