What is your position on untyped damage in Incarnate content?


Aneko

 

Posted

My position is that anything that has a functional strategy that anyone can implement to overcome it is fair game. You did not sculpt your vaunted survivability from the protean firmament. All the building blocks were given to you by the developers, quite deliberately, to enable certain scenarios under certain circumstances. And if the developers then quite deliberately choose to circumvent those building blocks to create other scenarios under other circumstances, that is their prerogative.

In certain special circumstances, the developer design states that your survival is dictated purely by your capacity to, at the appropriate cue, press the buttons that make the little man move around, because that is how they wanted it to be. In other, much more common circumstances, it is instead influenced by the time you spend carefully choosing and purchasing imaginary goods with imaginary money earned through imaginary toil, and that is also how they wanted it to be. I find both of these things acceptable.


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Posted

Quote:
Originally Posted by Sun_Runner View Post
My survive-anything can't survive everything. And I don't like that one bit.
Superman can't survive Kryptonite.
Achilles can't survive an arrow in the foot.
Colossus can't survive psychic attacks.

But they can all survive virtually anything else. Why should your character be any better?


@Roderick

 

Posted

Quote:
Originally Posted by SpittingTrashcan View Post
My position is that anything that has a functional strategy that anyone can implement to overcome it is fair game. You did not sculpt your vaunted survivability from the protean firmament. All the building blocks were given to you by the developers, quite deliberately, to enable certain scenarios under certain circumstances. And if the developers then quite deliberately choose to circumvent those building blocks to create other scenarios under other circumstances, that is their prerogative.

In certain special circumstances, the developer design states that your survival is dictated purely by your capacity to, at the appropriate cue, press the buttons that make the little man move around, because that is how they wanted it to be. In other, much more common circumstances, it is instead influenced by the time you spend carefully choosing and purchasing imaginary goods with imaginary money earned through imaginary toil, and that is also how they wanted it to be. I find both of these things acceptable.
Not that it matters for anything more than ruining my (and some others) enjoyment, truly, but I don't find the devs' bypassing such building blocks to be acceptable.

It merely means that I am denied some content (by my own choice) because of how that content is designed to (effectively) break (certain of) my character(s)' abilities. I would rather I was not denied the enjoyment of that content by removing the parts of it that I find objectionable. This isn't going to happen. I am quite aware of this.

And, so, thereby ... Some of my characters will never run that content and are also deprived of any benefits it may have provided. If those characters are unable to continue progressing in the game (such as the incarnate system) because of this ... then they get deleted. Once I delete all of my characters because of this [expletive deleted], then I quit paying NCsoft money to continue playing. Hopefully this does not occur. We'll see.

Quote:
Originally Posted by Roderick View Post
Superman can't survive Kryptonite.
Achilles can't survive an arrow in the foot.
Colossus can't survive psychic attacks.

But they can all survive virtually anything else. Why should your character be any better?
Because this isn't a comic book (its' a video game), because my characters aren't called out as being weak to these things at the time they were created and because (unlike at least one of your examples) my characters are not regularly threatened by those exploiting known weaknesses with such things


 

Posted

I'm fine with the untyped/irresistible damage.

If I'm playing my blaster, I stock up on greens, try to make sure I know who's playing a character with heals, and maybe slot in a Rebirth.

If I'm playing my scrapper, I stock up on greens, try to make sure I know who's playing a character with heals, maybe slot in a Rebirth, and enjoy the fact that my protection still works just fine against all the other mobs in the trial.

In both cases, sometimes the character dies. As the biggest penalty involved is the effort of turning on toggles and running back from the hospital on the mission map, that doesn't really bother me, either.


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Originally Posted by EricHough View Post
Brutes should not have to actively taunt to get aggro any more than another tank should. While they don't have the full, AoE punch-voke that a tank has, they DO have the same level of taunt in all their attacks, it just affects only a single target, and they also have taunt aura's in all their secondaries. In fact, since taunt does not produce aggro - it actually multiplies existing aggro produced by damage/debuffs/etc, a brute should easily be able to out taunt a tank on a single target if both are using the same taunt tools.
In theory but I have to say that is not my experience.

If I am the only tank attacking a particular AV then merely refraining from attacking and moving away is not enough and the AV will often follow. Even if they don't follow they may continue to target you and you get the 3rd ring. I don't believe that natural fade of threat level is on its own enough to stop you going from 2 to 3 rings.


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Quote:
Originally Posted by Necrotech_Master View Post
neither 9CUs or Mk-VIs have any type of hold powers and they are the only type of adds during that encounter
So if you are "Held" (in red letters) rather than sequestered thats because someone on your team (not league) has got 3 rings.

Does that confirm its an effect thats applied to your team and not an area effect?


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Quote:
Originally Posted by Necrotech_Master View Post
/this

one of the biggest cheaters out there is hamidon lol, nonpositional attacks, nontyped dmg and can even kill PA (which the AVs in trials do not, except for the obliteration beam in keyes trial)
Thing is, with Hami, you have the ability to avoid some of the damage with EoEs.

What've you got in the Keyes trial?



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Posted

I have no issues with it myself and it's actually a fun change of pace. The problem is that I have to rely on lots of random people to not mess up. If there's no solid leadership for things like Keyes and Hamidon, there's no point in doing them.


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Quote:
Originally Posted by TwoHeadedBoy View Post
I just wanted to hear some more opinions on this... Personally, I believe that *all* damage should be typed. I find it unfair that someone who invests a lot into a good build, both inf. wise and time wise, is just as likely to be one shotted by <super Incarnate NPC power> as someone who uses SO's. What some people would call challenging I would call cheating.

I would like to see what the popular opinion is on the forums... Do you feel that your billion influence, 5 purple set having awesome character should be just as easy to one shot with nova fist as that alt you just got to 50 who still uses SO's? I understand it seems like the mechanic is in place to keep things "fair" for everyone, but to me it just seems unfair. It makes it feel like all that hard work we put into building up our character's survivability was for nothing in the end game content.
Well here is my take on things. Stuff thats untyped is ok if you give us a way to deal with it ahead of time. Similar to the hami inspirations and the big *** letters that flash on the screen prior to nova fist that tells you to get out of the way. Now if its just random damage that is no warning and is spammed then no that is not ok at all. To me thats just lazy coding because the devs refuse to implement better critter AI/scripting. At this late into the game what have you got to lose at this point by making the mobs some what smarter? Yeah I know the standard code rant and such but to me thats an excuse especially when compared to other games out there that have not been out as long and have way smarter enemies.


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Posted

My position is that no damage should be untyped, but that there should be more types...


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Posted

Quote:
Originally Posted by Chyll View Post
My position is that no damage should be untyped, but that there should be more types...
I agree here, as well as positional resistance, that would add a new flavor when they roll out more defensive sets.


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Posted

Quote:
Originally Posted by Roderick View Post
Superman can't survive Kryptonite.
Achilles can't survive an arrow in the foot.
Colossus can't survive psychic attacks.

But they can all survive virtually anything else. Why should your character be any better?
Kryptonite and magic were just plot devices that were added because they made superman too powerful to begin with. If he wasnt overpowered there would not be a need for this in the first place.


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Posted

Quote:
Originally Posted by Sun_Runner View Post
Because this isn't a comic book (its' a video game), because my characters aren't called out as being weak to these things at the time they were created and because (unlike at least one of your examples) my characters are not regularly threatened by those exploiting known weaknesses with such things
In order for there to be any point to the game there has to be a risk of failure. You and others are expressing that you want there to never be a risk of death for Tanks or IOed out tough characters. You want to be completely unkillable with no risk involved. Even in the most difficult and high-end situations in the game.

In other words, when the game flashes huge letters saying "DON'T STAND THERE YOU IDIOT, MOVE OUT OF THE WAY," you want to be able to just stand there anyway, and survive, because your character isn't supposed to have a kryptonite.

In fact that's not even a "kryptonite." The bosses are just flat-out more powerful than you. That's why they can hurt you. But you're saying even that's not acceptable.

Quote:
Originally Posted by EvilRyu View Post
Kryptonite and magic were just plot devices that were added because they made superman too powerful to begin with. If he wasnt overpowered there would not be a need for this in the first place.
That's a good parallel; I'd say the reason untyped damage exists is that totally undefeatable players are overpowered.


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Originally Posted by PRAF68_EU View Post
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Posted

Quote:
Originally Posted by Sun_Runner View Post
I don't want a tanker built for survivability with a massively-expensive perfectly-engineered IOd-to-the-gills build and all the survival-focused incarnate abilities and crafted temporary powers ... to be defeated by a single power. Period.
The entire concept of a 'survive anything' seems to be the issue here. You shouldn't be able to survive anything in this game, because that defeats the entire point of everything in it. Extremely survivable? Sure. Infinitely survivable? No.

If you can survive anything (not by skill or player ability, but via just doing the bare minimum standing there), you're definitely too powerful.


Quote:
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!

 

Posted

Have you ever played Mario kart on the N64, on the 150cc difficulty, to find that no matter how fast your lap times are, the opponents you race against will always find a way to catch up with you, even if that means they have blatantly been programmed to go faster than you could possibly ever drive just to stay close to you thus defining the game's difficulty? That's what Incarnate Trials remind me of.

The funny thing about this is that no matter how unfair the AVs unresistable/unavoidable damage may seem, they are still beatable. Some people have already expressed their feelings in that this game content is still too easy. Which doesn't surprise me, when everyone is using Incarnate powers.

I dislike the concept of untyped/unavoidable/unresistable damage for different reasons than most people who have posted here already. The OP pointed out his concerns over an equality issue that lies within the trials in relation to this whole damage debate, whilst some have said that the equality is a good thing because it supposedly makes the trials fairer, as was the intention of the devs.

But therein lies the problem. The problem with the damage when it comes to trials is that it succeeds but also fails to make everyone balanced. One hit kill +1hp moves is the biggest example of this because regardless of archetype, and thus their individual health, buffs per player, and any other values that defines each character as an individual, everyone gets hit by this silly attack that treats everyone the same. That isn't how it should be. Why should tankers (technically) lose more health than a defender? The One Hit Kill rule is a paradox when it comes to fairness, and as a result Incarnate Trials have succeeded in maintaining an illusion of fairness which if anyone were to stop and think about it, would realize that the whole purpose of Untyped Damage doesn't make sense. It's self defeating.

No matter what way you look at it, 1% of a tankers health has more value than 1% of a defenders health. To sum up OHKO's, they actually disadvantage certain players rather than make everything fair. A lot of you probably just don't know that. And by implementing this stupid rule in Trials, it therefore negates the true effectiveness of teamwork, Incarnate Powers as a whole and an individual players capability to participate in Trials. Yes, it is unfair that Blasters might not be able to take as much damage overall as a Tanker, but that's the whole point of this game. You choose one option whilst sacrificing the other, and Incarnate Trials have completely turned this game onto its head and messed this up all together.


 

Posted

Quote:
and any other values that defines each character as an individual,
I would consider 'being able to take a few steps' as a fundamental aspect of a character. It's not like this is a power that doesn't give you EVERY opportunity to avoid.

The problem with much of this game is you can just stand there and slug it out until the enemy eventually just falls over, without much of any concern for your environment. The adds in the BAF help some, as does Nova Fist and other mechanics- you actually gotta pay a bit of attention (unlike what I do in many parts of the game, where I alt tab out while powers are animating! why do you think my post count is so high? )


Quote:
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!

 

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Quote:
Originally Posted by Kitsune Knight View Post
I would consider 'being able to take a few steps' as a fundamental aspect of a character. It's not like this is a power that doesn't give you EVERY opportunity to avoid.

The problem with much of this game is you can just stand there and slug it out until the enemy eventually just falls over, without much of any concern for your environment. The adds in the BAF help some, as does Nova Fist and other mechanics- you actually gotta pay a bit of attention (unlike what I do in many parts of the game, where I alt tab out while powers are animating! why do you think my post count is so high? )
Oh I don't deny that Trials shouldn't be rather challenging compared to the rest of the game. Problem is, Trials aren't that different compared to the rest of the game. You team up with folk, kill ****, do some objectives and then you all get a reward. Marvellous.

The only thing that makes Trials any different compared to the rest of the game (bar Hami Raids) is this Untyped Damage rubbish, including Unavoidable/Unresistable attacks, and One Hit Kill +1HP moves. (Although I am aware that other content may also use the OHKO rule.) I dislike how the developers have accepted this system when it does the opposite of what it was supposed to do; make trials fairer for everyone. Surely, there must be another way of making even harder content without having to resort to a monumentally crappy rule like that.


 

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Quote:
Originally Posted by Jagged View Post
So if you are "Held" (in red letters) rather than sequestered thats because someone on your team (not league) has got 3 rings.

Does that confirm its an effect thats applied to your team and not an area effect?
No. Because it's NOT applied to the whole team. I have been sequestered by standing too close to people on other teams. I have seen teammates sequestered without me being sequestered. It is an AoE hold, nothing more, nothing less. If there's nothing else in the trial that can hold you, you were just in range of someone who got sequestered. Perhaps someone got a second warning and moved away from the group (closer to you), but didn't lose aggro, so ended up with a third warning. I can't say for sure. But it's not a "hits the whole team wherever they are" effect.


@Roderick

 

Posted

What Roderick said. It's an AoE hold, and it's the only effect in the BAF that will apply a hold.

Edit: Here is its data from RedTomax. It's interesting, I wondered if it tailed off in magnitude like that. That should mean you can end it early by casting Clarion on the mezzed people, so that the peak of Clarion's benefit overlaps the mag 20 and mag 3 portions of the Sequestration effect.


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Posted

Quote:
Originally Posted by Kitsune Knight View Post
I would consider 'being able to take a few steps' as a fundamental aspect of a character. It's not like this is a power that doesn't give you EVERY opportunity to avoid.

The problem with much of this game is you can just stand there and slug it out until the enemy eventually just falls over, without much of any concern for your environment. The adds in the BAF help some, as does Nova Fist and other mechanics- you actually gotta pay a bit of attention (unlike what I do in many parts of the game, where I alt tab out while powers are animating! why do you think my post count is so high? )



I concur with this. Even the high post count bit.


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Posted

Something to keep in mind that quite a few people are forgetting is the inherent danger present in tanks and brutes (the toughest ATs) that are non existent to the other ATs. This is where the vast disparity lies, and is probably the number one problem with untyped damage.

To start, I'm going to ignore Nova Fist for the most part. I sincerely consider it an idiot check, as it's near impossible to die to it unless you're overwhelmed by adds or you're asleep/get a stroke of really bad luck.

First, for this example, I'll be using my DM/Invuln Brute and my Sonic/Sonic Corruptor as two ends of the spectrum. My brute has been IOed out to the gills, can tank STF Recluse and all 8 AVs under her own power, and is basically one of the prime examples of "zomg never dies" characters. My Sonic/Sonic is softcapped and has enough recharge to spam a shriek/shout chain, and runs enough toggles to get 2.2 end per second.

Now, in all the trials, the more survivable of the two is, and always will be, the Corruptor. Even though my brute has siphon life, dull pain, HP cap, and is regularly at incarnate soft cap and with massive resists, she still experiences exponentially more attacks per second. This is not a problem in Lambda and BAF, as she can solo an entire Lambda wing without breaking a sweat, and only in BAF if she's tanking Siege and standing under a tower (untyped/auto hit scaling damage). In both of these trials, she's extremely tough, despite the fact that she's taking the brunt of the attacks. Meanwhile, my corruptor never gets attacked (probably weathers close to 20 attacks, including aoes, over the course of either trial including Lambda), still sits at soft cap, and is only ever in danger during the Nightstar pull or if I get bored and start attacking adds that get ignored. That being said, if/when she gets heat, I tend to have to mash inspirations or do something to not die, typically hovering out of range or running to something with a taunt aura. This is par the course for how the game has worked thus far, so no biggy.

With these examples set up, I want to move to Keyes. In Keyes, the attack divide is still roughly the same, with my brute likely getting attacked by everything on the map (obvious hyperbole) while my corruptor only ever takes the pulses. Normally, my brute is the Keyes tank, on top of clearing Warworks and various other things and dealing with the pulses. My Sonic corruptor, on the other hand, just tags along to a random tank/brute or just goes out and cheaps the Warworks off (Shoot them once, hover around a corner, watch then jump off the reactor, laugh), then just applies the power cells and moves on, never in danger. In this given trial, my corruptor lives MUCH, MUCH longer then my brute, short of the brute being baby sat by an empath. Even then, it's all dependent on the streak breaker.

See, this is what people keep forgetting: Tanks/Brutes are the ones that regularly throw themselves in danger to keep other people alive. When I'm sitting and tanking AM, I'm taking full on Rad debuffs, on top of fighting an AV that even at incarnate soft cap, has a disgustingly high chance to hit. Worse yet, I have to contend with his crippling cascade failure AND the pulse, which comes out to an unsatisfying experience. I've been hit for something like 3-4k damage (after debuffs) by AM through roughly 40-60% resists, which likewise destroyed my defense and forced me to demonic/pop purples. Even if I get hit with a piddling 1k damage hit by AM, if the pulse happens to trigger at the same time, I'm -hosed- without an empath that has cybernetic reflexes or sheer luck. Realize that I mention this while using the Ageless DDR buff, so I'm literally tanking AM through the use of three different timers (Unstoppable, Demonic, Ageless), greens/purples, AND Siphon Life. Meanwhile, my corruptor is skipping along in a field of rainbows and butterflies, putting in the absolute minimum effort and laughing at the very concept of the pulses. Heck, in a pinch, she can shoot AM to get his attention, fly over to someone in a taunt aura, then fly off and continue not caring. About the only reason I even bother firing rebirth is to help the poor schmuck who does have AM aggro, and even then something like half a tray of greens that I pass on is more then enough.

The above is probably the largest example of badly done untyped damage in the game. There's no stating that tanks/brutes are able to get away with being hurt more because if they're doing their job, they will simply be in danger more often. I'm absolutely certain that my brute will never die if I just outright ignored AM, but the design of the trial REQUIRES that someone babysit AM no matter the cost. So when I get the choice between "Actively letting the trial fail" and "Being suicidal" I consider that a bad design in general. It really isn't that I'm expecting to die, more that I know that I'll run out of timers are some point, and the pulse is gonna hit me for most of my life. The funny part is that the damage increase from the pulse (1% more HP lost for every 2% he misses) IS resistable, meaning that most tanks/brutes/scrappers will likely not even notice it until AM is at 50% or lower, while the squishies will notice it almost immediately.

The thing is, this is a pretty easy to solve problem that I'm more than certain the devs don't even acknowledge as a problem. Simply give AM a PBAoE bubble that makes everyone in it immune to the pulse ala the Nuclear Reactor shield (since he is presumably immune to his own reactors). This means the tank isn't unjustifiably punished for, y'know, doing his job, and people who fear the untyped damage can occasionally run in and shield themselves which would raise the comedy factor of Atomic Blast exponentially. It'd probably not take them that long, just drop in a recolored Force Bubble's graphics, and suddenly the popularity of Keyes will probably skyrocket along with the extra Emp.

tl;dr Untyped damage is fine when it's avoidable and utilized as a way of encouraging movement (Apex/Nova Fist/Towers), but not when it punishes you for doing your job. Tanks/Brutes are in more danger, so pulses are dramatically worse for them.


 

Posted

Quote:
Originally Posted by Neo_G_Dice View Post
Have you ever played Mario kart on the N64, on the 150cc difficulty, to find that no matter how fast your lap times are, the opponents you race against will always find a way to catch up with you, even if that means they have blatantly been programmed to go faster than you could possibly ever drive just to stay close to you thus defining the game's difficulty? That's what Incarnate Trials remind me of.

The funny thing about this is that no matter how unfair the AVs unresistable/unavoidable damage may seem, they are still beatable. Some people have already expressed their feelings in that this game content is still too easy. Which doesn't surprise me, when everyone is using Incarnate powers.

I dislike the concept of untyped/unavoidable/unresistable damage for different reasons than most people who have posted here already. The OP pointed out his concerns over an equality issue that lies within the trials in relation to this whole damage debate, whilst some have said that the equality is a good thing because it supposedly makes the trials fairer, as was the intention of the devs.

But therein lies the problem. The problem with the damage when it comes to trials is that it succeeds but also fails to make everyone balanced. One hit kill +1hp moves is the biggest example of this because regardless of archetype, and thus their individual health, buffs per player, and any other values that defines each character as an individual, everyone gets hit by this silly attack that treats everyone the same. That isn't how it should be. Why should tankers (technically) lose more health than a defender? The One Hit Kill rule is a paradox when it comes to fairness, and as a result Incarnate Trials have succeeded in maintaining an illusion of fairness which if anyone were to stop and think about it, would realize that the whole purpose of Untyped Damage doesn't make sense. It's self defeating.

No matter what way you look at it, 1% of a tankers health has more value than 1% of a defenders health. To sum up OHKO's, they actually disadvantage certain players rather than make everything fair. A lot of you probably just don't know that. And by implementing this stupid rule in Trials, it therefore negates the true effectiveness of teamwork, Incarnate Powers as a whole and an individual players capability to participate in Trials. Yes, it is unfair that Blasters might not be able to take as much damage overall as a Tanker, but that's the whole point of this game. You choose one option whilst sacrificing the other, and Incarnate Trials have completely turned this game onto its head and messed this up all together.
Very good analogy using mk64. I had the hardest time beating that setting until I realize how it was programed to cheat. So in realizing that I learned to play differently by eliminating certain cars. THe problem with CoX is that you dont have the option to cheat back, so its much more frustrating when the AVs do cheat.


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Posted

Quote:
The thing is, this is a pretty easy to solve problem that I'm more than certain the devs don't even acknowledge as a problem. Simply give AM a PBAoE bubble that makes everyone in it immune to the pulse ala the Nuclear Reactor shield (since he is presumably immune to his own reactors).
Lmao, I'd love to see an entire league of players group-hugging Anti-Matter throughout the entire trial.


 

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Quote:
Originally Posted by EvilRyu View Post
THe problem with CoX is that you dont have the option to cheat back, so its much more frustrating when the AVs do cheat.
I always thought 8-24 players vs one or two AVs was cheating a bit :P


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Quote:
Originally Posted by TamakiRevolution View Post
I always thought 8-24 players vs one or two AVs was cheating a bit :P
Not really when all it takes is for the AV to break wind in our direction and the whole team is dead. I see the AVs as holding back due to their egos.


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