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Quote:Oooh! Can I play?Reptile armor. Discuss. Personally i think making the toggles add the look of a reptile to the character would be badass.
EDIT tank primary
Albatross!
Discuss.
I think large birds that fly long distances over water are cool, and we need them in the game. -
Quote:My fire/SD brute is still something like 18 seconds off perma at level 36 when I remember to use haste. I have the status on auto, but it needs the help from haste a lot. Next time I level I'll add a slot to it. If I can stomach playing her for long enough to level. At least she'll be out of debt now from building up patrol xp. Still doesn't help having no status protection after a wipe when everyone else can just toggle up and go.
With clicky status protection I put 2 extra slots in it as soon as I can (usually level 11). With SOs it ends up being perma with a decent amount of overlap. -
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I don't have a problem with knockback.
I have a problem with stupid and/or jerkwad knockback.
Like the energy blaster who followed my BS/DA scrapper around targeting through me and sending my target flying right before I got a chance to attack it. (jerkwad knockback) The worst part was he was my teammate.
Stupid knockback would be the energy blaster who hits a spawn with Energy Torrent and Explosive Blast back to back......before a tank establishes agro. Now the tank has to work that much harder to get the spawn on him, while they're shooting whatever they saw first when they stood up. -
Quote:I bolded the problem.Meanwhile, debt has been turned into an almost vestigial game mechanic, the leveling curve has been smoothed, Patrol XP and the Law Enforcer/Arachnos Agent Day Jobs yield XP bonuses, and we get several Double XP Weekends every year.
So yes, this game does have some challenges (and some people have managed to trivialize even those), but it's pretty easy to actually level unless you're an AE baby who got used to leveling a character to 50 in 3 hours.
Just because his forum registry says he's been here 3 years doesn't necessarily mean it's true. He may not have been here the whole time.......or he may have acquired someone else's account. -
Ooh, Dave Miller got a spiffy watch for working here for 25 years! If I give you some money can I have one too? So what if I've only worked here 6 months, I'll give you money!
Would it be fair to let someone BUY the watch that Mr. Miller received as a gift for his loyalty?
So, how would it be fair to let someone BUY veteran status?
It wouldn't. Just because you have money to spend does NOT mean you're entitled to buy things given as a gift for loyalty.
You're not paying for veteran rewards, you're paying to play the frigging game.
"But it's not faaaaaaaiiiiiiiirrrrrr!!!!!"
Bull. It's perfectly fair. You're just mad because you're not getting your way.
I'm sure we can find a grocery store aisle for you to kick and scream in if we look hard enough. -
Quote:See, the problem here is, whether I agree with anyone in this thread or not, at the end of the day it's not ME you need to convince.That would imply that claws and mace play almost exactly like katana and dark melee or that psi blast and energy blast play almost exactly like fire blast and sonic blast.
They don't.
That the EATs has similar power choices of ranged attacks and defenses proves the mechanics work and can be balanced not that concept is already facilitated. Now are you intentionally being dense or just facetious?
What's Axe&Mace? Katana&Broadsword? Stalker/Scrapper/Tanker/Brute? Defender/Corruptor? Even if the mechanics are identical, it doesn't mean the concept or even style will be.
That they decided to ship out 4 melee ATs with varying styles is enough explanation for a new AT with alternate combination of powers not currently available.
You need to convince the devs that making a new AT, which is basically the thing they were trying to avoid by creating the AT system in the first place, is worth the time that would be required to program it.
I have serious doubts about your ability to do so. Because I think it just plain isn't going to happen.
Think about the most recent nerf to something: Blessing of the Zephyr. That nerf happened because it was too easy to stack for a crapload of defense on ranged characters, which the devs apparently never intended to be possible in the first place.
Somewhere in the BotZ thread Castle mentions that he wished that, with the GDN, a cap was put on defense for ATs not meant to have a lot of it. (Don't worry, he said in the same post that they aren't going to do it now, it wasn't done then so they have to live with it)
So, here you are essentially asking for an entirely new AT that flies in the face of the devs' apparent intentions regarding ranged characters. Hence my conclusion: Almost certainly not going to happen. -
Quote:Minor nitpick:
If you can afford a Stealth IO at lvl 6, then you eliminate the penalty. Otherwise you have to live with it for a bit.
You can't slot an IO of any kind until level 7. Not a big deal, but you can get Stealth 1 level sooner than you can slot a stealth IO. -
Quote:More to the point, what compelling reason is there for the devs to introduce an AT that basically duplicates the playstyle of something already in the game?I must admit comments like this leave me completely bemused.
The EATS/VEATS are very limited in their design and powers and therefore their concept options, the introduction of an AT like this would allow for an expansion of these options.
You've already pretty much admitted that what you want is basically the same thing as an EAT. In fact you used it as an argument in favor of your position.
Why should the devs create an entirely new AT that will play almost exactly like an EAT, when EATs already exist?
They've already spoken out in the past against the idea of duplicating powersets within an AT, why would you think their position on duplicating ATs would be different? Duplicating powersets would be things like: Creating a set identical to Shield Defense, but wthout the shield.
Duplicating an AT would be: Creating an AT that has Ranged/Melee damage in it's primary and defense/resistance in it's secondary. That is a basic description of what a VEAT is, and to an extent a HEAT as well. -
I avoided making a fire/kin for a long time because everyone seems to have one.
After a while I said "You know what? I kinda like the way those two sets synergize, I think I'm gonna make one, and screw what everyone else is doing."
I have a Fire/Regen scrapper too. I made him for concept, completely not realizing that it is a PvP FOTM as far as scrappers go.
My signature used to say "Because everyone else is doing it is the best reason not to".
I have come to realize that while the sentiment reflects my views nicely, the actual wording doesn't.
What I really meant by it is: "Whether or not you do something should never be determined by what everyone else is doing" Basically, NOT doing something because everyone else is is just as dumb as doing it because everyone else is. -
Quote:I have this mindset that won't allow me to farm for badges.Getting that badge by straight PvP seems like it would be a nightmare to me. It was slow enough when I was just dying over and over with a cycle of ten different toons; trying to maintain a high rate of kills with targest actively fighting back - I'm not surprised it's taking you years.
My main currently has 400-some, and not a single one was farmed. I earned them all the hard way.
So, yeah, earning PvP badges is a bit of a chore for me.
Unfortunately, since the server my main is on doesn't have that active of a PvP community anymore, I don't have much choice in who I attack. If they show up orange I pretty much HAVE to go after them. -
Quote:Yeah, if you go too long without a kill your rep is back at zero before you know it. The last badge is for 400 rep......and you get 1 rep per kill if their rep is lower than you. I've never gotten more than 6 for a kill, and that was bonus rep. To top it off, it drains away if you don't fight.*raises hand* I had zero clue about that. So basically you have to average two kills per day just to tread water. I might have to start going into PVP zones just to give y'all some more opportunities.
It pretty much does. I play on Pinnacle, and my schedule lately has me playing at weird times of day, so my odds of actually FINDING someone to kill are slim. If they run before I manage to kill them I'm screwed. My main (the only one I care about the badge on) is a Claws/Regen scrapper, there's no such thing as an easy kill for me. My strong point is being very difficult to kill, not putting out a lot of damage myself.Quote:Heh, that makes it sound like your counter resets if your target leaves the zone.
Basically what it boils down to is, if I want to make ANY progress on that badge I have to kill anyone I see, no matter what they're doing.
Possible solution: Remove the degradation of the rep badges. Still lose rep if you lose a fight, but if you want to do something else for a while you won't have it draining away. As it stands now, if you want the 400 rep badge you have to do nothing but PvP until you get it.......and I don't have the time to commit to that. -
Quote:I wasn't referring to anyone in particular when I said "anti-PvP crowd". There are people in this thread that fit that description perfectly, but I wasn't calling anyone out on it, because I'm not trying to make any of this debate/argument personal with anyone.What? Who? Me? Not at all! I'm 100% for a healthy and vibrant PvP community and I miss the one we had. IMO the greatest tragedy of I13 was the simultaneous exodus of existing PvPers and the raised bar of entry for anyone considering PvP.
The things I'm talking about are things like:
PvP flags in PvP zones. As in, you turn your flag on to become a valid target. You're flagged for PvP when you enter the zone, the flag turns off when you leave the zone. It's been like that from day 1, and I see no reason to change it.
The (serious?) suggestion of moving all PvP to RV and basically taking away 3/4ths of the PvPers playground. Okay, fine. From now on we're making it so you only have a quarter of teh space in which to badge hunt. Oh, and the rare defeat items will now spawn randomly in that small area with no warning of any kind. You'll pretty much have to stay in that zone 24/7 if you want that badge.
It basically boils down to the anti-PvPers not being satisfied until they've chased every last PvPer out of the game for good. And since the devs are far more likely to listen to PvE players than PvPers they may eventually succeed.
And I don't think that's fair in the slightest. Their $15 gives them JUST as much right to play the game how they want as anyone else's. -
Quote:I wasn't trying to open that can of worms.Though in actual practice, they did PvEers no favors either, since as macskull correctly observes the new PvP is if anything less newbie-friendly than the old PvP was.
I know it didn't actually make PvP any more newbie friendly, that wasn't my point.
I was simply mentioning that PvP as a whole was changed, even though the people who actually did it were very vocally against it, in order to make it not as harsh on the non-PvPer who wanders into a zone.
And now the anti-PvP crowd wants to make it even harder for a PvPer to take part in the aspect of the game they enjoy.
I'm currently working on two badges: Player Defeats, and PvP Rep. They work like any other badge, you defeat x of something you get the badge. In this case "something" = players.
When is the last time a Banished Pantheon mask fled the zone you were in, preventing you from getting badge credit for it? PvEers do that all the time.....there goes my player defeats badge. PvP zones are the ONLY place you can get that badge, I'm pretty sure arena defeats don't count.
What defeat badge starts you over from zero if you stop working on it? Only one, the PvP Rep badge. You can stop killing BP masks and pick it up right where you left off. If I stop killing players, I have to start over from scratch, because I LOSE credit toward the badge the longer I go without killing a player.
If the PvEer leaves the zone because there is a PvPer in there, they lose absolutely nothing. If that PvPer was working on his PvP Rep badge, he will have to start over on it, because it is no longer possible to earn credit toward it and it will dwindle back down to zero.
Can I get a show of hands from anti-PvPers that didn't realize the Rep badge worked like that?
Did it ever occur to you that the PvPer that killed you may have been desperately trying to not lose all that work he did toward his badge?
Every time someone flees I have to start over. I have been working on that badge for almost 3 years on my main character and haven't gotten it yet. -
Okay.
I don't even consider myself to be part of the PvP community at large and I have to agree with one thing:
The PvPers have been screwed repeatedly in this game solely for the benefit of the PvE community.
The I13 changes that completely changed PvP. Were those chages made to benefit the PvPers? Not. Even. Close.
A dev actually responded (it was Lighthouse, and he was reprimanded for it) to a question, saying "We didn't do it for you" (referring to the PvPers)
They completely gutted the PvP mechanics of the game so the PvE players wouldn't feel like they were at so much of a disadvantage.
They did that for YOU. The people who STILL constantly complain about the PvPers ruining their easy peasy reward system by having the audacity to attack someone in the only zones they are ALLOWED to.
PvP was completely changed for the benefit of a completely ungrateful subsection of people. The PvPers complained (rightfully so) that they were being screwed (a dev even more or less admitted it), and it fell on completely deaf ears.
But that wasn't good enough, was it? NOOOOOOOO, now the anti-PvP crowd wants their rewards with no risk of even having to deal with the very thing that was altered solely for their benefit.
Put in that perspective, can you understand why the PvPers might be a little miffed? The part of the game they enjoy was watered down to the point it doesn't even resemble the rest of the game, for the benefit of a group of people that want even more to be taken away from them, and will never use the system that was changed JUST for them. -
Quote:There's a flaw in your logic there.Where I beleive the design fails is that although the Shivans draw PvE'ers into the zones, they do not draw them there in such a way as to have a positive experience.
A percentage of PvE'ers will enter the zone, have a PvP encounter, then decide that PvP is fun and that they will research it, practice it and continue with it. But I don't tink anyone can deny that this type of player is indeed a minority currently, regardless of the reason.
In fact, the Shivans (and similar rewards) may be hurting PvP: people who are not currently PvPers but might otherwise have been enter the zone for the purpose of PvE and find PvP interfering in that task. This generates negative feelings rather than the curiosity the Devs intended.
PvP is not unexpectedly dropped on someone who enters the zone. They are warned repeatedly that they are entering an area where another player can attack them. There's even a big red countdown and a window that pops up on the screen that does not go away until you acknowledge it.
I could understand being upset if you are told you can get a temp power for doing this thing and there is no indication of the possibility of attack by another player, but that isn't the case.
Also, there is nothing anywhere in the game that indicates the existence of Shivans or Warburg nukes, you have to enter the zone in the first place to find out about them. There is no attempt to draw a PvEer in with the promise of shinies, because the shinies are never alluded to in the PvE game. Unless another player shows them to you, you will never encounter those temp powers unless you enter the zone.
Very few people will enter a PvP zone because there might be something useful to them in it. Most enter a PvP zone because they're curious about PvP. I've heard more complaints about there being no one to fight from people entering for the first time than I have complaints about being attacked. -
Quote:All I was really saying is:^ This
Spiders and Khelds are both EXACTLY what this suggestion is like, albeit they are straightjacketed in concept and powers choice. And niether of them are 'Tankmages' in the traditional view of overpoweredness.
If there's no balance problem....why don't we have it already?
And....if Epic ATs are already like this.....why do you want another AT that does the exact same thing? -
"What if I didn't take my ally rez?"
They can damn well use a wakie.
Edit:
More to the point, it isn't your responsibility to compensate for your teammate's shortcomings. If you're playing a set with an ally rez power, you probably have more than one way of keeping them alive in the first place. If that fails it doesn't fall to you to get them back into the fight.
My attitude on this stems from the attitude I see a lot from players toward Empathy characters.
Basically: "WTF?! How could you let me die like that?! You're a crappy healer!"
The fact that they died 2 floors above the empath and were the only one on the team up there never seems to register with them. Those people seem to think that because there is an Empath on the team they can play as stupid as they want and not worry about it, because it's the healer's fault if they die. -
Quote:That would be an assumption, and not a sound one either.I have obtained Shivan shards dozens of times. I've NEVER been killed by anyone AFTER defeating the turrets. On a few occasions I've been killed WHILE fighting the turrets, leading me to believe that this particular PvE reward is irrelevant to the PvPer.
If that PvPer is not slumming in BB at level 50, they still have leveling to do, in which case a Shivan would probably come in handy on occasion.
I PvP once in a while, but I play the game for the PvE first and foremost.
That's the mistake the anti-PvP crowd keeps making: Assuming that the PvPers do not care about the rest of the game and only want to make them miserable in PvP zones.
Not every PvPer that attacks you is going to be a rabid noob-ganking sociopath who just wants a chuckle at your expense. A lot of them are people that you would enjoy teaming with in a non-PvP setting.
Like me. I don't ask permission before I attack someone any more than I ask a Hellion for permission to attack them. I'm pretty ruthless in PvP, but I'm a decent guy to team with in the rest of the game. But, to an anti-PvPer that I attack I'm forever a "dirty, cheapshotting PvPer" and they never give me a chance on a team. I've had people kick me from teams before because I showed up on their player notes as someone who attacked them in a PvP zone 6 months prior. This was before a single mission was ever run and they had no idea what kind of teammate I was going to be. They just formed an opinion because I happened to attack them one time....I didn't even remember them.
But it makes it easier for the anti-PvP crowd to vilify the PvPers if they paint them as all being rude, mean, and petty. -
Quote:Originally Posted by ClawsandEffectThanks for the reply.Quote:Originally Posted by BackAlleyBrawlerNot even remotely true.Quote:Originally Posted by ClawsandEffectGood morning Mr. Bruce (or afternoon as the case may be)
I don't know how often you read the S&I section of the forums but there is a thread in there currently that sparked an idea for me.
Bear with me, the following is based on my guess as to how a power works, namely Prestige Power Slide.
My guess: At it's most basic level Prestige Power Slide is essentially an emote that is activated at the same time as an identical copy of Sprint. I have no idea how true that is or isn't, but it seems to make sense.
Looks like my second guess would be more accurate (though probably still not exactly right) and Power Slide is an entirely seperate power with it's own animations and power effects, much like Super Speed is.
With that in mind I will assume that my suggestion of floating object riding as an option for Fly is either A) Impossible, or B) More difficult than it is worth for something that is as relatively unimportant as it is. I won't pester you any further on it.
This is an excerpt from a PM conversation I had with BaBs a while back.
I can't find the rest of it, but it seems to say that doing what you are suggesting with the Ninja Run animation is not a trivial thing to do, because it doesn't work like we think.
And since Ninja Run is an animation instead of just a stance it will be a LOT harder to do than what I was suggesting in my PM.
So, take that for what you will. I'd say it probably means your Ninja Run idea is never going to happen. -
Quote:No, actually the numbers are the same on Scrappers and Brutes. Stalkers differ a little because they lose a power to get Hide, but Scrapper and Brute SR is the same except for power order.He said the same sets, not the same numbers. Super reflexes for Scrappers, Brutes and Stalkers all have different numbers.
The ONLY difference between a scrapper and a brute (in sets they share) is a brute has higher caps, the base values are identical. Brutes split the difference in that they have scrapper base numbers with tanker caps, and they can't reach those caps without outside assistance. Also, blasters have the same caps for resistance as scrappers, they just can't even get close to it (actually, I think every AT except tanks and brutes have the same resistance caps)
Besides, I can just hear the whining about how "The defenses on this new AT don't have the same numbers as the others with the sets! We want SCRAPPER SR, not this gimped version!"
I love how it never occurs to the people asking for these ATs that if it wasn't overpowered and imbalanced we'd probably already have it.
Seriously, they scrapped the "take any powers you want" mold in the first beta for the game because people were making characters exactly like what is being described here. And when the devs decided to implement the AT system, guess what combination was missing? Yup....the ranged/defense combination. Because it is inherently imbalanced to have a character type with strong ranged ability and strong defenses.
Imagine how overpowered the combination of, say, Psi Assault/Dark Armor would become at high levels. -
Quote:That doesn't refute my point. This entire argument has assumed that there IS someone doing the PvE aspect. Otherwise, there would be no argument. And yes, it's an argument, it ceased being a debate about 7 pages ago.Without some one participating in the zones PVE aspect though, there are no codes or shards to receive upon defeating some one.
My point is: It is possible for a PvPer to acquire Shivans and nukes by doing nothing but PvP.
Not only can they prevent someone from gaining a PvE reward....they can gain it for themselves in the process by killing them and taking their stuff.
That's what I meant about the intent and reward structure both being on the PvPer's side. -
Quote:Really, you're not?And again the Tankmage comparison.
My idea of a Tankmage is high damage ranged attacks combined with mez protection and good defence/resistance - this is not what I'm suggesting at all.
Lets see what you said in the SAME POST:
I highlighted the part where you completely contradicted what you just said.Quote:What I'm proposing is the framework for an AT that has a mixture of ranged and melee damage combined with decent survivablity.
I believe that using the existing Assault/Defense sets from Dominators and Scrappers respectively should allow this. A few tweaks will I'm sure be required but it should be a viable AT.
Have you SEEN the things a well built scrapper can do?
A scrapper has SOLOED the Master of Imperious Task Force badge.
There was another that killed four AVs simultaneously.
Saying that you're not asking for good defense/resistance and mez protection and then saying you want Scrapper secondaries is a complete contradiction. The scrappers that did that were both Katana scrappers, one was Willpower, the other was Regen. As such they had to stay in melee range the entire time due to having zero ranged attacks.
You're proposing that secondary sets with THAT kind of survivability be given to an AT that has a Dominator's ability to deal ranged damage.
That is a tankmage...by YOUR definition, not mine. -
Quote:Vertical travel with SS isn't possible with the current game engine, as per a dev post I'm too lazy to find. (At least I'm honest about it)
If superspeed kept it's stealth, *and* could travel vertically via wall run?
I wasn't making it up, they really can't do it. It has something to do with the way collision detection works in this game. -
Quote:You're leaving out an important point here.In general, can we at least stop doing this one:
PvPer: The existence of PvP in zones is natural law. Entering the zones to obtain a PvE reward is a voluntary choice.
PvEer: The existence of PvE rewards in zones is natural law. Attacking people in the zones is a voluntary choice.
You said at one point that the PvPer has the zone's intent on his side, while the PvEer has the zone's reward structure on his side.
That's not true. The reward structure is on the PvPer's side as well.
How, you ask?
How do you get Shivans? You travel around the zone clicking on meteors for the shard you need to combine with the other 5, then you defeat a few turrets to unlock another clicky.
There's an easier way......Let someone else do the legwork and then kill them for the shards after they take out the turrets. And, voila! You just obtained a PvE reward through PvP.
Pretty simple really. If we weren't supposed to do that, it wouldn't even be possible to do. There are only 2 zones in the game where you can take something away from someone against their will....and they are PvP zones. Sounds to me like the intent was to fight over the shards and codes....which are the reward structure for those zones.
So, if you really get down to it, both the intent AND reward structure are on the PvPer's side in those 2 zones.
