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I was wondering the same thing. Maybe she meant that it will be PvE oriented because base raids aren't functioning so you won't have to worry about having another group raid your base just because you have an IoP?
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Cricket just confirmed in PM that yes, this is the case, but only until base raids are working. The design is still, ultimately, to have SGs raiding IoPs from each other.
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Perhaps they will change it so you can turn on the option so as to earn MORE IoP's for your month at the risk of losing the ones you have. For example, if you can earn a max of 3, then turn on the raid option, you cna now get 12, but at the risk of getting raided and losing your 3. -
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It's all good, I'm just saying
As for base transporters, those would have to first become affordable to me and my not so numerous friends before I could have an opinion on the matter.
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well sam, if your on virtue, you can join my sg, were only about...2 months away from having working teleporters...maybe.
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No, Victory almost entirely. But the whole point is that I don't like large SGs, really. And because of that, I need not apply for a base.
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my sg is just me and two friends with our various alts. Its taken probably a good 2 months to get where we are now, which is an energy room with a power generator, a control room WITHOUT a control device, a insp holder and a salvage racck. We have a good 400,000 plud prestige to go before we have working teleporters.
it can be done, it just takes a loooooong time. Its also in adviseable for anyone without a finance character. My main has 30 million infl, so he can support my other characters, since i play in sg mode 100% of the time. -
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It's all good, I'm just saying
As for base transporters, those would have to first become affordable to me and my not so numerous friends before I could have an opinion on the matter.
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well sam, if your on virtue, you can join my sg, were only about...2 months away from having working teleporters...maybe. -
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Could the words written on the plague in Nerva be an easter egg? If you scroll the camera in really close to the plagues like the ones in Crimson Cove that arent part of a history badge. I can make out all of the words, but it definatly says something.
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Actually, the letters on the plaques are a standard phrase used for a -long- time (one source I found claims a few hundred years...) It's used a lot in desktop publishing for when you want to do a generic mock-up of a brochure or flyer, and just want to check out how the layout looks without having any "real" words to distract you... Supposedly the phrase is corrupted latin, or some such. If you enter the first couple of words into google, one of the top hits has a more full explanation.
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lorum ipsum -
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i blame comunists
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Didn't you hear? There aren't any more communists. They're all gone.
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buh? -
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Think Magneto. I am by no means an X-men philospher, but I do know that he was old enough to survive the Holocaust but he ran a band of mutants, including the Brotherhood of Mutants and Acolytes.
Frostfire got Punk'd, and I say file a lawsuit against the jock that did it to him.
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yes, but magneto didnt run a street gang. The whole MO of the outcasts is that its mutants(presumeably teens) that formed a gang. You would think someone in their 40's would be a little more organized. I mean, a petty gang by 43? jeez what a loser. He doesnt even menace a whole city. Magneto menaced the whole earth. -
as a sidenote, anyone else think its kind of weird that a 43 year old man is leading(what i had assumed to be) a teenage gang? I mean, common cannon for mutants is their mutation manifests in their teens. But if Frostie was 17 back in '79, he would be in his 40's today. Maybe they should retcon it to '89 or the mid 90's...
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Arguing about the logic behind continuity in American comics is like complaining about the pattern of dominos that are set up on the San Andreas Fault
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Those patterns ARE terrible -
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How bout you gain a temporary power if you are around the Ball that knocks it back?
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Give the ball a kind of reverse repel so that if anything touches it a pulse from the reverse repel knocks itself back? -
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So - months and months later: does anyone still have their rock?
/e Beams with pride at the small chunk of granite
in my pocket
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Ii believe i have 2 on my main -
its gotta have ragdoll physics though, so if i shoot it onto a ramp it rolls down. Can you imagine skyway with this?
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And there are TWO development teams within Cryptic - one on City of Heroes and one on City of Villains.
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So, is this still the case, or did the City of Heroes development team get laid off after Issue 5?
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oooo thread necromancy with a edgie twist! -
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once he does AS, it drops, he can be seen even without temp powers or buffs and killed very easily.
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Because this is a very stupid stalker that doesn't use Placate?
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Placate was nerfed in PvP recently. Placate now only works on the person it was cast. If that person is on a team, all the team members can now continue to see the stalker once Hide drops and placate is used. Only person that can't see the stalker or attack them now is just the Placated one.
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honestly that sounds more like a fix to me. After all, your not placating the whole team, your placating an individual.
The fact is this, PVP in this game is designed to be team centered. Therefore no matter what the opposition brings, you are able to counter it with a teammate with the required abilities. Hurricanne is easily countered. Get a dominator or multiple corruptors with holds, or even a high enough invulnerable brute and you will easily defeat the storm.
As for the negatives, hurricanne draws alot of aggro. Not just from npc, but from players as well. A hurricanne is basically a big kick me sign for a class that is already the easiest to kill. You say coming out of stealth when you as is its counter? HA! like that matters that much. Most players just sj tp or ss away the instant as finishes anyway.
The only reason that hurricanne is a challenge for you is that you refuse to find ways around it. THis includes finding others with abilitys that you lack. After all, the stormie has to rely on others that have abilities that they lack to pvp. After all they need mez protection, healing, and damage output. -
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If a I'm not applying a double standard. As I said above a few times, there is an effective temp power against Hide. If I had tactics or someone on the team had tactics, I could see them too. That power would effect the whole team. There isn't a power someone can cast on a melee or whole team to simply walk right up to a stormy using hurricane and hit them, is there??? But there are two powers that can effectively see a stalker that you can purchase or have cast on you and it works on ranged or melee toons. Is there an anti-hurricane power that can be applied to toons?? I don't even think Vengeance does that.
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First of all you are applying a double standard. You said that you didnt think it was right that everyone has to change tactics just to accomadate one power, and that the one power can so drastically turn the tide of battle. A stalker can do that. Teams DO adjust their tactics to deal with them and a stalker with as CAN drastically alter the tide of battle.
Secondly there are powers that melee have that ignore hurricannes repel and -acc. I believe rage from invul. does this. I remember when the arenas first came out a invul/mace tank friend of mine walked right through hurricanne like it wasnt even there and stunned me. i could be wrong, but iirc mog also negates the repel. Any power that gives a large bonus to tohit will negate the -tohit on hurricanne. SO there are inherent options to melee. -
Wanna know whats ironic? I never pvped with my storm cause he was way to easy to beat. Hurricanne was like a giant kick me sign for anyone with any mez or ranged power. It honestly wasnt worht playing when your constantly held then 1-2 shotted.
KidQwik, your so full of it, its not even funny. Yes players should have to find a way around other players powers. No stormies COULD NOT get away with using just one power. How am i supposed to kill you with hurricanne? It does no damage, so therefore i must use at least 2 powers to kill you. Combine that with extremely low damage and your gonna have to add in more powers needed to defeat you. Its laughable that you clam stormies only need one power, when from what i have experiences, stormies use all of their powers constantly. In a given fight i will most likely use 85% of all of my powers.
You say its unfair that melee should have to do alot to get around one power. Well guess what? defenders DONT EVEN GET THE OPTION of getting around a whole slew of powers. Mez? oooo BF until we run out, but wait we also need acc for perception, dam if we ever want to kill something, blues, cause storm is end intensive...
As a melee you have a whole list of possible tactics to take out storm, and what do you do? complain that its even necesary. How you even think turning hurricanne into a click is feasible is beyond me. Its not like IH, it has a vast effect upoun otheres around you. You NEED to be able to turn it off.
You show very little understanding of the set and defenders in general, yet you go around proclaiming that its good that it got nerfed, because you did too. Since when has two wrongs made a right?
PVP in this game is TEAM based. If you cant be bothered to create a balanced team, then why should you have the right to complain about your in-ability to adapt as the situation calls? A team of 8 melee SHOULD be gimped. They should be easily beaten by any balanced team. Over specializing and over loading on one or two types of AT should be highly discouraged in this game. It creates imbalances. -
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CommunistPenguin wrote:
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My suggestion is suppression of the repel effect if its on you for x amount of time. It is already in the game for some powers, so it might be easy to put in.
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I already asked _Castle_ about that in a PM. His reply:
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Suppression did not work. I spent 3 days working with various options to get it to the shape it is currently, and while it isn't exactly what I wanted, it is the only way I could get it to work.
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I'm very impressed with the speed of his reply; even though I don't like the Hurricane change, I'm personally inclined to cut him some slack, so please don't jump all over this just because I put it in the forums.
Sailboat
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When Issue4 first hit Test Server, Hurricane in the Arena had no repel whatsoever. I'm guessing it was zone specific, not sure if that could extend to the other PvP zones as well or not. Personally, I'd rather see that PvP-specific solution instead of the current one that affects PvE. Granted, that probably won't satisfy the PvP enthusiasts, and I imagine PvP Stormers outnumber PvE Stormers... but its a thought ...
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Personally i would prefer they remove the repel from the pvp version rather than mess with the pulse time. After all, if players can eaily get thoguh the repel, whats the pint of it being there? Just remove it and leave the pve repel as it used to be. -
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That is the most arrogant statement I have seen in a long time. Why do you presume you have anything to teach anyone? You act like you're 12 years old and you're very rude. I suggest you learn some manners before you try to teach anyone anything.
FivefifteenA
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at least in theory we all teach each other. compliments and insults often inform us of what is acceptable in a given social setting.
not that i particularly care about your guys argument, but it is kinda off topic.
So lets recap:
most people agree that storm didnt need or deserve this nerf for PVE
PVP is a crap shoot of the people who think it should be nerfed and those who dont think it should be nerfed.
So if everyone(or nearly so) agrees that pve should have been left alone, lets think of ways to solve the specific problem of pinning a player to the wall WITHOUT affecting pve.
My suggestion is suppression of the repel effect if its on you for x amount of time. It is already in the game for some powers, so it might be easy to put in. -
so i tested it out, and while the power istn completely gutted, i found that the less repel was more likely to create scatter than the old repel. Basically the old repel was strong, so they all went in one direction more or less. THe new repel is weak, so some get pushed, some dont, some run at you, some dont, etc.
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why cant they just give d players a short repel immunity, like they do with kb and holds? that way they can leave teh repel the same as it was, and players would no longer be able to trap other players.
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please edit your quotes. Theres no need to quote several posts woth, just the last bit.
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I seriously think the devs should elaborate a little more on why it was nerf'd. From what I can see it appears that Hurricane was infact operating outside of what it was intended to do and was simply highlighted by PvP. Assuming it was altered for PvE due to PvP issues isn't a fair assumption since the devs are not in the habit of lying and said this wouldn't happen if they could help it.
As such I suspect the change was because Storm Control is a (de)buff set and having an AoE control power was outside of its normal purpose. You have to admit, the -range, knockback and -acc was secondary to the repel itself. So in sense, the debuff aspect was taking a back seat to the control aspect.
That simply seems wrong for a debuff powerset. I don't think the power has been made less valuable at all, its simply changed purpose. I have two stormies and one is going to benefit alot from this change, it used to be annoying being unable to use Ice Slick with Hurricane as it would instantly force them off of the ice. Now its possible to benefit from the -acc debuff and keep them on the ice for longer as well.
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so basically your saying that your controller will be fine
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Lets run through the powers shall we?
Gale: mob positioning/damage
02: buff/heal
Snowstorm: control(by the devs own decision)
fr: control/debuff/damage
hurricanne: debuff/mob positioining
thunderclap: control
Tornado: control/damage
Lightning cloud: damage/positioning
If you actually look at the storm set, theres two actual debuff powers in it, thats all. Hurricanne and freezing rain. The fact is the set IS based around mob positioning. NOT debuffs. So this change makes no sense by that theory. -
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But the Kinetic power is a knockback, costs more in Endurance, doesn't do - Range, and doesn't Debuff the Target they touch.
Hurricane IS a Repel (1 of only 3 Powers that have this effect), does - Range, does Debuff, cost's less in Endurance, and does Knockback...
Comparing the Kinetic Repel (which is actually Kncokback not Repel ) and Hurricane your going to come out on the loosing end. Hurricane is so much better it's not even funny. It's still one of the best Toggle powers in the game. It's just not Godly in power but Uber instead.
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tell me how the -acc and -range are going to help me position mobs to lower my scatter? hmm they wont? Well then, i guess for what i was using it for it might just be a major nerf that was completely unecesary. As to you comment about 'enlightening' me, Ive been playing this set for two years, i know what the powers do. I am upset because i have had a major tool of mine decreased significantly, wihtout just cause. -
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My main is a Storm. I love Storm. It makes me happy in my happy places. I'm also not only not going to complain about this nerf, but I'm going to take it and run gleefully.
Why? Simple.
1) With the I7 changes, the drop in the to-hit debuff really isn't going to be significant.
2) I don't *want* the enemy repelled out of the area of my debuff effects.
3) Any time I'm in a situation where I really want to push something away from me, the knockback does just fine - if not from Hurricane, then from the bajillion other effects I have that cause it.
4) This reduction in power will help weed out the weak ones and force the people who relied on it as a crutch to use the rest of their tools in Storm's powerful and wonderful toolkit instead of becoming dependent on a single power.
5) Now I can stop listening to everybody and their mother who PvPs whine like a small child about how much they hate Hurricane and how much they're looking forward to seeing it nerfed because they're too poor of players to figure out ways to beat it. (And there are ways. Many, many ways.)
6) The power is still viable, still effective, and still worthy of being called Storm Summoning's signature power. This isn't the nerfing Regen got. This isn't the massive drop in power tankers have taken from the many, many nerfs they've been on the recieving end of. This isn't even the slightly-worse-than-a-papercut dropoff a lot of blasters took this same patch with the loss of Whirlwind negating animation times. I *LIKE* this nerf because we could have gotten a heck of a lot worse, and I'm very thankful that, while I don't love the change and think there are better ways it could have been handled, things could have been much, much worse.
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your an idiot. Liking a nerf because it *could* of been worse is by far teh most retarded thing ive ever heard of. Was this nerf needed in pve? no, then why is it applied there? I did not use hurricanne as a crutch, but now the specific times i did use it are now effectively useless. It sounds liek you want to be able to keep it on permanently and suffer no consequenses, like you want to use it more of a crutch than anything else. -
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When I7 changes go live, the loss in ToHit effectiveness will be comparatively small.
And, frankly, in PvE, which is all a really care about, less repel means that I won't have to work as hard to keep mobs in the debuff zone. Repel was great in some ways; in others, it was a huge pain in the [censored]. And, if it's really being cut to 25% endurance cost (I'll have to check that to make sure!) then I'll trade all the Repel in the world to keep my blue bar happy.
So, no, I don't consider the Hurricane changes to be a huge nerf. In fact, I would say I'll probably get more utility out of it in its new state; it's less powerful in the situations for which it was previously used, maybe, but it's also less situational.
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repel was part of the power. Personalyl this really depressses me. Repel worked great weith the power. now it has a tick longer than the kinetic power repel? ugh, thats just...ugh. -
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Perhaps I missed it, but did you account for animation csting times? Transfusion, transference, siphon speed/power and fulcrum shift have decent animation times, combined with the fact that they need to eb reapplied slows down your overall attack chain. Also, what level spawns are we fighting? How often are we missing? A missed buff can have a huge impact on the damage chain.
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I was not attempting a damage-over-time comparison. My calculations, you will no doubt have noticed, only account for damage-per-hit. Truth be told, the actual damage potential of a blaster varies greatly depending upon the build and the skill of the player, and much the same (though to a lesser degree) the damage of a defender. Any comparison of actual DPS will include projected attack chains, which is so subjective that it renders any conclusion inapplicable to most cases.
The purpose of this thread was to point out that there was still an offender who could attain blaster-level damage - which the devs have deliberately tried to prevent happening any more. Playing a kin/sonic is a hint of what the game was like pre-I5, so I thought I'd encourage as many people as possible to get their last taste before the devs nerf it. And if they don't nerf it, all the better.
~Gabriel
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Your entire argument is null and void if it doesnt apply to the actual game. Not taking in animation times is just as stupid as not taking in full slotting or so's vs do's vs to's. I mean, who cares if you can get close to baseline blaster damage in an ideal situation that can neer occur in game? Defenders were nerfed before because some could and did easily meet and surpass blaster damage in game, not becasue they could maybe get close if they pissed into he south winds at the same time as spitting into the north.