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when people who were in your sg/vg log back in and steal all the ios in your base....awesome.
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can I haz wuts left? -
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Yes, hence the tl;dr disclaimer at the top.
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Finding the "bold" sentences made my eyes hurt. Put them in bold RED
...but seriously, well thought out, at the very least. -
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Check out this vid of a fire/reg vs a thugs/paindom fire/reg vs thugs/paindom
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Honestly, that's pretty darn good seeing as how you pretty much stomped his face in and didn't even have ONE AoE to use as leverage against him haha! That's pretty good, kudos!
FYI, the next time you fight him, pick up FSC and FireBreath, trust me, the AoE's really make short work of BGM when fighting MM's man. Thankfully FireMelee has some decent AoE's and solid damage to make do wonders. -
So long Ex, thanks for all your help and good luck in all that you do in the future
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But at least you're better off than claws. I have a claws/regen I used to play regularly. Haven't touched him ONCE since I13, where he was made into an even bigger joke than ever before.
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Yup, I saw the movie last night, and they're full of crapp, I know for fact they are,
cuz in [u]this[u] game Wolverine can't pvp for shittt... -
Hey all, I just finished making this [u]first chapter[u] of my AE Arc. It has a bit of a serious undertone, so there's very little humor in it (you are saving the world from total annihilation afterall lol), but it should play well for most people and be quite fun and entertaining. It's built mainly around "solo" or "small team" players, so it's [u]perfect[u] for those who enjoy testing and trying out AE Missions with their spare time!
The missions can be a bit tough at times, but it's nothing a few inspirations can't handle anyways
I hope you ENJOY!
[u]AE Mission:[u]
Arch Name: Enter The Dark Lord
Arc ID: 138568
Faction: Custom, Family, Vanguard Shield
Creator Global/Forum Name: Global: @Dark Master , Forum: DarkMaster
Dificulty Level: Moderate/Hard
Synopsis: It's time to find out if the Dark Lord is a friend or foe. You've been sent to him by your last mentor because you need his assistance in fighting a common threat and foe. If the legends of him are true, he could either be a great ally...or an even greater enemy...
Length: Long
Missions: 5
Estimated Time to Play: 30-45 Minutes (or less)
Genere: Action/Adventure/Drama
***NOTE: If you have any further questions about the arc feel free to let me know! You can hit me up with a PM here or send me an Arc Comment in-game! Thanks!*** -
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It's not a big deal.
If they let us skip useless powers in other Power Pools like Medicine, Leadership or Fitness then it would be a big deal.
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This.
Skipping ONE extra power doesn't do much for people, especially since most travel "pre-req's" are so helpful anyways. I couldn't imagine ever skipping CJ or Hasten. Both Hover and Air Sup are valuable pre-req's for many people looking to take Fly anyways, so you can't really skip those. TP-Foe even has a number of uses, as does TP-Friend. I think the TP pool has the most "skippable" pre-req for pvp though, but seriously...when was the last time TP was every all that hot in pvp anyways...?
So no, I don't think the 60 month vet reward will do ANYTHING to "break" pvp in this game. It'll be about as helpful as the buff pets are in zones lol so no worries -
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The most skippable power I saw was anguishing cry
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The most skippable power for pvp is the rez. And dependent on if you're a mastermind or not, the second most skippable power is enforced morale. Especially with the coming recharge change with i14.
Then arguably the next power you can afford to lose is share pain because in a Player vs. Player enviroment doing anything that limits your ability to directly heal yourself is bad, even if it's a great heal.
Though truth be told I hardly ever use it on my mastermind anymore.
So that's three powers you can skip (on a mastermind) before letting go of anguishing cry. Now, on a corruptor, one could still argue that conduit of pain can be skipped before anguishing cry. You don't need a rez in the arena, and hitting the hospital isn't that bad in zones.
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I am a corr. Skipping the rez is really a no brainer. Skipping share pain seems pretty absurd. If I was thinking it was skippable I would have just rolled another therm. And saying a perception power is skippable seems wrong as well. Like I said the most skippable thing I saw was anguishing cry, debuffs aren't really that great and its pbaoe. The toon will be mostly for zone lulz.
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Along with the obvious skippable powers, AC is pretty much the next most "skippable" power in PainDom. -
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In arena, you can already pretty much play with the new i13 changes off. So they "have" indeed done something to pacify the playerbase, whether or not it helped or was right.
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Same mez system? Same borked up damage? There's still resisted debuffs/AS? Buffer's dont' really buff?
Sounds like pvp 3.0
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What I'm pointing out, is they have done "something" to pacify the problems. They still need to "fix" the problem, but at least they are somewhat listening. Somewhat..
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Oh ok, just making sure. For a second I thought you were one of those crazed nutjobs claiming that i13 pvp is "balanced" and the best thing to happen to the game. Was about ready to throw a rubber brick your way.
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LOL -
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In arena, you can already pretty much play with the new i13 changes off. So they "have" indeed done something to pacify the playerbase, whether or not it helped or was right.
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Same mez system? Same borked up damage? There's still resisted debuffs/AS? Buffer's dont' really buff?
Sounds like pvp 3.0
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What I'm pointing out, is they have done "something" to pacify the problems. They still need to "fix" the problem, but at least they are somewhat listening. Somewhat.. -
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So a normal company would either cut their losses and revert it back, or make it so people could still play the old way and give it's player base an option
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Show me proof where "most companies" would do this, and I'm not talking about 1 or 2 sources as that is not complimenting of "most." Also, the dev's did indeed revert many changes and tone others down. In i14 they do even more of that. In arena, you can already pretty much play with the new i13 changes off. So they "have" indeed done something to pacify the playerbase, whether or not it helped or was right. -
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Now when it comes to organised PvP (Arena), from what I've seen Melee'ers are out.
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Yup.
Melee's are very strong in zones, mainly due to the "un-organized" atmosphere of zone pvp. Not many people run around in organized and tight knit teams in zones, which means that spiking and debuffing is at a minimal, as well as coordination. This recipe is perfect for the melee toon who has enough survivability to survive solo or on a small team against a small handful of attackers, and enough damage to possibly (not all the time) take out his enemy before they take him out. Without the full and coordinated support of healing/buffing AT's, or the support of a perfectly coordinated spike team in which to take out a melee quickly, squishy AT's fall prey to the Melee AT in zones.
Again, in an "organized" team based atmosphere, such as team arena based matches, this is not the case. Melee's fall victim there as thier defenses and damage are not enough to keep up with the "specialized" AT's of that environment. Thier melee nature tends to hamper them as well. This means that they will contribute very little to thier team as they cannot grant any true buffs, heals, or debuffs while at the same time not being able to output enough damage to get many (if any) kills. In fact, most melee's outside of Tankers are even pretty "easy pickens" for most organized teams, so a melee on your team may only contribute deaths unfotunately, which is not something you want if you expect to win.
Due to this lack of contribution, most melee's are left out of team settings in pvp. The only melee's I've seen really work decently on teams so far are Stalkers and Tankers, and even then it's not a very common practice. -
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Replace Whirling hands with torrent. Fire and Cold get cones, why not energy?
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I'm all for that change, as well as the ones Evil Gecko listed.
I'm also one to push for Power Boost to be changed to either Power Build Up (which would be MUCH more unique and fun for Energy...) or at least Build Up. If the dev's could fit Boost Range into the set, we'd be golden, and I doubt they'd hear anymore complaints about "energy" -
Basically, I don't find any problem with Elusivity on "non" Tanker/Blaster builds who are just running their basic "toggle" defenses and maybe a few IO sets. Granted, I do see the problem when those same toons run a tier9 +defense power, such as Elude. They immediately go from an acceptable level of defense/survivability to an absurd and overpowered level of defense/survivability. That, I realize, and is the only real problem with defense that I see.
My Nin Stalker, outside of Retsu, gets pegged quite frequently by regular attackers. If it wasn't for the heal, he'd actually die a ton as well. The heal +Phase or +hibern00b (whichever suits peoples fancies) are what saves his bacon most the time. The toggle defense, for the most part, is ignored.
The only toons I can see having a problem hitting with those basic levels of defense are "basic" SO slotted toons with no access to BU or Aim, and who have not taken FA or Tactics+Kismet, but that's about it.
Basically, I just don't find defense as horribly broken as others seem to think it is, and this comes from both sides of the fence as I play all sorts of toons, heroes and villains alike. The most annoying thing for me so far is just the fact that I do miss occassionally versus defense based toons and that sometimes it can get me killed.
Here's a story, the other day I fought a Blaster who had good defense with my Widow. I missed with my BU+Slash from Hide Crit attack, so I placated and missed yet again with a quick follow-up of Slash while it was still under the affects of BU (mine recharges in around 6 seconds or so). I then fired off Poisen Dart and missed again. By this time the Blaster had repositioned himself, popped BU+Aim, and was returning fire and I died rather quickly. I went to the hosp, rested, came back and found that same Blaster. I did the exact same thing on him that I did the first time, only this time Slash connected twice in a row, I missed with Strike, hit with Lunge, and pelted him with Poisen Darts until he died (or Hibern00b'd, can't remember). The bottom line is, my misses on the first attempt caused an aggrivating defeat, while the second attempt I only missed occassionally and won. The perception of my first bought was that "omg defense is sooo borked rite nao" while my second bought was pretty much "omg whut defense?" Basically, missing does suck, and can cause things to appear worse than they are.
Necromatic:
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Under my system, using current DR caps, would allow the blaster the full percentage bonus to hit (38% unmodded), but at the expense of some damage. In this case, my factor can be tweaked to provide little damage improvement, none, or negative at the base 'to hit'. To this, they can enhance Aim as they want to get more 'to hit' at the expense of damage.
Now let's add Build-up. Since Build-up proportionally adds more damage than 'to hit', unmodded it would not debuff itself until 'to hit' is enhanced or Build-up is combined with another 'to hit' enhancing powers like Aim.
What this does is bring more situational use to these powers beyond the click click fire. Clicking Aim and Build-up together maximizes your chance to hit at the expense of doing just pure Build-up damage. In fact, if the factors are done correctly, you would never want to use Aim against a res based def unless you absolutely needed to hit for some reason (mez or to interrupt).
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Now this is definately a GOOD idea. It's very similar to one that I proposed many many moons ago to help fix defense. In fact, I asked at one point for the damage of Aim to either be greatly reduced or removed altogether, and the "to-hit" in BU to be reduced or removed as well. This was to keep "defense based" builds from being "double screwed" by both HIGH tohit buffs from these powers, as well as HIGH damage. For a defensive builds, that's a double whammy of d00m.
But no, I REALLY like your idea ALOT. Good thinking. I would back an idea like that 100%. -
SS Tankers(especially those with FA as well), Scrappers using FA or TD (especially in conjunction with BU), Devices Blasters (psi/nonpsi), Blasters using Aim+BU(way more than "enough" damage to kill any Widow within 10 seconds if they know how to kill), Blasters using PB+Aim, Defenders using RA backed by PBU+Tactics and wielding Psi, Defenders granting PBU+Fort, Controllers granting PB+Fort, etc. Basically
Not to mention, damage spikes by other teams kill defensive toons within the first volley since most of those spikes are coming from toons using the powers listed above. Basically, a spike will usually include a "window" of high accuracy. A "damage spike" on a defensive toon only needs about 2-3 spikers to flat-line thier health bars within the first 1-2 shots from each spiker, in most cases that takes less than 3 seconds to accomplish. On a resistance toon (granted +res is sorta lacking now too) it doesn't happen quite as quickly and would take more spikers to drop a res toon as quickly(or good resistance debuffs). This isn't to say that +res >>> +def in pvp at all right now. It's just to say that there are plenty of powers out there that allow users to completely obliterate +defense toons in pvp, and that I believe the supposed "problem" with defense is overexagerrated hugely.
Again, the only AT I really see that takes full advantage of defense in pvp are Tankers and to a lesser extent Blasters. Why? Because Tankers have enough HP and resistances in other areas to survive most minor spikes which whiz through thier defenses, and since many of these "spikes" find thier way through defenses thanks to a 10 second "aim or bu" buff, as long as he can squeek past the initial volley, he's back to "safe" territory until those powers refresh. This allows him to survive, heal back up, and respond. He is able to make full use of his Elusivity+Def values after that initial threat spike.
Blasters get some good use out of Elusivity as well, and it's simply by thier sheer damage output, at range. As long as you are missing 1 out of 3 attacks, it's enough for him to live long enough to just simply outpace the damage you deal to him with the damage he's dealing to you. If you're a melee toon trying to fight back, you're at quite the dissadvantage since most the time you are trying in dire vain to get close enough to land melee attacks and the few times you do get close enough you're seeing missing. Meanwhile the Blaster can continue to pelt you from range and stay out of melee for the most part. No, travel supression doesn't do much to prevent this type of manuever at all, as some thought it would.
Anyways, just my opinions and experiences. I'm sure others may have varying experiences, that's normal. I'm just giving my side of the picture from a toon that's is souped up to be a Ferrari but still only performs like a mod'd Honda Civic in the area of defense. I'm sure, that everyone's miles and experiences may vary, but that's why we have discussions. -
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Indeed. Elusivity's still brokenly powerful in many cases.
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Are you serious?
No, Elusivity is no where NEAR broken for most AT's and powers. The only AT's I find that can truely use Elusivity to a "mega-ton" advantage are Tankers, and that's thanks to thier higher defensive values all around.
Basically, I have a tricked out Night Widow who've I've invested well over 2 billion into, and I still get hit PLENTY outside of Elude. And yes, this is with perma-ML up. For a build that I've invested that much money into, I would expect it to perfrom better in the defensive side of things, but it does not.
Anyone with half a brain and a proper build can still bust through defensive sets like they had no toggles on at all. That portion has not changed with i13. Defensive sets do work better in i13 than they did in i12, but I wouldn't call them broken at all. Sure, it sucks to miss, but that doesn't somehow equate to "rawr z0mgwtfbbq eye jus mist 2wice!? dfence is overpowad!" Gimme a break..
P.S.- Personal Force Field is a separate issue. Furthermore, people need to start distinguishing between missing due to tier9 defensive powers (such as Elude, Retsu) and missing due to "non" tier-9'd opponents. I'll guarantee that most of the "frustration" comes from the tier9 runners. Just remember, some people are actually pansy enough to only leave the base when Elude is up, so of course it seems as though everytime you fight them they're hard as all heck to hit... -
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Actually, at the moment MM's DONT work in pvp due to the psi bug. Psi based attacks are bypassing BG mode and doing direct damage to the mm. Dont bother even breaking out the mm until they fix this.
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Hmm, psi damage unresisted maybe? Certainly would explain why psi does more damage to me than any other blaster.
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I've been noticing this too....ALOT.
In fact, I might go as far as to say that Psi is bypassing defenses all together as well. The dev's really left a "huge" problem hole here that needs fixed immediately imho.
Also, Psi Blasters are the only AT I've noticed this hole with. Forts and even Defenders do not appear to have this same hole. It just appears as though Blasters are dealing full unresisted damage with thier attacks as well as bypassing defenses altogether. I tested this with my ELA Brute. I have well over 55% +res to psi damage on him in pvp with just toggles, with Power Surge activated I hover around +80% to all damage types, including psi. Yet Psi Blasters slice through him as though I had no toggles up and was debuffed into the negatives on resistancesFor comparison, one time I had an SS Tanker fighting me while I was in Power Surge. His attacks were cute little tickles of damage while in my tier9. About 15 seconds after I started the fight a lone Psi Blaster jumped in and pretty much 3-4 shotted me...from range...
Further testing with my EA Brute, while running Overload (yes, EA has Psi defense [u]in pvp[u]), confirmed that Psi Blasters were ignoring defense as well. My Night Widow, who runs at a perma 45% defense and up, has fallen victim to this also. I'll have to do more testing on defensive builds to say for certain that they are ignoring defenses as well, but at this time I say they are.
It just appears as though the dev's have accidentally somehow coded Psi Blasters to not only ignore resistances, but defenses as well. Again, this is not something I've observed with other AT's. It needs fixed though, and soon. -
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Dear newer players,
Your advantage is that you have started playing when the game was in a more advanced state than it was in the beginning.
You didn't have to deal with the same buggy missions, early-level travel issues, the lack of radio/newspapers and the lack of a difficulty slider. You didn't have to wait for the level cap to be raised to 50. You didn't have to wait for capes/auras to be introduced, or or for any number of new costumes/pieces. You didn't have to wait for APPs, PPPs, HEATs, VEATs. You didn't have to wait for respecs, the markets, or IOs. In short, you didn't have to wait for a countless number of quantitative/qualitative changes which have improved the game over time.
Veterans did have to wait for many if not all of those things. Anyone who will be eligible for the 60-month badge any time soon will have waited for every single one. So sure, argue all you like that the fees vets have paid were "for five years of fun, and they would have paid anyway!" Just do keep in mind that the game is a much better product now -- and I don't believe it's a stretch to conclude that the participation of those very vets is a large reason for many of the game's improvements over the last five years.
That's your perk.
The 60-month badge is not as big a deal as some are making it out to be. Travel powers are optional, nowadays, more so than they ever were before -- and at least for some people, the usefulness of the pre-requisites is among the main reasons they take travel powers at all. Temp powers are marginally inferior mechanically, and certainly inferior conceptually, to normal pool travel powers, but they also don't cost power picks (and perhaps more importantly, pool picks).
Saving a power pick or having more flexibility in the early part of a build if they choose to take a travel power is the extremely long-time vets' perk. Take it from someone who's been around awhile; you've gotten the better part of this deal.
Sincerely,
Level Six Flyer.
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Could not have been explained any better... or more elequantly than this... Bravo!
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Agree 110%.
I am one of those vets, and yea, I know exactly what you're talking about.
Well said, bravo -
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....but who's really going to do that? What happens when you "skip" these pre-req powers? Lets take a look shall we?
The Speed power pool requires that you "take" Hasten before SS. Last I checked, Hasten was still a very necessary and helpful power for any pvp build. So no advantage there with this vet reward. Even Flurry has become a pretty amazing power there lol (<---not sure for how long...but yea lol).
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What if you don't PvP? Hasten is useful, yes. In PvE, at least, it being necessary went away with ED. What if you don't want it because of the orange/yellow glow it sticks on your hands? What if you just don't see the need - i.e. a melee who already has a complete attack chain, and something non-clicky like wp or sr for a defense set?
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The Leaping Pool requires that you take Combat Jumping before SJ. Again, no huge advantage there, as MANY people still opt to take CJ for both the combat manueverability and the ability to cheaply slot a couple uniques into it with no fuss.
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Many do make some use out of CJ. But is it really *more* useful than whatever you could put in its place? Super jump is the only travel power that fits her concept, but my controller has absolutely no use whatsoever for CJ - I already have enough maneuverability with stamina prereqs, and she doesn't have the money to buy uniques to stick in it. I would kill for the ability to drop that power and take something more useful. Being able to find some use for the prereq you are forced to take doesn't mean that there isn't something better you could replace it with, given the option.
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The Teleport Pool requires that you take TP-Foe before accessing TP. Again, no "huge" help there either. Many people who are going the TP route find TP-Foe a VERY useful tool for them and couldn't imagine dropping it. In zones, barring cheap droners, it can be quite a handy and amazing tool. Furthermore, TP-Friend is both a substantial help in and out of pvp no matter what your preference. So no help there from this vet reward. I will state however, that the Teleport travel pool will probably benifit the "most" from this reward, but not hugely, especially not in pvp. We all remember just how "useful" TP is in pvp now with the new suppression...right?
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Again, what if you don't PvP? In PvE, tp foe is more or less a toy - you can use it, but it doesn't really give you any significant advantage most of the time. Recall friend, again, is undoubtedly useful - but is it more useful than what you could get in its place? My grav/storm is absolutely jam packed on his power choices - I have to overflow a power from my primary/secondary into the 40s to make it all fit (and that means I can't take the epics I want). Again, his concept basically demands TP. Would I drop recall friend? In a heartbeat. If I didn't simply use that to get all the primary/secondary powers I want before the 40s, I'd replace it with hover. Ever try using TP on a laggy computer? Falling out of the air is depressingly common. Hover is a wonderful tool to stop that, but *normally* it's an unjustifiably expensive choice in terms of power slots. Getting hover+TP in two power picks is a huge advantage.
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The Flight Pool requires that you take Hover before taking Fly. Once again, no problem here, even in pvp as Hover proves some decent mitigation from -fly powers. If you happen to be a flyboy(there aren't many) in pvp, Hover is a staple platform and must have power for you. Heck, even AirSup is a decent power to many, both for it's decent damage and -fly component. So no help from the vet rewards there either.
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And, yet one more time, what if you don't PvP? Air sup is good, yes. Hover is useful, yes. They're not universally so, though. I have a controller who must be on the ground to use some powers, so I don't need hover even though I have it. But I don't particularly care to engage in melee either on that character, so I don't need air sup. So, would I drop hover? You bet. What about a weapon meleer, who wants to avoid redraw but doesn't want to deal with hover's slow speed and extra end cost in combat? What use do they have for the fly prereqs?
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Soooooo.....uhm....I'm realy not seeing this huge "advantage" that some people are claiming that 60 month vet players will have in pvp.....odd. Why am I not seeing it? Because it's not there...that's why. There really is very very little advantage in pvp with this reward.
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And, again, not everyone PvPs. I'm not sure where this is coming from. I, at least, was referring to the advantage of flexibility it'll give them in power choice, whatever game mode we're looking at. I plan out builds as a sort of idle hobby, when I'm not actually in a position to play. I've seen, again and again and again and again, builds where I just can't make everything fit. So many times, I'm sitting there staring at a junk prereq, unslotted and totally useless to the character, wishing I could drop it. What overriding need does my teleporting ninja scrapper have for recall friend? What use does my blapper have for CJ when he already has the stamina prereqs? It's the flexibility not to be limited by such things that I'm seeing here.
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Now, if it was a "free" power gift, and slottable, sure, I'd see the advantage in it, however, this is not the case. In fact, I really don't see it being all that helpful or useful in pve either, at least not for Speed or Leaping Pool users, and even Fly users to a lesser extent. The pre-req's for these pools are very very helpful to any toon, be them low level or not, so skipping them early on really doesn't do much, I'd rather have them earlier than my travel powers in some cases....
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If you actually have a use for the prereqs, then no, it's not really a free power. However, saying that the prereqs are so useful that all characters would want to take them anyway seems rather... unsupported. And, again, even if they're useful, who's to say that they would be *more* useful than something you could put in their place. It *is* "a 'free' power gift, and slottable" in at least a significant percentage of situations. And that's what I'm crying foul on.
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You need a quick heads up bud, I was responding to people who were trying to cry "doom" on the "PVP" aspect of this reward, [u]not[u] the "pve" aspect. So yea, everything I'm mentioning in that thread has to do with the fact that there is very very little "pvp" advantage through that vet reward. Heck, you get more pvp advantage out of the BlackWand and NemStaff for sure. In the pve aspect, it's a tiny bit more helpful/fun, but still not overpowering or game-shatteringly unbalancing. It will simply be "neat" at lvl 6 to have a "real" travel power. That's about it at this point..
Read more before you respond please. -
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Now that i think about it. I don't have ANY character who will benefit from this... lol. All of my Heroes and Villains have Hover/Fly, CJ/SJ/ Acro built into their builds and they're NECESSARY. i couldn't drop Hover or CJ for the risk of gimping myself. Even my Empath Defender NEED's Recall Friend AND Teleport...lol. Man, this isn't as useful as i thought it would be for me....Even if i took Fly at lvl 6, I'll still have to get Hover for my +Stealth IO and my LotG +Recharge...lol.
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This.
I don't see the problem at all with the 60 month vet power, in pve or pvp. Seriously, think about it for a moment, sure there is the "possibility" to "skip" the pre-req and go straight for a Travel power which could free up a spot on your toon....but who's really going to do that? What happens when you "skip" these pre-req powers? Lets take a look shall we?
The Speed power pool requires that you "take" Hasten before SS. Last I checked, Hasten was still a very necessary and helpful power for any pvp build. So no advantage there with this vet reward. Even Flurry has become a pretty amazing power there lol (<---not sure for how long...but yea lol).
The Leaping Pool requires that you take Combat Jumping before SJ. Again, no huge advantage there, as MANY people still opt to take CJ for both the combat manueverability and the ability to cheaply slot a couple uniques into it with no fuss.
The Teleport Pool requires that you take TP-Foe before accessing TP. Again, no "huge" help there either. Many people who are going the TP route find TP-Foe a VERY useful tool for them and couldn't imagine dropping it. In zones, barring cheap droners, it can be quite a handy and amazing tool. Furthermore, TP-Friend is both a substantial help in and out of pvp no matter what your preference. So no help there from this vet reward. I will state however, that the Teleport travel pool will probably benifit the "most" from this reward, but not hugely, especially not in pvp. We all remember just how "useful" TP is in pvp now with the new suppression...right?
The Flight Pool requires that you take Hover before taking Fly. Once again, no problem here, even in pvp as Hover proves some decent mitigation from -fly powers. If you happen to be a flyboy(there aren't many) in pvp, Hover is a staple platform and must have power for you. Heck, even AirSup is a decent power to many, both for it's decent damage and -fly component. So no help from the vet rewards there either.
Soooooo.....uhm....I'm realy not seeing this huge "advantage" that some people are claiming that 60 month vet players will have in pvp.....odd. Why am I not seeing it? Because it's not there...that's why. There really is very very little advantage in pvp with this reward.
Now, if it was a "free" power gift, and slottable, sure, I'd see the advantage in it, however, this is not the case. In fact, I really don't see it being all that helpful or useful in pve either, at least not for Speed or Leaping Pool users, and even Fly users to a lesser extent. The pre-req's for these pools are very very helpful to any toon, be them low level or not, so skipping them early on really doesn't do much, I'd rather have them earlier than my travel powers in some cases.... -
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57 Months
Abiding Badge: 50% discount on all tailor sessions: Start out your new characters in style!
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Oh gawd Ex.....just change THIS ONE and everything else is fine. I mean seriously....that's so friggen lame it almost ruins the coolness of the 60 month rewards.....we've been in this game long enough to NOT need this reward at all....besides, we get sooooooooo many free tailor sessions with other rewards already....that this is, quite frankly....useless to many.
Seriously...change it....anything is better than that. Even just a free respec...
How about allowing us to choose a "second" buff pet? Hmmm? Like we got to choose a "second" attack from nem staff and black wand? I'd like that a WHOLE lot better and it wouldn't be in any way "game-breaking" plus it'd help us vets out in the lowbie levels some. Think about it....please.
Btw, the 60 Month reward is pretty cool, I guess..not sure just how useful it will be since we can attain fly packs at such a low level anyways...and super jump as well...but yea, should be sorta cool... -
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could be... I just found it curious how I would think they'd be a lot harder. One of those MM was used by a guy who would regularly wreck havoc on me with his blapper, and we would fight pretty even with his other toons.
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It's quite common that a player can stomp you into the mud on his Blapper and at the same time get rocked by you while he's on his MM, as the two AT's pvp VERY differently. Some people cannot grasp the ability to pvp well with an MM, while others can. -
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alright devs, this has been a good prank... you can take this [censored] off now so we can return to... well we werent really doing anything, well i was a good sonic after ajax quit because he really lowered my self esteem [censored] mexicans.
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omg!
lol.. -
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I hope everyone knows /EA got fixed...
It's called Elusivity
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And its still not all that hot in pvp without MAJOR IO slotting bub.
Try again.