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Quote:I am actually fine with Swap Ammo to be honest...I mean sure, the secondary effects of the other Ammo Types could definitely be better, but I like the idea of them all the same. Once again, I think that the only things that really need changed to make DP a competative set are:Well, all that I'm talking about is giving the [Swap Ammo] power the Aim functionality, not the name or animation (there actually is an animation for Swap Ammo that was removed when they changed it). The in-set justification would be that you swap in a magazine of superior rounds of some kind (hollow points, dumdum). The power "Aim" suggests that you're aiming, but it doesn't have to be named the same thing, especially on a set where Aiming isn't really thematically appropriate (just look at Sonic and Psy).
1.) Add DoT Fire Damage to Pistols (tier1 attack), equal to Dual Wield.
2.) Allow Piercing Rounds to KEEP it's -res even when using a "non-standard" ammo type.
4.) **Optional** Increase Piercing Rounds Cone by 15 degrees (for a total of 20 degrees, same as BroadSword's Head Splitter).
3.) And Either:- Allow ES to cause Knock-Down even when using "non-standard" ammo...or
- Decrease ES's animation time, while still keeping it's same damage modifier.
I feel, that these changes would be enough without breaking the set and making it "too powerful" in any way. At the VERY least...it's a good place for the dev's to "start". -
Quote:I'm not.
Blasters are categorically outclassed. What can they do? Damage and maybe some control. Surely they do the most damage then, since they only really have the one thing? This would be wrong, and Scrappers far and away exceed any Blasters' damage; Brutes too. And then we even have types of Corrupters and Defenders outdamaging Blasters at high levels since they are damage multipliers instead of damage adders.
So those 4 must be worse in defense since they do more damage, right? Also no. The same ones can stay indefinitely aggroed to AVs or GMs.
Go look in any of those AT forums. It's widely talked about.
With all this being the case, what role does a Blaster serve at high levels? None.
As bitter as DarknessEternal sounds, he is, to an extent, correct.
Unfortunately, Blaster damage simply does not scale well enough or pack the same kind of punch that it does in the pre-30 levels, back when you felt your Blaster was awesomeness. Several things factor into this such as: increased mob HP, increased mob resistances, increased mob mez attacks, increased mob ranking, increase in EB's/AV's, etc. All of these add up to the poor squishy Blaster, who is relying almost soley on his damage to survive, which he barely does and by the skin of his teeth.
Blasters have some mezz's, but for the most part lack the type or power level of mez to really have substantial effect in his survivability on a team and even sometimes solo. Mez's are too short in duration and too low in mag to be hugely useful in later game. Blaster have no way to deal with large mob spawns. Sure, they have AoE's and decent damage for those AoE's, but not all primary blast sets have "enough damage" in their AoE's to actually use them to level a mob spawn and survive. Instead, you fire off your two AoE's and then die between the first attack to the massive "alpha" that's coming your way, sometimes before the healer, or even you, can react and heal. The damage a Blaster deals is good, but just not good enough to be the "crutch" that it's suppose to be in order to keep us alive. Again, in early game, this works out pretty decently...but in late game it drastically changes.
Stalkers had a problem with dieing anytime they entered melee and fired off AS in the middle of a mob to take out a boss. Very few were able to actually survive outside of a tier9 or billions of dollars in IO's after a move like that...and they have an actual DEFENSE secondary. So, to help fix this, the dev's gave them Demoralize, a power which effectively provides an AoE fear AND to-hit debuff to almost any critter around the Stalker after he AS's. This one small change help Stalkers out in a great and amazing way, allowing them to actually live long enough to deal some tremendous, and team HELPING, damage. Something that they "too" had a hard time doing in late game. Well...Blasters are currently in the same boat, only we've been in that boat for several years now.
I think that to help fix Blasters in late game PvE, the dev's should either consider increasing our damage output drastically (maybe make Defiance more powerful a damage buff the higher in level we get? For as much as a 20-25% damage buff per attack?..), or somehow balancing in a defensive type of power. I'm not sure what they need, but it is in my opinion that they need something more than they currently have.
To truely and effectively play on a Blaster and really contribute major damage for the team, you'll almost need to bring two of these AT's with you: A really good taunting and hardy Tanker, and a really good Defender (preferably empathy) who focuses mostly on you. Between those two, you can definitely deliver some massive damage without having to worry too much about face-planting every 3 minutes in late game. Unfortunately...you're one of the only and few toons that must rely on TWO other AT's in order to perform your one role...that to me...isn't right.
Anyways...that aside. If you have played Dominators, and like the way they play, then I'd suggest sticking with them. Their damage is almost (or more) devastating than a Blaster's in that they have awesome controls which allow them to easily and effectively deal that damage. They even get good pets and full mez protection when in domination (plus a free blue-bar with every domination pop)....buuuuuut...if you must try Blasters, lol, then try Sonic/Energy. It is one of the most survivable Blasters out there due to it's control ability. PowerBoost + Sirens Song and then PowerBoost + Screech on your target is pretty darn nice mitigation on a spawn to be quite honest. The -res stacking from Sonic will also help you to debuff those meaty foes in late game, and soften them up for a relatively easy kill.
GL. -
Quote:Would FM/SD really be better single target dps/dmg than FM/FA? I thought */FA's Fiery Embrace would have pulled it ahead of SD, but I haven't personally run the numbers, so I don't know.When FM was ported over from tanks to brutes, combustion (an aoe) was turned into cremate (a single target attack.) Scrappers got brute FM when it was ported to them.
A while back I did a rather extensive pair of comparisons for single target damage output of brute and scrapper primaries, and brute fire was on top.
Even the rikti pylon thread in the scrapper forum has fm/sd being top dog with competition only coming from dm/sd, but that's only when the dm/sd can also keep saturated soul drain up and running with 10 enemies.
Brute FM is better than scrapper FM because fury buffs FM's damage over time portion while that same DdoT is not affected by crits.
So, if you want a character that never gets hit and rips through a single hard target, FM/SR is the way to go. If you want even MORE ST damage, go FM/SD... but then you have that shield getting in the way of looking sexy. -
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Anyone else notice this? At all? ...
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I recently noticed after a patch update that went through today, that the description for MA's Eagles Claw no longer mentions anything about an "added" +Critical chance for any attack used directly after it. Am I, or did, I miss something? Did MA lose it's "buff" that it just recently got already?!? Or is that simply a type-o that the dev's will need to remedy and the extra critical chance is still there? I'm REALLY hoping that it wasn't stealth nerfed already...I mean...thanks to the little boost they gave MA...my MA Scrapper was finally starting to feel...strong.
Can anyone confirm if the buff has already been removed? It's not in the powers description ANYWHERE that I can see right now. I also jumped on my MA Scrapper to find out first-hand, and he didn't seem to be getting ANY sort of "increased" critical chance after using Eagles Claw...I mean...maybe I'm imagining that he's not (I hope I am) but it really didn't feel like it did last week...
Anyone know for sure? -
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Quote:And I for one, don't believe that the dev's intended us to do an "ammo swap" dance every three seconds just to take advantage of the capability...and if they did, that's simply an example of an EXTREMELY poor design mechanism which they should have learned their lesson with from Dark Armor a very very very long time ago.I think it will get the most use by me in an AV fight.
Chem rounds for the most part, switch to standard when Piercing Rounds is up, after debuffing switch to Incendiary to take advantage of the debuffed resistance, switch back to Chem to debuff the AV's damage some more. Maybe switch to Cryo when I get tired of green and yellow bullets and want to see blue ones for a few shots (can't think of any other reason I'd want to in that situation)
People, generally, do not like to be forced to play the "dancing game" like that just to make their powers somewhat effective and "comparable" to other Sets. The ONLY time this could possibly be acceptable is if the set you were forced to "dance" with would be just soooooo god awfully powerful that if you were able to run/use all powers/toggles at once that it would be borderline game-breaking if it didn't force you to dance between powers/toggles in order to utilize it's full potential. Being brokenly OP was not the case for Dark Armor, and so in light of QoL they changed the set. Well...Dual Pistols is and would be no where near OP if Piercing Rounds could keep it's -res effect even while using "non" standard ammo...so why make us power dance?!?
As far as I'm concerned...Dual Pistols is close to being the Blaster version of the "old" Dark Armor...only even weaker... -
Quote:Seeing as how DP isn't a damage monster...I really think that at least "three" changes should be made to the DP set to make it a little better:Standard actually does better damage than Chem or Cryo because of Piercing Rounds' -res effect which only applies while using standard ammo and not while using Chem or Cryo.
1.) Add the fire DoT to the tier1 pistol attack
2.) Either slightly reduce the animation time of Executioner's Shot or increase it's range to either 60 or 80 ft.
3.) Allow the -res from Piercing Rounds to work even when "not" using standard rounds.
If they did just these minor changes...I think the set would be pretty good... -
Quote:Eh, that's too bad.The damage is only about +20%, and doesn't even scale with Enhancement slotting. So personally, I slot my Sniper Rifle for Recharge and no damage, so I can apply the bonus damage more often. It's a bizarre mechanism, though, and I don't know what the devs were thinking.
In fact, I was looking at City of Data, and it seems as if the extra damage is being calculate as if it were a Lieutenant level critter, instead of based on the player's modifier. Which is just strange. I really have no idea if this is intended, or there is some sort of strange bug.
Build up it is then.. -
Quote:Don't forget electric.
I think electric armor on tanks has...a LOT of potential. A lot.
It may eclipse invuln soon. Heck, on anything outside of s/l, it already does, by rather a lot.
The ability to ignore endurance drains is nice, and getting nicer quickly.
Yea, what about Electric Armor?
I know it's a "relatively" new port over to tankers, but from the resistance numbers and buffs that it's recieved, it looks like it'd be one heckuva powerful primary, especially once IO's were taken into account...not to derail this thread...but any experiences here with Elec Armor? Does it just look good on paper for a Tanker? -
Quote:The bonus damage isn't much. At L45, my AR/Dev is getting 35 or 36 bonus damage (it floats up as an individual number). It's not much, but it's a nice little bonus, I guess, on a power you take for the extra to-hit.
Really? That's it? Is that tiny portion at least "un-resisted" damage? Or no?
Hmm...so basically, Build-Up is definitely still the better choice for AR's Sniper Rifle if you want good damage? -
Hey guys, I have a relatively simple question that I was hoping someone could answer. I'm only wondering this, because I haven't actually played AR since the little change they made a long while back to Targeting Drone granting AR's Sniper Rifle shot a little bonus damage lol :P
So, to my question...how much "bonus" damage are we talking about here? Assuming lvl 50 with SO's that is. Is the bonus damage noticeable? Is it good? Does anyone have basic damage figures for that? Also, is it worth missing out on Build Up to get the bonus damage? Is Build Up + Sniper Rifle better than or equal to Sniper Rifle + Targeting Drone bonus damage?
Lol, sorry, I've just been REALLY curious lately for some reason! Any info would be greatly appreciated!!! Thanks! -
Quote:What he said.the debuff is always there, and the damage bonus only when you use PS
The damage bonus is a stacking bonus when you click PS it activates the damage buffing portion of the KM attacks, but they can only stack up to 5 times and (I am pretty sure) each activation of PS only allows 5 buffs. Each buff lasts 10 seconds and you have a 20 second window to activate the buffs.
The only other thing is that the "to-hit-buff" from Power Siphon IS indeed activated when you first click Power Siphon, and you are not required to actually "hit" a target for the first to-hit buff. After that, additional "hit's" stack more. -
Agreed. My DM/Shield Brute was one of the strongest and most fun Brutes/Melee Characters that I've EVER built. That combo simply rocks in pve. You won't regret a second of it.
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Quote:But it IS available to Corruptors and Defenders, who also share Dual Pistols.
Blasters have 2 primaries that don't get Aim, both of which are based on guns. Corruptors get 3 primaries that don't get Aim, one of which is Dark Blast.
Defenders get 4 secondaries that don't get Aim, because their Psychic Blast doesn't have it.
No one else in the game even gets access to Aim, and it doesn't seem to bother them.
I fail to see how Dual Pistols is gimped by not having Aim, but Defender Dark and Psychic Blasts aren't.
Sorry, I just don't think Blasters having a total of 2 powersets that lack Aim is worth all the crying I've seen about it.
Uhm....maybe Defenders and Corruptors are in "dire need" of AIM...simply because...they are DEFENDERS and CORRUPTORS and have access to a HUGE array of buffs/debuffs....which not only increase your chances of hitting your targets vastly, but also grant you AND your team greatly increased damage output and survivability....
that...is why Defenders and Corruptors can both get away with having more Blast Sets which do not contain...AIM. Blasters, on the otherhand...shouldn't leave home without it, and I feel that both DP and AR are somewhat handicapped thanks to their lack of Aim. I like the idea behind Swap ammo...but to lose Aim in order to get it? I dunno... -
Quote:I did, and my constructive suggestion was: TRY AGAIN.
you know the part asking for constructive suggestions
And I meant it.
Your suggestions, insight, and ideas are all crap, and half of them have been suggested in the past and shot down. In fact, much of what you say shows that you actually know very very little of pvp at all. Did you just recently step foot into a pvp zone or something? Like maybe a week ago? And now you feel entitled to give "how to fix pvp" suggestions? And shoot down those who think your suggestions are weak and wrong?
it is to LOL bud. I wish you the best of luck with this, but you'll soon come to realize, as we have, that the dev's don't listen to us here. In fact, they "split up" the boards in the fashion they did (splitting PvP boards from Archetype and other sections) so that they NEVER have to click the PvP Boards tab in the first place lol! Jk, but boy are we separated now, and I doubt they ever enter this section of the boards now. They just click the other tabs and never have to even SEE the PvP tab anymore! Haha, so sad, so sad. -
Quote:LOL at you.
PvP will solve nothing (and I think the poor showing of PvP is caused by the imbalance of numbers between red and blue sides). The idea that PvP somehow will ever sell subscriptions is a poor one, at best.
If you think that pvp somehow "doesn't" sell subscriptions, then you're more foolhearty than your entire spiel up there proves. For THIS game, no, fixing or "tinkering" with the pvp system may not do much to save the game. I already stated that. This game had it's chance to make pvp a hit about 4 years ago (or even upon release) but it decided not to for whatever foolish reasons. As far as that goes, this game has been in a nose dive for the dirt for awhile now, and there's no stopping it. However, games that are built with a "good" and "solid" pvp engine behind them, DO indeed sell subscriptions and stick around for years. There are certain First Person Shooters, for example, that I have been playing for well over 8 years now, simply thanks to how good the gameplay is in them, and I don't get anything out of them. No levels. No armor. No extra guns. No ranks. No fun l00t. The only thing those FPS's have done, is keep up with the times graphics wise through updates and yet, they are still very popular games to this day.
I believe that if a game (MMO) wants to be successful, they need to take the example given to them by just about EVERY First Person Shooter out there, and that is: Have a strong PvP 'centric' system, and have a good PvE 'supportive' story. Basically, give a great amount of attention to your PvP game, and make sure that your PvE-side supports and coincides very fluently with the PvP. Not only does this make people more willing to pvp, since storylines in pve make sense and merge with it, but it also makes the pvp alot more interesting, even on the "RP" level.
In the end, PvP does indeed sell, and PvE should support it, not the other way around. -
Quote:Well said.[ QUOTE ]
PVP isn't optional for COX's long term survival. The PVE is stale and most people in the anti pvp crowd turn to badge hunting just to keep themselves entertained. Most of the people I talked to had servers that went through a shock when the zone bugs effectively shut down pvp on most servers from november to february. Most people stopped logging in and serveral people quit, who are only now coming back. Since COX is a game of many alts, these people turned out to be a lot of toons people had known in other venues.
On one of the first four pages on this thread someone brought up that SWG had been pvp centric as it's end game and had then switched to pve for a bit. They incorrectly assumed that's what hurt that game. By contrast, in 2003, SWG had the biggest openning of any MMORPG which it lost by being eclipsed by WOW. It's numbers dropped overnight and half it's servers closed by becoming a grind game with Jedi and the CU. It numbers were harmed even worse by becoming even more PVE centric NGE. SWG had to suck up that PVP paid the bills to begin regrowing now.
While approaching 9 million paying subscribers, which is more than the Nelson rating of most tv shows, WOW has servers that are labeled PVE and Roleplaying, which have pvp zones and have pvp hot options. Eve Online, MXO, Guildwars, COX, Vanguard, and every other game have the pvp components. Warhammer, Age of Conan, Gods & Heroes: Rome Rising, Star Trek Online, Marvel, DC, Firefly Online, and World of Darkness Online, are being pre built with PVP in mind and that's every major game being released from 2007-2009.
PVP pays the bills. PVE does not.
That's not me saying that. That's the entire video game industry saying that. They are saying that now. They are saying that through 2010 and quite possibly beyond.
In fact, PVE does the opposite of pay the bills. PVE only develops a core of players that burn through 3 month of development in a weekend. Does that make them happy? Not at all, they go on to cry on whatever forum board that another 3 months of development can't be done instantly to stop their boredom.
As much as the anti pvp crowd might stalk these forums and scream endlessly in the throws of obsessive compulsive disorder that they don't like pvp in this game. This game will have to have it and balance it to survive.
If the developers of this game ever get silly enough to listen to the screams of the anti pvp crowd, this game will have its life support plug pulled much sooner. Right now, without the balance issues being fixed, this game is expected to only edge out a suvivable profit by the time Marvel and DC come out. Paradoxically, NCSoft is developing Marvel and I'll bet real money it's being required to be absolutely balanced from the beginning.
PVP creates long time rivalries. PVP creates player driven content. PVP communities are the group that stay with a game for years in the highest numbers.
You might believe in your heart pvp doesn't pay the bills. But all the industrial side market research for the past two years says that you are saying the world is flat.
Here is your proof from just one major developer, watch all 7:26 minutes: http://youtube.com/watch?v=ZOTRjWGxmjI
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tl dr
Both of you.
And that pretty much sums up EXACTLY what myself and MANY others have been trying in absolute VAIN to point out to the dev's over the last couple of years! As we've slowly but surely watched the dev's drive what could have been an absolutely GROUND BREAKING achievement in MMO PvP History....straight into the dirt...slowly...but surely...running blind into oncoming traffic, not heeding the warnings of wise, too foolish, gluttonous , or otherwise self serving and pompous to believe what us "low-life's" have been telling them for years now...."save your pvp...build upon it...the pvp this game has could be revolutionary...it is but a seedling that needs to be nursed...but it could blossom one day into a great oak.."
But alas....the cries and pleas were not heard...for over 4 years they were not heard...and now...we are left with the remnants of that aftermath. This game is on it's deathbed...and it may very well be too late to bring it back to life. Pitty, it had such great promise..
...gg dev's... -
Quote:Uhm....wow.Doesnt seem to be that way, do you play on Freedom? Because every stalker there even the one not fully Ioed out, seem to have no problem killing just about anything but a well build tank or regen scrapper with just an AS and shark crit
As for the AS immunity it makes perfect sense. At the moment there are way too many stalkers, pretty much have been since they were released. No offense but come to find most just playing for an easy button and the hide. I fear when going rogue comes out it will just be stalkers invading zones on both sides, PVP will become even more stupidly broken, not to mention boring. With an AS immunity (slight nerf) coupled with removal of interrupt (slight buff) it will insure that stalkers aren't the only AT on the field or atleast that they don't make up 50% or more of the zone pop, which on freedom its pretty high for RV atleast.
I would even go as far as suggesting that Brutes had their survivability toned down a bit, with the way it is, they have Tank surviability and better with some builds, and the damage of a scrapp. Not to mention bring other power pools on par with SS for tanks and brutes.
No.
Just no.
Especially the Brute part.
And I'm not all too sure about your opening suggestions either...they don't sound like they'd do much more than bring even MORE imbalance to the current pvp system. And "buffing" Kheldians?!? Seriously? WS are a joke, but PB's are formidable, especially in zones, I don't see how on earth they could need any sort of "buffs" at this point. Research what you are asking, and really look at the "core" problem of pvp and try again. I don't think you're anywhere close to making it better, in fact, you'd make it much worse with those suggestions.
Try again. -
Quote:My Night Widow doesn't use Elude at all in pvp and does just fine in most zone play and even arena duels....however....I did drop like over 2 Bill into his build too...lol...so that could have something to do with it also hahaIf you want to PvP on one, then I would recommend the Night Widow because of Elude. You'll at least have a chance not to get three shotted by a Fire/SS Tank with it up.
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Quote:Broadsword's AS is absolute garbage animation wise.Broadsword's AS is so stylish. Drool. And oh-em-gee... MA's new one is... is... <glee!>
Whatever developer came up with that animation needs fired. It looks EXTREMELY weak and fairy-like....it's DEFINATELY NOT what I expected Broadsword's AS to look like...not by a LONG shot. It's horribly ugly...and I hope it's changed before live. I'd take just a duplicate of Ninja Blade's AS animation for a temporary fix even....it's that bad.
Also, Broadsword in general leaves very little to be desired...imho...at least in pvp...it's a pretty crappy set so far. HS, your best follow-up to AS, only has a 50% chance to deal double damage and trust me...it misses that critical PLENTY it seems. Disembowel is NO substitute either. Furthermore, when all of the BS powers were ported over...they got severly nerfed, it appears, as I was actually expecting a bit higher damage values when I did my "port-over" calculations before Closed Beta. The values we ended up getting...are MUCH more watered down than what I anticipated. The 50% chance to crit on HS is just the cherry on top...
Anyways...if you're a fan of the big ol' sword...Broadsword will be fine no matter what (concept wise) but personally...I was not impressed AT ALL.
And yea...pretty much no prolif's/updates/changes to our Patron Powers (only SoA's got a tweak...sorta...) ...yet for some reason...the dev's thought it'd be REALLY cute to give Scrappers MELT ARMOR as well as yet ANOTHER PASSIVE +Regen/+Recovery POWER! HAHA! OMG, seriously, could they prove their bias any more openly!?! In that they baby their Heroes and kick their Villaisn? Just take a quick gander at all the FUN NEW toys that Heroes recieved in their ALREADY POWERFUL (<---key word there) Epics!!!! But bah...that's a rant and a fight for a different thread and a different day....carry on.... -
Honestly, making an AR/Dev Blaster work in pvp, is tough. About the best I've seen, aside from TP-Foe+Mines, is one that takes Hover+Fly+Cloak+StealthIO and attempts to Snipe injured or "involved" targets on the ground.
Hmm...maybe try this:
1.) First, only attack squishies. That's first and foremost.
2.) Use Fly+Hover+Cloak+StealthIO
3.) Take Assault+Tactics (mo-perception and a tiny bit mo-damage)
4.) For attacks, your main one's will be: Burst, Slug, Snipe, and Beanbag (Full Auto for FUN! hehe)
5.) Objective: Fly above the battleground, and engage targets that are either already taking damage or are at the very least actively "engaged" in a separate fight.
6.) Attack Chain: Snipe, Beanbag (stun), Burst, Slug, Burst, Snipe
If done fast enough, and you get very lucky, you might actually pull off a few decent kills with this chain. Always, always, always, always lead with Snipe though imho, as you want to deal as much "burst" damage as you can, and with AR/Dev, that comes from Snipe. Then, quickly move in with your follow-up attacks. I'm not sure if Beanbag is best used right after the initial Snipe or if it'd be best to use it after the first Burst or Slug, but it's main purpose to keep your enemy in the area, as well as attempt to prevent him from retaliating back at you and healing. If your attack chain is proving successful, he will probably attempt to flee by the "second" Burst attack, in this case, attempt to get off one more Snipe on him, as it might be just enough to polish him off before he escapes. Since you will be using Fly as your travel power, you'll have a harder time catching up to him, so pulling off that last snipe is a good move.
I'd also suggest that you build for insane +DMG through IO's. Pack as MUCH as you can into your build, go crazy, the more damage this type of build has, the better it will perform for you. That's about all I'd really suggest that a build like this builds for. I'd also advise getting a hold of some of the new PvP IO's for some +range, as that will definately help you as well.
Anyways, that's about all I have for that build, other than the obvious "re-roll" answer lol, GL