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Posts
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12 heroes vs 2 villains isn't a whole lot of fun for anyone, more times than not. With arena kiosks in the zones, the 14 players could quickly enter a fair and fun fight. Trying to get those same 14 players to travel through multiple zones to get to an existing arena is an almost impossible task. Why not make arena fights more convenient?
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With something like this i would also be more inclined to do random kickball events and swiss tournys and stuff like that (afaik the 'new' swiss option has pretty much gone unused i think for the whole reason the arenas are not readily accessible by ppl who are in the process of pvping (IE zones)) I personally dont like spending 5-10 mins zoning just to go to pocket D when im already in RV, just to watch a 10 mins fight and then head back to RV.. its really annoying. -
I tend to agree with many of the points brought up here, minus the love of stalkers. Ill try to bring this to the attention of the PE peeps but i think they will have the same F no reaction initially.
One thing I see problems with already is how would lolbrutes, scraps, resist based veats and heats be handled? and defense epics? -
this is actually a really really old idea... im guessing the only reason why it hasnt been done is for the RP reason that Blackavaar gave.
While we are at it, add a PVP booster pack that give the equivalent of HP and END accolades as well as archmage, vanguard, and geas temp powers that can be used in arena and zone pvp (but these power cancel each other out so they are not stackable).
Also while we are at it give all accolades to any toons on test and add a IO store (ones that sell IOs, NOT recipes) so that those who like to try builds out on test they dont have to spend a lifetime Duping stuff from live servers. -
preachin to the choir.... im just trying to give the devs excuses for more bad ideas
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i prolly can give ya a hand... i do a 5% conversion fee tho.. (so you give me 100 mil hero side and i give you 95 mil vil side)
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Resistance debuffs always worked like that. That's why defenders were >>> corruptors before unresisted debuff nerf.
And you don't get hit by a straight -200. You get hit by several different -20s or -30s, which are all resisted. They each add on to whatever they debuff though.
So if you have 90% resistance (capped at 75%) and get hit by a resisted resistance debuff that brings you down to say 85%, you're still capped at 75%. Then you get hit by another debuff which then debuffs your 85% to say 78%. The second debuff does more because it's less resisted (90% vs 85%). So each debuff after that will debuff for more. So you have to stack a retarded amount of resisted resistance debuffs to lower a target's resistance to a relatively low level.
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Those numbers make sense and all ingame to what you get... but why does it work like that? Maybe try to get this changed to like at the very least a poertion of it unresisted (so say enervating field does -20 res, make it -10% unresistable and 10% resisted)
at least then it would be more viable to use in a lineup... or just make it all unresisted so we could run 5 son/rad corrs.... -
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LOL, you mean if I refuse to build a 2-hit wonder stalker?
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These dont exist anymore btw.. or have you pvp'd since i12? -
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Well if it isn't illegal I'm greatly surprised. It goes against the whole "The risk should equal the reward" thing they speak of so often. Not much risk when your friend just stands there and lets you kill them over and over for recipes lol.
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Big risk when someone sees you doing it and runs into kill you and your friend.. lol
'
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and that is where the risk is = not illegal.. if you have a problem with it, go kill them. same with the farmers in RV -
When stalkers AS there is 2 portions of damage (or 3 if it is something that does en/smash or neg en/smash, like with EM's and DM's AS becuase it splits the first portion of damage between the to... actually alot of the sets do that but anyway...) The first portion of damage is done no matter what and gets resisted. the second portion is unresisted and you must have hidden status for.
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mind or grav/ ta... something thats just plain annoyingly fun.. tho it was alot more fun in previous issues...
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they were finished to my knowledge
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ya i know the reasoning sounded half lame... but i was half awake...
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To fill mac in since he seems to be the lost one...
The temp power gets grayed out in arena, but if you apply it before you enter it will still be on you when you zone in.
There are multiple good buffs from this temp power and seen as it is grayed out in arena I dont see that as intended that the buff last when you zone in.
Its one thing to be able to earn whatever is needed in game without having to pay for extra powers (IE accolades) but a buff that becomes required that you have to pay real money for should not be allowed. -
I propose that the new magic temp power that comes with the magic booster pack be banned
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a purped out pvp blaster with accolades and no capped HP is sad....
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Can somone point me in the direction of the patch notes? can't seem to find them.
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3/30 patch notes
theres an easy one.. the rest are in the i14 open forums... youll prolly have to dig for them cause of all the other threads. -
With the range damage nerf to melee toons in i14 I suggest you actually look at updated numbers.
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You guys have any idea how elusivity works?.....
So if you said yes to that and you arnt lying to yourself... that means that instead of the standard -20-30% acc your getting from attacking a target with a elusivity buff that means now you are attacking a target with somewhere around 5-10% (not counting PFF which is at roughly 25%) and that means that before a tohit roll addition you need at least 60ish% acc buff TOTAL to get past elusivity. If I lost you, refer to the first Q.... If not why are you even feeding this thread... (why am I even feeding this thread...) -
So just curious... is the CoX community so small that no one has ventured to make an updated online builder? Almost every other MMO has some kinda of thing like that....