Frosticus

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  1. Frosticus

    PvP=Broken

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    Because he put himself in the position to be killed by a team. It was his choice to engage when the odds were not in his favor. He could have chosen to remain hidden and never die.

    Which I believe is what the previous poster said.

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    *face palm* Point was, it doesn't matter how good you are, you can still die. Because the Stalker got killed by a team does not mean he put himself in that situation, unless you expect every Stalker to have ESP so they know not to attack certain people.

    Also, I've heard people on more than one occasion refer to their build as "A Stalker Hunter"

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    If people call themselves something it must be true. The ONLY AT capable of seeing a stalker beyond 10ft are VEAT's. Sure some builds are effective at destealthing stalkers by using the distance render glitch and then zipping over to where they are, but that only works on semi-afk stalkers.

    If a stalker sets out with a goal of having a x:0 kill/death ratio it is entirely possible to achieve. Stalkers only die if/when they get careless.

    I'm not saying getting careless is always negative, it is usually quite fun, but that doesn't change the facts.
  2. Frosticus

    The best DPS?

    crits are part of their damage output. Over time it averages out.

    Unless you mean because pylons are AV? class so scrappers crit more against them than say minions?
  3. Frosticus

    The best DPS?

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    Truth, but i cast it before combat starts.

    And wouldnt resummoning a free source of extra 33dps be worth it?


    (just a thought, but if we can prove via this that Elec is actually far behind in DPS....think it could see a buff? )

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    It still amazes me, and i don't know why they haven't fixed it yet, after pointing it out many times. That VS never got the 12.5% BASE damage increase that all blaster primary attacks got back in, oh what was it issue 8 now?

    That and it needs to fire off faster/deal more drain/have tesla cage or some variation or fix thereof.

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    The way I see it; VS was cited as one of the reasons for the pet recharge nerf. It is just that good
  4. The only good dom is still perma dom
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    Is it possible to have multiple votaic sentinels like the ws pets or when you summon a new one does it replace the old one?

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    while it would seem logical that a power that is perma out of the box and intangible, that accepts recharge would gain some benefit from it, but alas it doesn't.
  6. Frosticus

    Drop Rates again

    My understanding was that the market was intended to be more store-like. At least red side, there are numerous things that are unavailable.

    Prices don't really concern me as much as a complete lack of availability.

    By available I mean to more than those that aspire to saintliness through their patience.
  7. [ QUOTE ]
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    If we're going to go into stuff like that, we'd also have to determine which powers he was using, since many of them had flat out damage increases in addition to the general damage buff.

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    The majority of the flat-out damage increases were to DPA, not DPS or DPE, right? IOW, flat/unchanged until the gaps in the chain get filled in.... which, again, doesn't apply to low levels.

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    Maybe he's a level 10 /ice dom?

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    Or electric?

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    The plant/fire I just ran up to 12 was noticeable worse than before. Now that I have fireblast it is improving, but I still run out of end after the second spawn and everything has 2 end red DO's.

    it feels like death if I miss with anything because it recharges so much slower.

    I know looking at the numbers that once I mature the build and get FE up over 50% of the time it will be better than before... not sure if I have it in me to wait that long to like a toon when every other fire set in the game feels awesome from lvl 2 on.

    For my perma earth/fire I feel like I've lost my berserker mode. I'm overall about the same as before, bit more damage, higher end, but w/e. But domination just doesn't feel as fun any more to me.

    It's lost the "you should try to run, cause you are f'd now" feel that it used to offer. I actually liked the on/off feel of the AT though
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    But see that is the thing they haven't encourage PvPing at all with the new enhancements, all they have done is encourage arena farming. That's it.

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    I posted some time ago about how to make pvp IO's for pvp'ers achieved through pvp activities.

    Basically up the drop rate enormously, increase cool down timer to 20 minute, and bind them to the toon that gets it so it can't be sold/traded to any other pc (only sold through stores, or cashed in for 2-5 merits).

    The merit exchange continues to reward people for earning pvp IO's once they have slotted the toon and ensures drops that aren't useful to that particular toon still have value.

    That way if you want pvp IO's you HAVE to pvp to get them. The longer cooldown timer and higher drop rate would mean that arena farm ~= actual pvp activities in terms of drop rates.

    The way they are set up now does nothing, I repeat nothing to encourage pvp. The rarity just ensures players farm for them and make heaps from the process.

    That said, a reward system is not mutually exclusive from old pvp. So any increase in popularity due to them is inadmissible as evidence that "new" pvp is better.
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    And then there are those in game playing wiht it and noticing that the damage did not increase.

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    They call those people 'blind.' They read braille and have a unique perspective on life.

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    Or, to give the benefit of the doubt, he's one of those people who rolled a new dominator.

    Y'know, at the really low levels, where the increase in scalar's not visible *and* you lost a 75% self-damage buff?

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    That's impossible because the ONLY low level experience that mattered during the testing phase was /eng. Or at least that's what 90% of the feedback seemed to talk about.

    I can't wait for all these st damage dealing doms to level up. I look forward to it like I look forward to playing with most stalkers Hopefully they just stick to solo play rather than leech.
  10. It's a very strange environment and I think it is fueled by two major things.

    1. Our need for instant gratification. Consumers scream to have it "NAO" and publishers put very tight schedules on development teams that push the envelope.

    2. Most programmers are pretty lazy. You don't need excessive education to be a programmer and many "veteran" programmers likely have the minimal credentials and just worked into the position. This isn't unlike many industries, I just think that inherently sitting on a computer + playing games attracts on average a less motivated worker.

    (If you are a programmer please don't get butt hurt. I won't get upset if you tell me Marketers are generally shills with zero education and just fell into the job that was never their goal. That doesn't apply to me in the least, but it doesn't mean it isn't true across the industry)


    Must have it NOW + people looking for the easiest, least involving solutions is a bad recipe. It shows across the entire gaming industry and this game is certainly no exception.
  11. A lot of pets (literally hundreds of pet powers were locked) would have required reworking like animate stone recieved some time ago. Even he could occasionally still get stuck spamming one attack under enough recharge, but was generally so much better the occassional glitch was pretty minor.

    I can understand wanting to avoid that workload, but claims that locking recharge was the only solution are fallicious. It may have been the only wholesale solution that took less than a few hours to make happen, but that is a different statement altogether.

    Most of the pets with drawn weapons are still trash and don't properly cycle (looking at you Jack frost, Ninjas I still have to use excessive goto's).

    At any rate, gun drone and VS were obviously OP'd and LS -even though it can't move- was too, so they were specifically targeted for a nerf.

    LS was my favorite power on my two lvl 50 storms and they were my most frequently played toons, I haven't put more than an hour into either of them since the change. I just feel like less of a weather god and more like a weather man.
  12. qr

    I honestly don't like /fire assault anymore.

    The damage used to be very high with low end burn and low recharge requirements. I found it fast and enjoyable from lvl 1 to 50, just like EVERY fire set in the game.

    Now the damage is very high +, but with very high end burn and massive recharge requirements. It feels like I'm playing an ice blaster, or stone melee waiting on things to recharge and watching my end plummet with each activation.

    I used to love the rolling dot, but now I can't stream powers toether fast enough to get heaps of dot stacking, which means the dot is becoming a liability... I actually dislike incinerate now and it ins't because of incinerate, it is because I can't double stack the dot from blaze and fireblast on top of it anymore (as in 2 blazes and 2 fireblasts ontop of incin)

    My /fire dom feels clunky as [censored] now. Looking at the build (very mild permadom) I'd need to jam in another 40% global rech to get it smooth again. In other words, purples and lotg's....

    Are we supposed to use our holds/immobs as "attacks" now and burn even more endurance and lower damage below what it was before the changes?

    On the other hand, /eng seems pretty good now, but after taking it up to 12 I just figured that if I want a pure st toon I'll roll a stalker and do way more damage
  13. Frosticus

    PvP=Broken

    Because he put himself in the position to be killed by a team. It was his choice to engage when the odds were not in his favor. He could have chosen to remain hidden and never die.

    Which I believe is what the previous poster said.
  14. I wouldn't run that fire/fire build personally, it was just in response to the question.

    That said, put a stealth in sprint to reduce ranged agro on the alpha and then pick and choose the enemies you face and you'd be a monster.

    I'd imagine a fire/fire pbaoe focused toon would generally have to be careful who they are fighting in the event that a good tank/troller/dom is not present.
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    And no, Rad/Sonic is not an acceptable answer. Or Ill/Rad. Or Fire/Kin. Strangely, despite controllers having some of the highest DPS in the game, they are not scrappers.

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    I'm gonna have to ask you to narrow down your definition of DPS...

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    I got my fire/storm/psy troller to just over 300 dps right before the nerf to Lightning storm. It had potential to top 330 pretty easily. //psy for mez protection so no insp/temps/clicks was possible. With //fire app it could have broke 350dps, but with a lot of survivability lost. It was only sustainable for about 3.5 min, but you generally only needed 2min

    I was looking at a fire/rad build the other day that breaks 300dps against AV's once you factor in the -regen.

    IIRC the only scrapper build in the 300 club is dm/sheild?

    As for the fire/traps corr I'm working on right now, I'll just steal a line from the original fast and the furious movie:

    1000k, overnight parts from Japan if necessary and this build will decimate all.

    edit: forgot to ask. I'm looking to make a clawlz/fire scrap. Is 30% melee def enough w/ fire armor to tag a bunch of them?
  16. [ QUOTE ]
    I'd have posted this in the feedback forum, but for some reason I am unable to... so I'll post here since it's my defender that I first noticed it on. The issue is: Pet attack rate

    No pets - NONE are affected by any kind of recharge now. Where before, one could make a voltaic sentinel worthwhile or lightning cloud more powerful by increasing it's attack rate, recharge will not affect it any more (attack rate, anyway). The same thing happend with my Dark Servant on my various /dark(s). I would have no problem with this (read: I wouldn't like it, but I'd accept it) if the devs had just been forthright about this in the first place and put it in the patch notes, but I read nowhere that pet attack rates were normalized. Was this in some previous patch that I failed to see, or did they simply think that it wouldn't be noticed? If it's the former, then okay - "My bad". If it's the latter, then I look forward to seeing if Champions will be a bit more forthright in their nerfs (despite the presence of Mr. Emmert.)

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    It was a horrible change, and completely unnecessary for a number of pet powers, but it was well documented and even came with a flaccid explanation from Castle about how he couldn't find any other solution. He even said he looked
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    From my non-PvPer perspective, having a completely different set of rules for PvP makes me even less likely to try it out. I don't know if it makes it more casual friendly or not, but the very idea that my character will function completely differently in PvP is a point against it in my book. So if it was done to entice non-PvPers into PvP, my guess (having absolutely no data) is that it was a failure. Same with the PvP IOs, which appear (again with absolutely no data to back this up) to have done nothing but encourage PvP farming rather than actual PvP.

    I can't believe I'm complaining about changes that don't even affect me, but yeah. Even as a complete outsider, it sounds like it's taken an already poor add on feature and made it worse. Hopefully I'm wrong, because I think the PvP community deserves better than they seem to have gotten in this game and in the recent changes.

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    They basically shut off their brains and reverted to something Stateman claimed a loooooong time ago. Basically, that players don't care about numbers at all.

    That is how new pvp is designed. You go in and if you completely turn off all existing knowledge of how things should be and just play it is actually kind of newbie friendly. Or least a bit more than i12.

    However, that makes a mightly large assumption that people won't realize things are completely different and that some of their best pve attacks are now their worst pvp attacks. So in the end if said newbie has even a tiny bit of existing knowledge new pvp becomes MORE unfriendly than in early issues.

    I have no idea what they were thinking as it goes in the exact opposite direction that the rest of the game has been moving in with more and more transparency:
    in game #'s
    CoD
    mid's

    Heck I think there are like five players that actually have a working knowledge of how Diminished returns will affect different powers/effects.

    But see sig
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    Blaster shuts off AV regen with drain psyche.

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    umm no?

    DP is -250 regen which is half that of LR which is -500. it helps but in no way shape or form shuts off regen.

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    Never used it have you?

    DP has enhanceable -regen, with slotting it becomes -4.87 regen. LR is -5.

    LR takes AV regen down to about 24hp sec. Slotted DP takes it down to the low 30's.

    So ya it shuts off regen. Well shuts it off where you could technically defeat it with just flares
  19. Full mez protection, mag 6 holds, fast cycling end bar refill and having aoe controls up much more often are all very compelling reasons to still go for perma dom.

    Unfortunately, the difference between perma dom and 1% away from perma dom is still cavernous because it means refilling the entire bar, which takes a while with new doms.

    Active mitigation is still the best contribution a dom can offer in teams and in that regard perma dom is > everything else.

    However, I would not resort to gimping frequently used powers just for +rech, but I wouldn't under old dom either.

    That said there is room for fringe builds. +def is probably the next most logical goal and can be very beneficial in teams and solo by allowing you to focus on damage output more than control.

    +HP, +dam sure they are useful, but nowhere near as "powerful" as perma dom or a high def toon.

    If you have the money though, go for them all! No reason you can't have perma dom and at least 30% ranged def and be over 1400 hps
  20. Frosticus

    Explain Gravity?

    I'd use the crap out of d-shift if it lasted 10 seconds, had an obvious visual and recharged in 30 seconds.

    That would be very nice for the new uber npc's in MA that like to 1 shot squishies with buildup.

    But at 30 seconds of intang it just lasts too long for most applications. imo of course.
  21. I expect to be called an exploiter by the devs when it does change
  22. I certainly never said any other grav powers were garbage, heck I even really like dim shift.

    I think we are in agreement that propel is horrid, but propel is why so many people think gravity has superior damage output. It hits kind of hard, looks wicked, but takes forever and a day to cast.

    If not for propel then what leads people to state that grav has superior st damage?

    I think it has very good st damage due in no small part to new lift, but that just happened a few days ago, whereas the belief that it is superior damage has been long running.
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    Once you have fulcrum, siphon power becomes fairly redundant. It still has some value for debuffing hard enemies, but it is pretty easy to be damage capped all the time with fulcrum.

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    Kinetics & [u]Soloing[u] is the thread title.
    He also mentions AVs.
    Both are situations where SP is extremely useful.

    Having it is the difference between an AV that hits you for 800 damage and one that hits you for 150.

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    You either didn't look at the posted build, or don't know what you are talking about.

    "That" build is able to easily triple stack fulcrum shift. You'd have to be terribad to not have capped damage the entire time while solo. So SP is of no offensive benefit.

    I've already commented that I don't think the posted build is as amazing as it could be, but it does have:
    69% global acc + 42% acc slotting in SP = more than enough acc for the power. Oh and tactics so no issues hitting +5's

    Perma hasten = SP recharging in 7 seconds, which is plenty fast enough to do its job.

    The slotting has it easily TRIPLE stacked. Fully enhancing it would allow you to stack it four times for a whopping 20% more debuff.

    3x SP +2x fulcrum on an AV = -100% damage. You'd be hard pressed to notice an extra 20%, but those slots are sure good elsewhere.

    When you are already packing an astounding ~200% global recharge, you will barely notice the precense or absence of additional recharge in relative short recharge powers (ie 20 second SP).
  24. I haven't used it on a dom, but I have played a grav/rad troller quite a bit.

    1. hover above and cast WH down = moderate scatter
    2. locate exit point about 10 ft infront of point of origin = minimal scatter
    3. port them into a corner = actually tighter pack

    The problem is that it is disorienting for team mates when the mobs are suddenly pulled away, even if they are put pack in a similar/same spot.

    For fun I've even pulled a few groups away when the blaster goes to nuke and they nuke air lol. Well fun for me

    The BEST use I ever found for WH was actually porting mobs into the fight. Once the team is engaged with one spawn I would port a second in on top of that group. The scatter is almost meaningless then and it makes for some very fun fights facing upwards of 30 enemies at once

    That way you actually work with patch debuffers, toggle debuffers, melee toons, and kineticists.

    If I could make it happen, WH would have kd rather than kb and it would be a bigger aoe as it can be very difficult to get 16 targets without first herding, which sort of defeats the purpose of a portal power.