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Have to chime in FF again good guide.. it's too bad Deadboy is Energy lol
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Also I see that you slotted up Frozen Armor (protects smash/lethal/cold) but none on Cloak Device (protects verse All) ...I'm sure you have a some reasoning on that I just wished to know why?
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FA's base is higher than CD's base.
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Don't you have a Fire/Devices running around some place? I seem to recall you did. Anyways, thanks for the compliments.
FF -
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First off thanks for the guide - My Fire/Dev has been goin to pot since he hit 50 more than a year ago. I'm working with the latest build here ... I'm looking at Taser on test server and it doesnt accept Range enhancements.
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It isn't in the current game build, but the character build posted is in anticipation of a future change to taser. Castle confirmed that it will take range enhancements eventually.
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Also I see that you slotted up Frozen Armor (protects smash/lethal/cold) but none on Cloak Device (protects verse All) ...I'm sure you have a some reasoning on that I just wished to know why?
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Deadboy answered already, but yes, it's because the defense values for the epic armor is higher. -
Hi all,
This is a small update to this guide.
Below is a build for issue 8 in anticipation of upcoming buffs to both fire and devices.
1. Taser to have a 20' range. A ranged stun is just too good not to have. No need to slot for duration in PvP, just enough to drop toggles like rad debuffs and opposing acrobatics. It won't help you against stalkers (unless they forget to click on their mez clicky), but it will help you against most everything else. I anticipate taser being able to take range enhancements. It's noted in the build.
2. Blaze to get to a 40' range. Honestly, the build even on live (with the 20' range) is pretty darn good. Now, the build will be even better.
3. This build is built more for RV, but should do well in other zones. In this build I have dropped tp foe and trip mine to make room for taser. Rain of fire in the build is your anti-MM deterrent as is inferno. It's always nice to have these in the builds because in RV, you face a lot more things than stalkers.
4. Since there wasn't enough pool for medicine, I opted for cold mastery: hibernate as a combo heal and phase shift. Snow storm is just nasty. Slap that on a stalker and throw a web grenade and the stalker (unless he has tp) isn't going anywhere.
5. As I noted above in the main guide body, ice can be substituted for fire. I still prefer the ranged stun of taser to freeze ray only because acrobatics counters the hold of freeze ray while taser will stun a character through it.
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: RV Fire - Devices PvP
Level: 50
Archetype: Blaster
Primary: Fire Blast
Secondary: Devices
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01) --> Fire Blast==> Acc(1) Acc(3) Dmg(5) Dmg(7) Dmg(9) Rechg(34)
01) --> Web Grenade==> Acc(1) Acc(17) Range(37) Range(37) Rechg(39) EndRdx(40)
02) --> Fire Ball==> Acc(2) Acc(3) Dmg(5) Dmg(7) Dmg(9) Rechg(27)
04) --> Caltrops==> Rechg(4) Rechg(36) Slow(37) Slow(39)
06) --> Combat Jumping==> Jump(6)
08) --> Hurdle==> Jump(8) Jump(36) Jump(36)
10) --> Targeting Drone==> EndRdx(10) EndRdx(11) TH_Buf(11) TH_Buf(15) TH_Buf(17)
12) --> Aim==> Rechg(12) Rechg(13) Rechg(13) TH_Buf(40) TH_Buf(43) TH_Buf(43)
14) --> Super Jump==> Jump(14) Jump(15)
16) --> Swift==> Run(16) Run(39) Run(40)
18) --> Blaze==> Acc(18) Acc(19) Dmg(19) Dmg(23) Dmg(23) EndRdx(25)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Assault==> EndRdx(22) EndRdx(43)
24) --> Tactics==> EndRdx(24) EndRdx(25)
26) --> Acrobatics==> EndRdx(26) EndRdx(27)
28) --> Taser==> Acc(28) Acc(29) Range(29) Range(31) Rechg(46) Rechg(48)
30) --> Hasten==> Rechg(30) Rechg(31) Rechg(31)
32) --> Inferno==> Dmg(32) Dmg(33) Dmg(33) Rechg(33) Rechg(34) Rechg(34)
35) --> Cloaking Device==> EndRdx(35)
38) --> Super Speed==> Run(38) EndRdx(46)
41) --> Snow Storm==> EndRdx(41) EndRdx(42) Slow(42) Slow(42)
44) --> Frozen Armor==> EndRdx(44) EndRdx(45) DefBuf(45) DefBuf(45) DefBuf(46)
47) --> Hibernate==> Rechg(47) Rechg(48) Rechg(48)
49) --> Rain Of Fire==> Acc(49) Dmg(50) Dmg(50) EndRdx(50)
---------------------------------------------
01) --> Sprint==> EndRdx(1)
01) --> Brawl==> Acc(1)
01) --> Defiance==> Empty(1)
02) --> Rest==> Rechg(2)
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Thanks to Unknown Blaze for testing the build out in RV. -
Amazing changes. Still digesting it all. Would LOVE to see the +dmg in cloaking device. My build always had taser, so taser + beanbag will be stacking RANGED stuns. Nice!
As much as I dislike sniping in PvP, an archery/dev blaster (archery not AR because archery has aim) now has some interesting possibilities... -
How to Build an Anti-Stalker
Final draft is published: a guide to making a devices blaster that can counter stalkers in PvP zones. -
Revision History
Version 0.0, Rough Draft published for public review: 11/8/06
Version 1.0, Final Draft: 11/24/06
Are you tired of going to Siren's Call and getting ganked by the first stalker that sees your squishy blaster butt? Or do you like to PvP but can't find a reliable partner or team. Well, look no further, because I have the build(s) for you.
An anti-stalker is a devices blaster designed specifically to hunt and kill opposing stalkers. It has the following characteristics:
* Stacked +perception powers (tactics and targeting drone)
* Movement hindrance powers (web grenade and caltrops)
* Great unsuppressed combat movement
* Fast activating blasts
It also has, in its variations:
* TP Foe and trip mines
* Cloaking device
* Acrobatics
The build does not rely on ranged mezzes such as freeze ray since most stalkers have mez protection and are unaffected by it. Sure, you can have it in your build to hold those villains who do not take acrobatics and do not carry breakfrees, but in my experience, freeze ray without an additional hold power, is situational.
So, without further ado, here are the builds. I present three variations, each with its specific strengths and weaknesses:
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Ice Devices Speed Build
Level: 50
Archetype: Blaster
Primary: Ice Blast
Secondary: Devices
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01) --> Ice Blast==> Acc(1) Dmg(3) Dmg(5) Dmg(9) Rechg(13) Rechg(34)
01) --> Web Grenade==> Acc(1) Range(31) Range(40) Rechg(43) Rechg(43) EndRdx(46)
02) --> Ice Bolt==> Acc(2) Dmg(3) Dmg(5) Dmg(9) Rechg(13) Rechg(34)
04) --> Caltrops==> Rechg(4) Rechg(31) Slow(37) Slow(40)
06) --> Aim==> Rechg(6) Rechg(7) Rechg(7) TH_Buf(17) TH_Buf(27) TH_Buf(34)
08) --> Combat Jumping==> Jump(8)
10) --> Targeting Drone==> EndRdx(10) EndRdx(11) TH_Buf(11) TH_Buf(15) TH_Buf(17)
12) --> Hurdle==> Jump(12) Jump(39) Jump(39)
14) --> Super Jump==> Jump(14) Jump(15)
16) --> Swift==> Run(16) Run(39) Run(40)
18) --> Bitter Ice Blast==> Acc(18) Dmg(19) Dmg(19) Dmg(23) Rechg(29) EndRdx(33)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Acrobatics==> EndRdx(22) EndRdx(23)
24) --> Hasten==> Rechg(24) Rechg(25) Rechg(25)
26) --> Assault==> EndRdx(26) EndRdx(27)
28) --> Tactics==> EndRdx(28) EndRdx(29)
30) --> Super Speed==> Run(30) EndRdx(31)
32) --> Ice Storm==> Acc(32) Slow(33) Slow(33) EndRdx(46)
35) --> Blizzard==> Dmg(35) Dmg(36) Dmg(36) Rechg(36) Rechg(37) Rechg(37)
38) --> Cloaking Device==> EndRdx(38)
41) --> Personal Force Field==> DefBuf(41) DefBuf(42) DefBuf(42) Rechg(42) Rechg(43)
44) --> Temp Invulnerability==> DmgRes(44) DmgRes(45) DmgRes(45) EndRdx(45) EndRdx(46)
47) --> Force of Nature==> Rechg(47) Rechg(48) Rechg(48) DmgRes(48) DmgRes(50) DmgRes(50)
49) --> Freeze Ray==> Acc(49) Hold(50)
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01) --> Sprint==> EndRdx(1)
01) --> Brawl==> Acc(1)
01) --> Defiance==> Empty(1)
02) --> Rest==> Rechg(2)
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Sirens Fighter Bomber
Level: 50
Archetype: Blaster
Primary: Fire Blast
Secondary: Devices
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01) --> Fire Blast==> Acc(1) Dmg(3) Dmg(5) Dmg(7) Rechg(9) Rechg(15)
01) --> Web Grenade==> Acc(1) Immob(37) Range(43)
02) --> Fire Ball==> Acc(2) Dmg(3) Dmg(5) Dmg(7) Rechg(9) Rechg(17)
04) --> Caltrops==> Rechg(4) Rechg(40) Slow(43)
06) --> Combat Jumping==> Jump(6)
08) --> Hurdle==> Jump(8) Jump(34) Jump(34)
10) --> Targeting Drone==> EndRdx(10) EndRdx(11) TH_Buf(11) TH_Buf(17) TH_Buf(34)
12) --> Aim==> Rechg(12) Rechg(13) Rechg(13) TH_Buf(46) TH_Buf(46)
14) --> Super Jump==> Jump(14) Jump(15)
16) --> Swift==> Run(16)
18) --> Blaze==> Acc(18) Dmg(19) Dmg(19) Dmg(23) Rechg(23) EndRdx(25)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Cloaking Device==> EndRdx(22)
24) --> Assault==> EndRdx(24) EndRdx(25)
26) --> Tactics==> EndRdx(26) EndRdx(27) EndRdx(27)
28) --> Trip Mine==> Acc(28) Acc(29) Dmg(29) Dmg(31) Dmg(31) Rechg(33)
30) --> Teleport Foe==> Acc(30) Range(31) Range(33) Range(50)
32) --> Acrobatics==> EndRdx(32) EndRdx(33)
35) --> Blazing Bolt==> Rechg(35) Dmg(36) Dmg(36) Dmg(36) IntRdx(37) Rechg(37)
38) --> Inferno==> Dmg(38) Dmg(39) Dmg(39) Rechg(39) Rechg(40) Rechg(40)
41) --> Personal Force Field==> DefBuf(41) DefBuf(42) DefBuf(42) Rechg(42) Rechg(43)
44) --> Temp Invulnerability==> EndRdx(44) EndRdx(45) DmgRes(45) DmgRes(45) DmgRes(46)
47) --> Force of Nature==> Rechg(47) Rechg(48) Rechg(48) DmgRes(48) DmgRes(50) DmgRes(50)
49) --> Teleport==> Range(49)
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01) --> Sprint==> EndRdx(1)
01) --> Brawl==> Acc(1)
01) --> Defiance==> Empty(1)
02) --> Rest==> Rechg(2)
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Sirens Raptor
Level: 50
Archetype: Blaster
Primary: Fire Blast
Secondary: Devices
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01) --> Fire Blast==> Acc(1) Dmg(3) Dmg(5) Dmg(7) Rechg(9) Rechg(15)
01) --> Web Grenade==> Acc(1) Immob(36) Rechg(37) Range(37) EndRdx(46)
02) --> Fire Ball==> Acc(2) Dmg(3) Dmg(5) Dmg(7) Rechg(9) Rechg(15)
04) --> Caltrops==> Rechg(4) Rechg(37) Slow(43) Slow(46)
06) --> Combat Jumping==> Jump(6)
08) --> Hurdle==> Jump(8) Jump(31) Jump(34)
10) --> Targeting Drone==> EndRdx(10) EndRdx(11) TH_Buf(11) TH_Buf(17) TH_Buf(36)
12) --> Aim==> Rechg(12) Rechg(13) Rechg(13) TH_Buf(36) TH_Buf(40)
14) --> Super Jump==> Jump(14) Jump(17)
16) --> Swift==> Run(16)
18) --> Blaze==> Acc(18) Dmg(19) Dmg(19) Dmg(23) Rechg(25) EndRdx(31)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Acrobatics==> EndRdx(22) EndRdx(23)
24) --> Assault==> EndRdx(24) EndRdx(25)
26) --> Tactics==> EndRdx(26) EndRdx(27) EndRdx(27)
28) --> Hasten==> Rechg(28) Rechg(29) Rechg(29)
30) --> Super Speed==> EndRdx(30) Run(31)
32) --> Blazing Bolt==> Acc(32) Dmg(33) Dmg(33) Dmg(33) IntRdx(34) Rechg(34)
35) --> Cloaking Device==> EndRdx(35)
38) --> Inferno==> Dmg(38) Dmg(39) Dmg(39) Rechg(39) Rechg(40) Rechg(40)
41) --> Char==> Acc(41) Acc(42) Hold(42) Hold(42) Rechg(43) Rechg(43)
44) --> Fire Shield==> EndRdx(44) EndRdx(45) DmgRes(45) DmgRes(45) DmgRes(46)
47) --> Rise of the Phoenix==> Rechg(47) Rechg(48) Rechg(48) DisDur(48) DisDur(50)
49) --> Vengeance==> Range(49)
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01) --> Sprint==> EndRdx(1) Run(50) Run(50)
01) --> Brawl==> Acc(1)
01) --> Defiance==> Empty(1)
02) --> Rest==> Rechg(2)
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The first build is really the most straight forward. You rely on quick movement, hasten and the ability see stalkers to find them, web grenade them so they don't jump away and fire your blasts before they can get away.
The second build is a build incorporating tp foe and trip mine. You can opt to take acrobatics instead of cloaking devices pre level 30. However, I prefer cloak and play with a significant hole in my defenses. Part of the reason why is that I prefer to have an option to deal with MMs. A cloaked dev blaster utilizing tp foe is quite nasty for a MM. I find that I often have to get rid of the MMs first before I can concentrate on the stalkers. A MM is too dangerous an adversary to leave alone and a well played one can take multiple heroes to take down.
The third build is a variation of the first except with fire instead of ice. Fire blast -> fire ball -> blaze is just as fast as Bitter ice blast -> ice blast -> ice bolt. Fire also suppresses hide longer due to the fact that its attacks also inflict a damage over time after the initial hit.
Okay, some possible questions:
1. Why 1 accuracy in the build instead of 2? Mostly because you can. I've tested the above builds pretty extensively and the only builds I have trouble hitting consistently without aim are SR stalkers with their passives slotted or stalkers that have their tier 9s running. The builds above ARE dependent on Aim to hit opposition but I find that even without it that my accuracy is pretty good. It is completely a legitimate design decision to go with 2 acc in every attack. That with targeting drone gets you past a lot of defenses. I went with an approach that emphasized increased recharge and some end redx (a more balanced approach). My builds are also targeted for the Siren's Call levels (so they mature around level 34ish). In SC, 1 accuracy enhancement is probably enough. At RV, you'd probably want two accuracies in each attack though you'd have to get by with slower recharge and often times more end usage.
2. Why leaping instead of teleport as a travel power? Teleport can be used effectively but I find that it is a difficult power to use when pursuing foes. Stalkers run! TP is a great power to use to get the jump on someone but I find leaping from behind a stalker's point of view just as effective. Leaping can be suppressed by opposition web grenades, so the tactic that you yourself can use to devastating effect can be turned back on you. Now, with that said, I've gotten a lot of PMs that swear by TP as a travel power for PvP. TP has no suppression and offers a way to escape away from almost any bad situation (you've been hit with a rad debuff or had a -fly, -jump applied against you). This may be a play style choice issue. I simply find leaping more straight forward to my style of play; however, I do acknowledge that tp (especially when bound to a mouse key) can be fast and just as effective.
3. How good are web grenades? In PvP, they're nasty. Unless a stalker has another form of travel (the vast majority have leaping), you can keep them from leaping away and watch them run / leap away at a crawl. Web grenades have -jump, -fly and -spd. It grounds leapers and fliers but does not affect tpers or super speeders. Rooting them will give you plenty of time to hit them with your blasts. For super speeders, you will need to use caltrops which can prevent them from running away unless they are buffed with speed bosot.
4. How good is the +perception of tactics and targeting drone? Pretty good. It allows me to see stalkers just using hide as plain as day and enable me to also see stalkers using hide + stealth pretty easily. The stalkers I can't see well are those using hide + invisibility. Targeting drone and tactics allow you to see them at around 10'. However, even with this limitation, you can often get stalkers by using the following tactics:
a) Wait for them to attack first. Stalkers toggle off invisibility and toggle on hide, allowing them to be visible a second before they attack. You can often hit them first with a quick blast and ruin their AS and their hide. Follow up with a web grenade to root them in place.
Comment from DarkMaster on this tactic (which offers a better alternative to deal with this scenario):
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Fury, just to add, it's MUCH better to simpy lay down a bed of caltrops at theirr feet at this point. It's a fast activation too, so no worries there.
First, if it's a high +def build......you WON'T run the off chance of "missing" and recieving a full AS to the kisser. Second, after you've completely messed up their AS and taken them out of Hide, now they are "slowed" and unable to escape as easily!
If you quickly toss down Caltrops, then follow up with a Web Nade, even if you are placated, there's a good chance they'll still be around for you to finish off
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b) There's a weird graphics bug that allows stalkers using hide + invisibility that allows them to be seen at a great distance but not be seen as you get closer. It has something to do with the client not fully loading your opponent's effects. Anyways, its an advantage until the devs fix it. I use it as an early warning signal to let me know that a stalker is in the vicinity. I can usually just hop around and see if I can spot the stalker within 10'. I've gotten a lot of stalkers this way who think that invisibility plus hide renders them entirely invisible.
5. Why fire and ice blast? Fire and ice are just the fastest activating blasts. There's nothing wrong with the other blast sets, but there's no arguing that fire and ice are just faster. This is important because you need to take down a stalker quickly before they jump / tp / run out of your perception and before the -jump / -fly in your web grenade runs out. Fire also has the benefit of an additional damage over time, which helps suppress hide longer. Fire is my preferred primary for this build.
Also, you'll note that I purposely stay around from certain attack powers: fire breath and frost breath. These powers are great in PvE and I would recommend them in that setting. However, in a PvP setting, they leave a lot to be desired. Though they do good damage and are situationally useful against MMs, they will root you in place while the animation finishes. The whole reason why you go fire or ice blast is to get fast activating attacks. You defeat the whole point of that if you take slow animating powers. This is also the reason why I dislike energy and sonic blast for this type of build (though they could work). Energy and sonic blast have slow animating, short range, heavy damage attacks (power burst and shout respectively). The attacks do respectfully damage but compared to how fast blaze and bitter ice blast animates, the two blasts are very inferior and will often leave you susceptible to attack.
6. So how effective is this build in a group? Very effective. In a team, you act as a scout, protecting your teammates from getting AS'ed. The ability to see a stalker setting up to use an AS is invaluable. I've saved many a teammate by hurling a well timed fire blast just before the stalker was able to get off his attack.
7. How do you do against teleporting stalkers? These are the most frustrating opponents to fight quite honestly because while I have no problems finishing off stalkers that stick around (because they're hit with a -jump or -fly), a teleporting stalker is out of your perception within two teleport hops. The only way I've been able to get a tp'ing stalker is by following them as they tp and hope they tp in a straight line and not in a zig zag pattern that most experienced stalkers use. If they tp badly, you can often launch one or two more blasts to finish them off. The really skilled players that teleport well are difficult to kill (for just about anybody).
8. How good is this build solo? Very good. It's designed to be a solo zone PvP build. I leveled up this build because I wanted an option to go and PvP at any time without needing to get teammates or SG mates. You are much better teamed (which is true of any AT), but much like your stalker opponent, you can do quite well solo. Also, given the fact that most solo villain PvPers are stalkers, you always have an adversary to hunt. Against a well organized villain team, get a team of your own.
9. Why do recommend using a blaster as an anti-stalker as opposed to other ATs that also have +perception in their power sets? A couple of reasons. First, a blaster build can concentrate on getting offensive powers and little or no defensive ones. Blasters at the Siren's Call levels can have pretty well rounded attack chains (aim + 3 blasts) with utility powers, a travel power and tactics (for that second level of +perception). Other ATs also have to pick up defensive powers and often have their heavy hitting attack after level 30. Remember level 30 is important, because I consider Siren's Call the stalker hunting grounds and powers above level 30 are not usable at Siren's Call.
Second, devices blasters have access to web grenade and caltrops, the two powers that have the best chance at slowing down a fleeing stalker. Many other ATs can hit and see opposing stalkers but have few, if any, tools to slow them down so they can be finished off. Sure, you can buy temporary web grenades, but they not only run out but they cannot be slotted with either accuracy, range or recharge.
I hope you find this guide useful and informative. Please note that by following this guide you will not be given the ability to kill stalkers at will. Some stalkers are just great players and you'll have a hard time killing them regardless of what they happen to be playing at the time. However, it will give you a fighting chance and great tools in at least putting yourself at an equal footing.
Happy Hunting!
FF -
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[ Poll isn't done yet and I won't say that the poll is absolutely representative of the player base, but I think you can assume there's more than 1 or 2% interest in PvP.
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...or that:
1) There are more PvPers on the forum, proportionally, than there are in the player base at large, and
2) There's a level of 'activism' going on with PvP that isn't there with the other categories. I rather doubt there are threads on other forums rallying people to "Save costumes! Make your voice heard if you care about the future of helmets in the game!" I'd be curious to see what the results of this poll question would be: "Do you think the developers should spend additional time working on PvP?"
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LOL. Activism really doesn't work with the PvP crowd. Reading forums isn't what most of them do. Frankly, I'm amazed that there's even 10% (atm).
Also completely agree with the previous poster that percentage you get in the poll doesn't mean that the feature is not well liked or worth supporting (a la bases). It could well mean that the item is liked but something is liked more or the choice you wanted wasn't there. -
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Interesting how 10% (atm) put PvP and yet IMO that part of the game gets more than 10% of the focus.
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Most PvPers would disagree with you. Strongly. If PvP is such a focus, why do arena bugs (stuff from issue 4!) still exist? Also, you've missed the many threads that extol the purported fact that PvPers compose an extreme minority in this game - 1% or 2% max, and hence isn't worth any attention at all. Poll isn't done yet and I won't say that the poll is absolutely representative of the player base, but I think you can assume there's more than 1 or 2% interest in PvP.
Further, I don't like badges, but I'm not going to use the fact that it only gets 6% (atm) of the vote to say that it doesn't deserve dev time. That's a specious argument at best. -
Love costumes, but PvP gets my vote as well. IMO, it has the most potential of all the items mentioned but is the most underdeveloped / underutilized. Costumes and storyline are are already so full featured and realized.
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First off a message to Fury_Flechette. Why jump on someone every time they post something that doesnt fit your idea of perfect? Some (like me) may chose to go another route or heaven forbid slot more then 3 of a certain enhancement. Yes the gains are small but someone may just want to eek out just a bit more of a powers ability.
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Then by all means, 6 slot health. I notice that even in your own build, you are ED compliant. -
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Take a class in statistics. What has more posts is meaningless since these forums do not represent the player base. Your average player probably doesn't even know these forums exist. NO I AM NOT KIDDING. Your sample set must be from the game itself, OR the players, OR the potential players.
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PvP: PVPers make up 2-6% of the population and PvP changes would require a lot of resources from Cryptic.
I have done some random sampling on Protector and Virtue over the last few days and the results show between 1% and 4% (Average 2.54%) of online players are in the PvP zones at any given time.
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I did some random sampling as well:
At the time of this post:
There are exactly 596 threads in the "Badges" forum.
There are exactly 845 threads in the "PVP" forum.
This means that PVP is approximately 60% more popular than badges. Making badge hunters the minority.
So stop making new badges and fix PVP!
Seriously.
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You should take your own advice. One of the first things they teach you about in statistics is about sample size. The second thing they teach you is how to take an objective survey and not color it with prejudices. No one is convinced of your arguments because you clearly have an agenda and no matter what kind of pseudo-scientific stuff you come up with, you'll skew the results to suit your ends. -
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People will not quit the game because they didn't get that pair of gloves or that one extra badge they wanted added to the game. People will quit the game if the PvP problems are ignored by the devs.
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Sorry but your example is flawed. A set of gloves takes no real time. Comparing it to the 1000's of Man hours needed for PvP is ludicrous.
Multiple costume sets and new zones = PvP. People do leave do to lack of new costumes and new zones. One of my friends has altitis and specificly plays the game "like a barbie doll" Make a character, Dress it up real nice, Run it for 5 or so levels showing it off, Rinse Repeat. Another plays almost purley with the costume designer and has no real desire to interact. Yes he pays $12 a month just to have a virtual dress up area.
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If you fix it, they will come. It will attract a whole new crowd to the game if it becomes well known for its PvP, as opposed to scaring them away, like it is now.
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Thats a nice thought but so far there is little or no evidence of this. And worse still you are assuming it CAN be fixed. Some bugs just are impossible to fix. Look at Windows.
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Cathulu,
Why do you continue to make up stuff? Are you a dev? Your "scientific" method of gathering statistics isn't anywhere close to being accurate, relevant or factual. I could do my own random sampling and get completely different results.
How do you know exactly how long X will take compared to Y? Do you have access to the CoH code?
Please take your pseudo-science somewhere else. Because as far as I'm concerned your ravings sound like the stuff I hear from the Flat Earth society or the people who think that the body is composed of five elemental essences. -
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'Let's put chilli on the menu!'
'This chilli is way too hot.'
'Look, only a few people are eating our chilli.'
'Hey, manager, could you fix this chilli?'
'No, we have to prioritise all our other dishes. Only a few of you are eating the chilli.'
'But the chilli is really hot.'
'Sorry, this wasn't a chilli restaurant when it opened.'
'But I like chilli. Could you just make it a little less hot?'
'Hey, are the managers catering to those obnoxious chilli eaters again?'
'I hear they nerfed the pizza because of the chilli. I hate chilli eaters. I ate chilli once and it was horrible.'
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That's simply awesome. -
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I'm offended.
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Umm...why? Some player expressed an opinion that the devs spent too much time on PvP. Unless you're the person who made that decision, there is nothing there for you to be offended about. You might have a different opinion about that decision, but no offense to you was made.
Now, if he's said that all folks that like to PvP were ranting ganking social misfits, then you'd have grounds for offense.
Criminy, this habit of drawing offense at issues that are matters of opinion REALLY needs to be curtailed.
Note- I am not offended that you said that you are offended. I am pointing out that you have no basis for offense.
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Let me break this down for you so you can understand.
1. Red name comes into a forum (pick one, doesn't matter for the purposes of this illusttration) and says X isn't worth developer time even though you know it's broken.
2. *sshat comes into the forum comes into the same forum and not only agrees with the redname saying that it isn't worth developer time but also says it's the best thing he's heard from a redname in a long time.
If this happened in any other forum, there would be a howl of protest. The reason why it hasn't happened here is because most PvPers have given up on PvP getting any improvements whatsoever.
I honestly don't understand why you don't get it. I'm glad you're not offended, but how you can't understand my taking offense is beyond me. -
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I'm not asking for this fix because I like PvP (though I do). I also respect people who don't like PvP and who like the other metagames in this game (badges, bases, costumes, etc.) more. I'm asking for support on these fixes because I believe they are better for the game as a whole.
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How is it that this argument comes up every time there is a conversation regarding something completely unrelated to art, despite being pointed out as to how invalid it is every time?
*sigh*
You don't help the argument by throwing in weak, unjustified points.
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I used badges and art as an example. Perhaps it was a bad choice, but I could have easily used base items or certain power sets. I disagree it invalidates my point because the bugs I mention are ones worth fixing.
If you had bases crash as often as arena matches, you would think that the issue was severe...with bases To a significant number of players, that's what they have to live with when they set up arena matches...it does have a huge effect on how they enjoy the game. -
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Random blasting of people over and over again means the PvP is pointless.
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Yes, yes, and yes.
Here's a little idea, based on what we got up to in CoV Beta:
1. Use the Base Editor to make some well-designed base maps. Small, Medium and Large. Put some turrets in. And some other defences, like repulsors, force fields and so on.
2. Introduce those base maps as arena maps.
3. Let people do base raids in the Arena, using only those pre-set arena maps.
This immediately gives you:
- PvP with an objective
- A way for people to get base raid practice without having to schedule anything with another SG
- Hands-on experience of what the different base features (e.g. turrets) do, so you know what to put in your OWN base
- Something to make people excited about base maps THEY could create
- A different, partly destructible environment for PvP (turrets etc. can be destroyed)
- A way for people with no SG, or only a small SG, to PvP in a base environment
- Lots of raw data to mine, to help balance turrets etc. properly
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An excellent idea! I would love to be able to create and edit arena maps. -
Please show your support here . I made a post in the general forum to publicize that the arena fixes should at least be addressed.
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This is not a reply to anyone in particular, but just an extended comment to my original post...
I'm not asking for this fix because I like PvP (though I do). I also respect people who don't like PvP and who like the other metagames in this game (badges, bases, costumes, etc.) more. I'm asking for support on these fixes because I believe they are better for the game as a whole.
Bugs, especially ones this extreme, shouldn't be tolerated in any part of the game. Those that know me in game know I don't like badges, but I will support fixes to those that allow friends of mine to enjoy that aspect of that game more. Same with any part of this game.
All I'm asking for is that this part of the game, which can be voluntarily accessed by anyone in the game, be fixed. This should be an issue you can support irregardless of how you feel about PvP since even though you may personally dislike it, there are others that you know that do. -
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Long and the short of it, while there are some small PvP thingies getting some attention (like _Castle_ posting about Brute Fury in PvP a few days ago) there are not any big PvP issues on the nearer term feature lists.
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That is the best thing I've heard from a redname in a goodly amount of time. No offense to the PvPers, but imo the devs have already invested way too much time in what is at best a minority interest.
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QFT
-- War
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I'm offended. Suppose a red name wrote they won't be spending time on badges (minority group) or bases (another minority group)? We all have opinions on what we'd like the devs to spend time on, but I think it is absurdly rude to come into the PvP forum and essentially kick all the PvPers in the head when a red name has just told them that they don't matter.
Please stop being an [censored]. -
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Again, you can change the 6 six slots to 3 if you want, Im just saying what I have. And those who are talking about Spectral Wounds, I agree with you, but I don't care about damage I'm doing, I'm pretty much a support controller. I let my pets do the attacking. The only attacks I use are blind, to hold some people, and power blast, to knock-back people who are getting close to me. I don't use Spectral Wounds much; except when I get exemplered to a low level. If you wanna be a damage dealing controller, go ahead, slot away.
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Sorry guy, this just doesn't wash. 6-slotted HEALTH? And you'd save a lot more endurance by simpling slotting up your attacks / powers with end redx than 6 slotting stamina.
Research. Test. Redo.
Don't post a guide when you yourself haven't mastered the basics. I know I'm coming off harsh, but I've written several guides myself and I feel that you need to be competent and knowledgeable about the powers you use before passing on that knowledge to others. -
Many PvPers are already well aware that PvP is a secondary concern in CoH / CoV, and Lighthouse's recent post made that abundantly clear.
However, I wanted to bring the general community up to speed on something every PvPer has wanted fixed since issue 4: arena bugs. There are many bugs that I won't list here (because they are numerous), but the key ones are:
* Frequent arena crashes - dumping participants out of match, sometimes disconnecting players from the game
* Listing of nonexistent system tournaments that can be joined but never started. New players often join these things never realizing that they have never been implemented.
* The lack of an arena match invite button that works. Currently, you must either list a match and join it or use the /ai command. The invite button in the interface does not work.
These aren't quality of life issues. These aren't a clipping problem with a graphic or a text mistake, but bugs. Honest to goodness bugs that haven't been fixed in three issues.
I realize that developer time is scarce and need to be prioritized. I also acknowledge that PvE matters will take precedence. But I do think there is an obvious inequity when a bugged badge or costume adjustment takes precedent over bugs that are, at least to a significant minority of the population, of high importance and extreme in their effect.
Further, in issue 8, arena terminals will be given broader exposure since they will now be available in Pocket D. I am dismayed that the first exposure that many players will have with PvP is that the interface is difficult to use, bugged and matches are unstable. I don't just ask for these fixes for the hardcore PvP crowd, but also for the general playing population since it seems that the devs want to broaden their use.
Thank you for your time.
FF -
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So, as you all know, City of Heroes was developed as a PvE game. As such, PvE changes affect everyone that plays CoH, unlike PvP which only comes to affect those who chose to engage in it. Long and the short of it, while there are some small PvP thingies getting some attention (like _Castle_ posting about Brute Fury in PvP a few days ago) there are not any big PvP issues on the nearer term feature lists.
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Lighthouse,
This just kills me. People write thread after thread about having a silly flight animation and whine about clipping issues on some of the Vet reward costume pieces. But c'mon! there's bugs in the arena. Not just small issues like clipping, but stuff that will crash your client. Do the devs realize they are putting these buggy arena terminals in Pocket D? Do they realize they crash with frequency, they list non functional system tournaments and simple stuff like not being able to invite from the arena interface don't work?
I think most PvPers know that PvP is not a priority in this game, but at the very least, bugs should be fixed. And these bugs are serious.
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OP: please redo your guide. It is not Enhancement Diversification (ED) compliant. Please look up what ED means. Your slotting is terrible.
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To my SG mates,
Happy Anniversary. I hope to be teaming with you all for another year.
FF