New Dawn

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  1. Firstly I was never willing to change a PvE Build for a PvP one, then I was never willing to put two powersets together for the sake of PvP and then I was never willing to grind for a PvP build.

    Take those aspects out and I might consider it.I think the PvE side gives PvErs that much to do that ya just never get around to it. If you could have a PvP only build ya didn't have to farm for it could be more interesting as you can make time.

    A second build as we have now helps a bunch and I felt that, that was most of the problem solved, but the next thing is that not every powerset works equally as well in PvP - IOs did put too much leverage on the side of the PvPer who may with his mates, gank the casual PvPer/Player who didn't find several trips to the hospital in short time fun.

    I enjoy the zones if played as intended and would with any build take part in community events involved in them. Amongst huge numbers and with the ability to work with onside NPCs such as in Sirens Call, you stand a good chance of contributing. While some heroes were owning one hotspot, and some villains were owning another hotspot, the ones nearer their bases. I was using PvE play to help the Hero NPCs to beat the Villain NPCs just by herding the villain NPCs into ambushes.

    Thing is we don't see massive events in them zones and I think there should be, lets say that when you attend a mass public event in Sirens Call as a villain or hero it shouldn't matter how bad you are you could stand a good chance of achieving a good random reward. It could be a lottery based for just being a part of it. Teleporters or secret exits around hotspots that you can get to quick from the hospital could make all those long trips back short and keep the action going.

    In general with PvErs I don't think there is much reason for them to be in the PvP zones.
  2. New Dawn

    CoX take 2

    People have more reasons to keep on playing at 50 and even more so now no two peoples characters need ever be built the same.

    I didn't get why people hung up their capes so easily.
  3. In order to balance out the game Going Rogue should dish out more Elemental damage and have NPCs that can take it too.

    Well maybe not so much with the cold in terms of resistance.
  4. Every set is slightly better than another in terms of something. Just roll something you'd enjoy. I went with Mace, there is something about Mace, it's a good all rounder. Hammer and Shield, Valkyrie concept is probably my best choice of concepts.
  5. I don't play a controller when I play a Trick Archer. I play a debuffer mainly and as with many types of characters, at times, a limiter. Where I create limits, it's up to the rest of the team to monopolize to an extent on those limits. Even in certain extreme cases (where people may think this is impossible) the teams need for heals need not be there, the teams need for mezz protection need not be there. The Trick Archer may not be up to pace as some sets under certain conditions but it has the tools.

    I don't think it's particularly easy creating a new defender set that has to stand out differently and work differently in order to be something that is innovational without being contraversial.

    I could with an Icetank comfortably tank Lord Recluse for a Trick Archer. People shouldn't be asking me how, they should wonder what it is that an Icetank has and that a Trick Archer has that can be working together in unison to get things comfortable. When it comes to the rest of the team, things still can be comfortable, when Lord Recluse spawns his Banes the Trick Archer still has the tools.

    Going from group to group in general gaming it is down to everyones actions on how well things go. For an example, often people will be better off generally, if they're attacking after Flash Arrow. I often see the difference that power makes ahead of my debuff chain in the health bars of people after the fight. I have aid other for the between parts if needs be but usually its from mistakes, mistakes that didn't have to be there, and it is as a pool power a helpful option. Haste is the best option.

    Best thing I can say about TAs is it's not for whack a mole types. If you consider yourself intelligent then go for one.
  6. Quote:
    Originally Posted by EvilRyu View Post
    The thing is there are very few great players in CoX. I pretty much build my toons around the fact that the majority of the players are idiots and dont know how to play well. I build my toons around not dying, like softcapping their defense or maxing out their regeneration or hitpoints. Having a good defender, controller and maybe to a lesser extent a dominator on a team pretty much means no one is supposed to die ever dispite the other 7 players being idiots. Back in the days before the nerfs we had more wiggle room for stupid players than we do now. All I am asking for is for TA to be brought up to par finally with all other defender primaries.
    Surprisingly I build as though my cup is half full, and expecting everyone after being asked to put a round peg into the round hole to be capable of doing that so to speak. You can't always get what you want but there are some people, somewhere out there who can achieve things with SO built concept toons that super IO'd out numptys can't..if they had SO builds. I prefer people who have eachothers backs and not only have to think for themselves but for the man next to them. It's probably from RL that I think that this is what teams should aspire to do.

    I agree on tweaks to improve the set, but I disagree on running the set down when its not the set, its the flexibilities that players TAs or team mates of, give themselves in order to see it shine in terms of survivability that is the problem.

    It's a good set, it can do, it's not perhaps the best set for everyone is all.
  7. Quote:
    Originally Posted by Dispari View Post
    Or a GM.
    Now this is sidetracking and coming at things at a different angle. It's a bit like comparing an AoE heavy set to a Burst ST set and saying "When was the last time the AoE heavy set did what a Burst ST set does?" They have to differ or you'd end up with sets that essentially all do the same thing. The powerset has to conceptually tally up somehow. I've never bothered to think of creating a TA for the purposes of soloing an AV but then I saw other purposes.
  8. Quote:
    Originally Posted by Dispari View Post
    So you're saying TA can keep teams going, but only if the teams don't need support to begin with?
    If you can not need a controller or defender at all for hard stuff then you know your game. What defenders and controllers contribute or should contribute is an easier game. I'd of been much better off with any defender than without in a team of Scrappers.
  9. Quote:
    Originally Posted by EvilRyu View Post
    Team doing it wrong? If the other defenders dont need any help what so ever to keep an 8 man invincible team alive then why cant TA do the same? Thats the problem. You shouldnt have to use special circumstances or setting the mission up a special way just to be able to do what you claim is possible. A defender should be fully capable of this by the time they are fully slotted with SOs. Thats my point. TA can not do this period. What you are saying is that its the circumstances and abilities outside of the primary that is doing the job that the primary should be doing on its own.
    I mentioned that there are instances where a Trick Archer can help to create survivability. This did not mean "Hey team play as you like" and I will help you. It means "Help me to help you and we will own". By Instances I did not mean missions as they may be commonly known in other games I meant as in potentially in some cases or an occurances, or more simply moments.

    No defender is doing anything on their own in teams. It helps if the anchor lives, it helps if the damage, debuff or control effects are kept of off defenders so Trick Archery is doing no different in being a "Help me to help you" type defender. It does perform if you work with what it offers rather than what other defenders offer.

    Does TA need you to know of an anchor? No it has different needs and so needs different things from you as a player whatever you are playing. I should be able to tank with any type of Tanker the entire inner circle "altogether" with just a Trick Archer for support. I'd never be able to do that with a Scrapper, 2 of the inner circle has proven fine but 4 would be forget it. That's not with any Trick Archer as people do build differently but everything is there. I never thought it was called Trick Archery for some basic reason.
  10. Just remember that the game is supposed to be challenging and imo it was better when you were the one working things out rather than being the one carried by all the fotms who have been there and already done that. It doesn't have to attempt to answer everything and the key thing also would be to not rule out anything as impossible. Avoid words like "Need" as you would probably be talking out of your butt as well as finding other people read "Need" in a literal sense.
  11. Quote:
    Originally Posted by EvilRyu View Post
    This I dont believe for one second. I have never seen a trick arrow defender save a team single handedly on invinceble for an entire mission like the other powersets can. It simply cant be done because EMP arrow isnt up enough neither is oil slick. All I can say is pics, video and demo record or it never happened.

    Anytime I get on a team with a TA defender I have come to the realization that we will have no real mitigation for the duration of the team unless we get someone else with a real support set on the team.
    Most likely the entire team is "Doing It Wrong". How about doing things right from the get go? I prefer proactive players who can create a set up "to begin with" and hold it.

    Without a single doubt in my mind and you are talking to someone who has tanked the entire STF with just a Scrapper for a team of Scrappers and no one with aid other, give me a break here, plus I know how to do them all without getting defeated (excuse my Sig a moment). Trust me I'd do it with a Trick Archer as any Tank.

    I am not here to butter peoples bread for them I am here to simply root out the common mistake where people have the gall to believe that if they can't do something then no one can. Start thinking, start achieving.
  12. Quote:
    Originally Posted by EvilRyu View Post
    Well my gripe with TA has always been this. All other defender sets can pretty much keep an 8 man invincible team alive single handedly where as this set fails epically to do the same thing.
    There are team tactics that never ever get thought about with Trick Archery. That's all I am saying. It can in some instances blow other defenders right out of the water in terms of helping to create survivability.
  13. New Dawn

    Ice/Ice baby!

    Quote:
    Originally Posted by Dissolution View Post
    The DE quartz is really the one I had trouble with. Like many things it helps with a team that has some understanding some deaper workings with the game.
    Oddly they were a problem for me on one team with a Shield Tanker. Take out the Guardian in advance ie get the controller to hold them at the very least. I whack a mole with clobber. Oh and never, or try not to combine two DE groups. Sometimes people are in there, in perception range of group two and getting their aggro count (yours may be full) and in your duties you end up trying to deal with a mix of the two groups I know but it's not the healthiest option.
  14. All my VEATs run Maneuvers. When they first came out I had pointed out that it was out of all of the powers "The One". I do come across teams where I have the ability to buff others and make them look good but it's not reciprocal, due to them having builds that make them look good too. It can mean that with some peoples dynamics and non reciprocal support that I can't unleash everything I got and so I don't particularly have the fun I should have as a VEAT. Not rushed I just play something else with other people or find other people in order to achieve what does amount to fun. Normally I don't do fun but in this case I make an exception.
  15. Quote:
    Originally Posted by Blue Rabbit View Post
    The new ones however... who the heck wants to spend hours collecting EOE to then go into a zone that's limited to 50 people who don't know how to follow tactics or care about them to actually make it work? And spend at least 3 hours (I think? Can't remember how much it took when I was in the 1st on Defiant, but we were all pretty bored by the end) for a reward that's at best meh?
    For some people there is the reward that is knowing that they have risen to the challenge.
  16. Quote:
    Originally Posted by Nihilii View Post
    For the record, I, personally, have no problem with Traps on teams. I'm just saying I doubt soloing AVs is likely to make people who believe Traps suck on teams change their mind about it, because it's two completely different environments.
    Those teams probably suck harder than a Black Hole.
  17. People may find Human form more interesting and more fun than the Kheld forms. Being that it is a game that is what you could be optimizing right there.
  18. Quote:
    Originally Posted by AlienOne View Post
    And if you don't like it, tough beans.

    I'm here to stay.

    "Alien"
    I'm pretty sure he finds you amusing and is just working out how he can play with you

    I think you could work on the taking of things literally better though or ask people questions on things before telling people how other people think. Avoid telling people how other forumites think or what they're like. Just stick to the OP. You gain more playtime.
  19. In the reply I get sent from the GMs I maybe asked for certain information that exists on the reply they send. Do they examine the whole sheet they reply with or just the small section I create ingame?
  20. The harder it is to get a name the less likely someone else somewhere will have it. I had to recently rethink a name for one of my characters and have found one that's somehow been missed by others.

    Lets say you had a character that had bones made out of something like Adamantium but using adamantium linked names is so unoriginal. If you look hard enough there is an alternative that everyones overlooked.
  21. I wish I could do this, Storms probably have about 3 or 4 things that can be stacked going for it to pull the survivability aspect off. What your Damage to the end bar will be like I don't know but GL anyway.

    The experience would matter most I think.
  22. I'd invite any to any because in theory it's possible to get them done and I am a snob. To get choosy would be n00blike of me - Nah it's not so much that it's just because I think players can make a difference and I like to invite the chance for doing things with a less than the popular ideal of a team make up.
  23. I'd make empathy do more for the player when solo. A rule would have to be that every primary should have about 2/3rds of it's powers, powers that the player can benefit from when solo. In empathies case it is basically the other way around.
  24. Quote:
    Originally Posted by Ironblade View Post
    Tankers seem to be both simultaneously lauded as the foundation of a good team, and denigrated as being completely useless.
    I feel those same ways about Controllers at times.