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Posts
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Joined
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Of course not. Doc was a notorious forum felon and Hallway is a fine, upstanding member of our community.
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Odd, I only get two of the three images at a time on that post, but which two changes with each page load
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Quote:Does anyone have a screenshot of one of the PvForum games where the first letter of each thread spelled out something?
I need a screenshot of a thread-list page from the old forums to help with my Hero Skin project so as to replicate the old look as much as possible for those who want the classic look.
Thanks!
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Spines isn't that bad for PvP, actually. Build Up, AS, Placate and Impale are all staple powers for you to use. Make sure you have your heal slotted up and a means to make a quick getaway (phase/Hibernate + SS/SJ works well). Also, Stealth from the concealment pool and a Stealth IO is important.
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Quote:Castle's stated that unresisted damage in PvE is a very big no-no, mostly due to things that shouldn't be killed (like mayhem civvies for one example). The game not knowing what to do with them can cause all sorts of havoc on the servers. This is something we went over around i11 or so, when stalkers were getting their changes.You're right. I don't like Rage as it is either.
I think Castle should fix temp powers from working during the crash and the stacking should be removed.
But at the same time I think a portion of the damage bonus should be unresisted or have -res effects added to SS's attacks.
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I have a couple characters in the group, as do a few others. Many of the prior active members have left for one reason or another though.
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Xanatos and the sink...
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To expand a bit, Spirit Shark does rather respectable damage in PvP on top of having KB capabilities. Against an unprepared opponent, you'll cause some major headaches. Hibernate is good as a "get out of jail free" card, since most of the time your opponents won't be able to just sit around and wait for you to come out of it.
Dark blast is decent if you need more ranged attacks in your arsenal. Moonbeam isn't worth the time it takes to do the damage it does. Shadow Meld is nice for a little defense boost that you can run regularly. Soul Storm is what I'd consider to be the best power in the set. The hold portion doesn't last long, but it also puts your opponent into the KB cycle as well, meaning they're still stuck for a good 5 seconds when hit with it. Also, it does ok damage via DoT thanks to the animation time. -
Leviathan for SHAAAAAAAAAAAAAAAAAARK and Hibernate.
Soul for Soul Storm and Shadow Meld. -
Once people figured out their code, everyone seemed to stop caring.
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It wasn't so much twitch evasion as it was AI manipulation through precision. You could lock an entire mob in "melee mode" without them actually being close enough to attack. Once you learned the timing, you could keep hitting the forward/back keys practically in your sleep while you fired away risk free.
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The most PvP is on Freedom. Just to let you know, even that is a relatively minor part of the population compared to the PvE population.
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Is it any wonder that the most powerful toons are the ones built to be the best at damage when the system dictates that damage is all that matters?
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I'd play a Hero VEAT if only the police drones went berserk on me anytime I got near them.
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This reminds me of a character my friend had. A Mind/Sonic troller that would regularly cage and/or TK people into corners while telling them that the area wasn't safe and they should evacuate immediately. When they'd complain, he'd let them know that they were being contained for their own safety.
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I dare them to remove suppression in PvE. It was easier leveling that way than it is with AE today, and that was before XP smoothing.
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Getting one or two percent from an IO is one thing. Getting one or two percent from a whole player is something else.
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iPhone
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And there's your problem.
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More accurately -
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Thing is, scrappers aren't "as survivable" as tanks. Can they be made to survive situations that tanks could? Absolutely, but they won't have the same survivability as a tank just as tanks putting out the amount of damage needed to defeat the same enemy as a scrapper doesn't make them as damaging as scrappers.
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Damage is a binary thing. You kill the enemy, or you don't. Once you're above the threshold level of an enemy's HP, and have some buffer room, more damage isn't really helpful.
Survivability for the most part isn't binary. In most cases, it's a question of time. Time to survive against an enemy while you defeat it. How much damage to taker per alpha to clear a spawn. Unless you're dealing with something with high burst damage, then it's binary to a point. Either you either have enough mitigation to over come it's damage, or you don't. Once you cross that point, more mitigation just gets better and better. Until you get to a point where your defenses can infinitely withstand anything in the game. Bosses, AV, the Hamidon. But no one can ever get near that point. So in other words, more survivability is always better than less.
Tanker damage output is high enough to solo most of the content in the game. And for the most part, they can survive anything easier than a scrapper could while maintaining the ability to defeat it. That margin of stuff in the entire game a Tanker can't defeat but a Scrapper can survive and defeat it is pretty narrow and fuzzy. About the same as the Tanker/Scrapper damage gap.
On teams, Tankers defeat enemies faster because they're likely to be supported by teammates.
Given this, and the fact it's much easier in the game to build for sufficient damage than to build for peak survivability, is it any wonder why a medium damage AT with high survivability could be considered in higher demand compared to a high damage AT with medium survivability? It's very easy to start to close that damage margin. Not so easy to do the same for the mitigation gap.
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See, I can do it too. -
Oh, I know. I probably should have made it clearer that it was more of a <QR> response to the general idea that scrappers were magically as survivable as tanks.
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Thing is, scrappers aren't "as survivable" as tanks. Can they be made to survive situations that tanks could? Absolutely, but they won't have the same survivability as a tank just as tanks putting out the amount of damage needed to defeat the same enemy as a scrapper doesn't make them as damaging as scrappers.
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we should make your iPhone an AT. It'd one shot everything.