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Posts
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Our team consistently farmed people that used hiber as a get out of jail free card last night. Only thing it got them was a severe beat down after a 30 second wait. But yeah, it's totally OP.
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Thanks for the great feedback. What is that you don't like about making the power interruptible? You previously said that you use hibernate regularly and feel it's overpowered, and even suggested your own change. I like the idea you mentioned of giving the ice a health bar that would allow a attackers to break through, but think that would be more difficult to design and implement effectively. That idea would potentially be a bigger nerf to the power than making the power interruptible.
Are you backing off what you said about Hibernate being overpowered, or do you just prefer the (bigger) nerf you suggested over the change that I mentioned?
I hate explaining myself to roaches, but here it goes.
If you actually read the post I said it should be a little less powerful and that it should take a team effort to be able to break through hiber. I don't know how that's worse then your awful idea to totally neuter the power and make it worthless. -
Quote:True, but the pvp in this game has always been heavily flawed. Fixes like i13 and the nerfing of powers like terps suggested make the game less fun IMO. I mean seriously, look what we got in the name of balance in the past. I could get behind the idea if the power was broken but its not. I don't care if hes a pvp "elite", his idea is asinine at best.
I can't really take a side on this because the game's system is just too heavily flawed in its current state for us to nitpick and make specific criticisms. -
I wonder what the heck his neighbors were thinking...
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Never had that one happen yet, but I do love it when people phase, stand still and type something like "lol" or "fail" giving me time to phase with them and steal their last bit of HP.
Good times. -
Terps, you remind me of castle. You should get together with the devs and brainstorm. I'm sure they would love your ideas on how to "improve" pvp. You can speed up the process of nerfing us down to brawl and sprint.
The whole evasion aspect of this game is one of the reasons I like it so much. Being able to actually escape a full team trying to spike me is something I find extremely fun. If I wanted something else I'd go play a game like WoW. -
This is a example of a damage proc. Slotted in a ranged attack it gives a chance to do extra damage.
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No, because people complained about hibernoob back when only ice tanks and blasters had it. Its one of the reasons the phase/hiber timer got added. Now people just have more to complain about.
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I still think they should unlock if you buy game time. So say I want to pre-order a years worth of game time, it would unlock all of the 'extras' I would get for that year but I would actually have to earn the badges. It would be good for the game and players at the same time.
I can totally understand why the higher vets wouldn't like this idea, but I wants my stuff NOW! -
Yeah, even rest got nerfed... rest.
Still, I think if hiber was to get a weakness other then a team camping and waiting it out, it should be something on the lines of a destroyable ice block.
But lets stop talking about this before it actually does get nerfed... -
Last night I saw another divine that wasn't the divine that we thought was this divine.
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I've thought about this a few times. I use hibernate quite regularly and honestly I think it could use something to make it a little less powerful. The idea I came up with was giving the ice a health bar. Do enough damage to it and it breaks taking the player out of hibernate. It should have high HP and/or high resist so it would take a team to work it down not just a single player. Not that I want it nerfed, but that's the only option I would be happy with. It would still be useful, but there would be a way to take a player out of hiber with a competent team. The suggestions offered by the OP are a bit much IMO.
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Recharge isnt as big a deal any more with DR. I had my fire/ss tank close to 100% but after the nerf I stripped it down to about 50% and hardly notice a difference. You want to build for HP first, recharge second. I wouldn't bother with def.
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Welcome to the wonderful world of DR (diminishing returns). Any melee class gets its defense and resistance severely reduced in PvP zones.
Heres a basic rundown of the PvP changes (note that there has been some changes since these notes were released):
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PVP Revamp
PvP combat has been completely revamped in this issue, in an attempt to make it more fun for all ATs and builds. Please note that these changes only take effect in PvP situations; these changes have no effect on PvE. Here are a summary of the major changes:
The damage of all attacks has been refigured. Basically, the longer the activation/animation time of an attack power, the more damage the power is going to do. There are adjustments for recharge time and Endurance cost, but the actual time the power takes up in an attack chain is the primary consideration.
In general, the base damage of all Archetypes has been increased in PvP zones and Arenas. The Containment bonus for Controllers in PvP has been reduced because of their higher base damage.
Being hit by an attack triggers movement suppression, just as making an attack does. Suppression for being hit by an attack is always the same duration. Any power with a negative impact on the target (including all debuff powers) is considered an attack.
Note that Teleport powers are completely disabled when suppressed.
Healing powers also trigger suppression.
The greater the base range of an attack, the longer the suppression for the attacker.
Teleport Foe and related powers in Gravity Control and Warshade powersets now grant 3/4 of a second "untouchable" flag on the target.
Resistance and defense powers have greater diminishing returns when stacked than in PvE, and lower caps.
Healing powers suffer from diminishing returns when several are used in a short period of time.
All Archetypes (except Tankers and Masterminds) have some default resistances to all attacks in PVP.
Unlike in PvE, defensive toggles do not suppress when you are held/stunned. This means that not only do the toggles not drop, they continue to grant defenses while the player is held/stunned.
Melee classes gain extra resistances to all debuffs and to movement slows. These bonuses are linked to the power in each set that gives status protection (Unyielding Stance, Wet Ice, Plasma Shield, etc.).
"Buffing" Archetypes (Defenders, Controllers, Corruptors, Dominators and Masterminds) have less ability to benefit from all buffing powers than other ATs (the powers have less effect on them, and their caps are lower).
Melee ATs gain more benefit from buffing powers than other Archetypes (the powers have greater effect on them, and their caps are higher).
Defeating enemies in PvP can award Influence/Infamy, Inspirations, and rarely Salvage, but no XP.
In general, there is no such thing as Status Protection in PvP, only Resistance. The exception is Knockback protection, since Knockback is a binary effect. The base durations of status effects are greatly reduced in PvP (generally 4 seconds for Controllers and Dominators, 2 seconds for all other Archetypes).
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Not a bad build, but I do have a few suggestions.
Drop bonesmasher. Its not worth the power pick.
Is there a reason for the franken slotting of total focus and blazing bolt? You'd be better off slotting a full set for the bonuses.
Hibernate is over slotted IMO. The heal and end IO arent needed. Personally I don't slot it at all. I throw one recharge common in it and call it a day.
Your kb protection is a little low. I shoot for 40ish, but 36-37 points should cover anything a dom can throw at you in zone.
I didn't have time to totally rework it but I messed with your build a little and came up with this. I swapped some slots and powers around and switched up a few IO choices to make it more zone friendly. If I have the time later I'll make a build from scratch.
Click this DataLink to open the build! -
Thats one of the great things about this game. There are some really friendly people out there. One time someone sent me a tell and said I had the best tech costume she had ever seen and dropped me a purple recipe. I tried to refuse since I felt kind of awkward accepting it, but she told me to consider myself a costume contest winner.
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Better watch out max, the devs might actually like that idea. Remember the anti gank code?
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People could say the same thing about your bs/regen scrapper with phase Roman. Sure a build can be easy to play, but if a person sucks then well... they suck. I've seen good nins bad nins and great nins. It all depends on the person behind the toon more so then the inf invested in it.
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Tactics will definitely help. I have 2 blasters, one with tactics and one without and my blaster without tactics misses a lot more then the one with it. I also have kismit +acc slotted in frozen armor for a added 6% tohit.
As far as -end, read Lucky's post. Forget about end draining and focus on what a blaster does best, dealing damage. -
From what I know there are 2 divines. If I'm correct you're the one that has a stalker named D I V I N E. If thats is you, you seem like a pretty cool guy. I don't think I've ever heard you badmouth someone in BC. The other divine is a whole different story.
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