Tonality

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  1. - ELA gets better as you level. Wait until you get energize slotted before you make any decisions.
    - You need tough if you want that kind of S/L resistance.

    The Build:

    Just looking over the build, I'm not seeing a clear goal in mind with it. I'm seeing some recharge sets like decimation and crushing impact. I'm seeing AoE/Fire defense sets in your armors. I'm seeing a lot of Mako sets for range defense. It seems like you're trying to improve all your defenses. It's much more effective to focus on one - whether that's going positional and going for melee defense or typed and going for S/L.

    Recharge is helpful for electric armor. The closer you can get energize's regen effect to be near perma, the better off you will be.

    Elec does have a weakness to Fire/Cold, but those types of damage aren't too common in the game. It will be more useful to shore up your defense against more common types - especially Smashing/Lethal.

    So, you have a few options. You could go for the HP route and 3 slot your armors with Titanium for the small HP bonus. You could also grab reactive armor for the S/L/E/Neg defenses and consider staking typed defense. You could also 6 slot titaniums in some of your armors for the 2.5% melee def bonus to help with what the obliterations are already helping.

    As awesome as obliteration is, it's an end hog, and throwing that onto a toggle like Lightning Field is a death sentence for your endurance bar. Frankenslot that for damage and end reduction.

    Maneuvers is not a good idea.
  2. Quote:
    Originally Posted by Commando View Post
    I second what he said about the drop rates for NPCs. Also, if any ideas from other games were to be transferred or copied in some form to CoX, I hope it is from Guild Wars and not from Aion. I played, and still do Aion since closed beta and I am currently letting that account expire and I will not renew. For PvE, Aion has nothing on CoX. However, IMO, the game with the best PvP out there is Guild Wars.

    The concept of competitive missions is awesome. The concept of Alliance Battles is excellent. I would like to see zone PvP changed so there are an equal number of players on both sides, and the server engine would pick at random who joins, similar to Random Arenas in Guild Wars. Yet, there woud be mutiple instances of zone PvP going on at once. So if you dont get on in one run, you would join another run that starts, say 2-3 minutes after. The fighting in the PvP zone would be timed and would conclude once the timer reaches 0. THe game would handout scores to each side based on kills and/or objectives reached in the zone.

    Frankly, Guild Wars' PvP is so so so popular and active 24 hours a day, 7 days a week. There has to be a reason. I love a vast amount of aspects from Guild Wars PvP. If any game has to teach other MMOs about handling PvP , that is the game.
    I know nothing about Guild Wars. I left Aion 3 weeks into the release once I realized how painfully redundant it all was. Look, it's a tayga with another adjective in front of it! But, I enjoyed the team PvP in the game. I actually enjoyed having to watch my back while I was fighting NPCs. I just hated the PvE game. When it comes down to it, I'll take good PvE over PvP, but I'd love to have both: hence this thread.

    I hope the devs keep their eyes open for ideas - especially simple things they can do to make life better for PvP, and perhaps even attract more to try it out.

    The timed instance does sound intriguing.
  3. Quote:
    Originally Posted by Fulmens View Post
    Your Mastermind thing: You aren't just paying someone to be your friend...
    you're paying someone to make you part of a clique.
    Bummer. I was wondering how many friends a couple billion inf bought...
  4. Tonality

    Energy/Sheild

    Actually, the data chunk is a Fire/Shield brute. I'm going to go with the Energy/Shield build you posted in your other topic.

    My honest opinion is that I wouldn't invest 2 billion in an energy melee/shield brute.

    If you are looking to invest a ton into a shield brute, then I would roll a SS/SD brute, get it leveled up to 50, and IO it out heavily. ThugsRus has a good guide in the forums. Think of it this way - double stacked rage + 90% fury + saturated Against All Odds = +500% damage or more. You just have to slot very heavily for endurance recovery, which if you're looking to spend that kind of money, is not a problem. You could also consider the elec/shield combo, though SS/SD deals more damage, though elec has more slotting for obliteration sets, which are awesome. See? I'm torn too!

    Now, onto your posted build.

    1) You are using sets for typed defense in some cases. Hit rolls only calculate the highest defense number, so you only need to cap one or the other. (I'm looking at boxing and gloom)
    2) Speaking of gloom. It's a very high damage attack, and you want to slot this thing for damage!
    3) If you're really serious about spending that cash, Panacea's proc and heal IO are better than miracle if you're looking to slot something in health.
    4) Put a second hami in active defense instead of that recharge IO
    5) That extra heal IO in true grit really isn't getting that much bang for the buck. Maybe throw that miracle unique there instead.
    6) AoE defense can suffer if necessary. Don't feel bad about taking gloom. (yes I've talked about gloom 3 times now - it's that important)
    7) I think you meant to put a 4th perf shifter instead of an end mod IO in stamina.
    8) It just seems light on attacks. But that's me.
    9) Energy melee?! Really?
  5. Tonality

    Stone/Stone

    replied to this in your other post.
  6. Quote:
    Originally Posted by Memphis_Bill View Post
    "Orange sets?" You mean the PVP IOs? They're supposed to be (a) rare, and (b) a reward for PVPing. And some of the individual ones have gone for several hundred million to over a billion INF.

    Solution? Still one of "Play the game." If you want PVP sets, get some friends together and PVP. Yes, the drop rate is low. It's meant to be. (I don't know if you were hoping to find them in PVE - if so, it's not going to happen. PVP with some friends for a while. Wander into the server and/or PVP boards and see who PVPs, if there's some PVP event, etc. and go there.)
    Those orange sets could be obliteration, gaussian's, luck of the gambler - all of which have certain ones that aren't too common to come by. I never bothered looking to see who dropped the oblit quad, but I really should.
  7. Quote:
    Originally Posted by Forbin_Project View Post
    My 50 Mastermind used to charge a fee to join pugs. He was a mercenary and evil. He also preferred soloing and the fee was to compensate him for having to put up with other people.
    You mean I could pay him to be my friend?

    To the OP:

    If that farmer is charging 1 mil per run and you get the ticket cap each run, you can get quite a bit of inf for doing nothing. I'd probably have rolled a lowbie and transferred 10 mil over and gotten a nice pile of tickets. 1500 tickets is almost 3 pieces of orange salvage.

    But then again, I like playing as an evil villain...

    edit: I mean opportunist.
  8. Quote:
    Originally Posted by Hero2 View Post
    I think this is a good effort, but I also think that once people start to get, as you said, beaten down by so-and-so, they will stop going there. Again. Even though the reward is improved, the risk will still be too high. It's my opinion that this measure would simply provide fodder for existing PvPers for a short time.
    This argument is often used against using rewards to entice people to PvP. The problem is that there is no practical solution to prevent players from preying on others because that is the nature of PvP. However, we often forget how well humans adapt. If we want something, we will find a way to get it. In a PvP zone that means that players will seek safety in numbers.

    Is the risk really that high? What do you really lose if you are defeated in PvP? Dying in PvP is no big deal. It's an inconvenience at best.
  9. Tonality

    Make me a !!!

    Hey, I've been wanting to make a Fire/Fire/Fire scrapper. Got anything for me?

    Seriously, though, what bothers me is the 'inf is no object' posts. Really? You mean that you've got billions and billions ready to spend on PvP IO's and purples? Cool. Can I have some?
  10. Tonality

    Stone/Stone

    Stone is not what I'd take on the snake farm, because the snakes have a toxic cone, which stone doesn't have the greatest defenses to.

    If you want to solo the snake map, get a toon with positional defense and carry oranges. For me, that's a DM/SD brute, IO'd the gills.

    Outside of killing all the bosses for chances at the old trial drop pool, there isn't much reason to run that map. Oh, and of course, for the challenge and fun! It certainly is fun.

    I wouldn't put my second build up for generic 4/8 soloing, although it could probably do it on some maps. 3/8 certainly. Stone armor is nice, but at +4, things hit REALLY hard, especially if you are boss heavy. A few unlucky rolls, and even the high resistance and decent regen of stone armor will collapse.

    Oh, I forgot. I wouldn't take that build on +4's because I cheapened out on a few sets and didn't put in purples where they could possibly go. Because of that, my accuracy isn't that great, and that means that at +4, you will miss a lot. If you want to solo +4's, and are ok with lower defenses to energy/negative, grab the purple sets for Hurl and Tremor. You're loosing a good deal of defense, but gaining back some accuracy. The other option is to move a slot and pick up the +to-hit unique IO, whose name I can't recall.

    But, it is a solid build. If you notice, the hamis in there are there for efficiency and squeeing every % I can get out of the build. You can find IO's that perform close to them. I'd focus on rounding out your defenses, and then go for the recharge IO's. Just as a heads up, those kinetic combats aren't cheap. You can go a slightly cheaper route with focused smite, and sacrifice some S/L damage
  11. Quote:
    Originally Posted by Aura_Familia View Post
    From this thread:

    http://boards.cityofheroes.com/showt...75#post2437575

    Multiple people have lost credibility as far as I'm concerned.

    Carry on.
    Mac was right, though. The thought of even suggesting PvP's system on the game is repugnant to all. What does that leave us to conclude? Although, I know that horse is long gone, and even Castle has freely admitted there are a lot of things he wanted to have done that he couldn't get passed.

    I'm not a PvPer in CoH, and don't have quite the vested interest of others, though Aion has me more interested in PvP (it was really exciting!). I've heard at least a few devs have been playing Aion a bit, so perhaps some of their PvPvE game might just come over to our game, which would be a good thing.

    To all the PvE'ers - it really can be fun. Please don't discount PvP based on either CoH's community or the game. Team PvP especially is great - where everyone has a role.

    Anyway, just postin' to make sure I still gots my cred.
  12. I wondered about how this could be applied to other PvP zones, and then realized that since PvP IO's SK down, that there is no reason to have anything but a level 50 PvP IO, which is Recluse's Victory.

    I came upon this idea after playing Aion on release. I hadn't really tried PvP before, so Aion was my first MMO PvP experience. I enjoyed it greatly, although the rest of the game wasn't enough to keep me interested. Now that I'm back in CoH, I reflected upon the PvPvE design of Aion, and how intrinsic PvP was to the game - specifically how painless it was to lose, and how exilhirating it was to win. Aion has a similar approach, placing fortresses in the abyss to capture, which give various benefits to that side. Although this kind of system would be time-consuming to develop, this idea is reasonable, but drastically affects the zone. I believe this could be incredibly positive.
  13. Quote:
    Originally Posted by Tokyo View Post
    It's much easier and cheaper to implement DR than it is to build challenging content that still works on the basis of builds running on SOs.

    That is all.
    I have a very hard time believing you support this position. I seem to recall you supporting the farmer's point of view in the AE debacle, which would lead me to believe you may also not be hard-pressed for inf, rendering a lot of your earlier arguments subjectively pointless.
  14. Usually if the brute can tank the heavy hitters, the two Psi AV's can be pulled off the brute after a few smart inspies wear off.
  15. To the OP:

    No, PvP IO's have not affected the state of PvP.

    Now, if they were to implement a system of PvP drops like my suggestion, then maybe PvP IOs would encourage more PvP. (shameless plug)

    The real reason PvP IOs have not improved PvP is that currently, the reward rate for PvP IOs is not visible enough for the player to actually notice. Add onto that the current status of PvP 2.0, with the unattractiveness and steep learning curve, and PvP just isn't very attractive at all for anybody - even PvPers.
  16. Tonality

    Stone/Stone

    Quote:
    Originally Posted by Kunu View Post
    Need help building a stone/stone brute...If anyone could make me one on mids that would be godly please do. If not any suggestions would be nice. Infamy doesnt matter either so what ever is best.
    Infamy should matter.

    Here's a purpled and PvP IO'd stone/stone build I just whipped together. It runs 32.5% rech with granite on, has capped S/L def, 320% regen w/o rooted, and runs at 19.3 mph to work w/o a kin. I'm guessing it would cost 5 billion to throw this puppy together at Buy It Nao prices.

    edit: Please note that I posted two builds. The first one is ridiculously expensive, and the second is expensive, but reasonable.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Stone Armor
    Power Pool: Teleportation
    Power Pool: Fitness
    Power Pool: Fighting

    Villain Profile:
    Level 1: Stone Mallet
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (5) Kinetic Combat - Damage/Recharge
    • (9) Kinetic Combat - Damage/Endurance/Recharge
    • (43) Mako's Bite - Accuracy/Endurance/Recharge
    Level 1: Rock Armor
    • (A) Shield Wall - +Res (Teleportation), +3% Res (All)
    • (7) Luck of the Gambler - Recharge Speed
    Level 2: Heavy Mallet
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (5) Kinetic Combat - Damage/Recharge
    • (9) Kinetic Combat - Damage/Endurance/Recharge
    • (40) Mako's Bite - Accuracy/Endurance/Recharge
    Level 4: Stone Skin
    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    • (7) Steadfast Protection - Resistance/+Def 3%
    • (43) Aegis - Resistance
    • (50) Aegis - Resistance/Recharge
    Level 6: Recall Friend
    • (A) Empty
    Level 8: Swift
    • (A) Run Speed IO
    • (48) Run Speed IO
    • (48) Run Speed IO
    Level 10: Earth's Embrace
    • (A) Doctored Wounds - Recharge
    • (11) Doctored Wounds - Heal
    • (11) Doctored Wounds - Heal/Endurance/Recharge
    • (15) Doctored Wounds - Heal/Recharge
    • (36) Doctored Wounds - Endurance/Recharge
    Level 12: Taunt
    • (A) Mocking Beratement - Taunt
    • (13) Mocking Beratement - Taunt/Recharge
    • (13) Mocking Beratement - Taunt/Recharge/Range
    • (15) Mocking Beratement - Accuracy/Recharge
    • (42) Mocking Beratement - Taunt/Range
    • (43) Mocking Beratement - Recharge
    Level 14: Teleport
    • (A) Endurance Reduction IO
    Level 16: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (17) Numina's Convalescence - Heal
    • (17) Numina's Convalescence - Heal/Endurance
    • (37) Miracle - +Recovery
    • (37) Miracle - Heal
    • (48) Regenerative Tissue - +Regeneration
    Level 18: Rooted
    • (A) Panacea - Heal/Endurance
    • (19) Panacea - Heal/Endurance/Recharge
    • (19) Panacea - Heal
    • (25) Panacea - Endurance/Recharge
    • (27) Panacea - +Hit Points/Endurance
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod
    • (21) Performance Shifter - EndMod/Recharge
    • (25) Performance Shifter - EndMod/Accuracy
    Level 22: Seismic Smash
    • (A) Hecatomb - Chance of Damage(Negative)
    • (23) Hecatomb - Damage/Endurance
    • (23) Hecatomb - Accuracy/Recharge
    • (27) Hecatomb - Accuracy/Damage/Recharge
    • (29) Hecatomb - Damage/Recharge
    Level 24: Fault
    • (A) Absolute Amazement - Chance for ToHit Debuff
    • (29) Absolute Amazement - Endurance/Stun
    • (34) Absolute Amazement - Accuracy/Recharge
    • (34) Absolute Amazement - Accuracy/Stun/Recharge
    • (37) Absolute Amazement - Stun/Recharge
    Level 26: Build Up
    • (A) Adjusted Targeting - Recharge
    • (46) Adjusted Targeting - To Hit Buff/Recharge
    Level 28: Boxing
    • (A) Empty
    Level 30: Mud Pots
    • (A) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (31) Scirocco's Dervish - Damage/Endurance
    • (31) Multi Strike - Accuracy/Damage/Endurance
    • (31) Multi Strike - Damage/Endurance
    Level 32: Tremor
    • (A) Armageddon - Chance for Fire Damage
    • (33) Armageddon - Damage/Endurance
    • (33) Armageddon - Accuracy/Recharge
    • (33) Armageddon - Accuracy/Damage/Recharge
    • (34) Armageddon - Damage/Recharge
    • (46) Force Feedback - Chance for +Recharge
    Level 35: Tough
    • (A) Aegis - Resistance
    • (36) Aegis - Resistance/Endurance
    • (36) HamiO:Ribosome Exposure
    Level 38: Granite Armor
    • (A) Aegis - Resistance/Endurance
    • (39) Aegis - Resistance
    • (39) HamiO:Ribosome Exposure
    • (39) Luck of the Gambler - Recharge Speed
    • (40) HamiO:Enzyme Exposure
    • (40) HamiO:Enzyme Exposure
    Level 41: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (42) HamiO:Enzyme Exposure
    • (42) HamiO:Enzyme Exposure
    Level 44: Hurl Boulder
    • (A) Apocalypse - Chance of Damage(Negative)
    • (45) Apocalypse - Damage/Endurance
    • (45) Apocalypse - Accuracy/Recharge
    • (45) Apocalypse - Accuracy/Damage/Recharge
    • (46) Apocalypse - Damage/Recharge
    Level 47: Minerals
    • (A) Luck of the Gambler - Recharge Speed
    • (50) Gift of the Ancients - Run Speed +7.5%
    Level 49: Crystal Armor
    • (A) Luck of the Gambler - Recharge Speed
    • (50) Gift of the Ancients - Run Speed +7.5%
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Fury

    I throw together builds like this when people state that INF is no object. In reality, a more reasonable build like this one will perform quite well. It still is expensive, but nowhere near the 5 billion inf pricetag.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Stone Armor
    Power Pool: Teleportation
    Power Pool: Fitness
    Power Pool: Fighting

    Villain Profile:
    Level 1: Stone Mallet
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (5) Kinetic Combat - Damage/Recharge
    • (9) Kinetic Combat - Damage/Endurance/Recharge
    • (48) Mako's Bite - Accuracy/Endurance/Recharge
    Level 1: Rock Armor
    • (A) Luck of the Gambler - Recharge Speed
    • (7) Gift of the Ancients - Run Speed +7.5%
    Level 2: Heavy Mallet
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (5) Kinetic Combat - Damage/Recharge
    • (9) Kinetic Combat - Damage/Endurance/Recharge
    • (48) Mako's Bite - Accuracy/Endurance/Recharge
    Level 4: Stone Skin
    • (A) Aegis - Resistance
    • (7) Aegis - Resistance/Endurance
    • (46) Steadfast Protection - Resistance/+Def 3%
    Level 6: Recall Friend
    • (A) Empty
    Level 8: Fault
    • (A) Mocking Beratement - Taunt
    • (11) Mocking Beratement - Taunt/Recharge
    • (11) Mocking Beratement - Taunt/Recharge/Range
    • (15) Mocking Beratement - Accuracy/Recharge
    • (17) Mocking Beratement - Taunt/Range
    • (25) Mocking Beratement - Recharge
    Level 10: Swift
    • (A) Empty
    Level 12: Taunt
    • (A) Mocking Beratement - Taunt
    • (13) Mocking Beratement - Taunt/Recharge
    • (13) Mocking Beratement - Taunt/Recharge/Range
    • (15) Mocking Beratement - Accuracy/Recharge
    • (17) Mocking Beratement - Taunt/Range
    • (25) Mocking Beratement - Recharge
    Level 14: Teleport
    • (A) Empty
    Level 16: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (40) Numina's Convalescence - Heal/Endurance
    • (42) Numina's Convalescence - Heal
    • (46) Miracle - +Recovery
    • (46) Miracle - Heal
    Level 18: Seismic Smash
    • (A) Crushing Impact - Accuracy/Damage/Recharge
    • (19) Crushing Impact - Accuracy/Damage/Endurance
    • (19) Pounding Slugfest - Accuracy/Damage
    • (23) Pounding Slugfest - Damage/Endurance
    • (37) Pounding Slugfest - Damage/Recharge
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod
    • (21) Performance Shifter - EndMod/Recharge
    • (23) Performance Shifter - EndMod/Accuracy
    Level 22: Rooted
    • (A) Regenerative Tissue - Heal/Endurance
    • (43) Regenerative Tissue - +Regeneration
    • (43) HamiO:Golgi Exposure
    • (43) HamiO:Golgi Exposure
    Level 24: Boxing
    • (A) Empty
    Level 26: Hurl Boulder
    • (A) Thunderstrike - Damage/Endurance/Recharge
    • (27) Thunderstrike - Accuracy/Damage/Endurance
    • (27) Thunderstrike - Accuracy/Damage
    • (34) Devastation - Accuracy/Damage/Endurance/Recharge
    • (37) Devastation - Accuracy/Damage/Recharge
    Level 28: Build Up
    • (A) Adjusted Targeting - Recharge
    • (29) Adjusted Targeting - To Hit Buff/Recharge
    • (29) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (50) Adjusted Targeting - Endurance/Recharge
    • (50) Adjusted Targeting - To Hit Buff
    Level 30: Mud Pots
    • (A) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (31) Scirocco's Dervish - Damage/Endurance
    • (31) Multi Strike - Damage/Endurance
    • (31) Multi Strike - Accuracy/Damage/Endurance
    Level 32: Tremor
    • (A) Eradication - Chance for Energy Damage
    • (33) Eradication - Accuracy/Damage/Endurance/Recharge
    • (33) Eradication - Accuracy/Damage/Recharge
    • (33) Cleaving Blow - Accuracy/Recharge
    • (34) Cleaving Blow - Accuracy/Damage
    • (34) Cleaving Blow - Damage/Endurance
    Level 35: Earth's Embrace
    • (A) Doctored Wounds - Recharge
    • (36) Doctored Wounds - Heal
    • (36) Doctored Wounds - Heal/Endurance/Recharge
    • (36) Doctored Wounds - Heal/Recharge
    • (37) Doctored Wounds - Endurance/Recharge
    Level 38: Granite Armor
    • (A) Aegis - Resistance/Endurance
    • (39) Aegis - Resistance
    • (39) HamiO:Ribosome Exposure
    • (39) Luck of the Gambler - Recharge Speed
    • (40) HamiO:Enzyme Exposure
    • (40) HamiO:Enzyme Exposure
    Level 41: Tough
    • (A) Aegis - Resistance
    • (42) Aegis - Resistance/Endurance
    • (42) HamiO:Ribosome Exposure
    Level 44: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (45) Luck of the Gambler - Defense/Endurance
    • (45) Gift of the Ancients - Run Speed +7.5%
    • (45) Gift of the Ancients - Defense/Endurance
    Level 47: Minerals
    • (A) Luck of the Gambler - Recharge Speed
    • (48) Gift of the Ancients - Run Speed +7.5%
    Level 49: Crystal Armor
    • (A) Luck of the Gambler - Recharge Speed
    • (50) Gift of the Ancients - Run Speed +7.5%
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
  17. While Ouroboros is more than a travel power, it would certainly be nice to access zones like Steel Canyon quickly via ourobors.
  18. Quote:
    Originally Posted by Another_Fan View Post
    Let me lay out the upshot of that and ubers position. What you are arguing for is allowing additional advantages to people who already have a skill and familiarity advantage with the game.It should come as no surprise to anyone who is thinking about how any game is played or even basic human psychology that people stayed away in droves.

    You can say it makes sense all you want but what it amounts to is giving the big kids large bats and telling them go beat on the little ones.

    I thought I had a dim view of the community before, but to have people seriously argue that they have a right to wail on people just because they have "Paid their dues". Well that is really just ugly. What kind of sense of accomplishment could anyone take away from that ? I don't even want to go into the great joy of a team of 8 beating on 1 guy in the zone.

    That isnt a game its just sick. Yes you can make the rules for a game however you like just don't be shocked when people don't play.

    Edit: and if you want to take the real life work as a mini game most sports place strict limits on the equipment that can be used and what athletes can do to enhance performance.
    This mentality is not supported in any MMO I know of. I don't think it should be supported in CoH either.

    Try PvP in Aion. It's brutal. You get ganked by their equivalent of 'purpled out' players. You'll get ambushed mid fight. You'll have a raiding party 6v1 you. If you don't like doing that, well, you don't enter the PvP zone, or you adapt and find ways to fight back. You level up and get your own loot. You grab a few friends and completely wipe that legion in PvP.

    That's PvP, and it's fun. You will get angry at players for being 'mean' and 'unfair'. So the question is: what are you going to do about it? You could fight back, using the exact same tools that are available.

    Casual players shouldn't dominate PvP - and they don't in other games. However, casual players should be able to enjoy PvP. Right now, in CoH PvP 2.0, casual players still don't dominate PvP, and now the majority of players do not enjoy PvP. The concept failed: balance PvP and try to lessen the gap between the casual player and the hardcore player.

    The goal should be this:

    Make PvP challenging and fun. Give reasons to PvP for not only hardcore players, but casual players. Give reasons to encourage players to team up so that casual players can play alongside hardcore players.

    I have a topic in the suggestions forum of a way to encourage teaming in RV, that will likely attract players of all types. Some players will have an advantage over others, but don't discount humanity's capability to adapt to circumstances and learn from painful defeats. So you lose to someone who plays dirty. You can come back and do the same thing. Get ganked? Gank back. Just don't get your blueside spandex pants into a wad because some villain is being mean.
  19. If you don't use custom mobs, your XP gain will be identical to a normal mission if you have a minion, lieutenant, and boss in your group.

    I agree that custom enemies does need to be looked at again.
  20. Quote:
    Originally Posted by Twisted Toon View Post
    Was that Tenor or Alto?




    Or some odd combination of the three?
    That's a tenor singing falsetto. The sad part is I've heard some singers do vocal warmups that sounded like that.

    NO, that is not smoothing your passagio. That's murder.

    Oh, and the words were great!
  21. Well, what do you want to do with your SS/WP? Once you decide that, then you can design a build that fits your taste.

    Here are your options for what to prioritize:

    1)HP/Regen
    2)Defense
    3)Recharge

    The good thing about HP/Regen is some of those sets actually overlap with recharge. For example, crushing impact is a relatively inexpensive set that gives a 5% recharge bonus and a moderate health bonus.

    If you want to look at increasing your survivability, stacking defense onto your build will work wonders. If you don't get hit as much, your regen is even more powerful - and helps reduce painful alpha strikes. For this set, you would go for typed positional damage- typically Smashing/Lethal and Energy/Negative only. Smashing/Lethal would be kinetic combats in single targets for 3.75% defense per slot (4 to slot) and reactive armor would give you 1.88% S/L/E/N defense for 4 slots as well. Stack a few of those up, and you can get some really nice numbers.

    Then there's the purpled recharge build that well, has decided the best defense is a good offense. For brutes, it works wonders.

    As I said, you just have to decide which build you want.
  22. Recluse's Victory:

    Currently, Recluse's Victory is a level 50 PvP zone, where players are to capture pill boxes in order to affect the outcome of which side wins. In reality, outside of badge farming, pillboxes aren't really that important to what goes on in RV.

    Recluse's Victory Now:

    The scene here is quiet. Often you will encounter dueling or fight clubs, but for many, Recluse Victory is a ghost town. You'll see the occasional badger grab a heavy, and some team PvP on occasion, but it isn't very frenetic.

    A Reason for Recluse's Victory

    As I said earlier, there is no real reason to capture pill boxes. You don't really get anything tangible.

    Suppose now, that by capturing the pillboxes, the winning side would unlock a drop table that would allow PvP recipes to drop at a conservative rate from enemy NPCs in the zone, as well as players.

    As long as one side controls the majority of pillboxes in the zone, players from that side can kill enemy NPC's as well as players for a chance to get a PvP IO.

    Now, this means that we will see farmers in RV, and we most certainly will see newcomers to RV. You will have carebears, and hardcore PvPers, and people running crying to Positron saying how so and so killed them while they were fighting an NPC and how unfair that was.

    It's PvP, and well, Risk vs. Reward.

    I believe this idea could kill two birds with one stone:

    1) Make PvP in RV a little more interesting
    2) Reduce some of the prices of some PvP IOs.

    There are other things that need fixing with PvP, but this topic is not for that discussion.
  23. Quote:
    Originally Posted by macskull View Post
    The problem with PvP before I13 wasn't that it was unbalanced (yes, there were some things that needed to be changed, and just about every PvPer worth anything in the old system knew that, and many even offered suggestions for changes that would make it more beginner-friendly), it was that there was absolutely zero incentive to PvP other than for the sake of PvPing.
    Thanks for taking the time to explain some things. I'm not familiar with the history of PvP in CoH, only that it is a sore wound. As I said, I'd like to enjoy PvP here as I found it quite fun in Aion.


    Quote:
    If the devs are serious about "fixing" PvP to make it more attractive, it needs to have more tangible rewards that improve your character in PvE as well as PvP - rewards need to be common enough as to be meaningful and not feel impossibly difficult to attain, but rare enough that there won't be a glut of them. PvP needs actual minigames instead of the non-PvP-related zone events in the PvP zones, with worthwhile rewards for the winning team.
    I had an idea about that today.

    In RV, you are supposed to capture the pillboxes in order to change the appearance the zone to show which side is winning. However, there is no real incentive to do this.

    Enter PvP IOs.

    Let's suppose that the NPC's in the zone were assigned a new PvP drop pool at a reasonable rate determined by the devs. However, to have a chance at getting drops from the pool from the enemies you kill, you had to control the zone, by taking pill boxes.

    Now, you don't simply go to RV to farm PvP IOs, you have to capture (and potentially defend) pillboxes in order to allow players to acquire PvP IOs by wiping out the enemy forces.

    The turrets should be raised from boss status to something higher - perhaps even AV status, so they aren't easy to take solo.

    Now there are is a real incentive to controlling RV, and a reason for players to try to PvP, and a real reason for SGs to begin establishing a presence in RV.

    In fact, I think I'll throw this out to the wolves in the Suggestions forum.

    Quote:
    Lastly, revert to I12 rules, keep the global resistances in the patron/epic shields (not the base resists though), add unresisted travel suppression for being hit by a melee attack, and find a middle ground between the old and new mez systems (neither one is very good in a PvP context).
    That sounds good to me.


    In CoH, mezzes are used as offense, defense, and disruption. Under the old rules, the best way to take someone out of a fight in a team match, where Clear Mind and the like would be flying around all the time, would be to bring a Sonic or FF and cage them. However, cages are virtually useless under the new rules because their duration is so short, even on control ATs.


    Quote:
    There are far better Corruptor builds than Fire/Dark. Until every powerset is exactly the same, though, there will always be builds that are popular because they're better. That's just the nature of the beast. I13 was supposed to eliminate FotMs, but all it did was axe some old ones, introduce some new ones, and some are still around from the old days (Fire/EM Blaster, anyone?).
    I'd like my dark/elec/mu brute to sap in PvP

    Quote:
    Reaction time and movement is part of player skill - if you're always aware of your surroundings, as you should be in a PvP environment, you won't often get surprised, and when you do get surprised, you'll have the reaction time to do something. Now, though, you'll get hit with a mez and you'll be dead before it wears off because there's nothing you can do until it wears off. Under the old system you could've at least popped a Break Free and tried to get away. Your powers work exactly the same way against NPCs in a PvP zone as they do in a PvE zone, but the reason encounters are more dangerous against NPCs is because of DR, travel suppression, and heal decay (which NPCs have none of).
    See above concept for RV. If there's reason to be involved in attacking NPC's, you won't be as aware of your surroundings. In either case, that 50% idea isn't really what I want out of PvP.

    Quote:
    Pre-I13 PvP was balanced just like PvE is - for the most part, team encounters. Team balance was thrown out the window in favor of solo balance so that everyone could "contribute equally" (read: do damage, nevermind that a team would have disruption/debuff, buff, and damage dealers so everyone was contributing). The reason you don't see many buffers around these days is because they've just turned into farm targets who are much less able to help their teammates than they were under the old rules.
    Then I think that the new PvP goes against the entire structure of the PvE CoH experience.
  24. Quote:
    What is the most UNDERpowered Brute Primary?
    Superstrength.



    ....during a rage crash.
  25. Quote:
    Originally Posted by black_barrier View Post
    let me use an analogy for this one.

    i12: you're racing straight towards a brick wall on a 2009 camaro at 95 mph, fully equipped. if you have half a brain, you can hit the brakes, and stop before hitting the wall, or you can also hit the emergency brake and swing around it.

    i13: you're driving a rusted yugo, with no emergency brakes, a busted transmission and faulty brakes. you're racing at 50 mph towards the brick wall. guess what? you're ******, because you're gonna hit it, no matter what. you just have a bit more time to say your prayers.

    increasing the length of fights results in mediocre players thinking they will survive the onslaught of a more experienced player, only to realize how hopeless they are after the first 10 seconds of "fighting".

    why does regen work so nice in i13? because it was already good at slowing the fight.
    in i12, fighting a bad regen meant i'd spend 5 minutes running him out of breakfrees on my dom, then the next 5 farming him. that was a slow match.
    when you allow for further slowing, you end up with trash like 1-0 scores in 10 minute matches between good players and bad regens.

    now, crap like DR does the opposite to squishies because of how the curve works. a dark/cold will get destroyed by good burst damage because it can no longer slow the fight like it used to in i12 (unless you're fighting a downie with fire damage and no kb protection). it's the whole big discrepancy between debuffs and buffs, and melee DR vs. ranged DR.
    I'm not doing a very good job of describing PvP in Aion. PvP fights usually last about 15-30 seconds. If a player is good, it goes on for about 60 seconds.

    The point I was trying to make is that Aion solved PvP balance issues by maintaining PvE balance on NPCs, but using a different balance system on PC's. This meant that an incoming player to PvP will find that enemy mobs behave exactly as they are expected to, while PvP combat is the foreign element.

    For Aion, that meant that the incredible burst DPS classes (rangers, sorcs, sins) couldn't insta-gib someone because damage was reduced by 50%. This allowed players time to react, pop potions, or run away. This solution is far superior to the current DR system.

    In any case, this isn't quite the point I was aiming for.

    The PvPvE environment of Aion meant that players were encouraged to try it out - and found that it can be incredibly enjoyable. On top of that, PvP was balanced around teaming, rather than 1v1 in some cases. PvPvE in Aion works incredibly well, and I think a similar system of balance and gameplay would be much more acceptable to the masses..