m3lon

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  1. I didn't even consider the possibility of scourge counting for each wave of arrows. This is chest bump worthy!
  2. Oh yeah!

    *Raises hand to give high five*
  3. Quote:
    Originally Posted by Soap View Post
    Like when they used to tell us that power appearance customization was impossible...
    It is impossible; i16 is just a delayed April Fools joke.
  4. Honestly, instead of spending $15/month on the game, you can just go buy a knife. Clearly you hate yourself, and though this quest is among the better ways to prove it, suicide is the traditional alternative.
  5. Quote:
    Originally Posted by CoyoteShaman View Post
    Not remotely likely, since having a roughly similar ratio of defenders in the game does not equate to having them being huge numbers on every team. A perfectly equal ratio would be just under 20% (just under because of the lower number of khelds). Even if you assume a full 20% for a slightly high ratio, you're still only looking at about 3 for every two teams. On one team you've only got one and the other team only two. Most certainly not what anyone would consider en masse nor what I would consider being overpowered.

    Robin
    The overpoweredness of Defenders multiplies with Controllers. Ignoring khelds, that's 40% of the player base in a perfectly even distribution. In my experience, teams where 3 of players are competent controllers/defenders the Risk/Reward ratio goes straight out the window. So if it's an even distribution on the average team, the risk/reward curve fails in my book.

    Not to say that I believe the man is trying to keep us down. I'm just saying it.
  6. Quote:
    Originally Posted by CoyoteShaman View Post
    Trash, I think this point right here is extremely lucid and is really the first thing to be determined. It would really help if we could find out from a dev if the ratio of defs in the game really is what we think it is (very low) and if that is how they want it to be. It's very possible that they want the number of defs to be low... for some reason I can't currently fathom....
    Defenders in mass are overpowered?
  7. Quote:
    Originally Posted by StratoNexus View Post
    ..."Nerf controllers" (and Fulcrum Shift)...
    Thanks, I'm going be quoting this out of context for months
  8. Secret Handshakes!!!

    Oh crap, I forgot to preface that. If you're not a defender don't read the previous line. This is serious classified Defebcer business.

    Did you stop reading? Good. Okay, we all know that Defenders are a secret society that controls everything. It was nice to see that we completed our long struggle to get that silly tanker Statesman out of power, and we finally have a Defender (Positron) running the show. It's a bit sad that we had to concede some power to Blasters, with Castle being the powers guy and Jlove controlling costumes (undisputably the most important anything ever), however the lead designer is one of us, making Defenders the dominant archetype kthx. Time to rub it in.

    My idea is to give defenders elaborate secret handshakes. Each primary combination will get thier own hand shake. It will come in the form of a power that is only available when your vigilance bonus is at 100% or more. The animations will have to be short and sweet, so that the lesser folk to catch wind of it. I imagine something like this:

    Quote:
    Tanker: Herding to here!
    Blaster: Okay, I will help aggroing another group entirely.
    Scrapper: That sounds like fun, I shall also ruin everything.
    Controller: How do I leave atlas park?

    At this point the defenders share a quick glance. They know what's about to happen, as their bodies have been longing for this moment ever since they found themselves united on this pug. As they lung forth to each other they embrace, hands clasping like a formal business meeting. They feel each other's shiny leather gloves as their forearms slide up one another and their elbows lock. Only then do they break eye contact, knowing at this very moment they must dosey doe like they've never dosey doed before.

    Kheldian: CYST!!!!!!!!!!!!!!!!!!!!!!
    On the scale of usefulness, I can see this being just a little bit less useful than having a keybind that randomizes your keybinds, but it's still better than current vigilance.
  9. I'm not going to be bothered to read the thread, I'm just going to assume that this has become relevant:

    nerf controllers please
  10. [ QUOTE ]
    someone please bulldozer this thread before we loop the arguement for a 5th time...

    [/ QUOTE ]

    I like your new avatar.
  11. [ QUOTE ]
    [ QUOTE ]
    (QR)
    Scrappers do not need buffs.

    [/ QUOTE ] I disagree, Scrappers are horrible on teams. They don't bring anything to a team at all.

    [/ QUOTE ]

    I think you're confused. I'm pretty sure you meant to say:

    [ QUOTE ]
    I disagree, teams are horrible for Scrappers. They don't bring anything to a Scrapper at all.

    [/ QUOTE ]
  12. [ QUOTE ]
    [ QUOTE ]
    I've only been playing since I9, so I haven't witnessed any major controller nerfs. I have witnessed and partaken in Controllers and Defenders breaking the game in silly ways, and even Castle officially recognizing RO for leveraging the game mechanics to cheat. I think it's fair to say that overall controllers are at least as good as defenders. Given all that I've witnessed in game I don't feel like a buff for defenders is in order, except to make it undisputable that Defenders are the higher damage AT. That said, I much rather see controllers nerfed.

    I think that Blasters were underpowered for the same reason Controllers became overpowered. Having two damage sets made Blasters a subpar class overall because only the very strong could survive enough to do their omgwtf damage. Controllers on the other hand have the best mitigation short of a Tank or MM (and even then it's situational as to which of the three brings the most mitigation) which made them less amazing, but giving them even average damage output was overpowering.

    It's really a case of whether the glass is half empty or half full, but somebody needs to just fill it up with nerf and hand it to controllers.

    [/ QUOTE ]

    People keep bringing up RO and holding it up as an example. Doing this is doing so in the dark especially if you compare this to standard teams. If you wish to bring up RO then do so as a comparison to a controller version of RO such as Pressure Cookers.

    8 controllers on a team requiring a single one of them to set containment for all the rest to be able to unleash masses of double damage. Buffs/debuffs that stack to the caps just like RO (because the buff values aren't different enough to prevent it).

    Every thing on the map locked down every spawn so that it can't do a thing and even the ability to lock down an AV with triangles up.

    Then add in 24 fire imps dealing damage and spreading aggro from the 1 in 1,000,000 mob that didn't get locked down from mass controls.

    Anything an RO type defender team can do an RO style controller team can do too. I'd venture to say that the controllers do it faster, safer, and just as ridiculously as the defenders do.

    [/ QUOTE ]

    All the more reason to trick all the controllers into buying life time subscriptions then BOOM headshot... with a Nerf rifle of course.
  13. I've only been playing since I9, so I haven't witnessed any major controller nerfs. I have witnessed and partaken in Controllers and Defenders breaking the game in silly ways, and even Castle officially recognizing RO for leveraging the game mechanics to cheat. I think it's fair to say that overall controllers are at least as good as defenders. Given all that I've witnessed in game I don't feel like a buff for defenders is in order, except to make it undisputable that Defenders are the higher damage AT. That said, I much rather see controllers nerfed.

    I think that Blasters were underpowered for the same reason Controllers became overpowered. Having two damage sets made Blasters a subpar class overall because only the very strong could survive enough to do their omgwtf damage. Controllers on the other hand have the best mitigation short of a Tank or MM (and even then it's situational as to which of the three brings the most mitigation) which made them less amazing, but giving them even average damage output was overpowering.

    It's really a case of whether the glass is half empty or half full, but somebody needs to just fill it up with nerf and hand it to controllers.
  14. So it's time to finally nerf controllers
  15. Personally I nuke pretty much at every chance so long as the following conditions are met:

    1. Nuking will not cause me to die, or there is somebody with a rez.
    2. I have a dependable way to get back to attacking in a few seconds. Generally this means I have to carry a couble blues, or team with a good kin/empath.
    3. I will not hit more enemies by waiting. If for instance we're fighting a small group while a couple groups ahead are clumped together I wait for the bigger one. However, I'm usually going to hit about the same number anyway, so mainly I just don't nuke tiny groups.

    The only nukes I've used are Inferno Blizzard and Atomic Blast. I'm the type of person that pops two purples and teleports into a group and nuking. Granted I'm probably a little more aggressive than a sane person, but I have fun with it.
  16. Stone Armor for Tanks: Survivability is thrown around like confetti hero side, and Stoners basically take crippling buff in exchange guaranteed survivability. Considering how frequently the extra survivability is overkill, I feel sorry for the non-irl stoners.

    Mind Control: The lack of an AoE immobolize/stun means it's pain to set domination for AoE attacks. Furthermore when purple out your mind troll, you can stop groups every minute with Total Domination and Mass Confusion. Fire Control on the other hand can stop groups nearly as well with Flashfire and cages about every 45 seconds using just SO's. Mind Control really just seems to suffer in the post-io world.
  17. [ QUOTE ]
    I always assumed this is how it would work. To my knowledge, no MMO ever allowed a character to gain XP on an inactive account.

    [/ QUOTE ]

    Eve has the funny system where you pick a skill and after X amount of real time it'll be trained. Up until sometime last year selected skills would continue to train while your account was inactive.
  18. m3lon

    Starting a team

    /bind p t $target, Would you like to join a mission team.

    /who

    SPAM SPAM SPAM

    Mish set, go hunt!
  19. One of the biggest reasons I don't farm more is because every time I go to atlas park to start one I end up explaining game mechanics to people. It amazes me how little attention the average player pays to game mechanics.
  20. I wouldn't call it a blind assumption, I'm still calling you a bad player based solely on things you say. I'd tell you to read your own posts, but for one I wouldn't want to subject that to even my worst enemies, and you don't seem like the type to admit error.

    Also, it's simple to be angsty and breif. Try it.
  21. [ QUOTE ]
    Doesn't seem like a big difference to you, right Turbo? And yet it is in actual game play. What is part of why I find defenders more fun then corrupters? The fact that they don't die frequently. As I'd previously mentioned, with no to-hit debuff slotting in radiation infection on a defender Atta was unable to kill me. In fact, once I stopped joining PUGs at level six my rad/rad defender practicably was immortal. Only reason that character got deleted at level 26 was because I had grown frustrated with teams back in issue four. My corrupter however still is dying at least six times per mission at least at level 12. Has been since level five. I get tired of dying constantly, and log out in favor of a more fun character. I'm slowly slogging through the levels because my rad/rad corrupter is part of an overall RP storyline me and a friend are doing in CoX. To me, it's not fun so I don't play it. Dying constantly isn't fun.

    [/ QUOTE ]

    I think you just called yourself a bad player.

    Furthermore, you've sworn off teaming and you're arguing about two heavily team oriented archetypes. You don't have any high level corrs, so you're specifically talking about low level soloing. You're managing to die 6 times per mission, so you aren't talking high level or even average play. You're seriously blowing my mind. The last time I played a lowbie rad I don't think I've ever had a mission where there were 6 deaths and I rarely do anything other than 8 player pugs. I can't quite comprehend where you're coming from.
  22. C'mon people, this Corrupter vs Defender rivalry needs to end. The differences are fairly minute. We need to stop fighting each other and start fighting controllers.... and kins... and kinetic controllers!
  23. I have 1 KB IO slotted. I assume that pylons do silly mag **** you knockback and I'm screwed. Am I mistaken?
  24. I don't often play my brute as a tank intentionally. If can survive a group I'll likely be the first one in just because I'm impatient and fast. Usually if I'm actually tanking for a team they're buffing me to the point where I am a tank, otherwise they can fend for themselves. I tend to take taunt in the later levels because it comes in handy for getting things to chase you rather than you chasing them.

    Most useful advice I can offer is that inspirations are your friend. I keep 3 Lucks, because in a jam you won't die if you eat 3 Lucks... usually. The rest of my inspirations I eat often. If my inspiration tray fills up, as a reflex I start mashing F1 to get rid of them. They drop frequently no sense in not using them. Also, most of the times when I get a wakie I just delete it. They don't keep you alive and if you die in a place where you can use a wakie safely you're more of a [censored] than a brute.