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Posts
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Joined
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People don't want to spend the time duping crap to test, copying characters, and respec'ing them there. Besides, at a point when most of the PvPers left have moved to Freedom, there's really not much point in getting them to move again.
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The set probably isn't all that wonderful in the hands of a Corruptor until Scourge starts to kick in, but thanks to Boost Range, Defiance, and the Blaster damage mod, I'd rank Archery behind Psi, Fire, and Sonic for Blaster primaries. I'd love to put Rad up on that list but aside from Cosmic Burst they managed to make Rad into "just another Blaster set" when they messed with the recharge times.
I don't think I'd rank Elec that high on your list, as it only seems useful when paired with an end drain secondary like Therm or Kin. -
Quote:The only PvP spec'd melee I have on Justice is my Spines/Regin, and even that's specifically built for ranged combat (Webnades to keep 'em grounded and Shuriken, Impale, and Trow Spines for range), plus Spines just isn't all that good after I13. Generally my role in a team situation is webnade and tauntbot. Only other thing I have is a BS/WP at level 41 that I was working on for ladder matches but the ladder tanked before I finished it so I'm probably going to delete it. I've got an SS/Fire I use for farming but it's not worth the time, effort, or inf to accolade and dual-build just to prove someone is bad when I'm already 100% positive anyways.Dude, mac...can you PLEASE just duel this guy already? Don't you have toons on justice? Please just show him what will happen any time he plays any real PvP'er. Use his rules. Just use a toon that's you've spent more money on than him, and the win is 100% guaranteed.
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Quote:No one knows for certain whether time moves faster or slower in different parts of the universe. We simply don't know enough about it to determine what's correct and what isn't. I'm talking about proven facts, not theorycrafting. This isn't a quantum physics debate. It never has been, it never will be. It's a numbers debate, simple as that. We're using numbers that have been backed up by twelve issues of PvP in a wide variety of situations including the ones you're bringing up. You're using numbers that you think apply to your limited and narrow view of the PvP world while you completely toss aside anything and anyone that might *gasp* prove you wrong. Congratulations, you're good at standing in melee range, clicking attacks, and occasionally clicking a heal if your health gets low. I could sit my little cousin (who has never played videogames, much less this game) down at the computer, tell her "these buttons are attacks, these are heals, use them when your health is low," and she'd be at the very least competitive against other fiteklubbers. I couldn't drop her into standard zone or arena PvP and have that same level of success. In short, standing in melee range bashing on each other until you die doesn't make either of you good players. A good player is able to play a variety of characters well in a variety of situations, and your experience playing only melee builds in a fiteklub environment kind of contradicts that.Actually the actual math and science of the universe is unknown and still debated, much like the things on these forums. It's more like i'm debating about time moving slower and faster in some parts of the universe but people who don't want to believe it or can't even imagine it, deny it.
Somewhere upthread you mentioned you don't share your builds with people. That's unfortunate because it means you will learn nothing from those with more experience than you, and you'll be shutting out players who want to learn? Is that really how you want to make a name for yourself? For example, I could probably rip your build a new one without even taking the Medicine pool out of the build, and as a result you'd be "stronger" in whatever it is you do, but your refusal to share builds means that will never happen. Also somewhere upthread you mention that a melee fiteklub duel should be a tie given equal build and "skill" and someone will only win if they're more offensive, but what if both players are equally offensive? Logic would dictate they'd kill each other at the same time, every time, but experience and the game mechanics say that will rarely, if ever, happen (it's only ever happened to me once the entire time I've been PvPing).
Quote:Also, the facts and statistics of HF vs Aidself cannot be debated. Those are absolute numbers.
Quote:But which is better can be debated. HF is better then aidself because it's interrupted and heals more, but aid self is better in the way that it can be picked up by any AT. Meaning any brute can get a heal almost like HF. Aside from HF, fire doesn't really have anything to offer, so it's useless imo.
Aside from Healing Flames, Fire has Fiery Embrace which stacks with Rage or Build Up for very high-damage spikes, it has Burn which is good Stalker repellant (and is the only player-available mez protection left in PvP as far as I'm aware), it has good slow resists, and it has high resistance to one of the most common types of damage found on Scrappers, Blasters, and Doms. I'd hardly call that "useless." However, your one-dimensional view of the game may well render it useless, and that's your loss. -
Quote:Which tournies would those be? I recall Shin entering a grand total of one tourney on his Elec/Therm, and I'm pretty sure that was the lolfiteklub no inspires one (yeah, it takes lots of skill to win a no-inspires tourney on an Elec/Therm). Shin wasn't the first Elec/Therm on Justice either, I'm 90% sure Dream and Deth had them first (but I forgot, you have no idea who those people are because you have almost zero experience with the better players on the server).Vince said he wasn't the best. Stone brute the 1st or someone else was. He won their tournies for a few years until shin's ele/therm. I know it's easy button now, but at the time she was the only one on the server, and just dominated everything.
Quote:Daves dom on no DR was awesome too. Took some duelers that i still can't take today.
Quote:The MM stuff was just for fun, when heroes were winning or ganked their toons they would all go get their MMs. -
Quote:There were several threads before I13, all of which were brought to the devs' attention (and some of which even had redname posts). There was lots of good feedback during I13 closed beta but PvPers were basically told most of the I13 changes were non-negotiable and just about the only things that've been fixed since then as a result of player request were NPC mezzes, knockback protection, and a few travel suppression-related issues, and we've got a few doggie treats thrown our way in the form of arena options and tweaks (sudden death being one of those odd ones that no one really likes). I think I was the only one to give them reliable reproduction steps to fix being able to attack someone during the 10-second phase period after respawn in arena as well. Since I16 went into closed beta, at least three trivial PvE "fluff" bugs I've reported (they were, as best I am aware, fixed because of bug reports I filed on live and test - one was the very tiny jump speed debuff on Shadow Fall and the other was the /e alakazam emote not working right when shapeshifted on a Kheld, can't remember the third). If I'd've known they'd put more effort into fixing cosmetic bugs with zero real impact on gameplay, I wouldn't've bothered to even bring up PvP bugs.No, i'm not completely aware of the past, and i assumed the idea has already been thrown, as a lot of people were attached to pvp before i13 and would have done anything to get it back.
What i don't understand is why we gave up. If we keep pushing something, it will fall over. We're dealing with human beings that can be influenced. This is not something to be considered impossible, because if you try hard enough something will change.
I think we're doing it wrong, at least some of it. The devs are never going to listen to us if everytime we have time to throw some words in we throw in pages and pages of ideas. We need to summerize, and tell them what needs to be fixed or changed right away and save the little stuff for later.
The past is a large factor in winning, as i wouldn't want to make the same mistakes some others have made, so i wouldn't mind hearing what has happened.
Since I13 I've started two PvP feedback threads, one of which was brought to the attention of the devs, and which began an exchange of PMs between myself and a developer. Unfortunately, while I think they've taken note of our concerns, I don't think there will be any meaningful changes to the way things work. That is why most players have just stopped trying. So please, don't tell us we're not trying hard enough, or we're not doing it right. -
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Bad and faulty logic is worse than no logic at all. Somehow you've managed to make yourself look worse and worse every time you've tried to apply "logic" to one of these discussions ("I was distracted by someone summoning a pet" or "Aid Self is better than Healing Flames because every powerset can take it" are lolworthy at best and downright sad at worst).
You can believe the world is flat, and that the universe revolves around the Earth, and argue those points 'til you're blue in the face, but experience and numbers prove otherwise and continuing to stubbornly maintain a position that's incorrect will get you nothing but laughter from those who know better. -
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Mixed bag, I think. Ideally I'd want to be playing with a team I knew well and I could rely on to play their respective roles well in a team environment, but at the same time I understand how someone who doesn't have that might get frustrated when they try and form a random team and get facerolled.
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Quote:Basically you have three options, since a server merger will never happen and cross-server zone/arena seems less and less likely as the days go by:I was wondering if anyone thought it be a good idea to merg 2 of the smaller servers to improve the game play in both PVE and PVP, also why cant RV be like warburg where everyone can attack everyone or instead make another PVP zone @lvl 50 that works the same way warburg does?
i'm on guardian right now and would love to see us merg with another one of the smaller less active servers.... if anyone has any suggestions or ideas regarding how to acheive/approach this please feel free to contact me!
1. Transfer stuff to Freedom or start over there
2. Try and play against the two or three people left on Guardian
3. Unsub and go somewhere else
Option 1 is probably the best investment for your time if you're insistent on staying with this game, but in the long run I'm guessing option 3 is probably best. -
No one else I know refers to it as "warzone," it's either "zone" or the more grammatically-correct "zonal." Must not be that self-explanatory if no one else uses it.
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Blasters have a different version of the power I think. Brutes have to worry about Fury which makes everything suck in comparison.
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Heh, nice necro... but seriously, Dark/Kin's not a good combination anymore. It was decent under the old rules but now I'd just roll something else.
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Yeah, but most of the time your opponent will have at least a few blues.
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It uses the same mez suppression timer as your mezzes do, though its knockback is on a separate timer.
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Think we've still got enough from Justice to field a team.
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I'm not going to bother to responding to several walls of text, sorry. However, you seem to have conveniently overlooked the fact that I told you that I fiteklub on occasion, and I've never lost. I simplify fiteklub and group you with the Freedom players because your style of play is the same, and it is simple - I know this because I've done it. You simplify standard team PvP as "just calling targets," which is not true. Now, I'm sorry that you found yourself unable to compete at a higher level than "button mash in melee range until one of us dies" but if you really think it's that simple, you should gladly be willing to enter a team in that 4v4. After all, if it's that simple, you should just be able to jump right in and win it, right?
EDIT: Also, Siphon Life's heal is affected by heal decay. All heals are, and it's been that way since I13 beta (they weren't originally but they've been bugged ever since).
EDIT EDIT: You also seem to be insistent that skill is more important than build in fiteklub, and I'm not going to disagree that someone who's done more fiteklub will beat someone who is new to it, but the same goes for higher-level PvP. However, if you assume equal skill, the player who has the better build will win 100% of the time barring luck. That's not true in a setting where inspires and moving around is happening, because you can use those movements and inspirations to your advantage. You claim that inspires aren't balanced because they buff the base attributes of a character, but that's the fact that makes them balanced. Every AT gets exactly the same proportional bonus. -
Quote:Here's the funny thing: I've never lost a melee duel, even under your set of rules.I'm good at what I do, dueling, and bad at what I don't do, warzone. The same goes for you....the only reason you enjoy warzone is because you’re better at it. You have certain preferences so that you excel, and that goes the same with me. I prefer dueling because I’m better at it then warzone. I prefer CoH over WoW because I’m better at it.
No matter how hard I may try, I’ll never be as good in warzone as dueling. Dueling 1v1 comes naturally to me.
Are you really saying that someone who enjoys melee over ranged is a bad player? Even you have to admit that’s incorrect. There are better players then you who enjoy melees more then ranged. I don’t know any specifically, but seeing as “tastes” do not come into play with skill, it can be assumed that they do indeed exist.
You can argue melee fights are harder because your health is dropping faster then if you were to run and kite. Really, you can argue either way. And that’s why I’ve drawn the conclusion that it’s all preferences.
One is not easier then the other. If it was, you could take a “step down” and beat every dueler correct? Since you said it was easier then warzone. Well, you couldn’t and you know that. They are 2 different games, and just because you excel at one does not mean you excel at the other. Learning one is not simpler then the other, playing one is not more simple then the other, because both include the craziest factor of all, a human mind. Something that can not be fully predicted in a situation with more then one choice.
EDIT: To use some of the analogies from up-thread: once you learn to play real baseball, you don't forget how to play teeball. Once you learn how to swim, you don't suddenly forget how to stay above the water in the kiddie pool. Once you learn how to drive a stock car at Daytona, you don't forget how to drive on the street. Once you learn how to do integral calculus, you don't forget how to add or subtract. Same concept goes here - you're looking at different levels of PvP, and since moving up in ability level is simply building on what you've already learned, you don't just forget that. -
Oh, I'm not debating that. A good melee will be able to work disruption via Taunt and webnades (if they have them, which many Brutes and Scrappers will) and occasionally contribute to damage spikes. I was only commenting on his insistence that a melee character is more interesting than a ranged character. I can understand that viewpoint, since a person who wants to rely only on themselves to stay alive and doesn't like moving or using inspirations will want a character that doesn't need either to compete against other characters meeting the same criteria.
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I will tell you that the first 24 levels for either VEAT AT unequivocally suck. Things get better once you have SOs and your branch-specific powers, but it's still a bit slow until 30 or so when you have more of your utility powers and more slots to spread around. That being said, here's the build I've got, which offers a rough starting point. If I were building this now I'd probably do things differently, but this build has worked well for me since it hit 50 a year or so ago.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Persistant Itch: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Channelgun -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResKB(A)
Level 2: Combat Training: Defensive -- DefBuff-I(A), DefBuff-I(7)
Level 4: Longfang -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(11)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(13)
Level 8: Suppression -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(15), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(17), Achilles-ResDeb%(17)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(21), RedFtn-Def(21)
Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25), RechRdx-I(33)
Level 14: Super Speed -- Run-I(A), EndRdx-I(27)
Level 16: Hurdle -- Jump-I(A), Jump-I(27)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Tactical Training: Leadership -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(31)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(33), P'Shift-End%(48)
Level 24: Fortification -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(33), TtmC'tng-ResDam/EndRdx/Rchg(34), S'fstPrt-ResDam/EndRdx(34), S'fstPrt-ResDam/Def+(34)
Level 26: Mental Training -- Run-I(A), Run-I(48)
Level 28: Serum -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Rchg(37)
Level 30: Aim -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 32: Omega Maneuver -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg(39), Det'tn-Dmg/Rchg(39), AirB'st-Dmg/Rchg(39), RechRdx-I(40)
Level 35: Summon Spiderlings -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(46), HO:Nucle(46), HO:Nucle(50)
Level 38: Call Reinforcements -- S'bndAl-Build%(A), S'bndAl-Dmg/Rchg(40), S'bndAl-Acc/Dmg/Rchg(40), S'bndAl-Acc/Rchg(43), S'bndAl-Dmg/EndRdx(50)
Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Ball Lightning -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46)
Level 47: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(48)
Level 49: Assault -- EndRdx-I(A), EndRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
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Set Bonus Totals:- 8% DamageBuff(Smashing)
- 8% DamageBuff(Lethal)
- 8% DamageBuff(Fire)
- 8% DamageBuff(Cold)
- 8% DamageBuff(Energy)
- 8% DamageBuff(Negative)
- 8% DamageBuff(Toxic)
- 8% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 3% Defense(Ranged)
- 3% Defense(AoE)
- 4.5% Max End
- 56.3% Enhancement(RechargeTime)
- 51% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 5% FlySpeed
- 92.4 HP (8.62%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 4.4%
- MezResist(Immobilize) 7.7%
- MezResist(Sleep) 2.2%
- MezResist(Terrorized) 2.2%
- 18% (0.32 End/sec) Recovery
- 16% (0.86 HP/sec) Regeneration
- 9.77% Resistance(Fire)
- 9.77% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 5% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1450;713;1426;HEX;| |78DAA593594F135114C7EFB403852E945228652F4B81163BD0B82F0922A24128A92| |92E516333D0099DA49936338391373F804F9A884B5C5F7D3011080AFAE0B7D2273C| |CB2D8AAF4EDAFF6F7ACFFF9E737AEE4CEEE1E5A0108FA685129BADE88E539CB1F5D| |5B255758A856AA5641AB66F4977D76DBD12CE1BB6633AAE6EB9897977B5EC134224| |FF353BDAACADAF140B35B364D8F5C5E4B2AD9B9669AD15AFEAA535C33D6AAA0723F| |356D9B00DCBD5EA37FE7CB55AD10A35C32805E9F68AE95A86E384E9C7A2A1C376A7| |6CD622F47BDE7A603AE68A5931DD8DF6B99AB9AADD9C9B592EE6D68B39DD710D7B2| |30E0DA7E0DB26EAD7812A360163C2F39CF182A0BE64BC227C0E0014B20B11879B3E| |B10B4B0A2F294A3F202B1A19EDA05E99DBCBB91B397713E76EE2DC7ECE3D04436C6| |0BBA7618232F81941460CD4C78606DF1647B6092D3B8C5D42EB17C60F8F1051F115| |FA6BE6FED466BF8291B6002348680F315A083898802C12E022312E12E322712E12E| |722096E6D18FA0AF12E2594A1A5EE419E0544C2723CE1718E307C1089C85946AE29| |38827DA81C95BD46DF78D0D5FB96F18ED0FF9EF181D004193AD8EEED78C291A784C| |433C2E426610BD276CAB49D1AFDCD449A309861C4E828073B09DFC0DE255BEEE23F| |33C9D886488F3CD19E05DA3ABCC8C831960823794287C0747CA27D3CA89123C05C0| |332DF008F7794673EFA89F19130C6F61D283F24ED43BC946664242E0054AFC84A7E| |870D49B921394BB3189B665C24A46708D94B849FF0B48E4BFB38F791E2B34F71732| |93EFB349FFD2FB04F48FBC469CA70EC38E304E32421738AB007CD6872AC1A3F1C93| |8C3638C7291999E2A52CA3573D7C3DE103975854FF7A03BD9438AFCA155852C8B4F| |0C7F45FD75EB05EBEF9BA1FB4807203E516CA6D943B287751EEA1DC4729A21CEC1F| |EE0E9FC186CEA29C43398FF2184D3E7CD702284194104A0B4A18A515258A1243E94| |6798D72F01B14280A7A| |-------------------------------------------------------------------|
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Quote:Fire's probably top-tier for Scrapper primaries right now because it's got good damage, solid crit rate on the heavy hitters, and DoTs to keep Stalkers out of Hide longer. I think I'd rank Scrapper primaries as Fire -> BS -> MA -> Kat -> Spines (maybe reverse Kat and Spines, as Spines still has a little bit going for it with the range).Thank you for the tips. So I'm assuming most of you think Ma/ is better. I've rarely see a katana/, but I hear people talk about them and how they are just as good as Ma/. I guess Ma/ would be of more use in PvP than anything else since there aren't many brutes on now a days. And most stalkers only know how to use BU + AS. I do see a lot of Fire/ scrappers around. Are they really that top of the line compared to others?
Quote:I'll even go so far as to say Fiteclub could be the first baby step in actually learning to PvP. You learn which attacks do the most damage and some sense of timing as to when to use your mitigation powers. But then? Its time to move on. Time to figure out how to deal with more than one person, how to deal with movement in a 3 D environment. Anticipating Damage spikes as they come in and how much mitigation you need to get out alive, when to Phase, when to Run, how to survive, how to coordinate a damage spike yourself etc etc. And that is just playing a damage class. Then you have disruption and support to figure out as well. -
Quote:Most of us don't define "alive" as "empty unless there are two or three Stalkers who can't even get an AS off on a grounded target."RV is usually alive on justice, and i heard virtue is the same. Usually just over 10 people, problem is some have different times zones and so not all the pvpers are there at once. But it's all regular/good pvpers. I prefer quality.
But nobody is in there when they can go out ToTing in game.
There are very few good players on Justice who haven't already made the move to Freedom, and for the most part the Balmont crew is not in that group.