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Quote:Considering who the OP is, he is correct in that Doms are the redside Blasters, because with the change to the way mezzes work in PvP that's essentially the case. In terms of PvE that's a different story, except in the Corruptor/Defender comparison - in both PvE and PvP, Corruptors are superior to Defenders in nearly every aspect.First, I am going to say that yes, a self heal might be a nice thing to make available for doms..
However you just struck on minor nerve with me in your post:
Dominators are not the "blaster" of villain side.
Just like Brutes are not the "tank", and corruptors aren't the "Defender"
There are not direct side comparisons.
Dominators are Dominators, they hover somewhere between a blaster, controller and scrapper.
Every class has a role which they play in the game. There is some bleed over between these classes, both on opposite sides, and the same. But you really can't clear cut say "X is the Y of *side*"
Blaster = raw ranged damage
Brute = melee damage and agro control (w/ soak on a few builds)
controller = mez and party support
corruptor = ranged damage and party support
Defeder = party support and light ranged damage
Dominator = mez and damage
Mastermind = Pets* and support. (*Depending on how they play: damage, agro control, or raw soak)
Scrapper = raw melee damage (w/ agro control on certain builds)
Stalker = Obscene melee damage against one foe.
Tank = Agro control, soak and damage
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So it's been exactly a year since I13 went into beta, and what do we have to show for it? Not a ****** thing.
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100%, that wasn't hard by any stretch of the imagination.
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I'd go with Weapon Mastery for Targeting Drone and Web Grenade (and Shuriken as well).
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Quote:So let's say they add a new rule to football (the American version) where all players have bats and can only hit the ball with the bats - no hands or feet other than the snap to start the play. You can't seriously believe the players that were in it for "the love of the game" would keep playing after a change as ridiculous as that. Those that liked CoX PvP didn't leave because the changes weren't in their favor, they left because it was no longer the game they enjoyed playing. Telling people to adapt to changes like the Energy Transfer animation change is one thing. Telling them to adapt to changes that essentially change the game they're playing is another thing entirely.This.
PvP is fun for me because it's P V P. Nothing more, nothing less.
If they made major changes to any Pro sport... those that were in it for the love of the game would continue to thrive, get better, and enjoy playing their game. Those that were playing for other reasons would probably quit if the changes weren't in their favor, and find a job where they could criticize the "new game" at every oppourtunity. Welcome to the CoX PvP forums.
The idea that PvPers criticize the PvP game because the changes weren't made in their favor is ludicrous at best - PvPers criticize the changes because, quite frankly, they suck. The "new and improved" PvP is just a dumbed-down and slowed version of the old PvP with even more things broken and nothing really fixed. I'd love to see what would happen if they reverted back to the old system but kept the global resists in APP/PPP shields, unresistible travel suppression from being hit by melee attacks on melee ATs, and the -range on taunt powers - those are probably the only things I13 got right.
Even the devs have said they're not entirely happy with the way PvP is right now, and I can't blame them. They may see the PvP we have now and call it balanced, but when most of the older PvPers dislike the new system and there have been few to no new players drawn in by the changes, can it really be seen as a success? I don't think so. -
Just looking at what I can see (not really much experience with Suckerpunch's planner or I'd be able to give more specific help).
* Don't need Parry or Slice.
* Get Confront.
* Don't need Resilence.
* I'd go Weapon Mastery and pick up Targeting Drone, Web Grenade, and Shuriken.
* You could probably drop the Fitness pool if you're comfortable with your endurance usage, and pick up Fighting (for Kick and Tough) or Leadership (for Assault or Maneuvers and Tactics).
* Concealment (for Phase Shift): where is it? You're going to want Phase on a serious PvP-minded Regen build. -
Because WoW is the game that made the MMO industry what it is today? Because WoW continues to have a huge subscriber base?
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Quote:The three best uses for IOs these days are +HP set bonuses (which accolades can partially help with), knockback protection, and damage procs, with KB protection being the most important of those if you're playing on a squishy.Wow, that's not my experience although it may depend on what you mean by "getting by." Yeah I can go into RV on an SOed buffer and do alright because I know what I'm doing and am generally teamed up with good people. Lately I pretty much run around on my rad/pain dom in Siren's and I'm either solo or teamed with strangers.
IOs make a huge difference on that toon. Fighting other people, I can tell right away whether they are IOed or not. Pre-IOs I was extremely squishy. With my build about halfway done, I can hang with most characters except purpled out blasters. And it's blatantly obvious when they are purpled out. IOs are still a big deal, it's a great distortion to say otherwise. -
Quote:Any competent player will not die from being TPd unless it's something ridiculous like being TP'd into a drone, a box or some other geometry, or mezzed after the "phase" period ends after being TP'd. Why? I don't suddenly let go of the keys when I get TP'd - if I'm not somehow stopped, I'll keep on moving in the direction I was going.TPfoe still works. The TP'ed victim has about a second of phase but you can still manage an attack even an AS in that window. I would argue TP foe requires more skill to sucessfully pull off now than it ever did. The only ones that CAN pull off an attack now ARE the good players.
Use your environment, kid.
Quote:I was not explaining TPfoe to you. Although at this point perhaps we should get Mac or Silit in here so that "someone" can; as you seem to think TPfoe required some sort of skill BEFORE the change.
Con and the other people who introduced me to PvP have been PvPing since before I even started playing this game and I'm sure they could tell you some funny stories about me before I really started to get involved in PvP. -
There's no such thing as a "soft cap" in PvP, only the hard cap imposed by DR. The reason for this is players, unlike critters, have attacks slotted for accuracy and have access to a multitude of tohit and accuracy buffs. For most melee ATs the DR hard cap on defense is somewhere in the 50-60% range, but good luck hitting that yourself. I've seen some Forts/NWs pushing 50% ranged defense without Elude but that's rare.
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We did some FC policing in Siren's the other day. Got bored in RV so five or six of us (two Therms, a Pain, a Kin, a Cold, and a Brute) went into Siren's and wiped the northeast corner pretty quick. Decided to kill some NPC mobs to win the zone and got jumped by a Blaster, who got a few shots off before dying and called us gankers. Gotta love these people.
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Quote:Ask Statesman and Gecko. Given that neither of them are around anymore, and most of the people who were here 5-6 years ago when this game was being developed aren't either, I'm not sure anyone could comment on why there are both systems in place. I guess one potential reason is for parity with other mezzes (mez protection and mez resistance, not the same thing in this case either) - knockback is considered a status effect by the game engine.The question still remains...
Why did CoH Developers make KB Resistance, and KB Protection. They encompass the same situation. Why go to the effort?
Quote:As for the end statement, I agree, with the right team if things go south it can be handled. I would rather just see tanks be tanks, and not this CRAP. 95% isn't good enough. There isn't enough here to negate the simple fact that a tank is a tank, why not allow it to be a tank. Over HALF of the tanks Have Problems with STF's.
Quote:Ice - Problems with ToHitt buffs from the towers combined with the fact Recluse does -Def = Tears Ice Tankers to shreads (The only fix for this is to bring a few thermals or sonic defenders/controllers to pump up those resistances.)
Fire & Dark - problems with repeatedly being treated as the red headed stepchildren of tankers due to low HP and the inability to keep on thier feet in dire times of need. (Such as the end of an STF.)
Quote:As for the fact that status effects are not stable, and doing so in our favor, no... i would rather that stay in our favor... who wouldn't? But i love having things fair, and I don't think asking that CoH put in a KB Resistance Proc or set or Add KB Resistance to the game would hurt. PvP'rs may complain, but thats simple... turn off the bonus in PvP zones.
Quote:To also solve this delimma, change the effects of Recluse himself to allow ppl that have invested the time and effort into thier Fire, Dark and Now Electric tankers to be able to run STF's. Have his Attacks only effect KB Protection, and lower the values of his attacks so they have a "cap" and we can plan for the worst.
Quote:The only other thing that is frustrating is that the "Repel" theory can't be tested by players. Vengeance and ID both have KB Protection Added into them, therefore ONLY dev's can test that theory. I still think is has merit, but I am leaning heavily to beleiving that the KB Resistance is now the problem as stated previously. The sad fact is, only Castle can tell us that now. -
What version of OS X are you running? If you're still running Tiger (10.4), you'll need to update to Leopard or Snow Leopard (10.5 or 10.6) to continue running CoH. Basically, they made a few changes to the backend of the program when they launched I16, and 10.4 is no longer supported.
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Quote:The "fluctuating real numbers" is just an issue where set bonuses stack momentarily every so often (set bonuses are really just auto powers with a very short duration that constantly refresh). Based on the ham-handed solutions that have been put in place to try and "correct" issues like this in the past, I'd rather have this left alone since it's not a balance issue as far as the devs are concerned and it's a buff as far as players are concerned.My primary problem still is and will be the fluctuating Real Numbers and the apparent Debuff of status effect. And on top of that the apparent inability to buff Repel Protection without buffing KB Protection so we as players can experiement this problem.
The debuff of the status effect you're seeing is the way buff and debuff stacking works for all aspects of your character, not just status effects. For example, if you have 40% recharge time bonus and get hit with a 60% recharge slow (and have no slow resistance), real numbers will display your recharge time value as -20%. Likewise if you have 15 points of knockback protection and get hit with a 20-point knockback power (and again, have no KB resistance), real numbers will display your knockback protection value as -5. The reason the numbers don't seem to add up right is due to the combination of set bonuses stacking for very brief intervals and lag between the server and client in reporting values. The best answer to give to an argument like this is simple: you know what base values you should have (whether through just knowing your build, or knowing the effects of buffs on you, or looking at it in Mids), so numbers that don't seem right are more likely than not an anomaly. To look at this another way, pick up the Power Analyzer temp power and use it on an NPC, then hit that NPC with a mez. If the NPC gets mezzed by your power you'll notice their protection against that mez has been debuffed into the negative in their combat attributes (basically, once the magnitude of mez on you exceeds your magnitude of protection, you get mezzed).
You keep bringing repel protection into the discussion, but it's irrelevant here because I am pretty sure I can count the number of NPCs with repel powers on one hand, and Recluse isn't one of them. Repel protection (and resistance) and knockback protection (and resistance) aren't related. The only things relevant in the discussion of knockback (which is what you're experiencing) are knockback protection and knockback resistance. Every set that has knockback protection in a toggle also has 10,000% knockback resistance - but that 10,000% alone won't stop a knockback power. If you had 0 points of protection but still had 10,000% resistance, you'd still get KB'd because even a tiny decimal greater than zero is still greater than zero.
Every armor set with in-set knockback protection also has knockback resistance, except for Fire, Dark, and Elec. Fire and Dark lack KB resistance because they also lack KB protection (supposedly as a tradeoff for their extra offensive power, but that's debatable). I'm really not sure why Elec doesn't have KB resistance as well as protection in Grounded, but honestly the almost 16 points of protection Grounded provides is enough to stop 95% of the knockback in the game provided you stay on the ground. If you keep getting KB'd against one particular NPC, especially Recluse, it's not that big a deal - you're Elec, so you're resisting the worst of his heavy hitters, and you have 7 teammates to help you out in case things go south. -
The Fire/Cold corr and the Fire/Fire Dom would work best. You could probably make the Bots/Storm work as well.
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Freedom AC has become incredibly retarded over the last month or so, I'm not really sure why.
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Before anyone can give you a really good answer, we need to know your playstyle preferences. Are you going to be mostly solo or teamed? Arena or zone? Do you prefer to fill more of a buffer role or do you prefer all offense? Before you decide, be aware that most of your powers function very differently in PvP than you're used to in PvE, especially on a Dominator.
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It's probably just a case of someone forgetting to remove old mission entrances (doors covered up when the MA buildings were put in) from the database so every now and again you get something like this. It's quite surprising it happened twice in a row, though.
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Dev has Targeting Drone, Cloaking Device, Caltrops (useful for keeping Stalkers off you) and Web Grenade, and Mental has Scare, Drain Psyche, and Telekinetic Thrust.