macskull

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  1. So I assume the rules for this will be no TS, no DR?

    Might be interested on a few characters.
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    now is this the way that res will resist res debuffs in the game all the time or just in pvp.....cause i swear that my elec armor brutes res seemed like the were just subtracted from by longbow nuillifers -res.

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    Until very recently the sonic grenades from Longbow were unresistible.
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    so no actuall answer just a bunch of quoting the same thing over and over. if you actually go into the zones, depending on what server you're on, there are more AT's being used then before i13. granted alot of ?/regen scrappers, but i see an influx of diverse AT's also. and for you to say if they don't change that alot of people will leave for CO, you might just want to stick to talking for yourself and not others. if that is going to be your thinking then farewell and good ridance.

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    That's funny, I see no more diversity in there now than I did in I12. In fact I see even less - replacing a zone full of Defenders, Blasters, Controllers, and Scrappers with a zone full of Scrappers and Tankers is hardly a net gain, is it?
  4. It's big enough that it makes a few percent difference, which can somtimes be crucial in ensuring your attack chain (and debuffs) start to hit reliably, on the off chance Aim isn't up.
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    The stalker I just got done talking to in RV said that they will be able to see hero stalkers because they are at the +perception cap. I argued that if the hero stalker has hide, invis, and the stealth IO, then he will be looking a lllooonng time for a hero stalker. Will be interesting to see how that plays out in the expansion.

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    Two stealth-capped and percep-capped Stalkers will probably never find each other. A team of Emp + VEAT could wreak havoc on a zone full of Stalkers, though (VEAT perception cap >>>>>> Stalker stealth cap).
  6. Unresisted stuff went byebye in I13. Although I have heard TA's debuffs are still unresisted, I can't confirm this.
  7. Resistance debuffs are resisted by the amount of damage resistance you have. Let's say you have 70% resistance, and someone hits you with a -30% res debuff. You'll resist 70% of that so that 30% will be more like 9%. Additionally if you have resists past your cap you'll need to be debuffed below your cap before those debuffs start to add to your damage (let's say you had 85% resistance and a cap of 75%, if you had 5% resistance debuff your resists would still be 75%, capped from 80%).
  8. [ QUOTE ]
    In I12 PvP there were more of the same AT's in the zone and people had to build a FoTM to get some wins. In the new PvP i seen a lot of AT's and powersets in the zone and I think that is what the devs were trying for.

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    Really? I've seen less.
  9. [ QUOTE ]
    I like the new pvp. *braces for impact*

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    I don't think most people here would fault you for saying you like it. It's when people say "omg it's so much better than I12!" and either give no reasoning or just flat-out wrong reasoning that people start to reach for their torches.

    For a perfect example, see The_Reactor's posts - sometimes he only says "lol this is so much better!" and other times he gives (very wrong) reasons for why it's better.
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    i cant get away. i dont know if there are ways around this

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    Phase. I13 is the reason why phase became so popular. Sure, all the top players had been using it for years, but after I13 almost everybody got it. I went from having a couple toons with phase, to almost every single one having it.

    I predicted it before I13 ever went live. It was pretty obvious what was going to happen. When you take away ALL possibility of skilled evasion, all that's left is to phase. Especially in zones, where getting ganked 10v1 is pretty routine.

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    If it's 10 v 1, the 1 should die. Skill is evading the 10 v 1 fight to start with.

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    No, skill is surviving or at least taking down a few of those 10 after they've jumped you. That doesn't really happen after I13. Previously, skill could at least partially make up for a numerical disadvantage. Now, not so much.
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    Yeah. It'll be a zone full of Brutes and Stalkers, not Blasters and Stalkers.

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    define full...

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    Maybe 20 on Freedom. Rest of the servers will be dead as usual.
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    PvP in I-12 was more balanced then it is now,

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    Thanks for the truth

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    fixd
  13. [ QUOTE ]
    Exactly, I totally agree. The PvP now isn't perfect, but its in a far better state than the old toggle dropping/unresistable damage/noob FOTM builds always winning regardless of skill (yes, you FOTMs were NEVER as good as you thought you were). They still need to fix the teleport issue, but other than that, a few tweaks here and there, like the end drain timer on heat exhaustion and similar powers needs a major reduction in pvp (from 40s to 4s or maybe 10s at the most),

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    Did anyone else read this post as "Waaaaaaaah, mommmmmmyyyyyy! They're using powers on me!!!!"
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    just post in here if you would like to see i12 pvp back into the game im curious to see how many people would cause i am one of them

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    LOL

    ROFLMAO

    uh, NO

    PvP is fine the way it is thank you very much.

    I remember I-12: holds that lasted forever, unresistable noob, er, assassin strike, OPed Widows, and low talent players taking out skilled players with ease. Good riddance to I-12 PvP - it was terrible. Once all the ATs are available to both side...balance.

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    And you are probably still terrible under the new rules, even though that's pretty much impossible.

    1. Bring Breakfrees
    2. lol @ getting AS'd if you're a competent player going up against 90% of Stalkers in zones
    3. Only time Widows were really OP'd was in I13 when Elusivity was really high, so again your argument fails
    4. lol so wrong. "Low talent" players have a better chance of taking out the "skilled players" under the new rules than they ever did in the old ones. But that's why you like I13, isn't it?

    Get wrecked.
  15. [ QUOTE ]
    Hmm... I don't know if Confuse would be a very powerful weapon against Ninjas. The Genin get (While looking in RV mind you and the info is probobly wrong) +2.0 Confuse Protection and -33.33% Confuse Duration. And the Jounin/Oni gets +4.0 Confuse Protection as well as the -33.33% Confuse duration. Then if he has tactics running it will add even more confuse duration reduction for the pets close to him, labeled as -45.75% confuse duration. So confuse doesn't seem very viable..

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    There's no mez protection, only resistance, so they'll be affected by confuse. It's far more effective to confuse the MM, though, because then all his pets will turn on him.
  16. macskull

    Back to CoH!

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    I read how pvp has been revamped for the better.

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    It hasn't. Really.
  17. Decimations, Posi's Blasts, and Crushing Impacts are good medium-budget sets that will help bump your recharge. My Warshade build relies on LotGs and purples, though.
  18. Looks like I won't be around this weekend after all.
  19. macskull

    Bane Buffs?

    Banes don't need a buff.
  20. Yeah. It'll be a zone full of Brutes and Stalkers, not Blasters and Stalkers.
  21. [ QUOTE ]
    I'm just going to start entering all of my text in binary...actually I did that for the bio of an enemy group that was part of this 'hive mind'. The arc got reported for website advertisment.

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    Wow, that's... stupid.