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Posts
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Quote:I am pretty sure that the 99% of people who play this game and don't PvP don't care.Dear KIl, fight me on SOed toon vs my IOed toon...tell me this again plz ty.
If you PvP and you want to do well, you put in the time and effort to ensure that you can do well. If you're not willing to do so, you're either lazy or ignorant. I want to IO my characters well, so I put in the time playing the market and farming so I can afford them. Just think, in the time everyone spent whining in this thread, they could've made millions on the market. -
Quote:lol, no. Take the 53 merits and save them until you have what you need, or roll them (53 is almost enough for 3 rolls). I've become filthy rich off random rolls, many of which were funded by Hami raid merits. I'll sometimes take the Hami, since there are three or four types that consistently sell very, very well.My personal take on the matter is that the Hamidon Raid should have been converted to dropping a purple recipe instead of a Hamidon HO issues ago. Such would foster interest in actually performing Hamidon raids, getting players to think that hanging around for the entire event is worth it, and help bring purple IO recipes to the market.
Quote:In this aspect, since price / time caps have pretty much been set, although in a oblique way, perhaps setting a hard price cap on the Auction House would be a tolerable change.
Quote:Now, I do see the formations of a backlash from the people who do nothing but log in and farm for influence. Players who store up billions in the level 53 IO's that don't exist, and those who do nothing but farming are not going to be happy with the idea or suggestion that their end-game play be taken away, and their untold wealth turned meaningless.
Quote:However, I, and most of the players I personally know, aren't happy with these farmers taking away the end-game from everybody else. As I see it, that's what the influence farmers are doing. They are taking the end-game away from other players and keeping it in a small clique... and I'm all for shattering clique's like that. I'm all for breaking up the players trading billions back and forth, who have reached that separated level of too much influence to count.
I don't recall, at any point ever, seeing a farmer walk into a team's mission, say "this mission is mine now," steal the mission out of the mission holder's contact list, and keep it as their own. That would be taking away the game from everyone else. What farmers are doing is keeping to themselves, and with the new difficulty sliders, you don't even see broadcasts and tells asking for fillers. As a drops farmer, there's been few better times, and as a non-farmer there's been few better times since they are for the most part transparent these days. Come on now, don't be jealous that there are players who are willing to put in the time and effort to make inf so they can buy things. If you're whining about it, it's because you're either lazy, entitled, or just stupid. I'd like to think you're neither, but if you're whining about something as simple as virtual money, I'm not so sure. Please explain to me how farmers are turning the end game into a "clique" - last I checked I could log on and be on a PuG mission team or TF within a few minutes, and that's not even on a highly-populated server. Get some friends, and then come back and say farmers are ruining the game.
Quote:At some point, I think of it as a choice between being real, and being a game. For something like this... I actually think the it's a game solution is the better solution to take.
In short, there are the facts, which are right, and your opinions, which are wrong. -
Quote:Or you could run with DR on and everything else off. That way you don't have to worry about popping a zillion reds and three-shotting things, squishies still have the resistance cap of around 45%, but you'd get mileage out of Sonic and Therm shields.as a sole move, giving us no base resistances creates a lot of issues.
first, yeah the damage stuff goes nuts. i can three shot fire scrappers if they have no base resists on no dr matches with my fire/elec if my procs go off (basically warned the person, yet he insisted).
so yeah. how do we fix that?
dr on damage needs to remain an option. i cannot three shot a scrapper with shields off if i pop reds under freedom's standard rules since DR curves down damage to the point where anything past a 2 reds and BU is wasted outside of a team situation.
if we get a no dr resists option, it needs to be separate from the standard settings and the dr curve on resists needs to be increased. in other words, we do not need base resists nor dr caps on resists. we do need DR caps on damage in order to account for the damage changes from i13.
the other options would be for the devs to look at outliers such as shout, thunderstrike, tf and every other 2.5s+ animation which creates crazy burst potential, but i cannot back this. this is the easy way out.
so the real questions are:
how do we prevent scrappers and people without base resists from getting two shot in no-dr matches outside of team situations by blasters and doms with huge damage bonuses?
how do we make sonics and other resistance buffing toons viable without breaking 1v1 situations (which the devs are obviously focused on)?
can we get a "duel setting" in which DR on damage is maintained, and other dr caps and base resists are removed?
can we get a "team vs. team" setting where DR on damage is not present, nor are there any bases resists or any of the DR caps?
needless to say, these settings would also be TS off and Heal Suppression Off. I dared the devs to datamine how many matches are run this way vs. with standard settings and tell me that it's not a significant portion of matches (especially when looking at team vs. team matches). -
Give us a "no base resistances" option and make the cage last longer than 4 seconds and there's another problem solved.
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Hooray, I might be able to respec my Rad/Psi into an I13-compliant build that doesn't totally suck (he's got phase, but nowhere to even slot a +percep IO so he's completely blind).
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Quote:Except if that Defender was a Corruptor you'd be getting more kills faster and still be debuffing just as effectively. Plus you'd live longer because you have more HP and you wouldn't need to sacrifice a phase power to get perception and vice versa.HAHAHAHAHAHA
NOT!
Spoken like a true COV player.
My rad/rad defender rocks.
Uh yeah sure...a corruptor has 75% strength debuffs and +10% damage on a defender.
My defender has +15% global damage and all my blasts have at least +102% damage and kills stalkers. I've solo'ed hopkins and the envoy shadows with him. He also has 18 original hammies (thank you sneaky prophet).
You don't know what you are talking about. My defender does decent solo but shines on a team in PvP. I know this, because when I'm on, I'm the only one dying on my team. Why? because I'm the only toon on the team the villains can kill, since the buffs and debuffs keep everyone else alive.
When going rogue hits, I'm going to the rogue isles and destroying all the AVs and SFs on the nub side, then I'm switching back. So I will have one character that has done every TF/SF/AV/GM in the game.
COH players >> COV players >> EANoobs
Yeah but Defenders are so much better...
Also, no one in the PvP forums cares that you soloed an AV. It's not hard.
EDIT: How the hell does Empress Watermelon have positive rep? -
Here's an Earth/Cold build I'm tooling around with. Not as much HP as I'd like (man, that seems to be the case with all my builds unless I start getting into lots of purples and PvP IOs) but has respectable recharge and damage bonuses, shouldn't have too many endurance issues, and has 49 points of KB protection which should be enough to stop even Force Bolt with DR on (which would make this character a decent disruption build for team arena matches as well as dueling).
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Controller
Primary Power Set: Earth Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Stone Prison -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), TotHntr-Dam%(5), Apoc-Dam%(7)
Level 1: Infrigidate -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(7), AnWeak-Acc/Rchg(9), AnWeak-DefDeb/EndRdx/Rchg(9), AnWeak-Acc/Rchg/EndRdx(11), Achilles-ResDeb%(39)
Level 2: Fossilize -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(11), Dev'n-Dmg/Rchg(13), Dev'n-Acc/Dmg/Rchg(13), Lock-Acc/Hold(15), Lock-EndRdx/Rchg/Hold(15)
Level 4: Snow Storm -- EndRdx-I(A), RechRdx-I(46)
Level 6: Quicksand -- RechRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 10: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(19), Zephyr-ResKB(19), Ksmt-ToHit+(21)
Level 12: Stalagmites -- Amaze-ToHitDeb%(A), Amaze-Stun/Rchg(21), Amaze-Acc/Stun/Rchg(23), Amaze-Acc/Rchg(23), Amaze-EndRdx/Stun(25), HO:Endo(25)
Level 14: Super Speed -- Clrty-EndRdx(A), Clrty-Stlth(36), Clrty-RunSpd(46)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(34), Mrcl-Heal/EndRdx(34), Numna-Regen/Rcvry+(46)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc(33), P'Shift-End%(34)
Level 22: Arctic Fog -- S'fstPrt-ResKB(A), Krma-ResKB(27), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-EndRdx/Rchg(33)
Level 24: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(27)
Level 26: Acrobatics -- EndRdx-I(A)
Level 28: Benumb -- Acc-I(A), Acc-I(29), RechRdx-I(29), RechRdx-I(31)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), Krma-ResKB(36)
Level 32: Animate Stone -- S'bndAl-Dmg/EndRdx(A), S'bndAl-Dmg/Rchg(36), S'bndAl-Acc/Dmg/Rchg(37), S'bndAl-Acc/Rchg(37)
Level 35: Sleet -- LdyGrey-DefDeb/Rchg(A), LdyGrey-DefDeb/Rchg/EndRdx(37), UndDef-DefDeb/Rchg(39), UndDef-DefDeb/Rchg/EndRdx(39)
Level 38: Heat Loss -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(40), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(42), Efficacy-EndMod/EndRdx(42)
Level 41: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(42), AdjTgt-ToHit/EndRdx/Rchg(43), AdjTgt-EndRdx/Rchg(43), AdjTgt-ToHit/EndRdx(43), Rec'dRet-Pcptn(45)
Level 44: Hibernate -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(45), Numna-Heal/EndRdx/Rchg(45)
Level 47: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(48), LkGmblr-Rchg+(48), LkGmblr-Def/EndRdx/Rchg(48), Krma-ResKB(50), S'fstPrt-ResKB(50)
Level 49: Glacial Shield -- Krma-ResKB(A), S'fstPrt-ResKB(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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Set Bonus Totals:- 22.5% DamageBuff(Smashing)
- 22.5% DamageBuff(Lethal)
- 22.5% DamageBuff(Fire)
- 22.5% DamageBuff(Cold)
- 22.5% DamageBuff(Energy)
- 22.5% DamageBuff(Negative)
- 22.5% DamageBuff(Toxic)
- 22.5% DamageBuff(Psionic)
- 1.56% Defense(Energy)
- 1.56% Defense(Negative)
- 3.13% Defense(Ranged)
- 44% Enhancement(Accuracy)
- 42.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 198.4 HP (19.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -40)
- Knockup (Mag -40)
- MezResist(Immobilize) 2.2%
- MezResist(Stun) 2.2%
- 20% Perception
- 10.5% (0.18 End/sec) Recovery
- 92% (3.91 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% 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;1407;709;1418;HEX;| |78DAA594CB4F135114C6EFF4C1D0D2D2960A94F20611102874637C2C501E2628200| |1C24A25230CD258A6753A241A8D21718BEF4417069F51B7BA34AE8C6E74E16BABFF| |86091B53CF39DF94475C3A69BFDFBDE79C7BEEB9A7773A716924A4D4DAA0D2A2C35| |9A350981FCE598E9DCB664D5B9F349C55DBC82A5D29D5B26D2F85A4460DDB592ECD| |9A77040CAD2E2DA58673D9C5F991DC4AC6329C4CCE8A8D59CBA66D5A4EAA34084EE| |528C94CDE341743321C378D7CC63A8FC9F18C63998542A4E45934EDC272261F1DCD| |671652630BE6FC8451704CFB72828AEBA6EF154DB94FD1AF9E13D2CAF30A7821F0B| |D041E6A8CB2B4877121BC63D51731957D15947F03BE0B823F04FBDE13E2EA2AA5D0| |DC551AF60A62AF10F60A61AFCADFB2AA7253B0427B79B14AF3B64A405F8FE01A25F| |3C3A3FC30B551D375983C3A4CD15DA8216F408A287A039B844655552D47ABFA25DB| |EDF923C635B255B8B5569C82E7A4A0661C98102426810314E9F3AA764A1F467A4F5| |817577B40D0578E36514004012AD22525E9648AB925C54ED0A053B58E01A382BE39| |29B09CE2E26E5CFCAE646BB907DC17B43E10E4A961D588F35527343E4D12276D8A4| |AA2A6B8A0A54A504B696BDDFED6FE940C49B422419E3AB7D63A74FE22E5AE47B0B7| |3E29A60617E86F1310D3793F246D447FDB51C3759A34BB199A87D0A141C1DEA3C03| |1814D3BB5B9716D9FE0F98CDBF401F82828505C875CABA2BF635D4C9D37809BC02D| |41F76DE08E204EF575E168FEAE47F03C16EC7F023C059E097A37E402BFA67BD8E3D| |EAE9E693955EF0C302B78430129376D0ACDEE8F0168423F5A9F462FD2F8752C3AC2| |80DBAC815D9E06DFD67B461F7AD4F83F9629DFD65BA534B1346EC7FCD7F396FEE29| |03A301D249D659922D1E678749AE50C4FCFF2C8E0D13996059E16DF854A55440E72| |4187580EB31C6159E7209D5FB10A96104B98A59225C2126589B3D4B0245936588A7| |F017BFB02DF| |-------------------------------------------------------------------|
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Woooooaaaahhhhh there, no one was slinging insults at anyone, and no one was saying anything about their self esteem and their performance being related. Your words, not ours.
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Quote:Ah, I remember the BMLS. I rolled up an Ice/Kin Corruptor just for that, which has been sitting at 22 there since I13 dropped. I have a lowbie Kin/Rad Defender on Freedom which will likely never see playtime unless something like this actually forms up.Y'know, I teamed with Fulmens several times during the BMLS days, especially on Cap runs. I never knew that there was a global channel for it.
I think I like the idea of having two toons for this: One lowbie (20 max) for Posi runs that can get the really low level stealth IOs, and one at 35 for the mid-level stuff. Now to go figure out what they'll be.
And I'm still wondering about faction. -
Also Hauntz0rz, HadesLotD, Tloles (that's a lowercase "L," not a capital "I") and LacunaFurlong. Notice that almost all of the good PvP videos are pre-I13... most of the good players left and post-I13 PvP isn't really all that interesting.
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Depends on the build. Lots of Fire Blasters use 'em in Flares and Fire Blast, and it's annoying as hell. On the downside, it can somewhat disrupt mez spikes in team matches because it's not exactly predictable as to when it fires.
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FYI 0% resistance isn't floored... the floor is -300% but realistically you'll never see that (you might've seen numbers like -50% or something under the old rules when Enervating Field wasn't resisted and you had multiple Rads on a target, but other than that, not really).
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1. If it's possible, get the easier hero accolades on my villains, and vice versa. Force of Nature is still retardedly grindy and I'd rather spend the time getting the badges for Geas.
2. Bring a VEAT heroside to mess with all the Stalkers in Sirens and RV. -
One of the goals of the I13 changes was to make things more "balanced" in order to introduce a rewards system and hopefully attract non-PvPers into the PvP game, but as we can see that didn't exactly end well. There are less people PvPing than there were a year ago (unless you look at the Freedom numbers, and even then that may not be true). The system needs to be more similar to PvE (hint: the old system was) in order for PvEers to know what's going on before they get stomped. Some changes were good, yes, but the majority were simply bad (travel suppression, heal decay, base resistances tied in with DR). The game mechanics need to work well before a sizeable population begins to form, but at this point I doubt the devs care about population so long as PvP fits their vision of "balance." Does this PvP system have potential? Meh, not really. Only way it will have potential is if you start pulling things out of it instead of adding things to it (HD and TS, I'm looking at you), but as that's not how things around here usually work, I can't see PvP doing much more than stagnating in its current state. Minigames will likely draw few PvEers in, and those that do will leave just as they do now.
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Agreed: the only reason non-coordinated damage spikes result in kills in zone PvP these days is because heal decay and travel suppression make it as simple as clicking buttons until the target dies - there's no need to lock targets and spike at the same time... this is somewhat less true in the arena, but given that most evenly-matched team events are low-scoring it's very unlikely that people will see PvP IO drops in the arena.
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Yes.
Quote:Long post about nothing makes my head hurt.
It hasn't been about skill since i13 hit, it has been pretty much dUmbed down to straight up button mashing, slow, PvP on training wheels. Sure you can remove Travel Supression and Heal Decay in arena matches which is a huge plus but until the global resists can be removed or altered you have to leave DR on which will always make it crap. -
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Like many other servers, the majority of Justice PvPers have transferred to Freedom because that's where the people are. As evidenced by the attempt at a 3v3 league and then the 4v4 tournament, I'm not sure this server has a viable PvP population outside of the occasional tussle in RV anymore.
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No idea, and you can't turn it off because it seems to have been added to further enforce the ridiculous notion that every fight should end with someone winning.