macskull

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  1. macskull

    PvP and Procs

    All of those procs are working properly, AFAIK.
  2. Quote:
    Originally Posted by Not_Epsilon View Post
    Wait. Wait. Wait for it. . . .

    LoL @ U, I bought on the better side of 20 lowballing at 30 mil each and have them hoarded somewhere to use on my toons.

    *Ebil maniacal laff*

    I don't remember how many karmas I have.

    Yeah but I was in a buy it nao mood and had a billion to spend (earned by that toon, not transferred from another), so it wasn't a big deal.
  3. Quote:
    Originally Posted by UberGuy View Post
    Maybe 41 points of KB protection is a lot more expensive than I realize, but if it's not, I don't pay as much for the rest of that as you seem to.
    Yeah, I spent a quarter-billion for my Therm on Zephyrs alone. Not fun.
  4. macskull

    Tweaks and fixes

    Quote:
    Originally Posted by black_barrier View Post
    Yeah... mac wait a sec i'm gonna get videos for this.

    edit:

    nerf traps: http://www.ffwd.com/videos/367332?ctid=9&cvid=42806 (minute 3 and onwards for the nasty stuff)
    That looked painful. What exactly happened there?

    Quote:
    Originally Posted by Necromatic View Post
    Not to change subjects, but patches need to addressed too.
    Which patches? The reason patches kinda suck these days is because most of them are supposed to slow a target, but never actually do - the debuff effects from powers like Sleet, Freezing Rain, and Tar Patch aren't negligible.
  5. macskull

    Spines/WP PvP

    Quote:
    Originally Posted by Kunu View Post
    Do you think I will have an issues with the resistance?
    The only meaningful resistances you have are against smash, lethal, and psi. Not really a big deal though as you have a decent self-heal and you should be getting out of a situation before it turns bad, anyways.
  6. Considering it's a minority of PvPers who actually engage in regular trash-talk, someone has three options:

    1. Put the worst offenders on ignore
    2. Turn off enemy chat for the duration of their play period
    3. Ignore the alternatives, and come whining on the forums
  7. I liked my EM/WP/Mako when I ran it in KBs on Infinity, would've been quite a beast in team matches if I'd ever got around to IOing it.
  8. macskull

    PvP and Procs

    1) Which procs?
    2) What are they slotted in?
  9. In terms of mechanics, arena is about a million times better than the zone, and that's often the case in the quality of players as well - leaving the zone also tends to leave many of the really bad players behind, since they're almost exclusively zone.
  10. Yeah, the plan would be to tone down ranged damage output of melee characters. Only problem with a lot of the suggestions I'm making is that they can't really be implemented piecemeal - some of the adjustments require others to be made along with them, or they won't work well.
  11. macskull

    Spines/WP PvP

    Can't attack with Invis up, Invis uses more endurance, and Stealth + Hide + Stealth IO gets you to the stealth cap anyways.
  12. Quote:
    Originally Posted by __Divine__ View Post
    I would be the happiest player in the game if this were the case...i have alot of corrupters. Anyway, the only unresited dmg left in the game is the critical part of AS for stalkers. Everything else is resisted. It would be nice to see this change ...but with the new dmg formulas...giving blasters, corrupters (scourge) partially unresisted dmg would be WAY OP. Imagine the spikes a bunch of psi blasters with its delayed dmg being paritaly unresisted ....they would wreck everything.
    Point taken. Now let's throw out a "what if"...

    Assuming Scrapper crits are currently resisted (I'm not sure, can anyone confirm?), flag them as unresisted, flag Stalker crits as unresisted (not just AS), and flag a small portion of melee attacks from Tankers and Brutes as unresisted. This, when combined with the -range from taunt plus the suggested 2-second suppression from being hit by a melee attack, would help to balance out melee ATs by allowing them to deal more damage in melee. This also somewhat helps balance out the fact that Fury is fail in PvP right now.
  13. Here's what I was toying with: not as much HP as I'd like but the recharge times on the cages are decent at least. I notice your build doesn't have any perception either, which could be a major issue when you try to set up KB spikes in zone and arena matches.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Gravity Control
    Secondary Power Set: Force Field
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Ice Mastery

    Hero Profile:
    Level 1: Crush -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(31), TotHntr-Acc/EndRdx(43), TotHntr-Immob/Acc(46), TotHntr-Acc/Immob/Rchg(48)
    Level 1: Personal Force Field -- Krma-ResKB(A), RedFtn-Def/EndRdx(3), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(5), RedFtn-Def/EndRdx/Rchg(5), RedFtn-Def(7)
    Level 2: Gravity Distortion -- GladNet-Acc/Hold(A), GladNet-Acc/Rchg(7), GladNet-Rchg/Hold(11), GladNet-EndRdx/Rchg/Hold(11), GladNet-Acc/EndRdx/Rchg/Hold(37), GladNet-Dam%(37)
    Level 4: Deflection Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(19), LkGmblr-Def/Rchg(40), Krma-ResKB(40)
    Level 6: Force Bolt -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(42), KinCrsh-Rchg/KB(42), KinCrsh-Rechg/EndRdx(42), KinCrsh-Dmg/EndRdx/KB(43), KinCrsh-Acc/Dmg/KB(43)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 10: Insulation Shield -- LkGmblr-Def(A), LkGmblr-Def/Rchg(15), LkGmblr-Def/EndRdx(39), Krma-ResKB(40)
    Level 12: Dimension Shift -- Acc-I(A), Acc-I(13), RechRdx-I(13), RechRdx-I(21)
    Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(15)
    Level 16: Detention Field -- Acc-I(A), Acc-I(17), RechRdx-I(17), RechRdx-I(19)
    Level 18: Hurdle -- Jump-I(A)
    Level 20: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(21), Mrcl-Heal(36), Mrcl-Heal/EndRdx(36)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(36)
    Level 24: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx/Rchg(25), RedFtn-EndRdx/Rchg(34), RedFtn-Def(34)
    Level 26: Wormhole -- Amaze-ToHitDeb%(A), Amaze-Stun/Rchg(27), Amaze-Acc/Stun/Rchg(27), Amaze-Acc/Rchg(29), Amaze-EndRdx/Stun(29)
    Level 28: Combat Jumping -- Krma-ResKB(A), Zephyr-ResKB(31), LkGmblr-Rchg+(34)
    Level 30: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(31)
    Level 32: Singularity -- S'bndAl-Dmg/EndRdx(A), S'bndAl-Dmg/Rchg(33), S'bndAl-Acc/Dmg/Rchg(33), S'bndAl-Acc/Rchg(33)
    Level 35: Acrobatics -- EndRdx-I(A), KBDist-I(37)
    Level 38: Force Bubble -- EndRdx-I(A), EndRdx-I(39), RechRdx-I(39)
    Level 41: Assault -- EndRdx-I(A)
    Level 44: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(45), AdjTgt-ToHit/EndRdx/Rchg(45), AdjTgt-EndRdx/Rchg(45), AdjTgt-ToHit/EndRdx(46), Rec'dRet-Pcptn(46)
    Level 47: Hibernate -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(48)
    Level 49: Frozen Armor -- LkGmblr-Def(A), LkGmblr-Def/Rchg(50), LkGmblr-Rchg+(50), LkGmblr-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    ------------
    Set Bonus Totals:
    • 12.5% DamageBuff(Smashing)
    • 12.5% DamageBuff(Lethal)
    • 12.5% DamageBuff(Fire)
    • 12.5% DamageBuff(Cold)
    • 12.5% DamageBuff(Energy)
    • 12.5% DamageBuff(Negative)
    • 12.5% DamageBuff(Toxic)
    • 12.5% DamageBuff(Psionic)
    • 1.56% Defense(Fire)
    • 1.56% Defense(Cold)
    • 3.13% Defense(Energy)
    • 3.13% Defense(Negative)
    • 6.25% Defense(Ranged)
    • 3.13% Defense(AoE)
    • 2.25% Max End
    • 2.5% Enhancement(Held)
    • 10% Enhancement(Range) (in PvP)
    • 5% Enhancement(Immobilize)
    • 42% Enhancement(Accuracy)
    • 55% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 164 HP (16.1%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -31)
    • Knockup (Mag -31)
    • MezResist(Confused) 5% (in PvP)
    • MezResist(Held) 7.75%
    • MezResist(Immobilize) 9.4%
    • MezResist(Sleep) 5% (in PvP)
    • MezResist(Stun) 5% (in PvP)
    • MezResist(Terrorized) 5% (in PvP)
    • 20% Perception
    • 12% (0.2 End/sec) Recovery (in PvP)
    • 64% (2.72 HP/sec) Regeneration
    • 10% ResEffect(FlySpeed) (in PvP)
    • 10% ResEffect(RechargeTime) (in PvP)
    • 10% ResEffect(RunSpeed) (in PvP)
    • 2.5% Resistance(Smashing)
    • 5.04% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 8% RunSpeed




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  14. macskull

    Tweaks and fixes

    Quote:
    Originally Posted by EmpireForgotten View Post
    You might suggest just trying to forget about 1.0 and look forward altogether, but, as an ebil conservative, I would never want to forget about your past and the things it did RIGHT just to be able to say "Hey, we have progress see?" I also wouldn't want to completely disregard the work done on PvP 2.0 because a lot of features are pretty slick and could help balance out.
    Not going to disagree here - I'm trying to take some of balancing factors of PvP 2.0, get rid of the stuff that results in more imbalance than it was trying to fix, and drop that on top of the old system, while making a few more tweaks to maintain balance. I like some of the 2.0 changes, but IMO a majority of the mechanical changes made PvP less fun for everyone, not just the experienced players. In regards to watching PvP 1.0 and 2.0 side-by-side, there's always Youtube. There aren't many post-I13 matches on there (because many of those who recorded matches in the first place aren't around anymore), but those can be observed in-game, while there's a wealth of videos from 1v1s, 2v2s, 3v3s, and larger team matches from the pre-I13 system. I still watch them every so often simply because they're so much more dynamic than what we have now.

    Quote:
    Originally Posted by Necromatic View Post
    Yep. Either a base mag 6 (maybe 4 would be better), or allow offense toggles to stay on with their effects suppressed, or better yet, add a meaningful duration to toggle effects.
    I don't remember exactly why, but Castle said it would be very difficult to make offensive toggles suppress (think he said it would interfere with Stalkers getting back into hide, or something like that, I don't really remember). Maybe giving the toggles an extra 5-second 10-second duration after they've been shut off would work, which would give you a chance to let them recharge and potentially retoggle them after you've been mezzed, which means you wouldn't have an inherent disadvantage over sets that don't rely on offensive toggles.

    Quote:
    Originally Posted by Necromatic View Post
    Hey, where is the /traps QoL?
    Such as? Other than making the traps mobile, I can't see much changing with the set - it's designed as a stationary set, which unfortunately just doesn't work well in PvP, under any ruleset.
  15. macskull

    Spines/WP PvP

    Try this: note this build does not have Stamina, which isn't a big deal - many PvP Stalker builds don't use the Fitness pool, because the standard procedure for a Stalker is to hit once or twice and then get back into Hide if possible, not to try and scrap it out with their target (this works in PvE, not so much in PvP). Solo you won't be terribly effective, though you will get better once you learn to AS moving targets (as opposed to spamming Impale and Dark Blast at range). Your best role in post-I13 PvP is to get on a team and AS mezzed or KB'd targets.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Stalker
    Primary Power Set: Spines
    Secondary Power Set: Willpower
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Barb Swipe -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(39)
    Level 1: Hide -- Ksmt-Def/EndRdx(A), Ksmt-Def/Rchg(42), Ksmt-ToHit+(43)
    Level 2: High Pain Tolerance -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/Rchg(3), Mrcl-Heal(3), Mrcl-Rcvry+(5), Numna-Regen/Rcvry+(5)
    Level 4: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9)
    Level 6: Assassin's Impaler -- HO:Nucle(A), HO:Nucle(17), Hectmb-Dmg/EndRdx(19), Hectmb-Dam%(19), Mako-Dam%(21), GS-%Dam(21)
    Level 8: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(11), AdjTgt-ToHit/EndRdx/Rchg(11), AdjTgt-Rchg(13), AdjTgt-ToHit/EndRdx(13), Rec'dRet-Pcptn(17)
    Level 10: Mind Over Body -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(23), TtmC'tng-ResDam/EndRdx/Rchg(25)
    Level 12: Placate -- RechRdx-I(A), RechRdx-I(23)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 16: Indomitable Will -- GftotA-Def/EndRdx(A), GftotA-Def(43), GftotA-EndRdx/Rchg(43), GftotA-Def/EndRdx/Rchg(46)
    Level 18: Impale -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(31), Dev'n-Dmg/Rchg(34), Dev'n-Acc/Dmg/Rchg(34), TotHntr-Dam%(36), ImpSwft-Dam%(36)
    Level 20: Super Speed -- Clrty-EndRdx(A), Clrty-RunSpd(31), Clrty-Stlth(46)
    Level 22: Heightened Senses -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(27), GftotA-EndRdx/Rchg(29), GftotA-Def/EndRdx/Rchg(29), GftotA-Def(31)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), GftotA-Def(25), GftotA-Def/EndRdx(27)
    Level 26: Super Jump -- HO:Micro(A), Winter-ResSlow(40)
    Level 28: Fast Healing -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Heal(42)
    Level 30: Assault -- EndRdx-I(A), EndRdx-I(39)
    Level 32: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(34)
    Level 35: Stealth -- LkGmblr-Rchg+(A), EndRdx-I(36)
    Level 38: Invisibility -- LkGmblr-Rchg+(A)
    Level 41: Phase Shift -- RechRdx-I(A)
    Level 44: Dark Blast -- Apoc-Dam%(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46)
    Level 47: Soul Storm -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(48), Dev'n-Dmg/Rchg(48), Dev'n-Acc/Dmg/Rchg(48), UbrkCons-Dam%(50)
    Level 49: Shadow Meld -- HO:Membr(A), HO:Membr(50), HO:Membr(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination
    ------------
    Set Bonus Totals:
    • 17.5% DamageBuff(Smashing)
    • 17.5% DamageBuff(Lethal)
    • 17.5% DamageBuff(Fire)
    • 17.5% DamageBuff(Cold)
    • 17.5% DamageBuff(Energy)
    • 17.5% DamageBuff(Negative)
    • 17.5% DamageBuff(Toxic)
    • 17.5% DamageBuff(Psionic)
    • 1.88% Defense(Energy)
    • 1.88% Defense(Negative)
    • 3.75% Defense(Ranged)
    • 3.6% Max End
    • 47.5% Enhancement(RechargeTime)
    • 13% Enhancement(Heal)
    • 9% Enhancement(Accuracy)
    • 5% FlySpeed
    • 189.7 HP (15.8%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Confused) 1.65%
    • MezResist(Held) 5.5%
    • MezResist(Immobilize) 5.5%
    • MezResist(Sleep) 2.2%
    • MezResist(Terrorized) 4.4%
    • 20% Perception
    • 16.5% (0.28 End/sec) Recovery
    • 40% (2.01 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 7.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 5% RunSpeed




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  16. Well, let's see. There's the $100 I paid for parts for my second desktop two and a half years ago (I originally ran CoH on my first desktop, which was an ancient Pentium 4 and couldn't drive a high enough framerate even at 640x480 to provide a good play experience, so I got a sweet deal from a friend on a then-somewhat-dated Athlon 64 motherboard, processor, RAM, and video card). There's the $800 I paid for my third (current) desktop last fall, which thankfully well exceeds the requirements for ultra mode so I won't need to make any more hardware upgrades for a while.

    30 months of subscription time on my main account, mostly paid monthly, and 18 months on my second account, also paid monthly, adds up to $720 in monthly fees. I've purchased about 20 extra character slots between my two accounts for another $80, bought the GvE pack for both accounts for a total of $20, and the Mac pack for one account for another $10 (been meaning to pick up the Mac pack on the other account, as well as the magic pack for both).

    Add up the hardware and software costs, and you're looking at a total of somewhere around $1730 over two and a half years. That's about $2 a day (more like $1.10 if you don't factor in the hardware costs), which isn't bad considering I spend most of the time I'm not sleeping, working, or in class playing the game. Lot cheaper than some other forms of entertainment (by comparison, watching 6 hours' worth of movies in a theater would run me over $25 a day).
  17. macskull

    New Cape Mission

    Quote:
    Originally Posted by Clouded View Post
    I know right? They should offer an additional cape mission for those of us that can't be bothered with another mission. They should put it in AE and have it earned by farming.
    Or I could simply state why I don't run it, and continue going about as I always have (I don't normally run it). Waitaminute...

    EDIT: My only real qualms with the cape mission are the rather long trek across Independence Port and back to get some text many people don't even bother to read beyond the first time running the mission, and having the last mission be a defeat-all, as those can be problematic with lost mobs, mobs falling into geometry, etc.
  18. Unless something has changed very recently, Scourge isn't. I'm not 100% on Scrapper crits since I haven't played one recently. Stalker crits for sure aren't, except the crit portion of AS.
  19. macskull

    Tweaks and fixes

    Someone did the math (think it was Barrier) and proved that a Blaster in a DR-off match under the current rules would only be dealing slightly more damage than a Blaster under the old rules - but under the old rules, people didn't have epic/patron shields that protected against everything, 10% of Blaster damage was unresisted, and there were unresisted debuffs to drop a target's resistance before the Blaster even start its attack. I don't have a problem with base resists in and of themselves, nor DR - but I have a problem with how the two interact with each other in that they make +res buffs on squishies all but useless.

    I'm not saying "IMPLEMENT THESE CHANGES NAO," I'm merely offering them as suggestions for alternatives that are better than what we have right now. The point I'm getting at is making PvP as similar as PvE as possible (basically, with what I'm proposing the only real differences would be DR, global resists, damage changes, and mez changes that are different than PvE but not so different as to completely confuse a new player). One of the current complaints by PvEers about PvP is that it's too different - these suggestions keep the two roughly the same while addressing some of the bigger "worries" (whether real or perceived) that led to the I13 changes. Regarding mez: I don't think the old system was the best, and I don't think the new system is the best, though both have their advantages. I'm merely trying to find a balance between the two.

    I'm of the opinion that a combination of both good mechanics and a meaningful rewards system are necessary if the devs wish to draw in new PvPers (which, unfortunately, seems very unlikely no matter what they do) - PvEers are more likely to be attracted if there are really good rewards involved, even if the mechanics aren't spectacular, but it would make sense for things to function more similar to PvE so they're not completely alienated when they walk into a PvP zone. The best rewards structure I can think of are minigames which give good rewards to the winning team.
  20. macskull

    Tweaks and fixes

    *shrug* What I'm suggesting is, in terms of numbers, more like 1.5. I can recognize that some of the changes made in I13 were probably for the better (patron pool changes, resists to everything in epic/patron shields, and the concept of DR isn't one I really agree with but I can understand why it's there), but I also recognize that most of the changes are a steaming pile of crap. If it turns into PvP 3.0, and it's more of a downgrade than an upgrade, I'll probably just end up doing the same thing lots of players did during the I13 beta - unsub, give away my stuff, and leave, and I'm guessing quite a bit of what's left of the PvP population would do the same.
  21. macskull

    Tweaks and fixes

    I was musing today during class, so I filled a page of my notebook with suggestions and new ideas. As in the past I'll try to say not only why the changes are a good idea, but how they will benefit everyone in the long run.

    MECHANICAL CHANGES

    * Remove travel suppression (i.e. the arena option, not remove PvP TS and replace it with PVE TS). This does not significantly change balance nor hinder someone with slow reactions, but it does bring some of the fast movement back into the game. With no TS, there is no need to be suppressed when attacked because your opponent will be able to catch right back up to you when their animation is finished (right now, many attacks trigger suppression that is longer than suppression caused by being attacked, which makes no sense if you're using it as a tool to enforce fighting). Keep a 2-second duration unresisted suppression for being hit by a melee attack from a melee AT, except in TS-off arena matches. This ensures melee characters are useful in both being able to stay with a target, and helping keep the target near them (in conjunction with taunt) so their teammates can assist them.
    * Cut in half, or remove, heal decay. Heal decay in its current implementation makes getting a kill as simple as "attack until the target dies," and the outcome of a fight should not be as predictable as "spam damage." Coordination should be rewarded, not random attacking. HD and TS combine to make the PvP experience sluggish and awkward and reward teams that bring ranged characters with fast-animating and fast-recharging attacks instead of rewarding teams that bring a variety of abilities. In short, if you want to appeal to the current PvPers and make the system more fun for everyone in the process, something needs to be done about either TS or HD, and preferably both.
    * Reduce PvP base resistances for squishies from 40% to 20%. This change would allow the base resistances to still be meaningful, but would allow resistance buffs (Sonic/Therm shields, World of Pain, orange inspires) to become more sought-after and commonplace. This change would negatively impact the survivabilities of squishies, but the removal of travel suppression and heal decay would more than make up for it by allowing the player to get out of a bad situation more easily.
    * Further reduce the ranged damage output of melee ATs - currently many melee builds are able to put damage similar to a Blaster, but they have twice the HP, self-heals, and looser DR curves to keep them alive when they are targeted. I'm not saying they shouldn't be able to put out ranged damage, but they should not be outdamaging dedicated ranged damage dealers - that's what melee range is for.
    * Increase the damage scale on Assassin's Strike. For an interruptible power which requires you to be in melee range to execute to barely take off half of a squishy's HP is just plain silly. It doesn't need to be where it was at before I13, but it does need to have some merit other than its status as a "signature attack." Currently, some Stalkers are skipping AS entirely and instead focusing on spamming sharks at range.
    * Loosen the DR restrictions on recharge, damage, and defense, as well as slightly increasing the amount of allowed resistance on squishies - they still have less HP than a melee character, so the same amount of resistance or defense will not get them as far. Boosts to recharge and damage mean builds built around a certain performance level (faster recharge on AM or Domination, for example) will not be unfairly penalized, and ATs focused on damage (Blasters, Stalkers) will benefit more from damage buffs.
    * Boost PvP base resistances of VEATs and Khelds from 10% to 20%.
    * Give Banes elusivity in Cloaking Device, if it is possible. Banes cannot get defense in meaningful numbers on their own without a lot of investment in IO sets, and even then they have no resistance to back their defense, which is often shredded through like it's not there because of the lack of elusivity. Widows fare a bit better, but they still lack meaningful resistance.
    * Bump elusivity granted from 10% to 15 or 20%, which would give us a middle ground between the perception of "too powerful" we had in I13 and the perception of "too weak" we have now.
    * Add -maxspeed back into slow powers, though tone it down from the PvE numbers. This ensures that one application of a slow will have a noticeable, but not large, effect, and you don't need to stack multiple slows in order to produce meaningful results.
    * Return a portion of Blaster damage (not necessarily 10% like it was before I13, perhaps 5% would be better) to being unresisted. Likewise, return Scrapper and Stalker crits, as well as Corruptor Scourge damage, to being unresisted. If possible, make a portion (10%? 20%?) of Defender debuffs unresisted, so as to players a reason to want Defenders over Corruptors in some situations in PvP again.
    * Reduce the -range from taunt powers to 50% or 66% (currently at 75%) or make the -range require a tohit check and not stack from the same caster. Taunt powers should show the caster a hit roll on the taunt itself, instead of just saying the power is autohit and then informing the caster whether or not the taunt was successful.
    * Refigure AoE damage, treating AoEs as a single-target attack - factor their damage based on activation, tier, and recharge time. For example, Inferno is supposed to be a very high-damage attack, but most people skip it these days because all it does is tickle your opponent and drain your own endurance.

    CHANGES TO THE PvP MEZ SYSTEM

    * Standardize cage durations across all ATs, somewhere in the neighborhood of 12 to 20 seconds. Remove the built-in immobilize (or, see next point).
    * Return mez protection, but grant squishies a base mez protection of, say, mag 6. This would allow them to stay functional if at least one mez (and in many cases, even two) hits them long enough for them to respond, instead of being insta-mezzed and spiked as is the current case. As part of this change, the PvP duration of mezzes would be capped at a relatively short duration, something like 10 to 20 seconds. This eliminates insta-mez that could happen under the old and new systems, would allow mez stacking to overcome protection, but would not cause a mezzed state to last a very long time (plus the mezzed player could use a Break Free if it was necessary). This change has the added benefit of allowing powersets based on offensive toggles (Rad and Storm, namely) to not be as frustrating to play. If a player's mez protection gets overcome, the same situation as current applies (offensive toggles drop, but defensive toggles do not, and toggles do not suppress).
    * In addition to the above change, damage on mez powers would again be re-figured: higher than current PvE values, but lower than current PvP values. This allows mezzing ATs to both contribute damage-wise and contribute to mez stacking for a short time.
    * Telekinesis becomes repel/hold like it is in PvE, but the magnitude of the repel is lowered (or the amount of repel protection a Break Free grants would be increased), so you wouldn't need two Break Frees to overcome it. Additionally, add repel protection to Sturdies ("you are sturdier and more able to resist damage as well as enemy teleportation and repel effects").
    * Add KB protection to the list of effects powers like Clear Mind and Clarity protect from (perhaps 9 or 10 mag KB protection, same as Increase Density). ID would still be useful because of the +res and TP protection, while the other powers listed are useful for the +perception and such.

    QoL SUGGESTIONS

    * Give Defenders an Ice epic pool (for example, Flash Freeze/Block of Ice/Frozen Armor/Hoarfrost/Hibernate) for PvP and PvE equality with other low-HP ATs - yet another reason Corruptors are preferred over Defenders for PvP today is because Defenders must take Phase due to their lack of Hibernate.
    * Boost Defender base damage (perhaps this could apply to PvE as well, which would be seen as a buff). Rework Vigilance to provide a meaningful benefit in PvE as well as PvP (for example, replace the end discount with a +special).
    * Give Hover more protection to -fly effects, so one Web Grenade cannot drop a flier out of the sky.
    * Introduce PvP minigames (capture the flag, king of the hill, etc.) with meaningful rewards such as merits, temp powers, or PvP IOs.
    * Give PvP kills boss or elite boss XP, subject to the same timer as PvP IO drops. Provides an incentive for non-50 characters to participate in PvP, but is substantially slower than leveling via PvE, so will not be abused.
    * New arena maps (Grandville, Thorn Isle, St. Martial, Praetorian zones).
    * An in-interface arena store that lets participants purchase inspirations and temp powers from the /arenalist command (once the participants have joined, of course, so as to prevent someone from listing an empty match for the sole purpose of buying inspirations and then quitting out).
    * "No base resistances" option for arena matches.
    * An arena or PvP instance queue system, a la CO. Such a queue would allow a player to create or join and then continue doing whatever, and would randomly pick teams based on AT (in an attempt to balance teams as much as possible) and start a match once the queue is full. The queue would have search/matchmaking restrictions based on critera such as desired team size or desired arena rules.
    * Cross-server zones and arena, please.
  22. Funny thing is, given how rare PvP drops seem to be in the course of normal play, gutting PvP IO farming even more than they did in I15 would mean almost all the PvP IOs would be astronomically expensive, as opposed to only most of them being so.
  23. Single-target, sure. AoE... meh. Ice Blast isn't particularly known for its AoE ouput, though Blizzard is one of the better nukes in the game.

    EDIT: Though I notice you don't have Frost Breath or Blizzard in that build.
  24. macskull

    Buy This

    Uninstall the drivers, and uninstall the audio device (in Device Manager). Reboot, see if the computer recognizes the audio device (either as an unknown device, or as an audio device). Go to the manufacturer's website and re-download the drivers, then see what you get.
  25. Quote:
    Originally Posted by Ironblade View Post
    I think he understands that. I certainly do. Conversely, plenty of people are willing, even EAGER, to 'work their a** off' in order to get 'the good stuff'. Not everyone plays the game to experience fun at all times. Some people play the game to ACHIEVE. They have goals and will grind/work/whatever to get there. And it doesn't matter if it's not fun, or we don't see the point.
    The players who do want to put in the time, inf, and effort to get better at something shouldn't get dragged down to the level of those who don't - but everyone is a precious little flower, and having their feelings get hurt is a big no-no. Thing is, everyone has equal access to the tools needed to do well in PvP (and PvE for that matter). If they don't want to use those tools, they should be disadvantaged compared to those who do. If they don't think it's okay to put time and effort into making themselves better, they're playing the wrong game, and they have little right to do anything other than whine.