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barrier

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Everything posted by barrier

  1. As it should be. PVP mechanics after i13 are full of deterministic processes; stuff that simply cannot be countered like in the pve system. Killing someone in a PVP zone is as much of a point of pride as writing your name. Even more so with incarnates (I'd be so happy if everything but alpha was turned off in zone). And this is coming from a PVPer who spends A LOT of time in zone..
  2. If you're playing a tanker and this is your problem, you should probably consider a respec.
  3. You're not getting responses because the answer is clear: Entering a PVP zone implies consent to be engaged by others. If you don't want to PVP, then you can't have the badges related to that. Also.. it's not like PVP isn't dead in Everlasting, so use your free transfer tokens.
  4. A couple more flag changes that may have been missed: Mastermind Storm -range is PVE only flagged. That's an oversight. Gale on controllers has double the intended mag because of mistags on PVE and PVP flags. O2 Boost is providing stun protection rather than resistance. Just didn't see any of these in the patch notes. (And yeah, as the proud owner of a fully spec'd elec/storm controller, I am asking for a nerf to it's 50+ mag kb).
  5. These would both be worthwhile changes. In fact, I have a specific idea re: HoT's: Powerhouse should bring HoT's to Time Manipulation in PVP. The set is 100% under-represented and pretty much unusable in pvp. It's the perfect guinea pig before changes are made to Water Blast and Pain Dom.
  6. DR isn't that bad on range. It really isn't.
  7. Definitely does. Thank you sir.
  8. Hey so like... Hybrid Melee is still granting mez protection in PVP right? Should this be fixed?
  9. Thank you so much for these changes. Zone PVP will be a lot more tolerable, and I look forward to being able to use my dark/* dom in kb's again.
  10. " Poison Weaken and Cold Domination -Special powers should no longer be boosted by +Special powers like Power Boost. As a rule, Str effects should not be affected by other Str effects. " This has major implications in PVP and it's effectively taking a sledgehammer to a problem. I have zero reason whatsoever to continue to play my grav/poison/pb or grav/cold/pb controllers. The change further pushes the game into "damage race" and "jump vs. jump" territory. I am kind of not ok with this. Specific attributes in the -special should have been targeted, not just -special overall.
  11. You can kind of time energize so you use it both as a heal and an end discount. It's just a matter of thinking a bit about where your end is and what's your current rate of attack (locks -> spikes) vs. your likelihood of getting spiked and having to go into phase (I wouldn't rely on the heal mid-spike, it's not large enough). /EM basically asks you to play a bit harder that you would with /plant or /ta, but being rewarded for it (ie, you can shoot shit from mega far away, and stay really out of of the fray while still throwing out loads of damage - this is not a "slight" advantage. it is a huge advantage.), but I don't know how much of a good choice it is to pair it with anything that doesn't have a snipe.
  12. Pretty sure my grav/poison was the first grav to use Dim Shift in 8v8's... Not that it matters, but it was a definite response to getting my nether-regions probed deeply by Vinnie at Lib's request.
  13. Add to that the fact that envenom randomly switches between multiple animations including the one for neurotoxic breath, which is INSANELY LONG and bound to get me killed (I don't need more help dying on a poison, thank you).
  14. Hey, Killa, remember the test leagues from pre-i13? I mean the mixed ones with drafted teams (I ran one of those teams once). Can you honestly find a single villain AT that would have been found in an optimal mixed team? Let me clue you in: None. Not a single one. That's not the case in the current state of play. We are pretty much at the height of build diversity in KBs. The only time I remember more diverse play was i14 or so when the new meta was falling in place. Also, if I were lining up a vill team right now, my team comp would be quite a bit more varied than the standard fortunata jump team from i12. I dare you to argue that a fort jump team is optimal on i24. You're way off base.
  15. Hey dude, you were given a couple of pointers on the Homecoming Discord. I suggest you rework the build around those comments and then repost. Power choices need to be looked at again. Drop every AOE from Rad to begin with. Then get SS, SJ, Tactics and Phase. Netherworld Grasp is basically mandatory on Sents right now.
  16. barrier

    PvP Bugs

    In full agreement with Pixel on the Dark Holds. Fix them so I can use my dom in PVP again without: a) being called an a-hole b) driving away new pvpers that will just say "bah, pvp is broken. not for me!".
  17. Probs the best suggestion here. I still take issue with people saying that allowing players to invest 8-12 million extra in kb io's to protect themselves against an additional 4% of attacks with kb in PVE is significant power creep along with 1-2 power slots which they probably were already using (underslotting run speed, etc). Don't know what game you're playing. It's not a significant PVE change. But what Silent proposes is good. Less wheel being reinvented. More of a clean-cut change.
  18. You keep saying that this is a major change. 1-2 slots is not a major change. 1-2 slots can absolutely be a major change. And this isn't 1-2 slots, it's 1-2 slots, 16-20 KB protection for every character, and 20% slow resistance with Winter's Gift, which is hug considering how easy it is to build for slow resistance now with the winter event sets. Can you tell me in concrete terms what is the functional difference between 16 kb protection and 8 kb protection in typical PVE contexts? Seriously. Please don't dodge. (I already showed you my homework when it comes to PVP mag protection requirements). https://paragonwiki.com/wiki/Knockback/Enemies_with_Knockback_Powers There's a long list of powers with more than mag 8 KB. Okay, so, let's play: There are 1667 powers in that list. 1564 are mag 8 or less. That means that the most aggressive archetypal slotter who uses 2 KB ios is immune to 93.8% of KB powers in the game. Gaining 2 more slots (mag 16kb), they'll be immune to 97.4%. That is kind of the definition of de minimis.
  19. You keep saying that this is a major change. 1-2 slots is not a major change. 1-2 slots can absolutely be a major change. And this isn't 1-2 slots, it's 1-2 slots, 16-20 KB protection for every character, and 20% slow resistance with Winter's Gift, which is hug considering how easy it is to build for slow resistance now with the winter event sets. Can you tell me in concrete terms what is the functional difference between 16 kb protection and 8 kb protection in typical PVE contexts? Seriously. Please don't dodge. (I already showed you my homework when it comes to PVP mag protection requirements).
  20. You keep saying that this is a major change. 1-2 slots is not a major change.
  21. You know you can slot stealth IOs into those, right? And that's it, and that was by design. Stating that "it was by design" doesn't take away from the fact that your original statement assumed that no enhancements would be allowed in the prestige sprints or preclude a critique of the design. Sprints that you erroneously call "passives" when they really aren't "passives" by definition (gotta turn them on!) My point is that the original game developers specifically disallowed the universal travel IOs from being slotted in sprint (or its variations) for game balance reasons. This wasn't an accident. But how about this? If they can code the game so that you could slot universal travel IOs into any sprint, but they only works when that sprint is on. I'd be okay with that. At most you're granted 4 points of extra KB protection, or a 20% slow, which isn't such a big deal, and you're paying for it with the extra endurance used, which is the same as using the stealth IOs. Yeah, the balance reason probably had very little to do with KB IO's and a lot to do with the fact that you had to buy those sprints, so you'd be basically selling slots.
  22. You know you can slot stealth IOs into those, right? Right, but slotting a stealth IO into one Sprint has the same impact as slotting a stealth IO into all 6 of them so it's a minimized impact. Hey, I agree there. But the KB impact is also the same. Slotting more than 1-2 KB IO's for PVE content is about as redundant as slotting multiple stealth io's into the same build (albeit, that's not possible). I'm sure you can agree with that. Just because 5 slots open up, doesn't mean the functional effect is "5 extra slots".
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