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macskull

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Everything posted by macskull

  1. Hello, I am from Excelsior. Where can I sign up for this "pvp"?
  2. No real healing to speak of, and it's mostly reliant on Rise to the Challenge which needs targets for maximum effect and detoggles when you get mezed.
  3. @Bopper - I think there's a pretty obscure discrepancy with some of the original numbers but I might just be thinking about it wrong. Corruptors, HEATs, and VEATs all share the same base HP so at first glance it makes sense that the numbers would be the same for the +regen procs except VEATs have a higher base regen which means they'd get different numbers out of the +regen procs. I know it wouldn't make the +regen procs more valuable than the +hp procs, but it does mean the numbers for +regen for VEATs in the table are slightly lower than what should be ingame.
  4. Fun fact, this also applied to the Energy Manipulator stun proc. The proc was changed to have no effect on player targets because otherwise you could slot it in an auto power like Stamina and randomly stun yourself, or slot it into a power like Speed Boost and randomly stun allies which was hilarious in the days when toggle dropping was still a thing.
  5. This is incorrect. If I put a Performance Shifter proc into, say, Speed Boost, any ally affected by Speed Boost has a chance to get the endurance, not me. Same thing goes for the Panacea proc - it will check against all targets of the power it's slotted in.
  6. If I don't have an Aim or Build Up power I might stick it in Tactics, but generally I want to control when I'm getting that extra damage instead of it happening randomly. I'm a fan of consistency.
  7. I think OP got it right somewhat - I think the two biggest QoL improvements the set could get are reducing the cast time and raising the -res of Sonic Siphon (or keeping the -res the same and making it work like Siphon Power but for resistance, which would be cool) and dramatically reducing the cooldown on Liquefy. Adding some sort of secondary effect to Clarity might be useful too, since pretty much every other ally mez protection power in the game does something aside from Clear Mind and Enforced Morale (Enforced Morale is supposed to give you a recharge and speed buff but neither of them actually work). Maybe a slight damage buff or effect resistance buff.
  8. Plus, while those things are nice, by virtue of having defense alone you're less reliant on them because you're just not getting hit often.
  9. Stands for "procs per minute," or a very rough estimate of the number of times a proc is expected to trigger in a one-minute period if the power it's slotted in is fired off as soon as it recharges. My signature has a link to a spreadsheet with more information.
  10. Chances to proc only care about the attributes of the power they're slotted in, the PPM rating of the proc, and how much slotted recharge you have in that power. The type of power (e.g. single-target, AoE, toggle, patch/rain, etc.) but procs do not have different rates just because they're in a pool power versus a primary or secondary power.
  11. This is a pretty accurate description of PvP diminishing returns.
  12. Sudden Acceleration kb/acc/dam, kb/dam/end, and kb/dam/rech recipes and enhancements all incorrect state they increase knockback potential, not knockback distance. The other two non-proc pieces of the set have the correct text.
  13. You can usually pull one of the Nicti at the end without bringing the whole group and it's easier to deal with that way. On my last solo run on my Fire/Cold I accidentally pulled the entire group which took out my lore pets pretty quick, but I was able to kite and stay alive to take out the entire group. It's also helpful to have at least one source of psi damage for the EBs in the third mission, unless you feel like waiting for their Unstoppable to wear off every time. In general, you don't need to hover or fly, you just need to keep kiting hard targets (AVs, usually) since making them run around to chase you really messes with their AI. It's entirely possible to stay out of melee range for the entire fight just by jumping/running and firing off your ranged attacks.
  14. Just do what I do when a poster brings nothing of value to their existence on the forums and ignore them.
  15. Cages only last for four seconds in PvP (8 seconds if you're a Controller or Dominator) so that isn't particularly useful. They used to last standard PvE duration though.
  16. Hey, way to take my quote entirely out of context. You conveniently left out the part where I said that it would not make up for poor gameplay and how a good player who is not using it will still beat a bad player who is. EDIT: I don't think anyone here is trying to argue that animation canceling is not an exploit (even though it happens accidentally sometimes), but rather that it isn't a big deal. The competitive PvP community at large has agreed to limit emote canceling because that disproportionately benefits offensive characters in a meta that already disproportionately benefits offensive characters and because it's extremely easy to police. The competitive PvP community at large has also agreed that redraw canceling is fine because provides more benefit to support characters that already have a more difficult job and because it's of limited utility and because it's next to impossible to police. If the devs decided to overhaul the animations system to make animation canceling impossible, well, that's fine and we'd move on with our lives, but I highly doubt that's going to happen.
  17. Also if @bamaisn’t Gunrock it’s definitely Ciro, who was caught using emote canceling several times after teams agreed to ban it.
  18. If you don’t want redraw canceling to be a thing, bring it up for a vote. If you’re going to play the “I’m taking my ball and going home” game, then congrats, you’re causing a self-fulfilling prophecy. You’ve been pretty doom and gloom about PvP in this game and so far every other team is still playing and having fun.
  19. That's a big no from me, ghost rider. I give zero fucks about badges aside from accolades and 95% of the game's playerbase is probably in the same boat.
  20. First, you seem to have ignored the part of my post where Positron said they wanted to decouple activation and root times in PvP. This is exactly what animation canceling achieves. Next, you're saying that animation canceling is an exploit because a player that should have died can move. You're missing the point - even with animation canceling the player is still unable to do anything except move. They can't heal, they can't phase, they can't jaunt, or anything else - they're still 100% reliant on outside help or luck to survive during that activation window. Is animation canceling a 2.5-second power less risky than not animation canceling it? Absolutely, but using that power in the first place is still risky. Regardless, let's continue on your line of thinking. You are saying animation canceling is an exploit but then you say "oh it's okay if it's being done via jump canceling because that takes skill." So... pick a side here. Emotes, redraw, and jump canceling achieve the same exact result, the only difference is how you get there. You can't say animation canceling is an exploit but then be okay with it if it's done a certain way. There are only a few emotes that allow players to animation cancel. Those should probably be fixed because they don't follow the standard emote rules. The redraw one is harder to work with because it'd require an overhaul of the animations system. Sure, you can ban Crey pistol or whatever, but that doesn't solve anything because anyone with a power that causes redraw can still animation cancel, and those powers are way more common than you'd think. You also seem to be missing the point about whether animation canceling gives a player or team a competitive advantage. Animation canceling isn't going to magically make a player beat another player. All things being equal, the person using animation canceling might come out on top, but since all things aren't equal most times it isn't going to be the deciding factor. I seem to recall a series of 8v8 matches earlier this week in which one team decided to start animation canceling midway through the matches and still lost every match.
  21. So first of all, say hello to the rest of Incursion for me, OP. I can't find the post anymore because the old live forums are long gone, but I very specifically remember a post from Positron saying being able to decouple power cast times from animation/root times was something they really wanted to do for PvP but were unable to because you can't change it in one place (PvP) but not the other (PvE). That being said... animation canceling has been around as long as this game's existed. You've never needed to use emotes or binds/macros with redraw to do it. If you jump and time power casts right, you can do it. Hell, sometimes it just happens without the player doing anything intentional. It has to do with a bug in the animations system that's been present since day one and is probably not possible to fix, or it would've been done a long time ago. You also seem to have a basic misunderstanding of what animation canceling actually does. The only thing animation canceling allows you to do is move around during the time when you'd otherwise be rooted in animation. You can't activate any other powers. If I animation cancel a power with a three second cast time, I'm still unable to defend myself during that cast time. The only difference is I'm not locked in place. For what it's worth, even discounting animation canceling an intelligent player will activate a power with a long cast time at the top of a jump so by the time they hit the ground the animation is finished or almost finished and they can continue moving (and their momentum has been carrying them during the rest of the cast time so they haven't been stationary anyways). In your two points: Bitter Freeze Ray: it's got a 2.5-second cast time. If I animation cancel that about the only advantage I have is that I can stick with the target to hit a followup attack, but that's a full 2.5 seconds my target has to move, jaunt, phase, get healed, whatever else. Meanwhile I'm still stuck in a power activation for 2.5 seconds so if I get attacked during that window I can do literally nothing. Absorb Pain: did you know AP has the same exact cast time as Heal Other? An intelligent Emp doesn't need to animation cancel that heal because they will be in a good spot when they use the power in the first place or they'll jaunt right afterwards. Additionally, the redraw method of animation canceling causes you to lose target, which is the last thing I want to do when I'm trying to ensure a teammate gets healed. Does animation canceling provide an advantage? Absolutely, but it will not entirely make up for poor gameplay. A good player or team not using animation canceling will beat a worse player or team using animation canceling. Besides, animation canceling isn't an "exploit" that is only limited to certain sets, or classes, or people - anyone can use it. It also has a possible positive side effect of making melee characters useful in the fast-moving PvP in this game simply because they can keep up with a target and actually get melee attacks off. TL;DR: There's no "issue" here, animation canceling has been around since the game launched, and the OP's suggestions would do nothing to fix it.
  22. One of them is enough to make a tower or AV intangible. Most people don't take those powers because they're such fringe use cases (but I have a Fire/Sonic Corruptor that I made for this specific reason).
  23. What would I change about Dominators? Bring back pre-I15 Psi Assault. I miss old PSW.
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