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Everything posted by macskull
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I'm going to argue those topics, of course, because 1) they're not good ideas and 2) are proposed solutions to nonexistent problems. While it's true that the whole point of this discussion is to allow people to voice their suggestions, it is a discussion and not just "list things you think are wrong." I don't know what PvP experience you have but if you're trying to use someone multiboxing with a buffbot sitting in their side's base as justification for removing ally buffs I'm guessing it isn't much. So, I guess I'll go back to that list again: Like I said, removing ally buffs would completely invalidate most team play and would make less powersets and ATs viable which is the opposite of what we are trying to make happen. Diminishing returns already reduces the effectiveness of some ally buffs so I suppose in that sense you already have your wish, although completely removing the role of support characters from the game because someone might park an Emp or something in their base doesn't really make much sense. It used to be that being a good Stalker in PvP was hard because most of your damage was in Assassin's Strike and getting that off on a moving target was difficult, but currently there are some tier 8/9 powers that do as much or more damage than AS without the interrupt period. Fix damage for those major offenders (hello, Greater Psi Blade and Crushing Uppercut) and you'll see less people on Stalkers, I'm sure. Removing all forms of stealth from PvP doesn't make sense because then you just turn a Stalker into a squishier Scrapper that can't crit unless the target is held or slept (the scaling crit rates for Stalkers don't exist in PvP). Besides, to a competent player, a Stalker is more an annoyance than a threat and by removing stealth that Stalker goes from being an annoyance to being a joke. I think the only thing that's capable of taking down a 1606hp character in that many hits is a Stalker who gets off AS + a followup crit but honestly if their target is standing still long enough for the entire interrupt period of AS and then the followup the Stalker probably deserves that kill. Most other things that can put out large amounts of burst damage can't time it tightly enough to drop a target without that target being able to react, or those attacks are on such a long cooldown that they're unable to maintain that damage. If you've ever tried to engage someone who is playing to survive, you will not be able to kill them one-on-one with damage spam alone. I don't think anyone here's been doing any crying. I'm not sure what exactly you mean by this. Of course, after having typed that out, I realize that your post was probably satire but it's really hard to tell based off your post history whether you're either actually calling for nerfs or are just a very dedicated troll. TL;DR/EDIT: Feedback and suggestions are good. Discussions are good. Some discussions from people who don't PvP a lot are good and some aren't, but the PvP community is very wary of a dev team making changes based on suggestions and inputs from people who barely even use the system because the last time that happened we got Issue 13.
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You can sometimes (not always) make a character at least functional in a PvP environment but you're almost certainly going to have to use a second build to do so. It's also a little harder to do that when most people who are in a PvP zone are there specifically for the PvP and have dedicated characters for it. It's also important to note that player skill is still pretty relevant in PvP and someone who is experienced will do better on an off-meta build than a new player on an FotM build. That being said, it's extremely easy to level/IO/accolade a new character right now so if someone is really curious about PvP they may find their best shot at figuring out the system is to roll a new character for it since you might as well start with something more forgiving. Even then, a player new to PvP is going to get their ass kicked over and over and over until they start to get a grasp of the mechanics and start to ask questions. It is kind of unfortunate that most players' experience with PvP is limited to one or two times in a PvP zone because zone PvP is almost never balanced and the zones tend to be frequented by some of the most bottom-of-the-barrel PvPers (at least in terms of attitude). We are still looking at ways to restore some of the diversity that was lost with the Issue 13 changes but I don't think it'll ever come to a point where every powerset combination is going to be good or even okay in PvP for the same reasons I mentioned in my last post.
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I'll also post in here and try to summarize some of what's been discussed in the Discord channel so far: Implement the new arena maps the PvP community voted on last summer/fall (priority) Arena bugfixes (priority) Fix phase shift suppressing while mezzed (priority) Remove/lessen penalty for Absorb Pain/Share Pain (priority) Add suppression for taunt/-jump/-fly (priority) Make movement slows effective again Overhaul the mez system Adjust DR curves to make ally def/res buffs useful MMs could probably use some help
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So you're suggesting that ally buffs should have no function in PvP? This would completely invalidate any semblance of team play. The point of diminishing returns as currently implemented was to prevent insane levels of external buffs and it did that to a point but the current DR values need tweaking. With the exception of Stalkers (1143 ft) and Soldiers/Widows (857.25 ft), every AT has a PvP stealth cap of 571.5 ft. Every AT's base perception is 500 ft and perception caps at 1153 ft (except for Soldiers/Widows which cap at 1260.6 ft). PvP builds have multiple sources of perception to the point where non-Soldier/Widow/Stalker stealth is essentially nonexistent. Removing invis/stealth breaks Stalkers, Banes, and Night Widows. I'm assuming the source of the "remove stealth" complaint comes from frustrating experiences with Stalkers but there are plenty of ways to deal with them while not removing the purpose of the entire class. 3 or 4 hits doesn't usually drop anybody - time to kill is much longer than it was pre-I13 and having teammates can help keep that the case. I understand how frustrating it is to be the only person in a PvP zone against a group of players on the other side but in situations like that you either play it smart and try and pick one off before getting out of there, call for more help and even the sides out, or leave until things are more balanced. I'll address a few things here - short of a compelling rewards system it doesn't matter how good the mechanics in PvP are, you're not going to attract significant numbers of new players. PvP is an entirely different beast than PvE and people that come into a PvP environment from the easymode that is PvE are usually surprised when they find out their character isn't nearly as good as they thought it would be. At the same time, PvPers understand that there's a limited amount of developer time and resources so we're trying to be realistic about what we ask for and realize that complete overhauls of systems are unlikely at any point in the near future. One complaint I tend to see from non-PvPers is how only certain builds are viable in PvP and there is some truth to that but... if you are trying to accomplish a certain task and you want to do well at it, you pick the tools that make the job easiest. If I'm trying to build a character that can run fire farms on the asteroid in 3 minutes I'm not going to complain that a Sonic/Ice Sentinel can't do it, or if I'm trying to build a GM/AV-soloing machine I'm not going to complain that an FF/AR Defender can't do it, because I understand those builds don't offer what I need to get the job done. Likewise, PvP is a fast-paced environment against thinking opponents with a wide variety of powers at their disposal and as such your goal is to defeat another player as quickly as possible which means you will tend to favor sets that put out large amounts of single-target burst damage. Your "core philosophy" isn't that far off of what actually happens in-game, believe it or not. Squishier ranged ATs are usually able to deal more damage faster but at the same time they die quicker. Melee ATs are more survivable but tend to have a harder time taking down targets. You have to be very careful when coming up with major systematic changes in an attempt at "balance" or to draw in new players - the Issue 13 changes attempted to rebalance PvP but also to make PvP more accommodating to new players but in reality all that happened was much of the group of experienced PvPers quit the game and very few new players actually got into it.
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While that seems to be the way everyone's responded to it, I'm like 99% sure the OP's post wasn't satire considering their post history.
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It is easier, yes, especially because you only have to get to 45%, versus anywhere from 75% to 90% for resistance, but with the changes to set bonuses in I24+, it's possible to get meaningful resistance through IO sets.
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For what it's worth, there are a lot of powers that don't show hit rolls or are missing information in the combat logs. The patch yesterday seems to have fixed some of these but there are still some cases where you won't see a hit roll in your combat logs unless the power misses (Corrosive Enzymes is one example). That being said, I just created a Thugs/Traps/Mace MM on Pineapple and ran around Atlas Park for half an hour spamming Web Grenade and Web Envelope on anything I could find and wasn't able to recreate this. Every hit roll was showing and streakbreaker was working as expected (though occasionally the hit rolls would come in in a weird order in my combat logs so the streakbreaker would show up before the attack that missed).
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"Being good at one specific thing" != "overpowered" (and Spines/Fire Brutes aren't even the best at what they do).
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On Excelsior at least I'll usually see people forming TFs in LFG or global channels say the level difference they're running it at or if they're doing a speedrun. If I'm interested and it's not specified I'll ask before committing, but normally I just run my own and make sure to advertise them as speed runs.
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There are a lot of game mechanics in CoH that the average person doesn't know about (accuracy vs tohit is one big example, and the absolutely wacky player powers/pets/pseudopets system) but I don't think nerfs are a solution to those mechanics being unintuitive. PB'd Fade is 100% not working as intended, I'll give it that at least. I'm amazed that hasn't been fixed yet. A good rule of thumb to determine the interaction between PB and defense buffs (for non-pet powers, at least): if the defense buff also grants resistance, and that resistance is enhanceable, then PB won't boost the defense. For powers granted by pseudopet, the pseudopet generally inherits all the player's buffs for the remainder of their duration, and for powers granted by pets, the pet generally inherits none of the player's buffs.
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FFG is a pet and therefore doesn't inherit any buffs from its caster (pseudopets are different but FFG isn't a pseudopet). Power Boost is of extremely limited utility to the Traps set as a whole. You can do a comparison to, say, Force Field's bubbles - the ally shields are click buffs and will keep their PB'd value for their entire duration while the AoE bubble is a toggle and will be boosted only for the duration of PB.
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Leadership: Victory Rush needs more research
macskull replied to Redlynne's topic in General Discussion
Victory Rush is a weird power for me. It ignores global recharge (already making it less useful) and you can't mule any decent sets into it. If it were earlier in the leadership pool it might be worthwhile but IMO at that point it's a choice between Vengeance and Victory Rush and Veng wins that one 99% of the time solely because I can slap an LotG in there and call it good. -
The bugs you remember (fondly or otherwise)
macskull replied to Greycat's topic in General Discussion
In the I12 beta (the one that introduced widows and spiders) Indomitable Will was bugged and gave you a massive heal over time (or was it regeneration) boost to the point where you could toggle on that one power and then go fight +4/+5 enemies completely unslotted and survive. -
Well, I mean technically you can get Hasten to stack with itself (just like every other "does not stack from same caster" buff) if you zone while it's active but it'll only give you a few seconds of extra recharge at best. EDIT: Back to the topic at hand though. Nerf nerfherding threads, they're rarely constructive and almost always end up exploding and getting locked and/or nuked from orbit.
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This is one change that would break a lot of things and as such I don't see Hasten nerfs happening anytime soon. You can't stack Hasten with itself so it's not like it ends up in this infinite loop of +recharge.
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Charging for Powerlevelling to level 50
macskull replied to Queen Nefertiti's topic in General Discussion
How exactly are player-to-player transactions open to exploit? -
Charging for Powerlevelling to level 50
macskull replied to Queen Nefertiti's topic in General Discussion
One of my biggest complaints about the current forum software is that I can't use my "php script disguised as a jpeg that loads a different avatar whenever the page is refreshed" avatar. -
I was the same way for the longest time but my god do those extra buttons make things nice, especially when combined with the powexeclocation command. Being able to press two buttons and rapid-fire, say, Sleet and Rain of Fire directly onto a group of enemies is awesome. EDIT: Also, I have the Logitech G600. Less than $30 most places and has a bunch of extra buttons and some pretty awesome software.
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Charging for Powerlevelling to level 50
macskull replied to Queen Nefertiti's topic in General Discussion
I did at least partially reference a post I wasn't quoting, but the majority of my response was in regards to the quoted post. All that aside, there is a not-insignificant difference between charging in-game currency for in-game services and charging actual money for those same services. If I'm understanding you right (and I think I am) you're saying there is really no difference between those two because: Time is money and therefore Being paid in in-game currency for your time is therefore equivalent to being paid in actual money for your time. I don't think any reasonable person is treating their time playing this game like a job so I don't buy the "time is money" argument here. They're playing the game in their free time and if what they're doing is providing a service for other people and making a little extra something in-game, there should be no problem there. -
Charging for Powerlevelling to level 50
macskull replied to Queen Nefertiti's topic in General Discussion
I'm confused. You're stating that you think charging for powerleveling is exchanging an in-game item (XP) for real-world currency (time) and that that's barely removed from charging actual money... so by that same logic, isn't simply being powerleveled by someone else (even if you're not paying) also exchanging that same in-game item for real-world currency? That's more than a little absurd. There's no functional difference between being powerleveled for free and paying in-game currency to be powerleveled. I understand the crux of your argument here is "yeah, well, that's just, like, your opinion, man," - of course everyone is entitled to their own opinion and no one's going to argue that but if you're of the opinion that, say, the sky is actually salmon-colored, people are entitled to think your opinion is bunk. -
100% should. I'm seeing people slotting with 5 procs and a 50+5 acc/rech purple. Wouldn't slot the Force Feedback proc in there since it would only have a chance to fire on you on casting the power and after that pet powers are unaffected by recharge.
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I ended up buying about 200 when all was said and done. I opened up the first 60 shortly after I bought them and I'm probably going to make way more off selling things individually than I'd make by just re-listing the packs.
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It depends what you're doing but as a general rule, Stalkers lack the AoE and Scrappers lack the survivability (lower HP and resistance compared to Brutes and Tankers). Brutes are usually the cheapest to build and easiest to play so they're the most popular.
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Trust me, most of us don't like any of that either.
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The issue here is that you're trying to compare apples and oranges - while the Regeneration powerset might be named "Regeneration," that's not its only schtick. The Sentinel version also gets a heal that's on 2/3 of the cooldown of the one in Elec, an absorb toggle that's pretty damn good, another heal/+maxhp power, and one of the best T9's in the game.