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Liberty

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Posts posted by Liberty

  1. On 7/13/2021 at 3:12 PM, Illy said:

    I would just like to say, as a player who is more on the outside looking in, so to speak, that it would be really nice to hear that all classes are viable and welcome in pvp. I would come back to the game at that point. If controller holds become powerful again, as they used to be, it actually necessitate more complex group compositions. 

     

    Sometimes its good to listen to feedback from players who are outside of the entrenched pvp community. Take the advice or leave it, just wanted to give you my two cents. 

     

    What is kind of funny is the "entrenched" pvp crowd recognized controller holds were so powerful that they were literally banworthy across 8 v 8 matches even down to around 5 v 5's.    Not being able to move for 3-6 seconds when a player can die in less than 1 second (or even a single server tic) meant that holds were a death sentence with their  base 4 second duration.

     

    However, this increased viability came at the cost of their 1 v 1 prowess.   Builds like Ill/Storm, Ice/Rad, Fire/Rad, etc no longer really worked in 1 v 1's because 1 v 1 matches vs. hard CC AT's no longer became "how fast can I run my opponent out of BF's so they simply can't play their character the rest of the match".  While this was a positive change, the 1 v 1 system overall is still pretty out of sorts and with so many sets, power combinations, and IO's / builds / etc whether it was the i12 system or the i13 one it'd still be pretty broken and monumental to balance. 

     

    When clear mind and equivalents started to give mez protection again, they were unbanned and you regularly see at least two controllers (grav or Ill/emps or pains) and sometimes you'll see a niche debuffer Ill/rad or Ill/psn run.  So as far as "controllers becoming powerful again" they are to the point where the the portion of the community who plays this game as a team game actually came together to soft ban 4second + holds.  They might not be the way that you want them to be, but they still have their purpose in PvP.

     

    While it'd might be great if every AT and every powerset was viable in 1 v 1, 2 v 2, 4 v 4 up to 8 v 8 matches I think realistically you (and pretty much anyone else) would have to accept that some things are going to be better at certain facets of PvP just by the sheer variety of things that exists.  

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  2. On the PvP side of things, this leaves TA insanely overtuned.  It was already a top tier disruption set.  Doubling the duration of the -jump - fly with still no counterplay to those mechanics is bad for business.  Giving it a weaken style power on the same cycle time with double the duration of weaken is pretty oppressive (and it now affects absorb) limiting the counter play of being able to play elec potentially against psn to mitigate the weaken effects somewhat.   

     

    More +healing resistance in PVP is always going to be bad until we get a way to get -healing resistance outside of incarnate abilities from some kind of support set or something.

     

  3. Slows aren't quite as overbearing as they used to be where you were sitting around for 30 seconds not able to use a power or moving at slower than sprint speeds with super speed on.  They are however still impactful.  Even something as small as fighting double ice blast characters in 2 v 2's you can really start to feel the -recharge stack up.   It just doesn't floor your recharge anymore.  Heatloss still will for 30 seconds but that is about it.

     

    Stacking Grav control abilities still messes with jump height pretty well.   

     

    Also characters can build over 100% slow resist if they want to which completely neuters the soft CC that it brings.  

  4. http://www.cohplanner.com/mids/download.php?uc=1515&c=735&a=1470&f=HEX&dc=78DA65545B4F1341149E6DB7D6963B2D42A1A5A5157A2F34FA6862A28001694240203131CD0A4359AD2D69FBA08FFE0A134DBC3D98F8E28BFE0CF1F2A6A2EF2282266AA20F663D3BDFA1A9E96637DFCC772E73CE37335BB839DDF9ECC2EDB342EB3E5F36EAF5E2B2AC34CC8A2CBB0A46C95C17F6E3A66FE4882F2E199592DCC8AD190D592B9EA39846A8699B969BB25297B92559921559331A66B522BC8BD56A39B7BC2DE546BF1ACE566BEBB258DD2CAE99E5728FA216A4B1216BF52D73BB0B2E66698B52960233DBE67AAE997F8EE20AB4A2ACDD1AA2A252F40513821F4B173BBA10798FE87F65A35BC4DF30BE07A63EC0BE64C7682A4613AB9AE21C2B9AF2594EB049582EEDB313B603A7B2E97B98EB5F80C7F619BF024314EBE45A9C2FB1D6F1B78CAF81DE4F8C1F81618A71F17AAE33B6DA4ED1F9842A08B945E78E43F9740F51D6106112EBF466809728D68D3E84FB0E7C23C479904FF33C05D79B16AAFE15B275C05FEF0822877F0C786294310C1C8A00A3B4FB5DAC5597CA4336C618D97AD8D61380FFF0307095D6EA83CDD1C73AF6EF4147FF3E304A3E3EEEDDF70E7A0CEF0283AC45308F1E46952684DCFB1AC50E702F03DC4B32C4C8BDA4B89714F7D2A09841AE6990EB1DE57A23BB58A78F7A0AC0C71518C0D988FC156AEDC845F88ECD32CE0163F3E8C747B1235CD3C80387E2C6EE236FEC21E6C947C0EC63E0F324A5E69A427F38DF4FE0C95F408DF286A193085BF4082731518E8A1E79FFFE3FEA05651EE7D338CE0A4DB04213ACD0042B146785EE924209DE9104EFC0641A954E16691ED7453E06DF7C82F1BA7D1A74718F02D31C9BE6939AE1DDCA70AECC0CE6D939A892BD0185FDD44F8E4F6D8E559FFC01552F53DE29EE7E4AD97411D49BB79E5E5B916B49FB4EDB37C9B2526DD6A93626DFC69C6A634EB7310B6DCCA2DEFC5F084D319EDEE65FC03AF092956FA896C5ADF9D6CACDD320EE1187AD5C027EDF5B39BEDDFA200138EB8A57FDBFD4D868195F6D192FB68CFF013FA2F796

  5. Every single "healer" I have ever met in City of Heroes has been worthless, and every team that asked for a "healer" has been a disaster. The word is a giant red flag for me now.

     

    This, a million times!

     

    Conversely, every person I've run into who thinks like this is absolute trash tier when it comes to maintaining buff cycles (kins who can't keep up SB even with the AoE buffs, FF and Colds who will buff once at the start of a mission, never to be see a shield again, etc etc.  You don't *need* a healer, but pretending the buffs and heals brought by empathy make for a "worthless" character just shows blatant ignorance on how the game works. :)

  6. Here is one that is soft capped to S/L/F/C/E and 35% to neg, so basically an SR scrapper with blaster damage.  38% damage passively and spitting distance of perma hasten (6 seconds off).

     

    http://www.cohplanner.com/mids/download.php?uc=1524&c=688&a=1376&f=HEX&dc=78DA6593596F125114C7EF65062BB4082D5DED0A74A10506D0FAACA92D35B5248D7D36646C277412841168621FFD02C63526DA555FACDB93EB67D10FE0566BE2A3317866FE879684C9CCFCEEFCCF72CFB9736FF6E66CDB9BF95BE785F45D2CE8954A6E86DE55A3ECCEEA797345D8570B3D7D2CE7AEE8C5BCB1AA65CCB201D748DDB2BC6E59A572559B2B1AE5FC462EAB174D6BBDA057CD5251B42D954A056DD1D02DB398F73A1FCB9661ACFAEBFAAA51AEAC9996CFF9CE98F9B52A39F6CD59E68A56CF9FD5570C7AD9E38D5E2A2946CF0551BF6A6EF15C1522ED11AE7DE60BD0FB92F90A6C7B0D5E6F8CBD036DEA2EF31EF33E9878C07C08CE5094E458F916DAA977CCF7E0C807E64770F21358A4288563957197A3A951E62478628A19034FE6C87DC2234A043762A5FB19DB76C059FE5576DE1681B926245361BAB81695E906BB29D02391D7D3251D2DFD8F3E073D224CB656B6B5DA8B6EAF213342361FD7E3FB8C3A225FC01BA4FA11E7F67F551C2DF08DF91DECF8C1FC09761E807314D58EBCAEF67DE41BE27E87B8DF0C5983DC6F300EAD5303BB93CC14D89B666E621DDBA9EE2ED4E6EAE27E47FF60EED14330483E3DF0517BB6119FE4B9937B60FA2973179CB78F0AD7D4F718794E3F616E82035BCC6D85FB012B14D5CFEBDCCFEB3BCAECA05A0661138321689708C33CD7F026EFB52D30B4CDDC61EE82913DB093F285112BC2DCFFDF801063984319636DFC326A1BCF30174049F1518E8FD6E8120A29315EAD98BD6CB473E267E01D3F876CF114989806558AD1B8638D674C06C0DB6342A47886D488DD718B18508F4E2CDDF6AC21B57E106BB5A9266BAA49493729679B94E92665B14959528FCEBF908EE2091C9DEADA8197ACFCB764027FEBF05893328475892C486737FE6AF48FC2FF77A3F608BB6B91B67B9ABBBDEAB53361AC378CAF358C971AC6FBE1E3D8FF124DF6E8

     

    Why go that route vs purely ranged?

     

    More comprehensive than ranged defense.  Your best attack chain is going to be blaze / blazing bolt / Energy punch (which will put you in the 450-500DPS range) so you are going to need to be in melee at least a little. And AoE especially from AV's and GM's is a thing. 

     

    S/L defense along covers a massive amount of attacks as so many (like fireball, Ice bolt, energy blasts, smite, TK blast etc) all have S/L components and defense will always check your highest values.

     

     

  7. Here is one that is soft capped to S/L/F/C/E and 35% to neg, so basically an SR scrapper with blaster damage.  38% damage passively and spitting distance of perma hasten (6 seconds off).

     

    http://www.cohplanner.com/mids/download.php?uc=1524&c=688&a=1376&f=HEX&dc=78DA6593596F125114C7EF65062BB4082D5DED0A74A10506D0FAACA92D35B5248D7D36646C277412841168621FFD02C63526DA555FACDB93EB67D10FE0566BE2A3317866FE879684C9CCFCEEFCCF72CFB9736FF6E66CDB9BF95BE785F45D2CE8954A6E86DE55A3ECCEEA797345D8570B3D7D2CE7AEE8C5BCB1AA65CCB201D748DDB2BC6E59A572559B2B1AE5FC462EAB174D6BBDA057CD5251B42D954A056DD1D02DB398F73A1FCB9661ACFAEBFAAA51AEAC9996CFF9CE98F9B52A39F6CD59E68A56CF9FD5570C7AD9E38D5E2A2946CF0551BF6A6EF15C1522ED11AE7DE60BD0FB92F90A6C7B0D5E6F8CBD036DEA2EF31EF33E9878C07C08CE5094E458F916DAA977CCF7E0C807E64770F21358A4288563957197A3A951E62478628A19034FE6C87DC2234A043762A5FB19DB76C059FE5576DE1681B926245361BAB81695E906BB29D02391D7D3251D2DFD8F3E073D224CB656B6B5DA8B6EAF213342361FD7E3FB8C3A225FC01BA4FA11E7F67F551C2DF08DF91DECF8C1FC09761E807314D58EBCAEF67DE41BE27E87B8DF0C5983DC6F300EAD5303BB93CC14D89B666E621DDBA9EE2ED4E6EAE27E47FF60EED14330483E3DF0517BB6119FE4B9937B60FA2973179CB78F0AD7D4F718794E3F616E82035BCC6D85FB012B14D5CFEBDCCFEB3BCAECA05A0661138321689708C33CD7F026EFB52D30B4CDDC61EE82913DB093F285112BC2DCFFDF801063984319636DFC326A1BCF30174049F1518E8FD6E8120A29315EAD98BD6CB473E267E01D3F876CF114989806558AD1B8638D674C06C0DB6342A47886D488DD718B18508F4E2CDDF6AC21B57E106BB5A9266BAA49493729679B94E92665B14959528FCEBF908EE2091C9DEADA8197ACFCB764027FEBF05893328475892C486737FE6AF48FC2FF77A3F608BB6B91B67B9ABBBDEAB53361AC378CAF358C971AC6FBE1E3D8FF124DF6E8

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