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M3z

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Everything posted by M3z

  1. Hi Everyone, Going to post here periodically when we host PuGs on indom. Everyone is invited although just a forewarning if you bring a strictly pve build you might not have a good time but if you ask for builds/advice etc. People will tell you what to build, what to do, provide mids builds etc. so you can have a good time. We're always looking for more people. I'll update this post with more info if people ask/later on as I think of it, kinda writing it fast while we host this thing lol. Link to stream: https://www.twitch.tv/coh_m3z Link to discord: https://discord.gg/ACfXPxK
  2. Hope they spend 0 time doing pve changes and only do pvp changes.
  3. The HC devs have said they do this on their free time and hence they will essentially do whatever they, which is fair. Certain devs have even given us new maps which is amazing and great and everyone appreciated it. But there are other devs who don't have a coherent vision of the game, don't understand what's strong and what isn't (they were going to add -def and -regen to all fire sets INCLUDING fire manipulations for blasters which is already the strongest set in the entire game for PVE) and overall don't listen/don't give a fuck what anyone thinks or wants or what communities think or want lol. Like I said if I thought they had a stronger understanding of the game I wouldn't care but it's obvious they don't. And what's frustrating is they don't come to us to gap their understanding they just pretend to listen to opinion then do whatever the fuck they want lol. And I'm not just talking about me, I'm talking about anyone.. I've tested individual sets for test server beta patches, I've given massive indepth feedback on balance etc etc. My credibility comes from running the #1 Villain PVP ladder team in the game on live(we had a ladder system that was posted on the forums if there is an archive of the forum go check if you care) and the #2 PVP team for a while on HC(go check my youtube archive for anyone who cares). To pvp at that level and run teams at that level requires an absolute understanding of essentially every set in the game so you can properly generate competitive 8v8 teams and drive the meta forward with new innovative strategies. But none of that matters, in their mind they still know more. I mean do they know more about coding than me? Absolutely. Game design balance for pve? yes. Game design balance for pvp? I doubt it. Again this is just me pissing in the ocean here/venting. If you want to believe they will listen go for it, keep posting! Maybe one day. But I know tons of people who have direct lines of communications and no these guys just do whatever they want, trust me. Anyways, at this point unless something drastically changes I've basically been done with this game for a while, I only play like once or twice a week now. If this small change got implemented I'd probably play a lot more and I know a lot more others would since it makes the game so much funner. I didn't intend to write a giant wall of text but there you have it lol. /rant
  4. I meant a bind not a script, my chemo meds make me forget all my words now lol. If they just turned it into an accolade power that cancels roots I'd be down for that instead as well. And also it goes without saying I'd want this to be a pvp only change so it doesn't have to change what pve'rs are doing. Regarding things going to test and feedback etc. There was discussion and they decided on their own that it was a bug despite our protests that it improved the game(this discussion occurred on a private discord). But I've provided pvp feedback and I got ignored pretty much 100% of the time everytime I've ever posted so they do just do whatever they want which ultimately is fine because this is their free time they are doing dev work so I don't expect them to do everything everyone asks. I'm just publicly venting my frustrations in general with this post. Regarding the arena maps comment. That was aided from a particular dev, the crey pistol change was done by another dev who decided to do it all on his own without asking anyone. I'm not going to name them because I'm not out here trying to get banned.
  5. Did anyone who actively pvps still even want this change in the first place? It was a BALANCED quality of life mechanic. If you don't know what I'm talking about and want to see an example of it in action and how much it helps melee watch vid below Cryopistol animation cancel example: How it works: Using an ingame script you are able to do an attack and pull the pistol out cancelling the root time of animations. The animation lockout window will still be in effect meaning you cannot do multiple attacks in quick succession. This strictly affects positioning and in meta where mezzes dont exist, slows don't matter and everyone is basically free to run around and evade infinitely this better helps ATs and sets that relied on mezzes for their uptime(melee etc). Reasons to bring it back: Helps melee uptime, with advent of jaunt i13 removal of mechanics (mezzes/slows/stuns etc) melee uptime in current meta is atrocious. This allows melee to better stick to targets It's balanced. You don't get the benefit for free. The animation cancel takes you off target and there is no known way around this. Meaning you do an attack, you crypistol cancel removing the root time and you are forcibly removed off target making you have to retarget. In arena/zones this is difficult because there are either enemies or NPCs that will interfere with your retargeting. It's often a tactically decision whether to fully animate your attack chain and risk falling behind your target or being out of position or to commit to cancelling your animation and risk being off target and miss your attack chain. I think the risk/reward factor in my experience made this effect balanced. It doesn't matter if it was intended or not, many games that are great (Smash Brothers Melee/Marvel vs Capcom 2 etc etc) had many effects that were "not intended" but due to the freedom of the engine(City of Heroes is a game like this!) it allowed for more emergent game play and freedom. MvC2 had infinites with Iron Man, Melee had wavedashing/L cancelling and CoH has cryopistol cancelling. I don't care if the ability comes back as an accolade that you can buy that is only usable in pvp but the affect itself was cool and made the game 10 times more enjoyable. Please bring it back. The 30% animation reduction time, although a really good change, did not affect disparities in powersets nor does it address the huge uptime difference between range and melee. Edit: Someone told me you guys already hashed this out on the goldbrick discord or whatever it's called, for the love of christ why can't people consult experienced pvpers before they make changes like this lol
  6. Are people who are choosing servers even aware indom is the designated pvp server? lol I don't think it says anywhere except the forums no? Crazy how ass pained this community gets about pvp because it threatens their power fantasy since PvE in this game is the easiest in probably any MMO that's ever existed except maybe club penguin or something.
  7. this community can be so miserable to be in sometimes
  8. i13 made everything awful- -Created 2 versions of the game, gatekeeping everyone out of pvp who didn't understand the changes(pre i13 you could bring a pve build and somewhat function/play, post i13 you really had to have an understanding of the mechanics to create a proper build to do anything remotely productive) -Made mechanics like debuffs/slows/mezzes meaningless, the game now boils down to a damage/proc race. Melee is trivialized by lack of mezzes and jaunt, their only function is taunting which is a completely binary mechanic with 0 counterplay and 0 fun to do or fight against. -8v8s+community rules makes pvp somewhat fun(thanks homecoming team for bandaiding some of the worse i13 mechanics(HEAL DECAY HELLO!??!) despite this but outside of that there really isn't a point to playing anything in pvp but a psy/plant blaster The solution is to readd the old mechanics but there are so many things that'd need to be checked/fixed from IOs/balance perspective and other things that it's too much work for this dev team to accomplish, no fault to them it'd just be a mountain of work. And regarding the behavior, Live was pretty bad, homecoming is extremely tame with some crazies in zones here and there who talk shit(honestly who cares lol) but for the most part organized pvpers only talk shit to each other and not to new people. Our Pickup group from this tuesday: https://www.twitch.tv/videos/1440771645 Was playing em/stone scrapper having some fun.
  9. M3z

    Crashing Issue

    I reset my graphics settings (even though I never touched them to begin with lol) and it fixed it lol. Sorry for anyone who looked into this.
  10. Hello, I'm experiencing crashing issues that is only happening in City of Heroes. After 2-5 minutes my screen will flash to grey/brown or one of my other monitors and then City of Heroes will lock up my whole computer and then close out. -Windows 10 -Processor Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz, 4001 Mhz, 4 Core(s), 8 Logical Processor(s) -Nvidia GeForce GTX 980 I've been running/playing/streaming the game for years with 0 issues now the game is unplayable. I reinstalled the game and restarted the computer and same issue. Here is screenshot from the event viewer: Thank you for your time.
  11. MMs in Current Meta: MMs in a casual pvp setting (meaning you're going against people who are not running min/max builds) are fine, thugs/poison being very potent because of thugs ranged burst and debuffs(I think merc/nature or thugs/nature being the only builds that are better than this). If you ever end up in a situation where you're going against min/max builds (builds with jaunt) or plthugs poison mm.mxdayers that know how to move around, MMs become unviable in a solo scenario(you simply walk away from them) Leviathan: Leviathan is really the only viable APP for pvp in my opinion because it has a high burst ranged attack (because of its proc potential) and KO Blow (high base dmg and procs). The other APPs use mechanics that are either no longer viable or are AOE (reduced damage in pvp and unviable).
  12. 1v1 and small teams has always just been ranged fight club in the current meta(blasters/defenders). As said above damage is king, the game boils down to how many procs can you pump as fast as possible, at 8v8s at least there is a heal component added to the equation. The only debuffs strong enough to make a huge impact to even stand a slight chance is defender poison. If you want any semblance of variety you can't get passed all of the mechanics being reduced to nothing from DR. You cannot get passed the mez system taking away the tools of controllers/doms/MMs neutering most of the powersets. Damage procs double/triple/quadruple damage of attacks which reduces the importance of base damage to almost nothing (this makes melee even worse as they are not able to get many consecutive attacks off). Too much bickering to come to a consensus on any of that though so don't hold your breath. The least they could do is reduce blaster HP to 1606 but still wouldn't increase variety by that much, most ATs/powersets in the game are just bad in every environment in the game right now (8v8, 1v1, small team, zones etc)
  13. TLDR ver. 0 uptime in regular pvp (zone/arena etc), only viable taunting or fightclub scenarios (1v1 not moving). Jaunt has made the uptime worse, wasn't AS bad when there was animation cancelling (animation cancel the end of jaunt animation to maintain more momentum to stay glued to target) but now that that's removed it's generally you're going to get hit 2-4 times for every hit you get in and since pvp boils down to procs and not base damage (melee have advantage on base damage) you lose trades while trying to chase and maintain melee uptime. Stalkers have the easiest time and you can always assassin strike bad players in zones, but it's generally a useless class against anyone who knows how to play/knows the stalker is there (raptor pack/jaunt means low AS chance). The only real solution is to revamp mez system(not likely) or make melee movecap higher than ranged ATs for more uptime. Could also tweak ATs individually (scrapper crit has unresisted or completely unresisted damage, brute generate more fury on hit, AS is completely unresisted for stalkers etc) so when they do actually get hits they are somewhat more threatening. Taunt also needs to be put on suppression timer as well if any buffs like this get implemented.
  14. Thank you! Yes it's adobe premiere pro. Used that, audition, and a little bit of after effects.
  15. Just some fun trivia about the video: Probably took me around 60-100 hours to make. Had to scrub through 40+ hours of video footage of pvp from the past 12+ months picking out the kills that had some sort of clarity(very hard to find kills like that in the chaos of 8v8s). Also most of the kills in the video are from me so I had to look through the footage and figure out what kills were actually from me. I also had to add in every sound you hear in there manually because all of the footage had team communication over them. The city of heroes sound library I found didn't have some of the newer sets from the sounds so I had to go record those myself(greater psi blade and assassin strike from psionic melee come to mind). Also the sounds aren't really labeled by their in game name so that took a while to sort through and figure out which sound goes to what set. So yeah if you couldn't tell the sounds were put in there manually than I did my job lol. Just did this for fun, was watching a lot of BMX/skate videos and was inspired to edit something. Glad ya'll liked it, I know the people on reddit REALLY hated it for some reason. Here's what the final timeline looked like. What a mess!
  16. With the ban lifted figured I'd finally post this. If you don't like the effects, I couldn't preview them on my trash computer so it wasn't easy to tune/change them.
  17. Should apply speed cap raise to pvp as well, 0 reason not to and the movespeed is the biggest appeal of this game's pvp. Doesn't change anything balance wise.
  18. Is there a reason why the speedcap isn't raised in pvp? Sounds like it would be fun to go faster.
  19. If we are worried about secondaries with aura heals in small teams (less than 6v6), make the heal effect the user at full effectiveness and the pets at half or 33% effectiveness from AOE heals from the user. I think pets should still be healed fully from outside sources since it requires another player to do so. But this should stop healers from just tanking everything while summoning pets non stop. They will still have some heals but should die to consistent pressure, leaving it up to rest of the healer MMs team to peel while the MM recovers. I think small teams pvp is bunk right now given the mez system and secondary effects being almost completely meaningless, so I'm not really all about making changes for small teams arena in its current state. But I do agree that the AOE heals are way too strong in those scenarios and I think MM would be fine if they got tuned. That said I wish it WERE like pre i13 pvp because small teams used to be one of the funnest things to do in this game.
  20. If you're in a position where you're summoning while being attacked, generally you're dead anyways. In zones if your respawning it doesn't really matter what the cooldown is on the pets, it can be whatever since you're going to wait at spawn to summon anyways. In large team arena the lower CD means you don't get spawn camp farmed because you just summoned t2/t3 pets. The endurance discount doesn't matter one way or the other, with a proper build(using all of the endurance procs) and with force of nature (+end accolade) for free, you should never run out of end on any character really. Point is, the buff doesn't mean much outside of large team arena which the buff is fine for that. As far as buffs in pvp absolutely MMs need to be buffed in pvp. There are like 3 good MM players left in this game (me, Barrier, Public Enemy) and none of us play MM anymore because it's such a gigantic detriment to a team in all scenarios. In zones, MMs have been unplayable since the addition of i13 and it will likely continue to be that way unless the mez system gets overhauled or pets inherit movement speed from player. You could argue that camping with MM with the RV pet summon is viable but I disagree, if your build relies on you not moving/doing anything and relying on a pet from a specific pvp zone then your AT is trash(what about the rest of us who dont want to use TP foe?). On top of that, the tactic doesn't work let alone against people who know what they're doing. In 8v8 arena MMs are unplayable because of jaunt/raptor pack with the class being tied so closely to the ground to stay in BG mode you are unable to contribute much of anything without overextending away from pets. The problem worsens the larger the map is. Simple fix is more damage/range to the pets and pets inheriting player movement (meaning when player jumps pet jumps) and movespeed. MMs went from being okay/mediocre to trash with jaunt/raptor pack meta.
  21. COMMENTS ON PSI MELEE NERF(stalker): First off psi melee is seriously the only viable primary, all of the other primaries (including energy melee) are trash and not worth playing. I could go into each set individually but it really just boils down to two things, awful damage from your strongest single target attack(you have neither burst nor a potential follow up to crit snipe/AS) or animations are too long (target has jaunted into skybox by the time your animation finished(total focus/devastating blow)). The only set that did even close to enough damage fast enough to be viable was psi melee with greater psi blade. And the beauty with this set as well was you got insight from AS (imagine if you got energy focus from AS from energy melee) which meant you could AS+greater psi blade SOMETIMES (remember anyone with a brain is jaunting the second they catch something on buff bar). So you took away what in reality was the only good attack stalkers let alone MELEE IN GENERAL had aside from maybe KO Blow. COMMENTS ON MELEE SNIPE NERF: Scrappers: Scrappers are automatically trash being melee(ill describe problems melee have below). They essentially play like slot machines where if you get triple cherry aka crit hold (lock down enemy for about 1 second to get your crit strikes ATO proc)+ATO proc crit strikes+crit high single target attack (rad melee dev blow etc) you win, if not you lose. If you don't get that combination you will never kill anything(by yourself). You add their lack of kill ability on top of their squishiness (if you are running bio armor or fire armor so you can actually try to solo kill) it's very miserable to play scrappers in zones (absolutely impossible in arena or 8s). Nerfing their snipe is really absurd given how bad this class is. Stalkers: For stalkers the slow snipe was too strong, at most it should only be doing 800-1000 which would include proc damage etc etc. The thing about slow snipe is you are not getting any follow up so it's okay for it to bang a little bit.. Fast snipe was fine though. You're nerfing one of 3 tools offensively a stalker has. Snipe, heavy hitting single target attack (dev blow/greater psi blade etc) and AS being the 3 offense tools stalkers have in pvp. This class is already garbage so, you're nerfing the tool of a class in a game where there is ALREADY no point to playing anything offensive other than dominators/blasters(this is why we limit/ban these classes in 8v8s 😀 ) . SUMMING UP MELEE RIGHT NOW: This is a game where everyone moves the same movespeed (92.5 mph). There are also no effective ways to lockdown through hard CC or slow a target(meaning you have 0 uptime in melee as a melee). You combine that with jaunt/fly being meta and you leave all melee as borderline completely useless outside of taunt botting (how fun/exciting,) or fightclub. I'm not saying that the intent of the dev is to worsen problems for melee and that these changes are the end all be all of changes but it's just so strange to see these changes when AGAIN, there is no point to play anything offense wise right now but dominators or blasters.
  22. 1. All "squishy" (I don't think blasters are squishies at this point but they are considered a "squishy") ATs get a flat 40% base res to everything in pvp with their epic power pool shield(without it they get 30%+). Other ATs including melee do not, they get whatever res they get from their defense/resistance set including any holes/deficiencies/weaknesses inherent in that set. This leads to certain scenarios where yes squishy ATs are tankier than melees 🙂 2. In pvp, total focus does base 2 second stun duration(every AT in the game aside from controllers/dom have base 2 second mez durations ON ALL MEZES, controllers/doms get base 4 seconds), after the duration of that stun runs out the target is immune to all CC (except weird mezzes like confuse I think) for 12 seconds. The 2 second stun duration is reduced by any mez protections a target has. Even the 2 second stun duration is barely enough time to get in close enough for another attack, especially if the target has jaunted or is coming down from a jump. This is somewhat more manageable with root cancelling but still difficult to follow up. If the enemy is attacking back often times you TRADE mezzes, you stun them, they hold you, essentially cancelling out any advantage your stun gave you. 3. Yes absorb shield helps, but after you trade mezzes (total focus vs strangler) it just comes down to a damage race that they win because of lower CDs on their attacks+higher resistance+constant regen from absorb shield. Anyway my point is not to balance energy melee around dueling fire blasters, it was just to give people an example of very common scenarios in pvp and how even when you build a pure damage based stalker build it still does less damage than ranged ATs(believe it or not corrs/defenders do almost as much as blasters due to proc system). 4. Bio armor is the only secondary aside from rad armor I think that provides a damage bonus. That said the only other viable secondary in pvp i'd say is energy aura, rest of the defense sets are not really viable for various reasons and resistance sets don't allow you to get back into hide easily(bio makes up for this with the low CD absorb shield+dmg bonus). Point is, best secondaries are bio and energy aura, rest you are wasting your time. Again, I just wanna illustrate how dumb things are right now, energy transfer which requires TWO prerequisites. First hitting a TF first for energy focus to get the 1.1 sec cast AND second being in hide to mini crit. Together this barely does more than a 120-140ft range snipe that has half the cooldown and 10x+ the range. Do I like the game being a damage race? No, but if that's how it is, for energy melee to function, it will need maybe a higher crit damage % (instead of 28% maybe 56% on both ET and TF?) or partial unresisted crits (perhaps 40-50%??). Perhaps adding in detoggling to the enemy movement speed toggles as well. Edit: I can definitely sense some doubt in your post of my playing, I've been playing energy melee stalkers on test leagues and in tournaments in pvp since 2007: . You may not believe me that it's as bad as I'm describing but just go try it for yourself lol. I mean if competitive or high lvl pvpers struggle with min/max builds? I can't imagine what it's gonna be like for regular pvpers.
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