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Troo

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Everything posted by Troo

  1. I'm surprised this thread is chugging along. The OP question was: Is the reining in of their effectiveness still in the works? The reason for asking was simply for clarity as folks are sinking time and resources into proc builds that might be changing or going away.
  2. I think some of the differences are beneficial, but at this point they could be a barrier to play in those zones. (that's all I'm saying)
  3. I spend a lot of time in PvP zones doing the mini games. This is one of my favorite parts of the game. I do wish there was a zone where players can't attack each other but can interact with the enemies/environment to have an impact on what was happening and potentially effect other players indirectly. [edit] Below are two examples already in the game. Siren's is a pvp zone and Gladiator is an arena. I'm thinking of a zone without players directly attacking players style mini game. Example: Battle for Siren's Call Zone control shifts back and forth based on battles at Siren's Call hotspots. At any given time, there are usually one or two active hotspots on the map, shown by white rings with red rays. Large groups of NPCs (armies) stand around there, and sometimes decide to shoot at one another; at the southeastern (waterfront) and northwestern (plaza) hotspots, they will wait indefinitely for players to get things started by creating aggro. Players can both attack enemy forces and assist friendlies with heals, buffs and taunts. Neutral mobs also hang around the hotspots; they will aggro on Arachnos, Longbow or any player. Once started, a winner will eventually be declared for the battle with a yellow zone-wide announcement. The loser is the first side to have X of their NPCs defeated, where X is something like 20-40. Thus it's possible to win a battle in which your side's army never fires a shot; neutral kills of your enemy will also help you win. The win will color the Score bar more blue (Hero win) or red (Villain win). Example 2: Gladiator Matches The Gladiator match takes your created team of Gladiators and puts them to the ultimate test of strength against a rival player's Gladiators. The controls work similar to controlling a Mastermind's minions. Combat is between Gladiators only; their owners cannot participate in combat aside from controlling their Gladiators. To create your team of Gladiators, click on any Battle Terminal, and click the 'My Gladiators' button. Select any combination of Gladiators you wish to use. Take note though, each Gladiator has a point cost, and your Gladiator team cannot exceed 2000 points. Further, you cannot use more than three of the same Gladiator for one team, so choose carefully!
  4. A common complaint is going to PvP zones to grab badges, temp powers, or to do missions. In my mind this has been exasperated by the deviation of PvP from the rest of the game. There is not one or two simple changes. There is a complicated hodgepodge of differences that may be unexpected to the uninitiated. "Almost any effect of any power may be different between PvP and PvE" "Powers calculate damage based on their activation time, instead of their recharge." Flurry and Propel, deal two to three times their PvE damage AoE powers generally do far less damage than single-target ones Lower activation time powers get a slight bonus to damage, due to chaining low damage powers being difficult in PvP Longer recharge time powers also get a slight damage bonus, so higher level powers with long recharge times deal extra damage. Damage has been adjusted for all ATs, reducing the damage gap between each AT. Is there something specific that is broken in PvP for you?
  5. You have a good point. The way powers & stats work can be different in PvP environments. This is not the same as someone PvPing.
  6. lol Regeneration on a stalker is very good. Just have to embrace taking hits. @Errants are you planning on changing Superior Conditioning and Physical Perfection later or sticking with them?
  7. It's all PvE until another opposing player shows up. PvP zones without other players are similar to hazard zones, aren't they? (while adhering to the pvp zone rules and mechanics as pointed out by @battlewraith)
  8. AlabasterKnight, your idea is not crazy. Similar topics have been asked enough to acknowledge there is something to the request. Maybe a alternate similar idea would be better received. It would need a way to be implemented in a way that could not be abused. That's possibly no small task. Hahaha.. 'strives' good one Given the changes that have been made to PvP and the resulting massive increase in pvp play.. oh wait.. nevermind
  9. As a stalker, I can confirm there is and has been something amiss with Build Up -> Assassin Strike. In normal game play I think I've missed 3 times in a row (not debuffed). In testing the worst Build Up -> Assassin Strike streak was something alarming like missing 8 out of 15. I don't mind missing occasionally. I do mind missing more than 5% of the time. Hidden, Build Up -> Assassin Strike, should be a rare miss but it seems to happen more than it should.
  10. As stated by others gimping a mission in the Mission Architect does result in some penalties which tend to be somewhat balanced with the level of gimpage. Whether creating easy enemies (few or limited powers) or trying to create easy missions, there are impacts. If creating content for story, xp gain matters less.
  11. poor joke..
  12. Where's ur legs?!
  13. I was thinking in general.. I guess both. Casual play is likely not impacted as much by outliers as highly leveraged situations.
  14. Oh I don't disagree. Getting to that 40% being the trick and then pushing the gas peddle to the floor. /cold, /dark, /rad, /traps, /storm, /kin oh my. For the player's question it just seems that a version on another AT might be a better fit. There is very little in the game that can't be done on a /cold or /dark.
  15. @ArcadianIV maybe stick with Controller and Defender if you wanna solo AVs & GMs. I love my Corruptors and I'm sure they do what others do but giant bags of HP may be counter to the Corruptor magic that is Scourge.
  16. Troo

    Which is it?

    "Issue 21 lowered the level at which the set's powers become available: two changed from 41 to 35, two from 44 to 41, and one from 47 to 44."
  17. April 1 is around the corner..

  18. play style will have a huge impact on power picks and set bonus goals. examples: I like to control then melt when solo. when teaming, I'm debuffing and zerging while letting mobs group up before controls.
  19. right?!
  20. at least this was third. defense just melts on my regen characters. i'd rather have -tohit and some incidental def that happens chasing regen, recharge, +hp, and damage.
  21. excellent. darkest night, it is a great power. -tohit can be very effective. adding another heal to Regeneration is glorious. these are good points
  22. I see where you are going. Understand that without any defense debuff protection the attacks that caused the HP to drop would likely have defense debuffs that could easily cancel out any scaling defense. That's one of the advantages of resist. Your idea could potentially be applied to recharge to help heals come back faster or to some of the debuff holes to provide some debuff resistance to mitigate that which can cause regen trouble. [edit] I see some other responses were similar. Didn't mean to pile on but rather acknowledge that the idea could be potentially applied elsewhere and have a more beneficial impact.
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