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Troo

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Everything posted by Troo

  1. Something like this could work if you're not doing video editing or graphic design. I just added one for around $550: HP NVIDIA GTX 1660Ti Intel i5-9400F 4.1GHz 8GB RAM 256GB SSD Gaming Desktop amazon link
  2. well, I can't argue that. 1 on 1 yes. Add the possibility of another entering the frey and it changes. Numina, Sister Psyche, Back Alley Brawler, Manticore together vs a group of players can be a challenge. 4v4? Or, if the Freedom Phalanx had brains or could change tactics... Should pvp be more challenging than that? Maybe, maybe not. What you've described is what we used to do to pvp melee monsters with a Rad/Dark corruptor. Never really much danger for the corruptor while an opponent got to choose. Try and run away or face a slow demoralizing defeat. Was that fair.. not really. She definitely wasn't defeating anyone with decent HP very quickly. If any other player targets were around, that changed the dynamic. Toe to toe was a no no. Different tactics. If against a more nuanced AT, that absolutely changed the dynamic. Different tactics. @barrier I am of the opinion that high level pvp should be more a stalemate than a race to see who can spike who first. This is from an energy/regen stalker. I loved open zone free for alls, base raids, 1 v 1 arena, and even gladiator matches and small team matches. The kickball shot caller spike fest.. meh. Seems to come down to which team can listen the best. Heaven forbid a team that isn't using microphones wants to play. That type of pvp has a place - but it shouldn't dictate what happens elsewhere. Side note: The frantic button smashing to cycle targets in the video @grimreaper12k posted.. It made me laugh and sad at the same time.
  3. ya... I don't think that is necessary. Being one of the ones that (not proudly) broke aspects of pvp. There was a point we figured it out, and then showed some friends, who told some folks or got copied. At which point it became griefing and not fun. I've seen changes, being teleported, rooting, entering enemy bases... yeah, I don't think I need to give any history lessons. You might not know some of us because we don't play with you. Understand, there were pvpers before or other than this current 'pvp community'.
  4. I appreciate what you're communicating. 1 & 3 - I agree, these are pretty spot on. 2.. it should be relatively the same challenge level as something in PVE, shouldn't it? Not giant monsters or AVs that often require a team to take down. Hero One is likely more challenging than one opponent in PVP or maybe equivalent for a high performing 50+?
  5. if someone made this one a wallpaper.. awesomeness
  6. @barrier the stuff you're laying down.. man, just makes me think "take it back to zero, and start from there". Seriously?! Maybe in the very narrow specific version of pvp in which you're participating. (I may regret saying 'narrow specific version' later, but not now.) In my opinion, there is a lot of potential to let more players enjoy some of the zones, mini games and pvp infrastructure that is in place. Your preferred version just isn't it.
  7. @tafilr don't think I or even a group could put a dent in demand. Besides, I might need em on my next alt.. = )
  8. The numbers below from the paragonwiki page have surely been adjusted since 2012, yes?
  9. @soilfir you realize you're now arguing with the https://paragonwiki.com/wiki/Damage page..
  10. does that account for fury? or defiance? timewarp.. anyway.. The numbers below have surely been adjusted since 2012, yes? Damage Scale by Archetype The following table shows the melee and ranged damage scales for each archetype. Heroes Archetype Melee Range Blaster 1.000 1.125 Controller 0.550 0.550 Defender 0.550 0.650 Scrapper 1.125 0.500 Tanker 0.800 0.500 Peacebringer 0.850 0.800 Bright Nova N/A 1.200 White Dwarf 1.000 N/A Warshade 0.850 0.800 Dark Nova N/A 1.200 Black Dwarf 1.000 N/A Pet 1.000 0.800 Villains Archetype Melee Range Corruptor 0.750 0.750 Dominator 1.050 0.950 Mastermind 0.550 0.550 Henchman 1 0.450 0.350 Henchman 2 0.550 0.450 Henchman 3 0.650 0.550 Brute 0.750 0.500 Stalker 1.000 0.600 Arachnos Soldier 1.000 1.000 Arachnos Widow 1.000 1.000 Pet 1.000 0.800 The Damage Scale (also referred to as damage scalar) is a form of comparing attacks across archetypes (usually at level 50). There is no actual game mechanic that makes use of the damage scales, but they are used in the assignment of damage values for powers. Damage scales are expressed as multipliers relative to Blaster melee damage, with Blaster melee being expressed as 1.000. For example, if a Blaster uses a melee attack (1.000) and does 50.0 damage, a Brute using the same melee attack (0.750) would do 37.5 (50.0 * 0.750) damage. Notes: While the melee archetypes are assigned ranged damage scales, these scales are never used. Ranged attacks on melee archetypes use the melee damage scale. Temporary Powers use normalized scales that result in the same damage output regardless of which archetype is using them.
  11. Is it possible something inadvertently fixed that which was previously broken?
  12. it's like you have some sort of wizardry..
  13. @grimreaper12k more points of view the better. "Listening is key to understanding." -someone smart than I
  14. Three people in a DFB last night were saying the same. I didn't notice (I also was not using 2xp).
  15. @PopZeCherry @Bopin Welcome! Get in there and make some mistakes (there really are not any awful mistakes even if it feels like it at the time) remember - advice is usually worth what you paid for it. and - the character creator is highly addictive.
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