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Mallex

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Everything posted by Mallex

  1. /signed The weapon redraw macro, which has been popularly used for over a year in our community, resulted in making PvP faster and creating a much better balance between ATs and roles. Once discovered, the major teams (6 teams of 8+ people each) had an official vote which legalized it's use in the Arena. Given the macro made the user lose their current target, full damage characters benefited the least as they had difficulty re-tabbing onto their target, while buff/debuffers/healers benefited the most, and this was seen as overwhelming favourable in a meta that is still dominated by full damage characters. The reason so many are signing this petition is because they realize we'll end up with a much slower and imbalanced version of PvP if no alterative is implemented. The slowing down of the game, and those supporting it, is not too unlike the situation/discussions around PvP Travel Suppression when it was first introduced. Thankfully the community spoke out, and we were given an opt-out choice in the arena, which eventually became zone-wide standard.
  2. Although Assassin's Strike damage is currently normalized across all stalker primary powersets, dealing 250 unresisted damage and 139 resisted damage, the AT in PvP typically relies on a follow-up attack after successfully landing their Assassin's strike. Stalkers currently have 17 available primary sets in PvP, with only 1-2 being used (Psionic Melee for GPB or Street Justice for Uppercut). If the damage of their follow-up attacks were normalized, then all 17 could be used effectively. Crushing Uppercut, the most powerful follow-up stalker attack that isn't currently overtuned, from hide, has a 205 base (with Combo lvl 3) and a 165 crit, totalling 370 damage from hide. Recommended changes to follow-up attacks: Powerset Follow-up Attack Base Damage Critical Damage Notes Broadsword Head Splitter 185 185 Change to 100% crit rate from hide Claws Eviscerate 185 185 Dark Melee Midnight Grasp 155 185 +30 as DoT (5 ticks of 6 dmg each) Dual Blades Vengeful Slice 45 185 +135 as DoT (3 ticks 45 dmg each) Electrical Melee Thunder Strike 185 185 Change to 100% crit rate from hide Energy Melee Total Focus 185 185 Fiery Melee Greater Fire Sword 155 185 +50 as DoT (RNG 80% chance and cancels on miss, max 5 tick, of 10 dmg each) Ice Melee Freezing Touch 20 185 +160 as DoT (10 ticks of 16 dmg each) Kinetic Melee Concentrated Strike 185 185 Martial Arts Eagles Claw 185 185 Ninja Blade Golden Dragonfly 185 185 Psionic Melee Greater Psi Blade 170 170 Potential for +100 from insight Radiation Melee Devastating Blow 185 185 Savage Melee N/A Unsure, it's all special damage Spines Ripper 185 185 Street Justice Crushing Uppercut 205 165 205 base is from Combo level 3 Staff Melee Sky Splitter 93 185 +93 as a single DoT tick Let me know any thoughts or suggestions for number changes.
  3. The most oppressive and problematic strategies in Zone PvP (excluding the pending Base TP fix) are.... - Incan Destiny + Large greens = Full heal inspiration pops - Jump Pack + Steam Jump = 100% uptime of jumping anywhere - Ethereal Shift = A phase shift that ignores NoPhase These can fixed in the current PvP zones or a new PvP zone by adding the following: kDisable_Temp kArena kDisable_Inspiration_Medium kDisable_Inspiration_Large kDisable_Inspiration_Special This will disable: - All temporary powers except those which work in the Arena (which are balance for PvP); no more Jump Pack/Steam Jump or Ethereal Shift - All inspirations except small inspirations I'm not sure how to flag to disable all Incarnates except Alpha, but that would solve a lot of issues too (Barrier spam, Incan stacking etc.).
  4. If we're going by damage numbers, pretty sure Madvillain is #1
  5. Please remove my name & do not use my likeness without my permission again
  6. It's much more apparent with the quick-snipe version. If you use it from max distance, it is very visible.
  7. Hello, Despite Penetrating Ray showing a very fast projectile firing out of the rifle halfway through the animation, the travel time of the actual projectile is very slow. At maximum range, it can take a full 4 seconds to hit the target, long after the visible projectile animation has struck the target. Currently in the game files, Penetrating Ray is showing a speed of 60, which is much slower than most projectiles. If this was sped up to a little less than speed of Archery powers (300), approx. 250, the actual hit would travel at the same speed at the current bullet animation. Thank you
  8. I prefer having a sense of pride and accomplishment after spending 20 minutes +5ing everything.
  9. You sure? He's not even ON the top 10 list
  10. Yea I'm with Tahliah. Ravenfrost should be higher. Can we get a poll going?
  11. Fine, I'll just add to the list 11. Charlie 12. Fire Wire emping 13. Greens 14. Longbow Lore Pet 15. Hot
  12. also is this smallz with or without incan at the start?
  13. I can say with absolute certainty I have never died with Liberty emping on my team
  14. Discord: Mallex#1475 I play offense. Can usually make every scrim. Edit: Picked up by 20XRare
  15. Info on Domination here: That being said, DO NOT FIX IT. Every dominator hold would last 8 full seconds on everyone with 0 counterplay.
  16. My only contribution to this is the following: It would be a mistake to re-balance or make changes with the intent of bringing in newer players who do not PvP. This failed in issue 13, and fails in a lot of other PvP scenes (Starcraft, Street fighter etc.). It's better to cater to the established player base, and if it's a great competitive scene, it will naturally attract others who are curious. I think Banana man does a great job of speaking for the majority, and Alouu is similarly trying to make it better for those already playing. These are the approaches that have the best effect on the scene.
  17. Turns out Rebirth's +regen isn't unresisted like most +regen powers. Fast healing gives you regeneration resistance which makes you resist the +regen component from Rebirth. https://imgur.com/a/s03cExQ I was hoping to hit 300 hp/sec with IH, or at least alternate them to be above 100 hp/sec at all times, but time to move onto Ageless or Barrier.
  18. Excelsior server huh? hmmmmmmmmmmmm I'll see if I can visit their RV soon :D
  19. I've been looking into it. It can happen in any PvP zone (BB/SC/WB/RV). If you look at the "PvP" tab under their info, it says "PVP Disabled". It only happens to the first person zoning into a PvP zone if nobody else is there, but it isn't consistent. I think that if nobody enters one of the PvP zones for X amount of time (24 hours? Server reset?)....something happens. If you go into a PvP zone nobody has been in for a while, and you're the first one, your PvP will be disabled. The next person who enters will have their PvP enabled. I've come across a few people farming RV in other servers while being totally immune, due to RV not typically being active on those servers. This shouldn't be a problem for RV in Indom, and will only apply to lower population servers. Even Warburg on most servers has someone go in at least daily to get the nukes, so it rarely happens in those zones. Edit: It used to be a lot more common on Homecoming, when the servers were constantly being reset, which supports the above (fist person zoning into an inactive PvP zone). And people's advice of "change your alignment" just had people leave the zone and come back which fixed it.
  20. Well for standard jump teams, I'd rather throw a well-timed Dominate to hold a target through 3-4 seconds of damage rather than use the current Telekinesis and have them break out + phase the second they take any damage. When Telekinesis was still in a grey area a couple months ago, I was actually using it to cage emps rather than hold spike targets because of that. The real issue I see with the current Telekinesis is it enables stalkers to AS too easily. Telekinesis + a stalker is death sentence in the arena meta and in zone right now. The best way I could think to fix this is to change "Temporary_Powers.Temporary_Powers.KillTk" to activate after say.....4 seconds? That way it's a 4.5 second unresisted hold, that still breaks on damage. Strictly worse than a Dominate hold (3-4 seconds through damage) for standard jump teams, but still has some synergy with any comps with a stalker or zone. Keep in mind Telekinesis also does no damage whereas Dominate should do about 300+ damage with procs. Right now though, it's breaking the characters of anyone who took telekinesis. For a power that's working as intended, that doesn't feel right to me. It was accidentally included into the list due to a misunderstanding. Keep in mind I currently have 0 characters with TK because I only use arena-legal characters.
  21. Looks like Telekinesis was accidentally added to the list of powers that get mez suppression. The developers purposefully didn't add mez suppression because it's a hold toggle. It lasts 0.75 seconds and re-activates every 0.5 seconds. It cannot be slotted for hold. By adding mez suppression, it now stops itself after the initial 0.5 seconds. Instead, it has a damage suppression tag, so that it will not work if the target has taken damage in the last 10 seconds. It also grants "Temporary_Powers.Temporary_Powers.KillTk" to the user, which automatically turns off Telekinesis after 8 seconds. This power was working as intended in PvP.
  22. The Freebie menu on test makes IOing super fast. I can go from level 1 to fully IOed in just 10 minutes if I have a build I'm following.
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