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Everything posted by Solarverse
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Make Frostwork an Absorb Shield
Solarverse replied to Adeon Hawkwood's topic in Suggestions & Feedback
Here is something most players don't seem to understand. Absorb is nothing more than a +Max Hit Points ability. The only difference is that once it is gone, it's gone. I would rather see the power made better somehow, like perhaps a slight regeneration bonus on top of the +Hit Points...not make it weaker by making it an Absorb. -
After reading everything here, it becomes very clear to me, that it is VERY sad that we even have to have this conversation.
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This right here. I have read the comments that flowed this one, all I can say is, I play on Excelsior, what some have deemed the "Family" server. I am sure I have played with many LGBT people...and not once were any of them denied the human right to exist and play a game. The LGBT are a part of us, not separate. So play whatever server you wish. It is your right...and like the quoted post says, you are welcomed anywhere. Separate yourselves if you wish, that is your choice, but to do so takes you a step in the wrong direction.
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Since we're making this an educational thread -- this mistakes two things. First, there is only one set-type enhancement that gives a +tohit bonus all the time (the misleadingly named Karma +6% Accuracy), and only a few that give proc +tohit (like Gaussian's). It's worth making the distinction because there *is* some kind of bonus which affects hit chance that's making Defense ineffective, which is Accuracy. Accuracy and ToHit apply at different stages of the hit calculation, but Defense only works against ToHit. To counteract this, most Defense sets (SR included) get elusivity in PvP, which *does* work against accuracy. This is one implementation of Arcanaville's proposed anti-accuracy which... well since she's here, perhaps she'll generously explain since she can do a better job than I can. And perhaps renew her campaign to get a version of it in PvE? I'm not terribly familiar with PvP builds but as far as I can tell there's some misinformation that's hurting the no-Defense advice. Realistically Elude *should* help a great deal in PvP because if it's slotted for Defense it ought to still floor enemy ToHit (since it would be the biggest bonus, calculated first to bypass PvP diminishment, and do >-70% -- with the rest of the set counteracting Tactics/Aim/BU/etc ToHit) and then SR's elusivity should dramatically reduce the effects of accuracy slotting. It's possible that I'm forgetting something about PvP (notably, I'm basing this in part on the idea that stacked ToHit and Accuracy bonuses should be scaling down to the point of near-irrelevance at absurd investment levels, and that inspirations are affected by this diminishment as well) so perhaps I'm mistaken. Either way, it's not the voltage that kills you, it's the +acc. The other error is that 'softcap' is a point of functional maximum effect before the game actually cuts off the stat (a hard cap), so Defense has a softcap (usually 45) well below most archetypes' hard cap (around 200). If Resistance had a softcap, it would be 100% -- but the hard cap is always below that. Here is what I can tell you...on Live, I played as a Stalker with a min/maxed build. I also PvPed, I pretty much lived in WB...and when RV came out, I moved to there. Once IO's came out it changed everything. I was getting smacked through Elude like I had nothing. This happened very consistently. Accuracy bonuses in sets + ToHit buffs that people could get in the Epic Pools, plus the other bonuses in IOs made life as a Defensive Stalker miserable. If this person you speak of has a way to counter that, great. However, Elec is where it's at until then. I lost my faith in Defensive sets for PvP in the level 50 zones. Pre RV, Defense probably is still functional. However, most players who PvP shoot for high accuracy and high +tohit, and almost always stacked, as most on a team will all have tactics. IMO, running with Defense in PvP is just far too risky.
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I have to ask....is this for PvP? If so, don't waste your time with Defensive sets in PvP. With all the +ToHit going around with IO's these days, your Elude will get you face planted. For PvP, I suggest Elec Armor. You can get 75% Resists with IOs easy and reach the soft cap on almost everything. Toxic/Dark/Psionic being the exception. Toxic around 24%, Negative around 62% and Psionic around 70%...which Negative and Psionic still gives you close to soft cap resist. Couple this with a Self heal and you're golden. My two cents, just in case you are trying to build for PvP.
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Collision Interupts Assassin Strike and Snipe
Solarverse replied to Solarverse's topic in Bug Reports
I have seen this as well. However, I always chopped this up to latency. Even though you are stopped in your screen, the servers have not yet caught up to your actions, so you hit AS before your character has actually stopped. This is why I always wait till approximately .5 seconds before initiating my AS...if I am in a real hurry, I will smash and bash my Shift + 3 Key (I use a button on my mouse for Shift) until it fires off. Now what I am seeing in game, is AS activating with the spiny circle around the ability, then all of a sudden, a Scrapper or another stalker or Tank/Brute will jump in, Collision will move my character a foot or two...and suddenly I get a message saying "Interrupted" above my head, even though I took no damage and my character was in position prior to collision moving me. -
Spring Attack is a funny little thing. It alerts enemies to your presence, but doesn't actually break Hide, so you can follow it up with a quick auto-crit ST attack after nuking a group of enemies with it. Lightning Rod works the same way (and I assume so does Shield Charge, though I've never tried that one myself). Since Hemorrhage is actually better than AS when used from Hide anyway, it's a natural follow-up, making Spring Attack a much better choice for a leap-in attack than the one actually native to Savage. That's good info, thanks. I knew LR didn't, my main Stalker is Elec/Elec, but since SA is a pool power, I honestly didn't think it worked the same way, so that is awesome info. Thank you.
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Does Spring Attack not also break Hide?
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The name Time Warp (I don't like Time powers, wasn't a fan of them) just came available. I have no need for it, so it's up for grabs. I feel it should be used by a player who appreciated Time powers, sadly, I wasn't one of them. Enjoy! Two names total: Time Warp Tidal Wave
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Willpower is a defensive set with nice regeneration...and with IOs you can get decent resists as well. Overall, Willpower is Superior to Regen by means of survivability.
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Collision Interupts Assassin Strike and Snipe
Solarverse replied to Solarverse's topic in Bug Reports
Wasn’t there already a thread on this? I thought I remember it and you posting on this. Oh dear, I seemed to have lost another marble. Yes. One got buried. Doesn't matter. I seem to be the only one who cares anyway. -
Pretty much any ability that has an interrupt timer can be interrupted by collision. This is especially noticeable on a Stalker when charging up an Assassin Strike. If another player crashes in to you, your character moves about a foot or two and Assassin Strike interrupts. This can be replicated very easily.
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Is there any word on what is reasonably doable?
Solarverse replied to Galaxy Brain's topic in Suggestions & Feedback
I am glad you have asked this, because I have been wondering the very same thing. It would sure make it easier to know what we can ask for and what would be a waste of time asking for. We dont even fully know what their development team consists of. -
That has been an issue since live. I have learned to work around that a long time ago. Just dont hit AS the very second you get in to position. Hit it at about .5 seconds afterwards.
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I'm sure. I have even replicated it under controlled situations. It's definitely collision that is interupting AS.
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I don't really see the need to scale these effects based on team size, to be honest. For 1), tanker solo-ability isn't really in question right now. I don't think it's needed at all, and it somewhat conflicts with 2) (since a solo tanker would need to still rely on an otherwise-inefficient attack chain while solo, but could shift into higher-efficiency chains while teaming). For 3) -- and I think a lot of us in this thread like the idea of a bodyguard effect, even if we don't know if anything like that can be attached to a team this way -- either no scaling or scaling in the opposite direction makes more sense. As proposed, the largest team also has the highest % of damage redirection, which makes the incoming damage the tanker has to mitigate scale up multiplicatively (from 1x0.01 at duo to 7x0.07 at full). I would rather see a flat value (something like 5%), but if it were to scale then something like 25-50% while duoing to ~5% while on a full team. Okay but... why does that mean their inherent should change? Their current inherent does do that job. Wait, didn't I read somewhere that a Tank's inherent ability is bugged and does not work properly? Or was this fixed?
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If you are like me, and are annoyed with Collision Mechanics interupting your Assassin Strike, then I urge you to support this thread. I don't feel this issue is something non-Stalkers care about, so we need Stalker players voicing their opinions. You will find the thread here. https://forums.homecomingservers.com/index.php/topic,5100.0.html
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Not sure if you were here back then, but Debt used to be worse...a lot worse. Debt used to be so extreme (I never had an issue with it) that players came to the forums to rage about debt...and I do mean rage. Debt was so bad in those days that I created a Fire/Stone Tank and named him DEBTINATOR. He was the only character I had who had a name with all CAPS. I farmed Wolves, Drek and Ninjas to wipe people's debt. Now, such a character would be pointless, since debt is minor at best.
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Best troll thread ever! ;D
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*Starts counting corners of the earth* Hey, wait a sec... LOL!
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I'm sure one of the SWG servers still have perma death for Jedi. Try that. I for one am not a fan of working hard to build a character just for that character to die forever. My rage would be real and felt across all four corners of the Earth.
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I wish Elec attacks had a different side effect
Solarverse replied to Galaxy Brain's topic in Suggestions & Feedback
Honestly, I always felt like if you played Elec of any kind, that you should never again have any Endurance issues. For me, if they simply increased the amount of Endurance drained from enemies and increased the amount of Endurance returned to you, I would be tickled pink.- 21 replies
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First, most important, is that collision between two playing characters interrupts Assassin Strike. This happens quite often, since every melee player and his mother are rushing the boss in a fight...you are there before them, you set up for Assassin Strike, you start the animation, then half way through the animation, a Brute or Scrapper runs in and collision kicks in...moves you a couple feet and your Assassin Strike is interrupted. This has two consequences, resulting from a mechanic from an action you cannot control. When this happens, you have just A:wasted time setting up for the Assassin Strike that ended up interrupted and B: wasted a good amount of Endurance by activating a futile Assassin Strike. I would REALLY love to see this changed in some future patch. Second is more of a wish than an actual request, but...could we add an Electric Version of Psionic's Blade to Electric's Assassin's Strike? I would absolutely drool.
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What's up with the XP rate in Death From Below?
Solarverse replied to Vanden's topic in General Discussion
Until about a month ago. That has changed. Now they grant full XP. However, if you kill them AFTER killing the AV, you get Blue Con XP instead of White Con. -
Sadly, I only have one... Frost Sting.