Jump to content

Phoenix'

Members
  • Posts

    66
  • Joined

  • Last visited

Posts posted by Phoenix'

  1. 1 minute ago, Glacier Peak said:

    In the past Arena was Issue 4 and Zones were Issue 6. Do you mean on Homecoming?

    No I mean that most players started pvping in zones and not in arena.

    All the arena teams that exist now were formed in a pvp zone.

    Personally if zones were back in the day the way they are now I propably wouldn't even bother pvping at all. 

     

     

     

    • Like 1
  2. On 11/8/2020 at 6:05 AM, VileTerror said:

    From a stance of PvP, I recall a thread recently where someone asked what it would take to get non-PvP'ers more interested and engaged in PvP.

    Aside from some players saying "literally nothing," the biggest take-away I got from the thread was "things don't behave the same way in PvP as they do in the rest of the game."

    Disabling something like Jump Pack for edge-case hardcore PvPers isn't likely to win over any new blood in to the PvP environment.

    I dabble on occasion, but I sure don't like the leagues-of-legends-level of metagame that hardcore PvP entails.  Calling targets?  Having to use discord?  Those are massive barriers to entry.  The Zones should be the accessibility gateway, shouldn't they?  Wouldn't it be wiser to have the Zones behave more like the rest of the game, and if someone gets hooked, THEN you can bring them in to the depths of the mire that is arena culture?

     

    As for me, I explained my personal issue in https://forums.homecomingservers.com/topic/23657-focused-feedback-pvp-updates/page/7/?tab=comments#comment-288316

    Was there more to that I could elaborate on to further articulate my concern with this particular issue?

    You are wrong.

    Pvp zones will become more friendly to new pvpers with the new changes. 

    We all started as zoners, arena came afterwards for many of us. 

     

  3. 23 minutes ago, Gibson99 said:

    One of my favorite PvPers is Epsilon. He popularized the Psi/Plant chain that would make you disappear and his Trick Arrow was super fun until Jaunt became a thing.

    He was a Zone PvPer and not a fan of 3,2,1 fire kickball. He'd 1 on 1 with people. Maybe he'll come back to the game soon. 

     

    Actually he saw another psi/plant blaster with char instead of jaws in his attack chain then made the same toon and claimed it was his... and all that after a week of complaining in RV broadcast that everything is about blasters because they are too tanky and deal so much dmg

    • Haha 1
    • Confused 1
  4. On 11/1/2020 at 1:54 AM, Taboo said:

    Looks like the Arena folks are taking over the PvP zones.

     

    Some of the changes seem ok. New zone cool.. oh, it's an old zone.

     

    This is a BAD SET OF CHANGES for MOST players though I can see how a few would eagerly advocate for and try to drown out any other opinions.

     

    Gimme a list of those "most" players you are talking about I beg you

     

    On 11/1/2020 at 2:55 AM, Troo said:

    I meant, a new non-pvp, pvp zone temp that allowed a player to do what they needed in zone without having to pvp.

     

    Its been a part of the game since the start. Just like what some "normal" pvers said, yes they hate getting ganked but managing getting those badges was rewarding for them.

    Real badge hunters dont want their badges to be served on a plate. They like the effort. 

     

    14 hours ago, Gibson99 said:

    There are two types of PvPers. Arena and Zone. These changes cater to Arena/KB players that want their preferences in PvP zones. 

    Did I mention Slows? 

    First of all everyone started from a pvp zone not just magically got into a team.

    Many arena teams were formed in RV. 

    RV used to be full of those Arena players before incarnates were a thing. 

    Just because they chose to play  a more balanced PvP system in Arena rather the trash one in RV doesnt mean they are not zoners at all. 

    Please stop trying to pass to everyone that there are two different pvp communities (arena/zone). 

    Pvp zones were full because of them... 

  5. 3 hours ago, Apparition said:


    You completely ignored my point.  We had successful MSRs prior to Incarnate abilities because there were plenty of bubblers and Sonic Resonance characters on live.  The reason we don’t have them now is because we have Cold, Time, and Thermal, which are better than Force Field and Sonic Resonance in every single way that matters, with or without Incarnate abilities.

     

    If you remove Incarnate abilities outside of iTrials, more people will not start making Force Field nor Sonic Resonance characters.  They’ll stick with Cold, Thermal, and Time which are substantially more useful in every other content outside of MSRs.  As for MSRs, you would have substantial more failures to the point where people would stop running them.

     

    No, this glorious era where all Incarnate abilities are removed and people start running “more balanced” teams is a pipe dream based on rose-tinted glasses and nostalgia for a past that will never and can never come again.

    There are plenty bubblers in the game, they just sit on the side because barrier makes em useless. 

    People will never stop running MSR.... 

     

     

  6. 2 hours ago, Apparition said:


    That would make Rikti mothership raids substantially more difficult.  There are far fewer bubblers and Sonic Resonance characters on Homecoming than on live, making the Clarion Destiny critical for the success of a MSR.

    But thats the beauty of it. 

    We had successfull MSR long before incarnates. 

    People will start making better and more balanced teams again. 

    Team bubbles, buffs and spaming lore pets gives not much of a challenge

     

    • Like 2
  7. 2 minutes ago, ScarySai said:

    With respect, Paragon added those for a reason and I don't think it should be removed because you don't like that min/maxers are able to do crazy things with the extra resources.

    Fair enough. Its just blaster became a universal class with this extra survivabilty

  8. 3 minutes ago, ScarySai said:

    For you perhaps, I personally have no issue with it, and know others that also have no issue with it. Blasters are supposed to be damage gods.

     

    No.

    I play blaster 24/7 so dont think there is any hate for the AT. 

    I agree with you they should be damage gods which is why I want their dmg to be buffed but remove every sustain ability such as their auras

  9. 39 minutes ago, ScarySai said:

    No they don't...


    Check what other people who agree with me have said and they are right.

     

    38 minutes ago, carroto said:

    I tend to avoid powers with that kind of penalty.  If it's going to take me 15 seconds or more to be able to be active again, any speed-up that I gained from using the power will almost always be more than offset by the enforced downtime.  If I remember correctly those powers didn't just drain all your end, they also prevented recovery for a period of time.  It's easy to blow through a small blue's worth of end before that.  Sure if I have enough blues I can use the power, but that requirement makes it situational enough that I'd probably never think of it.  That seemed to be the case for most players, which is why those powers were changed.

     

    If it had to go back I'd want to at least retain enough end to avoid having to retoggle everything.  That's enough of a QoL hit to be a barrier in itself.

    Once again its not fun for everyone to have blasters nuking every mob in the map

    Also what I was suggesting is to buff nukes' dmg in order to wipe out a full mob but give them a penalty maybe a res/def debuff that will make yourself vulnerable for a few secs. 

    The no endurance /recovery penalty was annoying and I have to agree being left out from action in order to rest/toggle/pop insps was too much. 

  10. 8 minutes ago, ScarySai said:

    No, they really don't tbh.

    Yes they do...

    Check above what people are saying and they are right. 

    3 blasters in the team nuking constantly every 20 - 30 secs is not fun for anyone. 

    When defiance was different and nukes had a penalty it was more challenging. 

    You had to rely on your empath more and you were dealing much more damage if you were about to nuke with low hp back in the day. 

    Since defiance is different it would be better to just give a damage bonus to the power but increase its recharge. 

    Also the end penalty the power had yes it was annoying af but it forced you to pick the correct moment to do it and that was cool if you knew what you were doing. 

    It should have a penalty I dont know if it should be endurance or maybe res/def dropping of your toon but it should also be more rewarding by making a nuke able to wipe out a whole +4 mob. 

    It's just my opinion about nukes

  11. 42 minutes ago, Mezmera said:

    I'd up the recharge time on the nukes a bit or do something where recharge is unaffected on these powers kinda like how some of the newer armor t9s have a set recharge.  

     

    Then they could do something like make it 50% end drop then it also caps your defense values at 30% and resistances to 45% for like 15 seconds.  You're exhausting yourself with a massive attack so wouldn't it be likely you'd be easier to hit and harm just after exhaustion?

    I would prefer a dmg bonus 50% to the attack and no end when you do it. 

    The unaffected recharge is nice too. 

    Maybe every 1 min? 

    Also I would like its range to be increased as well

    I find the def and res buff too much for that kind of power

     

     

  12. 17 hours ago, ScarySai said:

    They used to, and they were often skipped or got the user killed for doing it.

     

    If Paragon saw it fit to buff those, I don't see any valid reason to get rid of it now.

    Nukes need to return to where they were tbh. 

    I'd rather see them having a good damage buff than recharging every 25 secs with no end penalty. 

    I remember people were having second thoughts on using them and that was fine

  13. 1 hour ago, ShardWarrior said:

    You are ignoring the lore and story content itself with regard to incarnates.  Replay the final mission of the Mender Ramiel arc again and pay close attention to the final cut scene were he and Silos are referring to those touched by the well as "god-like beings".  Your character is on that same path.  I will repeat it yet again, Incarnates being powerful is not the problem  The problem is the lack of content designed for and balanced around them is.  Allowing incarnates to be used outside of DA and iTrials can be an issue for some as well, but that can easily be solved by forming a team appropriately or simply never crafting and slotting incarnate powers on characters and running the content how you like.

    I suppose so long as the team leader would advertise ahead of time, but that can be done now.  And again, how difficult is it to not click an incarnate power button?

    Everyone wants to have a godlike toon. 

    I think it was poorly executed though. 

    If for example incarnates were more Archetype oriented they might be better. 

    Lore for masterminds and controllers 

    Judgement for blasters and domis and stuff like that that will follow each ATs attributes different numbers of dmg or buffs at each. 

    Im sorry but having barrier stacked on my toon with an army of lore pets and perma regen, recovery in an only blaster team that debuffs like crazy and can aggro and kill anything is not really my thing. 

  14. 1 hour ago, ZacKing said:

    Uhm no, it's me wanting to play with friends because we have fun together.  no offense but your reply comes off as envious and jealous of others being better at the game than you.  Why should people who invested more time and effort into their character have to lower themselves to your level to accommodate you?  If you don't feel like you're adding anything to a team, leave the team and go find another one.  plenty of teams being formed every day.  there's at least a dozen people in this thread alone who look like they share your views on how to play.  why don't you all team up together and go have fun the way you like?  I'll answer for you - because it takes work and it's much easier to PUG it and then feel sorry for yourself and complain on the forums that nerfs are needed.  you go play the way you want more power to you and I hope you have a lot of fun.  let others play the way they like. 

     

    No, they shouldn't.  If you don't like them, don't use them and team with other people who don't like them.  Problem solved.

    This game always had a very rewarding system with all the insps and temp buffs and there were only few challenges left in pve that had to rely to proper teamwork and sets to achieve your goal. 

    With incarnates all those challenges were gone.

    The game is so easy now. 

    Just because you have a hard time soloing in this game without incarnates it doesn't mean they are fine. (Unless you are rolling a support toon) 

    Incarnates need remodeling and as I said they need to be a boost to your toon not transforming it to a god that can solo a gm... 

  15. 11 hours ago, Mezmera said:

    Inferno is up pretty much every mob so when you go boom almost everything dies.  TW ain't got that, then you just follow up with Blaze, Blazing Bolt and Fireball for the stragglers.  All without having to chase anyone down nor spending a bunch of time winding up.  I have a fire blaster, I hardly play her it's too easy but when I do Blaze and Blazing Bolt are easy 1-2 punches to keep blasting seeing how blaster attacks recharge so fast and IOs and all.  

     

    I may have to toss in a t2 blast every once in a while in AV fights instead of a fire ball but fire blast is doing quite well.  

    I dont want inferno to recharge so damn fast. 

    Its unfair even though I mainly play fire blaster for like 10+years.

    I would prefer to bring inferno to where it was before and just increase its dmg 30-40%.

    It still cant kill a whole mob at +4,x8

    I would prefer it could but not that often 

  16. 16 hours ago, Furiant said:

    I just want to say that all this talk of balancing the game around incarnates is scary to me. I can barely keep my characters in basic IOS and have only done the patron arc on one character so far (a severely underslotted Defender - it was really tough and made me not want to do it again).

     

    I have only the vaguest idea of what incarnates are... I assume it's the giant monsters 50s summon that just eat up the map and turn the team into a group of additional redundant pets that follow the 50 around and die to loose mobs.

     

    I barely understand the proc mechanics and frankly it makes my eyes glaze over reading endless arcane theorycrafting about obtuse and complicated systens that only the highest level ultra-wealthy players can afford anyway.

     

    I just want to do TFs and missions and feel like a superhero, not a super-rich-hero. I miss the old days when everyone was on more of an even playing field and everyone contributed something even if they weren't the most rarified meta build.  

    Incarnates should be remodeled.

    They should be a boost to your toon not making it a god. 

    Aoe heals, regen, end, rec, res, def and debuffs should completely be ripped of. 

    Seeing a tank using lore pets, a troller nuking, a stalker doing ageless the whole team and a blaster debuffing with interface I mean....... Whats the point of having Archetypes if everyone does everything. 

    Im sorry but yeah I'd love to have more end game content but I think incarnates break the system and removes the AT uniqueness this game always had

    • Haha 1
    • Confused 1
×
×
  • Create New...