View Full Version : i am very overpowered
Archived Post
09-04-2009, 10:50 AM
yeah, i was like everyone else complaining. i had a concept build character, and he was ineffective in PvP. i then decided to make a min/maxed superbuild for the sake of showing, plain and clearly, that the flaw in the system is indeed that certain abilities are far too strong, and not that instead (like others would suggest) i was simply doing something wrong.
you know what happened? 13 kills/0 deaths. 11 kills/0 deaths. 14 kills/0 deaths. etc, etc...
END/REC SS, regen, shotgun, teleport.
all i do during pvp is keep my energy builder autotoggled on, and mash my shotgun ability wildly and-- if by some rare happenstance i lose a lot of health suddenly-- i teleport away, wait 3 seconds (or grab a health bonus while teleporting) and dash right back into the battle and spam-knockdown enemies with my high damage cone ability which costs me minimal energy.
it's a lot of fun for me, but that's because i'm ok with being forced to min/max because i used to play WoW and it eased me into the habit. for others, though, they'd like to play this game and at least have a slim chance of enjoying PvP competitively while still being able to use their cool concept build character.
my suggestions?
shotgun: tone down the damage and increase its energy cost slightly, and also add at minimum a 1 second immunity to knockbacks once you've been knocked back.
teleport: if you use teleport while in combat, its duration should be 1.5 to 2 seconds (enough to warp around people but not enough to escape). in addition, make it incur a 5 to 10 second cooldown AFTER you've exited teleport, to prevent spamming it to avoid all damage. this won't hurt PvE because it will still function exactly the same outside of combat, and isn't TOO prohibitive even when inside combat.
let me be clear: i'm not suggesting these things because i'm upset or losing in PvP. my current K : D ratio on my shotty character is about 150:1. it's just that these abilities need to be toned down (mind you not nerfed drastically, just decreased the correct amount) in order to make PvP a more enjoyable experience for everyone. :)
Archived Post
09-04-2009, 10:53 AM
About shotgun. If people stop listening to other people they will find other powers like TK wave. Its actually very good especially with its advantage that drops you equilibrium to 0 for some time. Everyone needs to stop thinking 1 thing is op and see that there are so many very good pvp powers.
Archived Post
09-04-2009, 11:03 AM
Yeah, this was my experience as well.
At first I was mostly just lurking and reading about all the complaints, but when I really started having a beef with (pre-patch) regen, taser arrow chaining, and teleporting, was when I tried them myself.
I can't emphasise enough that even though these certain abilities are beatable, the issue is that they are so much better than the alternatives. I don't dislike TP because it makes people invulnerable - which it doesn't - I just dislike how it encompasses the other travel powers.
Earlier today someone went "lol he has superjump" in team chat, and we just ganked him for the rest of the match. His k/d was 0/14.
Yeah, he probably had an otherwise poor build or just not a lot of experience in pvp, but I challenge anyone to make a build which benefits more from superjump than teleport.
To be fair, it's not game-breaking right now. My absolutely biggest beef with pvp before the patch was booster pills, which they thankfully fixed.
I still have fun in pvp (and a 5:1 win/loss ratio on 2 of my characters, so I'm not complaining about others exploiting cheap tactics), but it'd be a lot better if there was more depth to it.
Archived Post
09-04-2009, 11:07 AM
See there is a flaw in logic. In every post every talks about well get X ability then to counter OP ability 1.
Dont like someone spamming shotgun - Get TK wave. But its ok for someone to constantly smash there keyboard doing shotgun in a round. They are skilled at PVP... Right.. RIGHT..
Dont like someone flying or a travel power - Ok grab a ability to take away flying power that should solve it.
Dont like someone doing (insert another complain) - Great grab XYZ power.
What left is a toon I am specifically speccing to simply get rid of PVP annoyances vs actually grabbing powers for my toon to spec up with. Now obviously its ok to gather a few of the options listed to assist in PVP however i should not have to spec my whole toon around simply getting rid of people teleporting in and out of holds just to survive nonstop. Someone spamming shotgun blast over and over. I got told by someone in a cage match to L2P yet they was going around hitting shotgun on everybody. i didnt see him use anything else the whole match. And as we are seeing a growing trend of what was his 3 main powers he was running... regen/shotgun/teleport.
Honestly on some abilities there should be a toggle on stats/power when it comes to PVE vs PVP. Im a strong believer things shouldnt be messed with that hurts the other side to bad. However certain things that might be great in PVE might seriously have a flaw in PVP and visa versa.
Archived Post
09-04-2009, 11:14 AM
Yeah, this was my experience as well.
At first I was mostly just lurking and reading about all the complaints, but when I really started having a beef with (pre-patch) regen, taser arrow chaining, and teleporting, was when I tried them myself.
I can't emphasise enough that even though these certain abilities are beatable, the issue is that they are so much better than the alternatives. I don't dislike TP because it makes people invulnerable - which it doesn't - I just dislike how it encompasses the other travel powers.
Earlier today someone went "lol he has superjump" in team chat, and we just ganked him for the rest of the match. His k/d was 0/14.
Yeah, he probably had an otherwise poor build or just not a lot of experience in pvp, but I challenge anyone to make a build which benefits more from superjump than teleport.
To be fair, it's not game-breaking right now. My absolutely biggest beef with pvp before the patch was booster pills, which they thankfully fixed.
I still have fun in pvp (and a 5:1 win/loss ratio on 2 of my characters, so I'm not complaining about others exploiting cheap tactics), but it'd be a lot better if there was more depth to it.
Sorry but Taser Arrow chain stun is an unbeatable and cheezeball combo that = an "I Win" button currently.
Archived Post
09-04-2009, 11:19 AM
Sorry but Taser Arrow chain stun is an unbeatable and cheezeball combo that = an "I Win" button currently.
That statement is a gross exaggeration in 1v1s, and completely false in 5v5s.
Archived Post
09-04-2009, 11:23 AM
So OP is saying that his Min/Max PvP build does better in PvP then his PvE concept build?
Thank you Captain Obvious!
Archived Post
09-04-2009, 11:25 AM
So OP is saying that his Min/Max PvP build does better in PvP then his PvE concept build?
Thank you Captain Obvious!
better to the point of being unbeatable, yes
Archived Post
09-04-2009, 11:27 AM
That statement is a gross exaggeration in 1v1s, and completely false in 5v5s.
Gross exaggeration? Hardly considering a most 5 vs 5 matches involve a lot of 1 vs 1 action. Having the ability to lock someone down and just kill them with IMPUNITY is hardly an exaggeration of anything.
man if a team of 5 players decided to all roll with this power combo there would literally be no way to beat them because each person would lock down one of the other team. THAT is a scary thought.
Archived Post
09-04-2009, 11:30 AM
Gross exaggeration? Hardly considering a most 5 vs 5 matches involve a lot of 1 vs 1 action.
Eh. Even in random teams people are usually pretty decent at focusing fire. It's usually at least 3v1 at the time.
I'm not at all trying to justify anything though, but I can't agree that it's mostly 1v1 skirmishes.
Archived Post
09-04-2009, 11:30 AM
So OP is saying that his Min/Max PvP build does better in PvP then his PvE concept build?
Thank you Captain Obvious!
QFT.
Lots of Captain Obvious's on these boards.
Archived Post
09-04-2009, 11:30 AM
Gross exaggeration? Hardly considering a most 5 vs 5 matches involve a lot of 1 vs 1 action. Having the ability to lock someone down and just kill them with IMPUNITY is hardly an exaggeration of anything.
man if a team of 5 players decided to all roll with this power combo there would literally be no way to beat them because each person would lock down one of the other team. THAT is a scary thought.
If you are in a 5v5 and are fighting 1v1 then you are doing it wrong. The proper way to fight in a 5v5 is 5v1.
Archived Post
09-04-2009, 11:36 AM
Gross exaggeration? Hardly considering a most 5 vs 5 matches involve a lot of 1 vs 1 action. Having the ability to lock someone down and just kill them with IMPUNITY is hardly an exaggeration of anything.
man if a team of 5 players decided to all roll with this power combo there would literally be no way to beat them because each person would lock down one of the other team. THAT is a scary thought.
The long charge for meh damage is what in my eyes makes it semi balanced. You're not going to kill a guy with taser arrow's 3 second charge for 400 damage, when they have 4,000 hitpoints. At some point someone is going to knock you on your butt or something. Its a combo skill more than a spam this all day and win skill.
I think the true use of taser arrow right now is a setup for other things, since its a low energy non-maintained stun. To that extent they probably should reduce the hold duration/strength, since something like wall of ice -> Taser Arrow -> heat wave -> Pyre is ridiculous damage and without counter unless they TP out of the initial wall of ice which they probably wont. This is an example of a combo I feel people will end up using end game whilst in avenger mode + teleport to never die. It will be able to reduce anything from 100-0 as long as you're not interrupted. And this is why teleport will get nerfed, because it will make avenger godlike.
Archived Post
09-04-2009, 11:45 AM
Gross exaggeration? Hardly considering a most 5 vs 5 matches involve a lot of 1 vs 1 action. Having the ability to lock someone down and just kill them with IMPUNITY is hardly an exaggeration of anything.
man if a team of 5 players decided to all roll with this power combo there would literally be no way to beat them because each person would lock down one of the other team. THAT is a scary thought.
Taser arrow isn't great in 5v5s, it's good for maybe one or two players who want to set up disruptive plays, keep attackers in check, or prep a target for a spike. Even though there are other powers that can stun/hold someone in a similar way (condemn for example, and it's an AoE which means you can use it where you think a teleporter might be)
But that's the range of the effectiveness of taser arrow.
The way you're describing it it's the holy grail of attacks that does over 9000.
I'm quite sure that's not the case, not even close.
Archived Post
09-04-2009, 11:46 AM
If you are in a 5v5 and are fighting 1v1 then you are doing it wrong. The proper way to fight in a 5v5 is 5v1.
qft10chars
Archived Post
09-04-2009, 12:03 PM
So OP is saying that his Min/Max PvP build does better in PvP then his PvE concept build?
Thank you Captain Obvious!
like someone else pointed out (and like i stated in my original post), it's not that min/max > concept build, it's that min/max >>>>>>>>>>>>>>>>>>>>>>> concept build
people who use a concept build can't even attempt to engage in enjoyable, competitive PvP because the min/max builds are staggeringly stronger to the point that they're unbeatable
i'll repeat: it's entirely true that min/max will always be better than concept builds, but that wasn't my point. my point was that instead of min/max being, say, 20% better than a concept build, they're 2,000% better, and that's where the problem lies. if they could, say, bring it down to min/max only being 1,000% better, concept builds would be able to have a little bit more fun
Archived Post
09-04-2009, 12:21 PM
like someone else pointed out (and like i stated in my original post), it's not that min/max > concept build, it's that min/max >>>>>>>>>>>>>>>>>>>>>>> concept build
people who use a concept build can't even attempt to engage in enjoyable, competitive PvP because the min/max builds are staggeringly stronger to the point that they're unbeatable
Not true my guy is all concept and I win all the time. No mini mines, shotgun, condem, taser arrow and I do just fine.
Archived Post
09-04-2009, 12:43 PM
people who use a concept build can't even attempt to engage in enjoyable, competitive PvP because the min/max builds are staggeringly stronger to the point that they're unbeatable
I have nothing but a concept build. I have enjoyed my PVP fights. I got my ass kicked a few times b/c the group I was in didn't work well together and we came up against Dr. Baltimore and his crew.
Archived Post
09-04-2009, 12:59 PM
I have nothing but a concept build. I have enjoyed my PVP fights. I got my ass kicked a few times b/c the group I was in didn't work well together and we came up against Dr. Baltimore and his crew.
Thank you Lunation and RayOMan for coming forward.
Most conceptual builds that are doing well in PvP are too busy enjoying PvP to bother. I don't blame them.
In the above post, I bolded the important bit.
It's the same with teleporters - the team you're with make all the difference in the world. There were three teleporters in a recent cage match on the other team. Two of them had the highest deaths, not because they didn't try to teleport, but because when you have 5 people with various abilities throwing their attacks at you at once, it becomes more difficult to.
You don't need vent, or any other voice com to work as a team. Working as a team just means sticking together.
Teamwork is the most overpowered thing of all.
Archived Post
09-04-2009, 01:27 PM
yeah, i was like everyone else complaining. i had a concept build character, and he was ineffective in PvP. i then decided to make a min/maxed superbuild for the sake of showing, plain and clearly, that the flaw in the system is indeed that certain abilities are far too strong, and not that instead (like others would suggest) i was simply doing something wrong.
you know what happened? 13 kills/0 deaths. 11 kills/0 deaths. 14 kills/0 deaths. etc, etc...
END/REC SS, regen, shotgun, teleport.
all i do during pvp is keep my energy builder autotoggled on, and mash my shotgun ability wildly and-- if by some rare happenstance i lose a lot of health suddenly-- i teleport away, wait 3 seconds (or grab a health bonus while teleporting) and dash right back into the battle and spam-knockdown enemies with my high damage cone ability which costs me minimal energy.
it's a lot of fun for me, but that's because i'm ok with being forced to min/max because i used to play WoW and it eased me into the habit. for others, though, they'd like to play this game and at least have a slim chance of enjoying PvP competitively while still being able to use their cool concept build character.
my suggestions?
shotgun: tone down the damage and increase its energy cost slightly, and also add at minimum a 1 second immunity to knockbacks once you've been knocked back.
teleport: if you use teleport while in combat, its duration should be 1.5 to 2 seconds (enough to warp around people but not enough to escape). in addition, make it incur a 5 to 10 second cooldown AFTER you've exited teleport, to prevent spamming it to avoid all damage. this won't hurt PvE because it will still function exactly the same outside of combat, and isn't TOO prohibitive even when inside combat.
let me be clear: i'm not suggesting these things because i'm upset or losing in PvP. my current K : D ratio on my shotty character is about 150:1. it's just that these abilities need to be toned down (mind you not nerfed drastically, just decreased the correct amount) in order to make PvP a more enjoyable experience for everyone. :)
I bet I can beat you in a duel.
Archived Post
09-04-2009, 01:29 PM
teleport is one reason you will never see me in pvp - not from those popping in on me but running away to regen
travel powers should be dissabled in pvp -
"Maverick get back in the fight god dammit
Maverick, he wont last long in there alone - Maverick!"
I have no problem in builds and set ups - to me thats a skill and always welcomed - it is these run and hide tactics that have always bothered me - like running in a house in SWG to avoid pvp
Archived Post
09-04-2009, 01:57 PM
Thank you Lunation and RayOMan for coming forward.
Most conceptual builds that are doing well in PvP are too busy enjoying PvP to bother. I don't blame them.
In the above post, I bolded the important bit.
It's the same with teleporters - the team you're with make all the difference in the world. There were three teleporters in a recent cage match on the other team. Two of them had the highest deaths, not because they didn't try to teleport, but because when you have 5 people with various abilities throwing their attacks at you at once, it becomes more difficult to.
You don't need vent, or any other voice com to work as a team. Working as a team just means sticking together.
Teamwork is the most overpowered thing of all.
once again, my point is missed =\ am i explaining myself wrong?
sure- teamwork is important and has a large impact on the overall outcome of the match
sure- some concept builds are working fine (for example, someone whose concept build involves a shotgun =P)
however- many concept builds ARE NOT working fine even though they are well put together, sensible, and not too far spread out stat/utilization-wise
toning down the obviously too-effective powers (or alternatively increasing the power of the weaker ones) would resolve the issue for more concept builds
I bet I can beat you in a duel.
what's your point? i'm not bragging about my character, i'm pointing out a flaw in the game that i'd be pleased to see fixed
if you're trying to say that the powers i listed aren't in fact overpowered, you're welcome to go ahead and try dueling me; my shotty char is SPAS@Tassa (although i imagine we aren't near the same level)
however, if the character you wish to duel me with is also using overpowered abilities, the point is moot and instead a weenie measuring contest
Archived Post
09-04-2009, 02:16 PM
sure- some concept builds are working fine (for example, someone whose concept build involves a shotgun =P)
Not true my guy is all concept and I win all the time. No mini mines, shotgun, condem, taser arrow and I do just fine.
however- many concept builds ARE NOT working fine even though they are well put together, sensible, and not too far spread out stat/utilization-wise
In this last quote, don't you contradict yourself? If they're well put together, sensible and not too far spread out stat/utilization-wise, then in the hands of a good player they would operate just fine.
For example, I have a good friend that has no mini-mines, shotgun, condem, taser arrow and had no passive (offensive or defensive) until level 20. He beat, in group PvP and duels, many many people without dying.
That was a well thought out build that didn't use any of the commonly abused powers.
I took some of his advice myself and created a new toon a couple of days ago. That toon, also, is doing quite well. However, and this is the important bit, there is a vast difference between fighting with the commonly abused powers and fighting without: your fighting style needs to change.
Which is perfectly sensible. If you change how your character does and resists damage, of course you should adjust how you play.
Is everything 100% balanced? No. Is it three days after the game went live? Yes. Do these threads make any impact or have any effect? Considering the lack of Dev responses in almost all of these sort of threads, I'm thinking no.
Once again, as I have suggested before in other threads, rather than complain and moan, why not start offering suggestions to mitigate the ability of the commonly abused powers? It can be done, is done by good players who don't post in these forums, and will be of far, far more use than this thread.
Archived Post
09-04-2009, 02:18 PM
END/REC SS, regen, shotgun, teleport.
I love when people use this type of build. You must be goin' up against some scrub teams to have THIS be godmode.
Moon....I've been up against some CC heavy teams and find it an acceptable strategy. Those teams have nothing compaired to a team with a good buffer, light CC and spikers. The biggest problem I see teams have is that they don't stick together. Everyone is tring to solo whoever is in front of them while their target is BEING HEALED!!!!
I love TP the way it is because it gives the enemy the chance to escape....make enough of them "escape" and it becomes a full rout. Then they get spawn camped comming out one at a time. Also high INT will let you keep targeting them unless they have higher DEX?...when they pop out CC for the win.
lol shotty isn't that a Proc to KB power now? Do it to me and I'll ram a retailiation enraged taser arrow up ya bum.
Edit: anyone that has a concept toon that doesn't work it's probably underpowered or broke and not working right not the other way around. Happened to me. Try the single blades set with the offensive passive. I'd LOVE to know how that thing plus chi and clicky dodge are supposed to be usefull. My problem all around isn't grounding and rooting or anything else...it's just that passive and bleed effects are wacky and don't seem to add anything to an already weak set.
Archived Post
09-04-2009, 02:26 PM
I Do it to me and I'll ram a retailiation enraged taser arrow up ya bum.
Can I get a /facepalm up in here?
Archived Post
09-04-2009, 02:28 PM
Can I get a /facepalm up in here?
I can name you a bunch of other holds that last just as long.
Archived Post
09-04-2009, 02:39 PM
I can name you a bunch of other holds that last just as long.
The problem inherent in both these skills is the damage they do while doing their CC, and their lack of cooldowns or any limiting factors.
Concusser beam for example, does more damage then shotgun, and has a kb chance every .5s. A high str PA and lock someone down with CB hard untill they run out of energy. And you don't have threads of people talking about how CB is so OP.
But CB also costs 39+15/.5s. 5seconds of CB will cost 189energy before int reduction.
Shotgun is 13 energy. I'm not sure what the global cooldown is, but I assume 1.5? 3 shots for 39 energy.
So a shotgun spammer can litterly run around firing this off nonstop forever. This is clearly a design flaw.
Its pure tap.
Tazer at least has to be charged for full effect. But even here same issue. 37 energy and no cooldown, makes spamming this skill trivial. and of course the hold can be reapplied without it breaking forever.
Your entire argument loses is luster when you admit to using a skill that is even cheesier then the one you are claiming isn't that bad.
Archived Post
09-04-2009, 02:41 PM
I can name you a bunch of other holds that last just as long.
As far as I know, taser arrow is the only hold that can't be resisted while it's still in effect. You can extend (or reset, whatever term you wanna use) it while the player is tazer'd, and it will fill up his Z bar. Even if I mash 123412341234 to do it faster, I can only get it to about half before it's re-applied again.
I've heard some rumblings about this going for condemn as well, but haven't experienced it as much.
Does anyone know if these are tangible or intangible? I'm guessing the latter, but I haven't had much luck resisting them on my ego build at all.
Archived Post
09-04-2009, 02:45 PM
Yeah, this was my experience as well.
At first I was mostly just lurking and reading about all the complaints, but when I really started having a beef with (pre-patch) regen, taser arrow chaining, and teleporting, was when I tried them myself.
I can't emphasise enough that even though these certain abilities are beatable, the issue is that they are so much better than the alternatives. I don't dislike TP because it makes people invulnerable - which it doesn't - I just dislike how it encompasses the other travel powers.
Earlier today someone went "lol he has superjump" in team chat, and we just ganked him for the rest of the match. His k/d was 0/14.
Yeah, he probably had an otherwise poor build or just not a lot of experience in pvp, but I challenge anyone to make a build which benefits more from superjump than teleport.
To be fair, it's not game-breaking right now. My absolutely biggest beef with pvp before the patch was booster pills, which they thankfully fixed.
I still have fun in pvp (and a 5:1 win/loss ratio on 2 of my characters, so I'm not complaining about others exploiting cheap tactics), but it'd be a lot better if there was more depth to it.
I used to be all "omg tp is too easy" till I saw smart acrobatics users speedwalking away from my team with ice sheild out who are getting constantly chilled
Its freaking loltastic
Archived Post
09-04-2009, 02:57 PM
The problem inherent in both these skills is the damage they do while doing their CC, and their lack of cooldowns or any limiting factors.
Concusser beam for example, does more damage then shotgun, and has a kb chance every .5s. A high str PA and lock someone down with CB hard untill they run out of energy. And you don't have threads of people talking about how CB is so OP.
But CB also costs 39+15/.5s. 5seconds of CB will cost 189energy before int reduction.
Shotgun is 13 energy. I'm not sure what the global cooldown is, but I assume 1.5? 3 shots for 39 energy.
So a shotgun spammer can litterly run around firing this off nonstop forever. This is clearly a design flaw.
Its pure tap.
Tazer at least has to be charged for full effect. But even here same issue. 37 energy and no cooldown, makes spamming this skill trivial. and of course the hold can be reapplied without it breaking forever.
Your entire argument loses is luster when you admit to using a skill that is even cheesier then the one you are claiming isn't that bad.
No the design flaw was when shotty was tap to KB. Now it's just a proc. People who spam this for KB are well....not very good? It's pretty much my cue to stop that dumbness everytime it comes out the door. I don't need taser to do it. Retailiation block buff is the key there because they can't do it all day.
Heatwave is still better depending on the build and does waaayy more damage. Condemn is awesome and about the same as taser. Force hold sucks but the tap and advantage drops travels. I have only had the maintain ones used on me but from that I'd say they rank pretty high on the can't do squat meter.......
Now let's get back to "ways to beat TP/steathers".
Archived Post
09-04-2009, 03:00 PM
Was just in a match with a tp shotgunner. All he did was try to kill me with shotgun to no avail. And it was fun just having someone chase spam me with a power he thinks is the l33t stuff.:D
Archived Post
09-04-2009, 03:38 PM
Theres definalty issues with the shotgun, getting stuck in a corner being knockbacked until your dead is pointless, its not a fight and if its not changed soon no one will even bother to pvp unless they have shotgun or the knockback chain attack..
Archived Post
09-04-2009, 03:59 PM
Certain abilities are inevitably going to be stronger than others and the most common ones will be used repeatedly. Taser is one example. Personally, I have no issue with the skill itself. My only problem with it is the ability to reapply the hold if used again while still active. It's not a coincidence that tons of archers started sprouting when people figured that out. However, other than that, most skills are simply an irritation--though painful--and not really game breaking.
For me, all my characters follow whatever theme I create for them. I do not pick the "Fotm" skills--unless one happens to fit my character--and yet I function quite well in pvp. I haven't yet focused on a main character yet and so my experience with pvp is with tiers 1 and 2. However, pvp is about 75% or more of my play.
An example is my most recent character, Balance. He is a pure melee dual blade tank. I'd heard constant comments about the useless nature of Bountiful Chi Resurgence and I picked it anyway. So far I've enjoyed it quite a bit. It's like a small regen buff that is basically a toggle. All I do is focus fire with the heaviest boxes/barrels available. Using that method I'm able to negate travel powers and dish out 400+ damage a pop--and often a knockback--to whoever my team is focused on at the moment. As far as I've seen Chi doesn't reduce my thrown damage and it also helps to keep me at full even while targeted. It isn't an amazing heal, but it's certainly not horrible for a buff you can keep up at all times.
Or my character Arbiter. A super jump character. I love it combined with two gun mojo and an offensive passive. Is it the best at running away? No, but even in combat the jump is enough to get on top of the cage, which allows you to avoid attacks and be very irritating with caution and timing. At max it also allows for very quick movements around the map while making you annoying to target. Is it the best dps possible? No. Is it the best survivability? No. Is it effective if used right? Yes.
You don't need to sacrifice fun for power. You just need to use your head more than those who use the big bad skills of the bunch. Some skills simply don't seem to work. That's a different problem entirely.
Archived Post
09-04-2009, 04:01 PM
Theres definalty issues with the shotgun, getting stuck in a corner being knockbacked until your dead is pointless, its not a fight and if its not changed soon no one will even bother to pvp unless they have shotgun or the knockback chain attack..
Wait how did that happen to you? I got knocked back a few times but never enough to floor me in a corner till death. I'm really not seeing where its OP.
Archived Post
09-04-2009, 04:03 PM
For people saying to "get TK wave" - it has a 20 second cooldown.
Im not sure what spammable knockbacks are still in the game, shotgun was SUPPOSED to be patched, but I guess it didnt work.
Archived Post
09-04-2009, 04:11 PM
Once again, as I have suggested before in other threads, rather than complain and moan, why not start offering suggestions to mitigate the ability of the commonly abused powers? It can be done, is done by good players who don't post in these forums, and will be of far, far more use than this thread.
are you looking at my posts or someone else's? =|
like i said before, i'm not complaining/whining-- i'm just pointing out issues in the game, and i provided suggestions to fix it
Archived Post
09-04-2009, 04:37 PM
My point is Tassa, how are your suggestions to "fix it" any different than all the rest of the threads on overpowered or underpowered abilities?
The merit of your suggestions to the Devs have no bearing whatsoever if they do not use them. What I was saying is rather than pester about code-based fixes, brainstorm mitigation methods that players can actually use.
That is far different from what you have done so far, which is identical to pretty much every other thread on the subject. I invite you to look through those threads, and you will see for yourself the massive number of people offering code-based suggestions. Some plausible and others extreme. Yet another thread on the subject really isn't going to cause the world to suddenly change in the way -you- envision. That'll be up to Devs that, I'm sure, have their own plans and ideas - which they will most certainly test before any player made suggestion.
Now don't get me wrong here, I'm not saying to avoid giving ideas on any subject, but this is one particular subject that has been rehashed so much in just the matter of two days that you're adding a drop of water to a flood, and that's not particularly useful.
Archived Post
09-05-2009, 12:36 AM
Taser arrow isn't great in 5v5s, it's good for maybe one or two players who want to set up disruptive plays, keep attackers in check, or prep a target for a spike. Even though there are other powers that can stun/hold someone in a similar way (condemn for example, and it's an AoE which means you can use it where you think a teleporter might be)
But that's the range of the effectiveness of taser arrow.
The way you're describing it it's the holy grail of attacks that does over 9000.
I'm quite sure that's not the case, not even close.
And what you are describing sounds great in theory where everyone always works as a team but the reality is this doesn't happen. I don't have an organized team so every match I play is a PUG and trying to get 5 ppl who have never played together to agree to work as a team in the 30 whole secs before the match begins never works. Now I'm not saying there is never teamwork but most matches are chaotic at best which can and does lead to a good deal of 1 vs 1 situations (at least until they start to get beaten and TP away :rolleyes: )
Obviously you have never been Tasered to death but I have and it is not a fun experience. They hit you with taser followed by sonic arrow and before I have even gotten the hold down to half they reapply the taser, hit me with sonic arrow......repeat until dead. Its quite easy to single someone out and perform this combo, especially if the Archer is a flyer. And yes, because you can perma hold someone you can eventually do 9000 damage to them. ;)
Also Condemn does not work even remotely the same. Once you hit them and they break free they get an immunity timer. And you cannot use it where you think a TPer might be, you HAVE to have a target to fire it off and are not allowed to use it as a GTAoE.
Archived Post
09-05-2009, 04:14 AM
To the OP, you're scores don't accurately reflect anything much, the score you get is assists not kills, you're spamming an AOE attack, of course you're going to have assisted when someone else on your team gets the kill. The 0 deaths, again easy if you're teleporting away at the faintest sniff of trouble.
Your thread is just another qq nerf teleport but from a different angle, you set out your opinion in the OP and surprise surprise, what you "found" with your experience backed up your position.
You're not overpowered you've got a decent travel power (that can be countered) and an AOE attack that you're spamming.
Your scores over exaggerate your contribution.
Archived Post
09-05-2009, 04:28 AM
Not true my guy is all concept and I win all the time. No mini mines, shotgun, condem, taser arrow and I do just fine.
Notice he left out tp.
Archived Post
09-05-2009, 04:31 AM
The knockback on shotgun makes it a super strong ability. I can every build getting this.
Archived Post
09-05-2009, 04:31 AM
Hey guys......how about this one on for size. instead of nerfing shotty.....try asking the devs for some DECENT KNOCKBACK RESISTANCE?
Archived Post
09-05-2009, 04:35 AM
Hey guys......how about this one on for size. instead of nerfing shotty.....try asking the devs for some DECENT KNOCKBACK RESISTANCE?
Agreed. Some kind of KB DR is much needed.
Archived Post
09-05-2009, 05:13 AM
if you think shotgun is overpowered, try pure ice build with CON/END rank2 iceform and avenger stance
at level 14 in the lvl 20 hero games, my Shatterbomb combo can hit for roughly 2100-2500 damage if I time it right... which can drop someone from full HP to dead in about 3 seconds... plus, its AoE (melee range, though)
finished a game this morning with 13 kills and 2 deaths and managed to get my first TRIPLE kill... (they were all stood next to each other lol)
although it does have its weaknesses, it still feels kinda overpowered
Archived Post
09-05-2009, 05:24 AM
You're not overpowered.
Anyone can do this, with any build.
Most PvPers right now are lacking in common sense.
Archived Post
09-05-2009, 05:26 AM
Why is the answer always to nerf? These powers get nerfed, then these other power get nerfed to balance out the over-nerfing of the first powers. Then some other powers need nerfing to even it all out. Before you know it, we're getting our butts kicked by hamsters.
Why never a buff? Why, dammit, why? :mad:
Archived Post
09-05-2009, 05:28 AM
There are several virtually "unbeatable" setups for tiers 1 and 2. Pull off 10+ kills and no deaths in the 31-40 bracket and get back to us. I'm sure it's still doable, but not with shotgun tp and regen.
I've done 15-0 with an archery build, and with an electric build in tier 1. In fact the archery one was my last match at level 10, the win leveled me. Yes, regen+teleport was the way i did that one. Just wait, if they fix resurgence so it works while held (currently a broken advantage) you'll never kill someone without focus firing em.
Things just got worse as far as trying to kill someone with regen, especially if they SS recovery. MY 32 electric has it (though he's a pve toon) and i didnt superstat it, but he has like 60some with most equipment sets, and it went up by a fair bit with the 9-4 patch.
Archived Post
09-05-2009, 06:17 AM
And what you are describing sounds great in theory where everyone always works as a team but the reality is this doesn't happen. I don't have an organized team so every match I play is a PUG and trying to get 5 ppl who have never played together to agree to work as a team in the 30 whole secs before the match begins never works.
ok look here...If you are up against an organized team and you're on a clueless PUG you shouldn't loose you should get shut out 15/0....period. It's feedback like this that lead to the gawd damn anti-gank code on CoX that was so terrible it was never actually implimented on live. If your team consists of 5 people that scatter when damaged you're outta luck. Playing together isn't hard.
See those other 4 people on your team? STAY WITH THEM AND FILL YOUR ROLE.
As far as taser reapplying I've have many holds stacked and restart the "hit F" bar but it eventually fills to capacity and can be broken out of BY HITTING F. After that consider yourself a called target and use an escape manuver/recover or back up to your buffer...you know they ARE out there... Plus how high are your hold breaker stats and gear?
Chain CC isn't a bug it's teamwork. Get some.
try asking the devs for some DECENT KNOCKBACK RESISTANCE?
Yes STR should work better than it does now at least up to T2 that I know of since all the patches after launch.