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Patchers: Utility Master / Force Enhancer? Combos - Darn near unbeatable
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Jacked Out

Joined: Aug 16, 2005
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Just what the title says really. These guys have the ability to heal themselves perpetually, and the 'Hostile Code 3.0' ability still does around 3-500 damage a pop. With all the buffs and everything else activated these guys can tank far, far better than any MA. Hopefully Revolt will come on and tell us exactly what he did to avoid dying once over a three hour period flagged for PvP; but I'm not too hopeful on that score SMILEY

I'm sure that there's weaknesses, but from what I've seen even two MAs, and MA and a Hacker, and an MA and a gunman can't take one Utility Master Combo down. And that seems rather unbalanced to me.


Jacked Out

Joined: Aug 16, 2005
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Ha yea I agree. I'm not the greatest PvPer but me and others could barely touch the force enhencers or utility masters. We'd literally fight for ages and get them down to half health and then they'd heal themselves instantely and buff themselves up making it easy to kill us.

This was serious over powering and not just "find their weakness"



Systemic Anomaly

Joined: Aug 19, 2005
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not enough memory.......i tried it and you cant get both force enhancer in the patcher tree and utility master in the coder tree all loaded



Systemic Anomaly

Joined: Aug 15, 2005
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The health regen you can get with stacking Fast Healing 1.0 and Fast Healing 2.0 is rediculous.  Its one reason why they are so hard to kill but if you hit them with Cancel Upgrade 2.0 they are screwed.



Jacked Out

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Renesis13B wrote:
The health regen you can get with stacking Fast Healing 1.0 and Fast Healing 2.0 is rediculous.  Its one reason why they are so hard to kill but if you hit them with Cancel Upgrade 2.0 they are screwed.


Ooooookay that's good to know. I don't think those two abilities are supposed to stack. :\
Cal




Joined: Aug 16, 2005
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With just Trauma Surgeon/FM, one-on-one fights were taking about 10mins. I'd end up dieing beacuse of near-zero DPS, but it took forever to get me down.

I can see things akin to the old CT-overload builds comming back up which = bad.


Jacked Out

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Wait, what the hell was I thinking? It's UPGRADE masters and Force Enhancer / Doc combos SMILEY

If any mod wants to edit the title, feel free SMILEY


Systemic Anomaly

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RockyB wrote:
Wait, what the hell was I thinking? It's UPGRADE masters and Force Enhancer / Doc combos SMILEY

If any mod wants to edit the title, feel free SMILEY





lol rocky thats better,

@ devs....please do not make the fast healings unstackable, as that means alot of memory is wasted in loading abilities that cant be used.....we already cant stack CT(or whatever it is now) with combat aura 1+2 and combat tacics

stacking fast healings is the only chance that the patchers have of attempting to stay alive in interlock with an operative...as by the time they have got round to withdrawing from combat they are done to under 1/2 health anyway and thats just 1v1 combat


/offtopic
something i dont quite like about cr2.0 is it increases the power of the zerg, viral attacks have been nerfed so they do less damage (i dont mind less damage) but the times have been hugely incresed, so instead of standing still for 5seconds and being shot at while casting abilities your there for 10, this will probably deter people from using hacker as the timers are too long, the damage is right but timers are not



Jacked Out

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First of all I had a Upgrade Master / Doctor combo. SMILEY

Second, my attribute distribution was a typical MA distribution; meaning I had 22 belief, 22 focus and 24 vitality, therefore I had to focus on my strengths of my attribute distribution, meaning that I had to use Harmfull Code 2.0/3.0 cause I got big bonuses to viral damage. That doesn't mean that Harmfull Code in general is too overpowered. Not every UM / Doc combo will do the same viral damage as I did. Just a reminder. SMILEY

Third, because of my high vitality (24), I got BIG bonuses to my health regen rate, and max health upgrades. Not every UM / Doct combo will have the same bonuses from vitality as I had. That's why I healed so fast, cause of my vitality. SMILEY

Fourth, I'm not sure if the two health regen upgrades are not supposed to stack, cause in live they do stack. But what do I, poor soul, know. SMILEY

Fifth, I can ASSURE you that I had big weaknesses. The only thing was, not many were able to figure them out. SMILEY I fell prone to some who got it, but others still used the wrong damage ty... ah, wait, I shouldn't help you... SMILEY

Sixth, >revolt_


Jacked Out

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*Loads Knife Thrower*

Bring it on SMILEY


Jacked Out

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See? It's not overpowered...

Dangit, should have kept quiet... SMILEY

>revolt_


Jacked Out

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HCFrog wrote:


Renesis13B wrote:
The health regen you can get with stacking Fast Healing 1.0 and Fast Healing 2.0 is rediculous.  Its one reason why they are so hard to kill but if you hit them with Cancel Upgrade 2.0 they are screwed.


Ooooookay that's good to know. I don't think those two abilities are supposed to stack. :\



They always have Frog, supposed too or not they always have. Personally the Comabt enhanvement and combat aura 1.0  just sickening how much mote accuray you get from these 2 buffs.
I only assume it's meant to work this way but if I acm buffed by Combat Enhancement  accuracy granted seems to be influenced by my stats so +26pts can easily become +38pts, and what about combat aura 1.0 + 65pts ? come on really Frog how is that balanced. I understadn that the purpose is to get buffed by these guys and be deadly, but jsut how deadly ?
 
As it is we alreqady have player sacrifing all the awakened abilitys to load a partial MA tree, and combat aura 1.0 - heck why not...   they can't be phased in interlock, who needs damage resistance when 65+pts in accuracy means you never get hit.
 
Please re-consider the ammount of , and level of the upgrades provided by the Patcher abilities, many of them seem abnormally powerful.
 
-Jilted
 


Jacked Out

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Just a quick note, as this is the easiest place to put it. Bolster health 1.0 is bugged, because Movement Accelerator 1.0 still lists it as a pre-requisite. Hence it is impossible to load up the patcher tree without having to have bolster health 1.0 as well. It's a waste of memory, and rather annoying.


Jacked Out

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Jilted_1 wrote:
who needs damage resistance when 65+pts in accuracy means you never get hit. 


Just a clarification; +65 pts in accuracy doesn't mean that you never get hit. It does mean that you will hit more often. Your defense score, stays the same.

>revolt_




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shauntaylor88 wrote:


@ devs....please do not make the fast healings unstackable, as that means alot of memory is wasted in loading abilities that cant be used.....we already cant stack CT(or whatever it is now) with combat aura 1+2 and combat tacics

stacking fast healings is the only chance that the patchers have of attempting to stay alive in interlock with an operative...as by the time they have got round to withdrawing from combat they are done to under 1/2 health anyway and thats just 1v1 combat

Isn't that really how a support class such as FM/UM should be anyway? They shouldn't be able to stand up in 1v1 interlocked combat, especially with anyone from the operative tree.


/offtopic
something i dont quite like about cr2.0 is it increases the power of the zerg, viral attacks have been nerfed so they do less damage (i dont mind less damage) but the times have been hugely incresed, so instead of standing still for 5seconds and being shot at while casting abilities your there for 10, this will probably deter people from using hacker as the timers are too long, the damage is right but timers are not

Isn't this also a good thing?  Offensive hackers are also a support class. Fewer hackers=better fights. One of the reasons they are doing CR2.0. Everyone was a hacker because it was the easiest way to quickly kill. I would be ecstatic if they pushed the delete key on the entire hacker tree, except for maybe doctor, and even then get rid of the buffs on the doctor tree other than healing and rezzing. You hackers better be glad it's not my decision :smileywink:



 
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