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 08/25/2008 05:00:33
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Transcendent
Joined: Aug 18, 2005
Messages: 193
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Better late than never I guess....
lately I've been taking a look at some IL abilities between operatives and tbh some of these could use a bit of revision.
In my honest opinion, I think it's ridiculous for an MA to have the most IS slurping abilities when this is basically an IL-only load. Any MA who fights Duelists and MKTs knows exactly how it feels to get hit with 5 DPEs or Leg Sweeps, when ur IS is dam.n near done after 4 or 5 special moves. Well....let's take a closer look at the IS cost of some abilities as to why this is possible:
Leg Sweep: 12 (!!?) Deadly Throw: 18 (!!?) Throat Cutting Throw: 15 (!!?) Paralyzing Throw: 30 Pistol Aerial: 20 Dual Pistol Execution: 35
Sure, DPE and Paralyzing throw seem like reasonable IS guzzlers, but keep in mind that MA moves of the same level cost around 40-45 (Wrist Throw: 65, what's that about?) and don't render powerless for eternity or debuff your acc by 100 
MA moves start at 25, and most used are 30/35....I don't even want to get into the Aikido moves, I guess these are really really heavy on our muscles.... And for Overhand Smash to be a level 5 ability with an IS Cost of 20 is a bit overdone, don't ya think?
In my opinion MA moves are fine in IS cost, with some exceptions (the 60s have to go, though dude...) but other trees have been spoiled far too long!!
Just food for thought...
Message edited by OvidiusPubliusNaso on 08/25/2008 05:12:17.
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 08/25/2008 05:41:17
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Systemic Anomaly
Joined: Jan 26, 2006
Messages: 1012
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lol holy crap, didn't relise thats what the IS costs of mkt & dual pistols are. Thats bloody crazy lol Every MA move is 30 IS + Only way i can counteract the IS is block like every 2nd or 3rd round but by then u normally have 1 or 2+ people attackin you outside interlock. People say MA is overpowered, my butt it is 
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 08/25/2008 06:22:38
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Femme Fatale
Joined: Oct 27, 2007
Messages: 1223
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It might help your argument if you rewrote it so that it didn't sound quite so much like you were crying about being beaten by other trees. I'm not saying you don't have a point, but that you could present it better.
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 08/25/2008 06:43:56
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Systemic Anomaly
Joined: Jan 26, 2006
Messages: 1012
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To me it doesn't seem as though he's 'cryin' about bein beaten (and tbh i don't think many would beat him.) He is just statin that MA has high IS consumption where as other trees have moves that are 15 - 20 IS decent moves!!! Aikido Maki - 30 IS Punch Reversal - 40 IS Tomo - 45 IS Ki Burst - 60 IS Serne Calm - 50 IS Iron Body - 50 IS Get the picture?
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 08/25/2008 06:46:54
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Systemic Anomaly
Joined: Dec 20, 2005
Messages: 6419
Location: SC|Sentience -973069242
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This has kind of been discussed a thousand times. Just saying.
Anyways, for one, MAs have free fire attacks that do damage, whereas MKT does not. A MKT relies only upon his/her special attacks to do damage in Interlock. This is consistent with MXO's combat system: Just look at Ballista; that too is dependent on special moves for all the damage, so those attacks have a significantly decreased IS cost. It wouldn't make any sense to allow MAs to free fire kick for damage without using IS, and then have MA and MKT specials both on the same level... the MKT would run out of IS and not be able to do any more damage, while the MA could run out of IS and still be able to dish some out.
Except for a Find Weakness buffed Leg Sweep, none of MKT's moves do that great damage anyway, nothing like a good MA special. MA specials take more IS, yes, but they also do more damage. Whoa.
End of the day, a MKT can't dish out damage that quickly in IL, so perhaps you should be trying to conserve your IS a bit more? (2-3 special combos, then block for regen works well). With Serene Calm and Desperation, MAs can take on pretty much anything, so I don't know what you're really complaining about.
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 08/25/2008 07:25:49
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Jacked Out
Joined: Aug 15, 2005
Messages: 1820
Location: Around The Fur Thee Reviled Restoration Thee Passenger 6 6 4 oh I forget
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lower rifleman/sniper ability is plzzzzzz(jp jp jp)
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 08/25/2008 07:43:03
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Systemic Anomaly
Joined: Jan 26, 2006
Messages: 1012
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I'v bn tinkerin about with sniper/rifleman and tbh it actually seems ok. U can take out someone and still be able to hyperjump away to a safe location to get IS back. After a fight as MA, u'r buggered. No jumpin and when you get interlocked u'r pretty much confined to block.
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 08/25/2008 07:56:58
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Systemic Anomaly
Joined: Nov 18, 2005
Messages: 4837
Location: The soul's eclipse
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The IS for Sniper/Riflemen is fine, Saint just needs it lower because it takes him a lot longer to kill anyone.
He does keep pluckin' away though, bless him.
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 08/25/2008 08:07:28
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Virulent Mind
Joined: Mar 22, 2007
Messages: 166
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If anything does change, let it NOT be the patcher stuff... Patcher hybrids are starting to get annoying and short of letting loose with everything I have as an attack hacker, they are anooying to try and break down.
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 08/25/2008 08:14:29
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Transcendent
Joined: Aug 18, 2005
Messages: 193
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thnx bruce, thnx bay
Well, imo an MA free fire is just a "regular" attack and not a very impressive one if you compare it to a Stagger Throw or the fact that MKTs (and gunners) have ranged and IL abilities with pretty decent damage.
"End of the day, a MKT can't dish out damage that quickly in IL, so perhaps you should be trying to conserve your IS a bit more? (2-3 special combos, then block for regen works well). With Serene Calm and Desperation, MAs can take on pretty much anything, so I don't know what you're really complaining about."
I'm pretty happy with my strategy now and I'm definitely not a 'spammer', I'm just interested what other's opinions are. You know I'm not complaining, Bay. Come one, you love me.
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 08/25/2008 09:59:21
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Systemic Anomaly
Joined: Feb 12, 2006
Messages: 2406
Location: Western Australia
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Just a few things to clear up. Ballista has Low IS attacks, but they also have terrible terrible accuracy in interlock. MKT has low IS cost attacks, but they have the best accuracy in the game. And sure their damage may not be up to par with an MA, and they offset this with superior accuracy and lower IS costs. But MKT is also vastly more powerful out of interlock than an MA. Sure the MA can try using normal attacks, good luck with that vs a Gunman or MKT. Out of interlock the MKT and Gunmen can easily use slowing or rooting attacks to keep you away from them and in interlock they can easily outroll your defense against the low IS cost special attacks they will inevitably use against you.
So you may argue that the overall effect of an MKT or Gunman in interlock is less damage but more low damage attacks compared to an MA, making them on "level ground" in interlock. But the fact that MA is also the weakest class out of interlock means it really should be completely dominant in interlock, and the only thing that really sets MA's apart from MKT's or Gunmen in that regard is double state specials.
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 08/25/2008 11:41:20
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Code Breaker
Joined: Jan 9, 2006
Messages: 1320
Location: The Source Faction: My Own Organization: None
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I have said this before but as we get new players and the memory fades I guess I will cover it again. All abilities are made up of a weighting system that when all the ability's parts are taking into account tells us what level that ability is. So you want to reduce the IS cost of a paticular ability, then ask yourself what you want to give up to have it, less dps/hps, lower secondary effect chance, longer reuse timer? You dont get a benefit without a trade off that is how the system is designed.
Message edited by 9mmfu on 08/25/2008 11:42:00.
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 08/25/2008 11:52:01
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Jacked Out
Joined: May 27, 2008
Messages: 1519
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9mmfu wrote:
I have said this before but as we get new players and the memory fades I guess I will cover it again. All abilities are made up of a weighting system that when all the ability's parts are taking into account tells us what level that ability is. So you want to reduce the IS cost of a paticular ability, then ask yourself what you want to give up to have it, less dps/hps, lower secondary effect chance, longer reuse timer? You dont get a benefit without a trade off that is how the system is designed. Make Imp hacking give interlock immunity like in beta if you had high evade.
Make it cost 10% more IS.
Make me a perpetual pony mount that does area hacks for three thousand damage if hit that spans across the entire district and automaticly loots all my mobs. But also make the pony have advertising on it.
Make it so I can have my E cake and eat it to.
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 08/25/2008 12:02:31
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Vindicator
Joined: Aug 21, 2006
Messages: 3158
Location: ALL YOUR AVATARS ARE BELONG TO ME
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Pylat wrote:
Just a few things to clear up. Ballista has Low IS attacks, but they also have terrible terrible accuracy in interlock. MKT has low IS cost attacks, but they have the best accuracy in the game. And sure their damage may not be up to par with an MA, and they offset this with superior accuracy and lower IS costs. But MKT is also vastly more powerful out of interlock than an MA. Sure the MA can try using normal attacks, good luck with that vs a Gunman or MKT. Out of interlock the MKT and Gunmen can easily use slowing or rooting attacks to keep you away from them and in interlock they can easily outroll your defense against the low IS cost special attacks they will inevitably use against you.
So you may argue that the overall effect of an MKT or Gunman in interlock is less damage but more low damage attacks compared to an MA, making them on "level ground" in interlock. But the fact that MA is also the weakest class out of interlock means it really should be completely dominant in interlock, and the only thing that really sets MA's apart from MKT's or Gunmen in that regard is double state specials. Uh, I guess you've never heard of Upgrade Attacks.
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 08/25/2008 12:11:20
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Transcendent
Joined: Aug 18, 2005
Messages: 193
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9mmfu wrote:
I have said this before but as we get new players and the memory fades I guess I will cover it again. All abilities are made up of a weighting system that when all the ability's parts are taking into account tells us what level that ability is. So you want to reduce the IS cost of a paticular ability, then ask yourself what you want to give up to have it, less dps/hps, lower secondary effect chance, longer reuse timer? You dont get a benefit without a trade off that is how the system is designed. Well, I'm not a new player....I just don't surf the forums that much. I don't know how to reduce the IS cost of a "particular ability"...it is what it is (sure, Opaque Shades help me out). And your kinda missing the point here, all the examples you're giving have nothing to do with absolute cost of the average MA ability.
Message edited by OvidiusPubliusNaso on 08/25/2008 12:13:06.
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