So fix MxO, and hacker will be ok.
Basically.
Re-use timers - Doesn't do exactly what it says on the tin....
LtCmdr_Tsusai wrote:I dunno... I can see stacking of individual DoT's ok... I personally never have gotten Plague Zone 1.0 and 2.0 to stack (family reuse timer)... But getting hit with the whole family (think its code infection) just different versions (1.0-5.0) within about 4-7 seconds from the same person...there seems to be something wrong there in my opinion Thats because that person must have been exploiting. They all have the same reuse timer (12 seconds) which means you use one and that means you have to wait at least 6 seconds before using another, which is two rounds of IL. So to hit you with the whole family takes at least ~26 seconds, seeming each one also has a 2 sec cast timer. And someone used Code Infection 5.0? That is some serious exploits (I acknowledge that was an honest mistake on your part, just poking some fun).
I dunno... I can see stacking of individual DoT's ok... I personally never have gotten Plague Zone 1.0 and 2.0 to stack (family reuse timer)... But getting hit with the whole family (think its code infection) just different versions (1.0-5.0) within about 4-7 seconds from the same person...there seems to be something wrong there in my opinion
Actually, it's 4 seconds on the family timer.
But the point is the same. Now, if they juggle abilities properly in interlock, they do get applied pretty darn quickly.
So lets see what we have here... MKT is overpowered. Gunman is overpowered. Hacker is overpowered. MA is overpowered. Sounds to me, like a balanced combat system.
People can exploit a double punt (and its freakin easy to do)
Arcanoloth wrote: People can exploit a double punt (and its freakin easy to do) OMG that's possible?
Renzouken wrote:So lets see what we have here... MKT is overpowered. Gunman is overpowered. Hacker is overpowered. MA is overpowered. Sounds to me, like a balanced combat system. This comment is so true and so well said, I lol'ed. Also, I have to agree with Arcanoloth's post above. There's plenty people can do to deal with hackers. This seems to be a recurring problem with gameplay here. Most people use Load A and complain when someone uses Load B to beat it. So they all switch to Load B and complain when someone uses Load C to beat that. Perhaps instead of copying everyone's 'flavour of the month' load-out, maybe people should stick to one LO and learn it well enough to know how to deal with other classes properly. I don't mean to say here that no one knows how to use their trees, but there seem to be a great many who never bother to really familiarise themselves. I feel like we need to hold PvP lessons or something.. 'Personal Defence 101'. Perhaps a well constructed Redpill Rescue post? I don't know. Enough with the nerf-stick MxO players! If you got owned, maybe you just suck. (full credit to the guy who's sig I stole that from)
Problem is, the classes are "overpowered" in completely different ways. One has a damage bonus stack, one has improper family timers, one has stacked effects, and one has effect timers borked out the wazoo. Guess which one?
It all sounds good when you generalize that these class problems simply even out. It's logic even a child could understand, right?
My god, if only life were that easy.
In reality, the problems in the classes range from causing a slight advantage in certain situations, to creating a full-time alpha class. The problems in the MKT class, for instance, far outweight any circumstances where LutS and Firearms Skill actually get away with stacking.
And yet, folks still feel justified to say "Hey, maybe you just suck, and want a class to beat everyone with", even when my arguments have nothing to do with personal circumstances, and everything to do with game mechanics.
Ladies and Gentlemen, for a rare treat, I will, here and now, use personal circumstances to show you what a change I'm proposing would do to the class I run (a patcher-sniper hybrid. My "Dr. House - Combat Rezzer" build). I've proposed that: -Counter Throw and Tomo Nage now on same family timer -Ki-Charged Punch and Ki-Charged Foot Sweep now on same family timer -Dim Mak Strike and Wooden Dummy Drill now on same family timer which essentially renders the MA "Win-Button" obsolete. What would this do to my build? Can I now pwn any Martial Artist who comes strutting my way? Well, no. What now happens is that instead of killing me within 5 seconds of interlock, it's now perhaps 8 seconds. So, why make the change at all? Because it's 1, maybe 2, more rolls in which I might win a Contested Withdraw and get the heck out of there and go lick my wounds. Considering how rare a CW success is these days, and how Grab tactics breaks any shield no matter the buff in 2 hits, I think us non-IL builds deserve that much.
This was a bit off topic, I'll admit, but something that needed to be said nevertheless.
GypsyJuggler wrote:Renzouken wrote:So lets see what we have here... MKT is overpowered. Gunman is overpowered. Hacker is overpowered. MA is overpowered. Sounds to me, like a balanced combat system. This comment is so true and so well said, I lol'ed. Also, I have to agree with Arcanoloth's post above. There's plenty people can do to deal with hackers. This seems to be a recurring problem with gameplay here. Most people use Load A and complain when someone uses Load B to beat it. So they all switch to Load B and complain when someone uses Load C to beat that. Perhaps instead of copying everyone's 'flavour of the month' load-out, maybe people should stick to one LO and learn it well enough to know how to deal with other classes properly. I don't mean to say here that no one knows how to use their trees, but there seem to be a great many who never bother to really familiarise themselves. I feel like we need to hold PvP lessons or something.. 'Personal Defence 101'. Perhaps a well constructed Redpill Rescue post? I don't know. Enough with the nerf-stick MxO players! If you got owned, maybe you just suck. (full credit to the guy who's sig I stole that from) Problem is, the classes are "overpowered" in completely different ways. One has a damage bonus stack, one has improper family timers, one has stacked effects, and one has effect timers borked out the wazoo. Guess which one? It all sounds good when you generalize that these class problems simply even out. It's logic even a child could understand, right?My god, if only life were that easy.In reality, the problems in the classes range from causing a slight advantage in certain situations, to creating a full-time alpha class. The problems in the MKT class, for instance, far outweight any circumstances where LutS and Firearms Skill actually get away with stacking.And yet, folks still feel justified to say "Hey, maybe you just suck, and want a class to beat everyone with", even when my arguments have nothing to do with personal circumstances, and everything to do with game mechanics.Ladies and Gentlemen, for a rare treat, I will, here and now, use personal circumstances to show you what a change I'm proposing would do to the class I run (a patcher-sniper hybrid. My "Dr. House - Combat Rezzer" build). I've proposed that: -Counter Throw and Tomo Nage now on same family timer -Ki-Charged Punch and Ki-Charged Foot Sweep now on same family timer -Dim Mak Strike and Wooden Dummy Drill now on same family timer which essentially renders the MA "Win-Button" obsolete. What would this do to my build? Can I now pwn any Martial Artist who comes strutting my way? Well, no. What now happens is that instead of killing me within 5 seconds of interlock, it's now perhaps 8 seconds. So, why make the change at all? Because it's 1, maybe 2, more rolls in which I might win a Contested Withdraw and get the heck out of there and go lick my wounds. Considering how rare a CW success is these days, and how Grab tactics breaks any shield no matter the buff in 2 hits, I think us non-IL builds deserve that much. This was a bit off topic, I'll admit, but something that needed to be said nevertheless.
And Sneak I think that is a good ability combonation imo you have. The sniper-patcher.. only question i have is... Does it work as well as it does in missions instead of PvP. Or is that just a PvP setup? It's a PvP setup; near-max Ballistic Accuracy, group heals, combat rez, sniper capabilities, etc.
If you've ever hopped onto TC's Vent, you'll hear me yell several things: 1) "COMBAT REZ!!" when I've just rezzed a fellow surrounded by the reds that killed him. 2) "I love this build" when I've just managed to kill some red, followed by running back to the main PvP group to heal one of my members and prevent him from dying, as well as getting the kill of whoever he was fighting. It's a tricky build to run, as many have tried and given up. Very, very low damage output. But there's way to offset that
Oh, it does pretty good on missions, too.
Trikraft, this was my dream update: http://www.thecollectiveguild.com/f...ad.php?p=126238 Which includes many of your proposed changes.
And Sneak I think that is a good ability combonation imo you have. The sniper-patcher.. only question i have is... Does it work as well as it does in missions instead of PvP. Or is that just a PvP setup? It's a PvP setup; near-max Ballistic Accuracy, group heals, combat rez, sniper capabilities, etc.If you've ever hopped onto TC's Vent, you'll hear me yell several things: 1) "COMBAT REZ!!" when I've just rezzed a fellow surrounded by the reds that killed him. 2) "I love this build" when I've just managed to kill some red, followed by running back to the main PvP group to heal one of my members and prevent him from dying, as well as getting the kill of whoever he was fighting. It's a tricky build to run, as many have tried and given up. Very, very low damage output. But there's way to offset that Oh, it does pretty good on missions, too. Trikraft, this was my dream update: http://www.thecollectiveguild.com/f...ad.php?p=126238 Which includes many of your proposed changes.