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Hacker is the Uber class once again
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Systemic Anomaly

Joined: Aug 17, 2005
Messages: 5036
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 So fix MxO, and hacker will be ok.

 

 Basically.

 

 Re-use timers - Doesn't do exactly what it says on the tin.... SMILEY 




Vindicator

Joined: Aug 24, 2005
Messages: 1426
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Arcanoloth wrote:
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).

Ok I meant 4.0, but still...I've been hit with the whole family rather quick in the 4,3,2,1 order.



Jacked Out

Joined: Nov 3, 2005
Messages: 1556
Location: Ireland
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it could be that you were hit by diffrent people, and thats why you were infected so fast


Ascendent Logic

Joined: Aug 15, 2005
Messages: 933
Location: Ontario, Canada
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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.




Transcendent

Joined: Aug 22, 2005
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Location: Depths of Hell
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and yes the same person can cast all 4 code infections and infect area 1 and 2 within 6 seconds, saw it happen 3 times today in a matter of 30 minutes while I was doing pvp, can't remember the exact person doing it, but I timed how long it took the person to cast and successfully hit with all of those.  So if its on the same timer for code infection, the ones being able to cast these abilities are using some sort of sploit to allow it, and just before they start launching the hacks, I notice they always use upgrade attacks from the arbelest tree.  I'm not saying its upgrade attacks allowing for the sploit to be used, since I left hacker a long time ago, and I'm sure not going back to it.  I'll continue to stick with MKT/Master Assassin for missions, and pvp when I'm in the mood to run that load, otherwise its martial arts or guns.



Jacked Out

Joined: Jun 11, 2006
Messages: 445
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A question: would you rather be dealt raw damage?


Systemic Anomaly

Joined: Feb 12, 2006
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No offence people, but if someone is exploiting it doesn't mean the tree should be nerfed. People can exploit a double punt (and its freakin easy to do), does that mean MKT should be nerfed on that basis alone. They're called exploits, so of course the tree will be overpowered when the person is exploiting.

As for abil juggling.
Code Infection 4.0 --> Logic Barrage --> Logic Blast --> Code Infection 3.0 --> Logic Barrage --> Logic Blast --> Code Infection 2.0 --> Logic Barrage --> Logic Blast --> Code Infection 1.0. I think that takes an awfully long time to do, more then enough time to eat an antibiotic.

And again, all it takes is popping an antibiotic and your given a huge advantage. Hackers can't pop pills to prevent you from spamming knives, we can't pop a pill to stop you from using FAR/Foot Sweep. Actually, as for out timers being boned, our debuffs might last a long time, but the recast timer is longer, only abil I can think of is slow. But attacks like code freeze 1.0 have an effect timer of 20+ seconds, but a reuse timer of 58 seconds, and its broken the moment you take dmg. We don't have the "set and forget" options of an MKT, we have to juggle the slowing abilities.

And don't forget you all have Hyper Deflect Perma activated so you always have a good chance to deflect our attacks.



Vindicator

Joined: Aug 1, 2006
Messages: 3144
Location: New Zealand
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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)



Ascendent Logic

Joined: Mar 1, 2006
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Arcanoloth wrote:
 People can exploit a double punt (and its freakin easy to do)

OMG that's possible?



Femme Fatale

Joined: Aug 15, 2005
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Mave wrote:
Arcanoloth wrote:
 People can exploit a double punt (and its freakin easy to do)

OMG that's possible?
It's possible to triple. Just a *CENSORED* to do.

Message edited by Roukan on 12/14/2006 20:42:04.



Ascendent Logic

Joined: Aug 15, 2005
Messages: 933
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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? SMILEY

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.




Perceptive Mind

Joined: Jun 19, 2006
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Sneaker wrote:
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? SMILEY

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.


No i think its on topic none the less.. if one tree needs the nerf then why not throw into play all the tress.. 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?



Jacked Out

Joined: Aug 15, 2005
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You don't have to nerf trees to fix things.   You just either have to a.) Fix the bugs that make the tree so "ubar", or b.) Buff the anti-tree to the point where it matches the defense to the offensive capabilities.

The solution for MKT is simple, and the solution for hacker is simple.

MKT:
1.) Fix the timers on MKT knives.
2.) Remove effect durations that are longer than the timers.
3.) Make family stack priority lists, so you can't stack effects of the same family strength on the same target.
4.) Give passive thrown defense buffs to abilities in the hacker tree to increase their thrown defense.

Hacker:
1.) Increase the passive viral defense in the Martial Arts tree.
2.) Give martial arts an upgrade to their interlock accuracy vs. hackers.  (In the form of an initiative buff, since hackers have to roll specials in interlock or use self defense.)
3.) If we're going to allow more buffs for the anti-class, its only fair to give back more debuffs in interlock, that way they have at least a small chance if they get lucky.


Ascendent Logic

Joined: Aug 15, 2005
Messages: 933
Location: Ontario, Canada
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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 SMILEY

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.




Ascendent Logic

Joined: Mar 1, 2006
Messages: 3312
Location: Los Angeles, CA
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Sneaker wrote:

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 SMILEY

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.

Yeah Sneaker's PvP build can be real interesting. The Combat Rez is annoying to the enemies, and excellent for the allies. One of Sneaker's heals can definately change things in PvP. (See: 01 PvP)

Oh and Sneaker...you forgot on update on that thread. "Find Weakness FINALLY works like it's sister abilities."

 
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