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Jacked Out

Joined: Jun 1, 2006
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ExternalError wrote:
ok all well and good with the viral defence reductions but dare i say it what about thrown defence increases as we send only a handful of abilities actually provide a thrown defence bonus and lets not even look at the clothes with quicksilvers being the only thrown defence clothes.   Now im gonna get all the MKT flamers saying MKT isnt over powered all i got to say is i can max out my defence using a combination of abilities for any load except thrown and that says it all
There are plenty of options for thrown defense clothing, you're probably just not looking hard enough.  The issue is with the array of passive buffs that don't add anything to thrown defense.  Personally, while a little more thrown defense would be nice here and there, I don't think it's really necessary.

And to clear myself as an MKT supporter, I have used MKT for a span of about 3 months, then proceeded to sell all three trees.


Transcendent

Joined: Aug 19, 2005
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ok rarebit i take your points but how about some thrown defence clothing we have defence clothing for all the other classes



Transcendent

Joined: Aug 19, 2005
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like what i scoured mxoresource when it was up and there was very little thrown defence resistance is another matter



Vindicator

Joined: May 17, 2006
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Rarebit wrote:
yuenwoping wrote:
Rarebit wrote:
LoTekGhost wrote:
I think I'd be in fair company if I asked what the reason was behind this Hyper change? 

I'm not asking this with a negative intent, but am simply curious as what angle this was looked at and deemed a prudent change.  Assuming the reason and such can be discussed, I'm sure I wouldn't be the only on that would appreciate seeing this from the Development's eyes, to see your reasoning as it were. 

Hope that isn't taken the wrong way, it's just a genuine bit of curiosity.  Thanks!  =D
I think (and you'd have to ask Dracomet to get the non-speculative answer) that the reason was that we actually have this class, called Hacker, that was being discriminated against when it came to defensive abilities everyone can use. So that was straightened out to give the Hacker class a fair shake. And then, to compensate for the due attention that will have to be paid to hackers now, additional defense against the other attack types was added to defensive upgrade abilities; that also has the effect of making the Upgrade Master tree a little more useful than it has been. So, basically the idea as far as I understand it was class balance. It isn't surprising to me that people who primarily play the other classes, and who do a lot of PVP, are going to be concerned about this, but if we want to have the classes balanced--and that has always been the intent, even if it doesn't always work out--then it's necessary to work these things out.

When we had CR,hackers were so overpowered that you did the unthinkable:CR2...And now you say this!!!I'll give you an example that happened to me yesterday..I get attacked by an ma.I don't see anyone else so i believe that it's going to be 1v1...30 seconds later while in IL his friend comes(Hacker) along.Now i have a 50% chance to survive because i have hyper deflect.I manage to kill the ma and survive the hacker attacks.
Now let's see this example again(after the patch):I get attacked by an ma.I don't see anyone else so i believe that it's going to be 1v1...30 seconds later while in IL his friend comes(Hacker) along.Now i have 0% chance to survive because i have NO hyper deflect.I get killed by the ma and hacker..
Now that's balance.O.o!!!


TonyJaa
Well, if you're saying that in a 2 on 1 situation, as the 1, you're going to get pwnt if you're there standing your ground, yes, I'd agree with you, and that's always been the way it's supposed to work. In fact I'm surprised that you'd say you had a 50% survival chance in a 2 on 1 under current conditions--that basically tells me that you weren't really worried about being hurt by the hacker at all.

It's not that i didn't worry about the hacker but a)Hyper deflect and b)Some of my ma clothes have viral defense.50% chance..And remember i said 30 seconds later.

TonyJaa



Vindicator

Joined: Nov 30, 2005
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Just a bit of thinking out loud, but I wonder if some of the VD debuffs will have to be reworked to take this change into account.  Most notable example that comes to mind would be Disruption Field, which has a base of -50 VD, and without Hyper Deflect, any hacker worth his or her salt should be able to nail nearly every hit with the proper chaining while proper debuffing was in play.  Before, said debuffs were rather justified given that you could pair up Deflect at any time and the chance to miss was higher, but now with the current values on some debuffs, an updated FM/UM buff might be more mandatory.  Sorry for the continued rambling, hehe.

Message edited by LoTekGhost on 02/22/2008 20:24:59.



Systemic Anomaly

Joined: Aug 27, 2005
Messages: 1434
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Rarebit wrote:
yuenwoping wrote:
Rarebit wrote:
LoTekGhost wrote:
I think I'd be in fair company if I asked what the reason was behind this Hyper change? 

I'm not asking this with a negative intent, but am simply curious as what angle this was looked at and deemed a prudent change.  Assuming the reason and such can be discussed, I'm sure I wouldn't be the only on that would appreciate seeing this from the Development's eyes, to see your reasoning as it were. 

Hope that isn't taken the wrong way, it's just a genuine bit of curiosity.  Thanks!  =D
I think (and you'd have to ask Dracomet to get the non-speculative answer) that the reason was that we actually have this class, called Hacker, that was being discriminated against when it came to defensive abilities everyone can use. So that was straightened out to give the Hacker class a fair shake. And then, to compensate for the due attention that will have to be paid to hackers now, additional defense against the other attack types was added to defensive upgrade abilities; that also has the effect of making the Upgrade Master tree a little more useful than it has been. So, basically the idea as far as I understand it was class balance. It isn't surprising to me that people who primarily play the other classes, and who do a lot of PVP, are going to be concerned about this, but if we want to have the classes balanced--and that has always been the intent, even if it doesn't always work out--then it's necessary to work these things out.

When we had CR,hackers were so overpowered that you did the unthinkable:CR2...And now you say this!!!I'll give you an example that happened to me yesterday..I get attacked by an ma.I don't see anyone else so i believe that it's going to be 1v1...30 seconds later while in IL his friend comes(Hacker) along.Now i have a 50% chance to survive because i have hyper deflect.I manage to kill the ma and survive the hacker attacks.
Now let's see this example again(after the patch):I get attacked by an ma.I don't see anyone else so i believe that it's going to be 1v1...30 seconds later while in IL his friend comes(Hacker) along.Now i have 0% chance to survive because i have NO hyper deflect.I get killed by the ma and hacker..
Now that's balance.O.o!!!


TonyJaa
Well, if you're saying that in a 2 on 1 situation, as the 1, you're going to get pwnt if you're there standing your ground, yes, I'd agree with you, and that's always been the way it's supposed to work. In fact I'm surprised that you'd say you had a 50% survival chance in a 2 on 1 under current conditions--that basically tells me that you weren't really worried about being hurt by the hacker at all.

TJ is a top-tier MA, top 10 in MxO easily, and because of his ability, he SHOULD be able to kill another MA, then have a chance against the hacker.

I think it is interesting what you say about the Zerg situation - yep that is what us ILers are concerned about. Not 1v1. But this game isn't all about duels. Many of us enjoy PvP, and since it is not possible to be a great hacker and a great MA without restatting, those of us who like PvP will need to change our loads away from those builds to still be effective.

Like I said in my previous post, other changes could compensate, but if not, this is isn't a great thing for me.

Broin was ecstatic when I told him though.



Development

Joined: Dec 2, 2005
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ExternalError wrote:
like what i scoured mxoresource when it was up and there was very little thrown defence resistance is another matter
Those *are* supposed to be balanced, so yes an imbalance there is something we'd like to work out at some point.




Transcendent

Joined: Aug 19, 2005
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nice to hear even if its specialist clothing like the commando gear i wouldnt mind heres an idea how about some specialist def buff clothing maybe giving 3% def and 30 resistance to all classes maybe that will work giving people the chance to go all defence instead of offence kinda like some aikido ma loadouts
Message edited by ExternalError on 02/22/2008 20:29:49.



Transcendent

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Wow lots of people being whiny little **CENSORED**...

I have to say I love the additional notes, especially the NPC wandering thing.

I'd rather see MKT drastically weakened than hacker slightly strengthened, but whatever. It never made any sense to me to have viral+one other, especially with me being a hacker. If you aren't a hacker in PVP, you should probably shut your mouth until you see the effects of the change. Being a hacker solo, especially if more than one person came after you, was almost suicide up to this point. The only way hacker would truly pwn anyone is if hackers are hitting you from the bridge at Mara and you're stuck in interlock (or incapable of running away from the bridge). In one on one against an MKT, I get destroyed everytime currently. This should even the playing field.

It's kinda like raising taxes. You don't want them to hurt you, but who cares if other people get hit hard? Right now hacker is slightly underpowered, that's the reason for the change. I'd like to see MKT get a nerf, personally (as stated above).



Systemic Anomaly

Joined: Aug 15, 2005
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Right ladies and gents, enough refreshing of this page for one night for me.

Its almost 5am and im a bit tired.

Enjoy, and gnight.



Perceptive Mind

Joined: Aug 16, 2005
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All sounds good to me... Though I would rather see two hypers of your choice rather than just one. 

As for the people complaining about not having the free hyper against viral... Maybe we won't see so many of you going to block tactics and casually strolling towards the hacker now while he unloads everything on you and it bounces.  One hyper means you have to worry about that sniper, or mkt waiting in sneak to hit you as well. 

I'd say all in all it's a good balance.  I think some people are just a bit concerned that now they are going to have to really give the hacker his due, especially those who know what they are doing, and have made the system that was basically working against them work.  Now the system is going to be on a more even keel, which means the good hackers job of killing and crowd control became a lot less complicated.




Jacked Out

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broin wrote:

All sounds good to me... Though I would rather see two hypers of your choice rather than just one. 

Indeed. 


Systemic Anomaly

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We will see who switches to Hacker now. Current hackers everywhere are rejoicing!

Not exactly sure what prompted the change, though. Hacks still got in pretty effectively with Hyper-Deflect. It's gonna be a pain to see a bunch of AoE hackers toss some DoTs and debuffs in group PvP. Looks like VD buffs will be a must now.



Vindicator

Joined: Sep 1, 2005
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RemagDiv wrote:
We will see who switches to Hacker now. Current hackers everywhere are rejoicing!

Not exactly sure what prompted the change, though. Hacks still got in pretty effectively with Hyper-Deflect. It's gonna be a pain to see a bunch of AoE hackers toss some DoTs and debuffs in group PvP. Looks like VD buffs will be a must now.
Edit: Temptation is to great, stayed hacker.

Message edited by Mitrios on 02/23/2008 12:06:09.



Systemic Anomaly

Joined: Aug 19, 2005
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Really, the issue isn't 2 on 1 or even a 1 on 1. But when you are pvping with a mission full and you and 4 other people go in to interlock, and say you have 1 who is mkt or gunman, or even a patcher or hacker.

Everyone matches up with someone basically. Which means you'll have to switch to their hyper (going up against a MA then put on hyper-block) That leaves you exposed to people hitting you out of interlock. And that's always been the case. I mean you have MA, gunman, and knifers that can hit you as well. But only the hacker can go in to a pvp situation and do his attacks over 5 meters. So he can hit everyone instead of just one. (which would be the case with a knifer, MA, or mkt).

But really even more than that it's the crazy debuffs from the hacker tree that can mess everyone up. The hacker can make everyone powerless, and stunned while everyone is stuck in interlock. It's not just like one person. And even if it was one person, no other tree can launch the debuffs the hacker can, making it more lethal. Which is why a lot of people found it crucialto have the hyper deflect going 24/7. And even then, as of late hackers have been ripping everyone up on Vector. And that's with the deflect going 24/7.

I just think people are worried that Hacker will become too over powered. I'm going out on a limb on this one, but maybe it wasn't a bug where you could stack the hyper-deflect and the others. But it was actually intentional by the dev because that person knew it would be fair like that.

And like Madbent and I said before, it is not going to be the end all be all if we can't stack the deflect anymore. It will just be more challenging and require more complex strategies. I can already think of a few that may work.


 
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