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Serene Calm & Combat Hacking
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Perceptive Mind

Joined: Aug 16, 2005
Messages: 597
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I've been looking at different builds weakness, strenghts, etc.  And I really think that Serene Calm is a bit overpowered.  Serene calm is in the Aikdo Master tree and for those who do not know gives the following buffs. Melee, Thrown, Viral, Ballistic Defense (37 pts) for all for 40 seconds.  IS Cost is 50 with a resuse timer of 180 seconds.  Now that's a ton of defense for an extended period of time. 

Now if we look down the hacker tree at the Artillerist tree you have Combat Hacking which gives the following buffs.  Ballistic, and Melee Defense (20 pts) for both; IS cost reduction (15%) for 32 seconds.  IS cost is 20, reuse timer of 298 seconds.  Now it is decent ballistic and Melee Defense, but no where close to the full boat that Serene Calm gives.  Now it doese give good IS cost reduction and doesn't cost as much IS, but for hackers who live and die via IS out of, and especially in Interlock it makes a difference. 

When you add Serene calm to the general free 47 pts of viral defense that you get from hyper deflect (When I say free it's because you can run that defense along with another of your choice, making the viral defense an easy pick for people to have along with their choice of the melee, ballistic, or thrown defense from the other awakened abilities)  You add the basic free hyper deflect 47 pts, plus what you pick up from awakened and what not, then add on another 37 pts for 40 seconds.... Well in my opinion it makes it unbalanced.  Heck I think just being able to run the hyper deflect plus another defense of your choice is unbalanced.  I say give us the choice of any two and be done with the bias against hackers. 

I seriously think that they need to do a few things here.  I don't like the idea of cutting back on abilities so I propose that you bump up combat hacking to include all defenses at 25-30 pts of defense and get the IS cost reduction down to 5-10% and increase the duration to 40 seconds, reduce the reuse timer from 298 seconds to 180 seconds, and increase the IS from 20 pts to 30 pts. 

I also don't think it'd be to bad of an idea to increase the duration of upgrade attacks, but somehow I don't think anyone would go for that.  I'm just saying there are times when I've had full, and I mean full Viral Accuracy... All viral clothing, with upgrade attacks running, and you just can't hit these guys running with that ability.  40 seconds of that much defense is a long long time, by the time it runs out my IS in or out of interlock is gone.  There needs to be a balance for this.

 


Message edited by broin on 05/01/2007 20:11:37.



Ascendent Logic

Joined: Mar 16, 2006
Messages: 4811
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Serene Calm is non-stackable with hypers. Thus Serene Calm is considered a waste of IS and wortheless.



Jacked Out

Joined: Aug 29, 2005
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lol most people would complain it's underpowered because it doesn't stack. Coz it's useless....


Systemic Anomaly

Joined: Nov 18, 2005
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The Leo wrote:
lol most people would complain it's underpowered because it doesn't stack. Coz it's useless....


Not most people, probably just you.  The IS cost renders it equally useless in a duel and in PvP.  The only time you could conceivably use it is against an opponent you know to have comparatively low IS, and in an isolated environment.  If another opponent follows-up, your low IS could even make reluctant escape impossible.

As for missing despite your full accuracy, Snipers miss opponents who are sat down, level 50 MA's can miss level 30's with specials.  This is the nature of CR2.  Due to the 'X'or 'random' factor, someone somewhere down the line will make the comment that hackers hit them all the time, even with Serene Calm running. 

I just can't see full defense beating full accuracy on every single occasion, I assume you've run some tests? 




Ascendent Logic

Joined: Mar 16, 2006
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Abilities negate defense (in Interlock ) (exceptions confirm the rule). Serene Calm is useless cause it deactivates running hypers and replaces it with the ability, which gives less than the hypers. The only pro is that it gives you all 3 exlusive defenses (mel, ball, throw), viral def too. But after it runs out you'd need to redo your hypers, additionally wasting more IS.

Using Serene Calm rarely helps. I'd compare it to Steady Shot of the Expert Rifleman, a waste of IS.



Perceptive Mind

Joined: Aug 16, 2005
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If it doesn't stack then it should... I can't think of another ability that takes of a basic awakened ability out there.  If they think it is overpowered and that is why they have it not stacking then they need to bump it down a bit and let it stack so it can be a useful ability to throw into a build.



Jacked Out

Joined: Nov 3, 2005
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the enhanced dodge ability in the force enhancer tree removes hypers too.


Mainframe Invader

Joined: Sep 15, 2006
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serene calm is useless, it gives u less defense then your hyper def, and u should load upgrade attacks with your artillerist load



Jacked Out

Joined: Aug 29, 2005
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noctivagus wrote:
The Leo wrote:
lol most people would complain it's underpowered because it doesn't stack. Coz it's useless....


Not most people, probably just you.  The IS cost renders it equally useless in a duel and in PvP.  The only time you could conceivably use it is against an opponent you know to have comparatively low IS, and in an isolated environment.  If another opponent follows-up, your low IS could even make reluctant escape impossible.

As for missing despite your full accuracy, Snipers miss opponents who are sat down, level 50 MA's can miss level 30's with specials.  This is the nature of CR2.  Due to the 'X'or 'random' factor, someone somewhere down the line will make the comment that hackers hit them all the time, even with Serene Calm running. 

I just can't see full defense beating full accuracy on every single occasion, I assume you've run some tests? 

Ever tried searching about how many ppl wanted to make it useful? Prolly not.


Jacked Out

Joined: Aug 17, 2006
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Serene calm is pretty much a catch 22.   If they raised the defense pts any higher (Baring in mind your stats influence how much by) the ability itself would be overpowered.  Which is probably why the defense it gives is sort of moderate, not too low but not incredibly impressive either.  
It does allow you to load up thrown/melee and ballistic defense but because the figures are so low 9 times out of 10 your gonna get hit; in that respect it's much more efficient just to load up your hypers for more defense just a little more IS costly (20 IS to activate one hyper defense a time).
 


Perceptive Mind

Joined: Aug 16, 2005
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Darkhorse wrote:
serene calm is useless, it gives u less defense then your hyper def, and u should load upgrade attacks with your artillerist load

Wow... I never thought of that before.... Man I guess I've gotta give this hacker thing more time to sink in.



Mainframe Invader

Joined: Sep 15, 2006
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well it works well together



Vindicator

Joined: May 17, 2006
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that was always my problem with aikido...great tree by all means but it had 2 abilities side by side,which were useless.you couldnt  stack them with hypers!!!



Systemic Anomaly

Joined: Dec 9, 2005
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broin wrote:
If it doesn't stack then it should... I can't think of another ability that takes of a basic awakened ability out there.  If they think it is overpowered and that is why they have it not stacking then they need to bump it down a bit and let it stack so it can be a useful ability to throw into a build.


- Desperate Speed
Deactivates Hyperspeed

- Enhanced Dodge
Deactivates Hyper-Block, Hyper-Dodge, Hyper-Sense

- Concealment
Deactivates Hyperspeed

- Serene Calm
Deactivates Hyper-Block, Hyper-Dodge, Hyper-Sense, Hyper-Deflect

- Iron Body
Deactivates Adrenaline Booster, Consistent Technique




Jacked Out

Joined: Aug 29, 2005
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Zerotolerance wrote:
broin wrote:
If it doesn't stack then it should... I can't think of another ability that takes of a basic awakened ability out there.  If they think it is overpowered and that is why they have it not stacking then they need to bump it down a bit and let it stack so it can be a useful ability to throw into a build.


- Desperate Speed - only one speed buff can be active at once
Deactivates Hyperspeed

- Enhanced Dodge - points are the same as those in the awakened tree
Deactivates Hyper-Block, Hyper-Dodge, Hyper-Sense

- Concealment - you have to stand still hyperspeed would just show the enemy where you are (besides it doesn't boost speed)
Deactivates Hyperspeed

- Serene Calm - here we got a problem because not only is the time duration much less than in enchanced dodge but the points are less and the IS cost is sky high ergo useless
Deactivates Hyper-Block, Hyper-Dodge, Hyper-Sense, Hyper-Deflect

- Iron Body - it has points in both adrenaline booster and consistent technique so...
Deactivates Adrenaline Booster, Consistent Technique


 
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