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Staggering Throw & MKT
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Vindicator

Joined: Aug 16, 2005
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Here some additional fixes I'd personally like to see as an MKT:

  • Crippling Throw root breaks from damage. (Too low-level an ability to be that detrimental, sorry)
  • Paralyzing Throw root does not break on damage. (Higher-level ability should be stronger)
  • Sever Artery Movement debuff overrides Neuro-dart. (prevents stacking movement debuff)

Just some thoughts.




Ascendent Logic

Joined: Mar 1, 2006
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Garu wrote:

Here some additional fixes I'd personally like to see as an MKT:

  • Crippling Throw root breaks from damage. (Too low-level an ability to be that detrimental, sorry)
  • Paralyzing Throw root does not break on damage. (Higher-level ability should be stronger)
  • Sever Artery Movement debuff overrides Neuro-dart. (prevents stacking movement debuff)

Just some thoughts.


That already happens Garu. L2MKT.

=P



Systemic Anomaly

Joined: Feb 12, 2006
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A stackable root that doesn't break on damage seems a bit powerful to me, maybe change it to "Chance to break".



Ascendent Logic

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Arcanoloth wrote:
A stackable root that doesn't break on damage seems a bit powerful to me, maybe change it to "Chance to break".

I know gunman have at least 2 of these. Both in the SMG tree and both pretty low tier abilities.



Jacked Out

Joined: Aug 17, 2005
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Garu wrote:

Sever Artery Movement debuff overrides Neuro-dart. (prevents stacking movement debuff)

 

MKT's have thoes movement downgrades so that they can try to keep a person off of them and fight ranged. A person who yas 160% movment speed needs to be slowed down to about 20% for them to be a relatively stationary target that cannot rush you to initiate interlock. A MKT has to stack 3 knives on a target to accomplish what a hacker can do with just bottleneck field. So unless you want to shorten the cast timer on sever artery, and have sever artery have about a -145% movement speed debuff on it for the duration of the debuff, the ability to stack movement speed downgrades needs to remain.



Ascendent Logic

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Crippling throw has a larger root timer than reuse timer. The only "equivalent" to that in the Ops tree would be Surpressing Fire, but that ability has double the execution timer, double the IS cost and half the range. Though, I'd already be pleased with the "breaks on damage" on Crippling.



Ascendent Logic

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GoDGiVeR wrote:
Crippling throw has a larger root timer than reuse timer. The only "equivalent" to that in the Ops tree would be Surpressing Fire, but that ability has double the execution timer, double the IS cost and half the range. Though, I'd already be pleased with the "breaks on damage" on Crippling.

Doesn't Crippling already break on damage?

I'd prefer to see Paralyzing Throw be a root that doesn't break with damage since it's a level 47 ability. I think....I need to double check...



Vindicator

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Mave wrote:
GoDGiVeR wrote:
Crippling throw has a larger root timer than reuse timer. The only "equivalent" to that in the Ops tree would be Surpressing Fire, but that ability has double the execution timer, double the IS cost and half the range. Though, I'd already be pleased with the "breaks on damage" on Crippling.

Doesn't Crippling already break on damage?

I'd prefer to see Paralyzing Throw be a root that doesn't break with damage since it's a level 47 ability. I think....I need to double check...


Honestly, I don't use Crippling or Paralyzing Throw so I don't honestly know.  But I'm pretty sure neither break with damage.  Would someone check?  I'm old so my memory ain't so great.

 




Ascendent Logic

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Garu wrote:
Mave wrote:
GoDGiVeR wrote:
Crippling throw has a larger root timer than reuse timer. The only "equivalent" to that in the Ops tree would be Surpressing Fire, but that ability has double the execution timer, double the IS cost and half the range. Though, I'd already be pleased with the "breaks on damage" on Crippling.

Doesn't Crippling already break on damage?

I'd prefer to see Paralyzing Throw be a root that doesn't break with damage since it's a level 47 ability. I think....I need to double check...


Honestly, I don't use Crippling or Paralyzing Throw so I don't honestly know.  But I'm pretty sure neither break with damage.  Would someone check?  I'm old so my memory ain't so great.

 

Both break with damage. I'm VERY sure of Crippling Throw. Another MKT I know told me Para is the same way.

Old man. =PPPPPPPPPPPPPPPPPPPP



Vindicator

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AnXieTy wrote:

MKT's have thoes movement downgrades so that they can try to keep a person off of them and fight ranged. A person who yas 160% movment speed needs to be slowed down to about 20% for them to be a relatively stationary target that cannot rush you to initiate interlock. A MKT has to stack 3 knives on a target to accomplish what a hacker can do with just bottleneck field. So unless you want to shorten the cast timer on sever artery, and have sever artery have about a -145% movement speed debuff on it for the duration of the debuff, the ability to stack movement speed downgrades needs to remain.

Yes to the shorter execution, no to the debuff increase.  It's not necessary for me at least.  I'm always running at 150%+ so one neuro or sever and I'm good.  Plus there's always Deadly throw. SMILEY



Vindicator

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Mave wrote:
Both break with damage. I'm VERY sure of Crippling Throw. Another MKT I know told me Para is the same way.

Old man. =PPPPPPPPPPPPPPPPPPPP


Only noobs use Crip anyway.  SMILEY

/yawn




Jacked Out

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Garu wrote:
AnXieTy wrote:

MKT's have thoes movement downgrades so that they can try to keep a person off of them and fight ranged. A person who yas 160% movment speed needs to be slowed down to about 20% for them to be a relatively stationary target that cannot rush you to initiate interlock. A MKT has to stack 3 knives on a target to accomplish what a hacker can do with just bottleneck field. So unless you want to shorten the cast timer on sever artery, and have sever artery have about a -145% movement speed debuff on it for the duration of the debuff, the ability to stack movement speed downgrades needs to remain.

Yes to the shorter execution, no to the debuff increase.  It's not necessary for me at least.  I'm always running at 150%+ so one neuro or sever and I'm good.  Plus there's always Deadly throw. SMILEY<img src=" width="15" height="15" />

I was talking about if you remove the ability for movement debuffs to stack from MKT, you'd need to increase the movement debuffs from a single knife. A player is supposed to be very close to being rooted when they're slowed by an MKT.


Vindicator

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AnXieTy wrote:

I was talking about if you remove the ability for movement debuffs to stack from MKT, you'd need to increase the movement debuffs from a single knife. A player is supposed to be very close to being rooted when they're slowed by an MKT.

Well I wouldn't remove the stacking entirely but you have a good point.



Systemic Anomaly

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Mave wrote:
Arcanoloth wrote:
A stackable root that doesn't break on damage seems a bit powerful to me, maybe change it to "Chance to break".

I know gunman have at least 2 of these. Both in the SMG tree and both pretty low tier abilities.
The Ballistic roots can't be compared to the Thrown roots, sorry.

And the Rifleman tree has a powerless chance on one, a stun chance on another, and finally one root that can break with damage.



Systemic Anomaly

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Leave all the timers as is, also, Bottleneck is super effective cause hacker stats give +50% (Assuming a 30/30 dump) to the movement debuff attached to it, MKT stats do not give much for movement bonuses (Except for sneak giving +10%). If an MKT wants to stack 3 movement debuffs they can, but I'll just hack the crap out of them in Free Fire, an MA could still have their shield broken by the time they get all 3 knives off and a gunner can still Clamour stun and FAR them with a little luck.

 
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