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Systemic Anomaly

Joined: Dec 9, 2005
Messages: 1669
Location: Amidst polymer and steel...
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Arcanoloth wrote:
Good god, how many times must I point out the massively huge accuracy of MKT's and the complete lack of % bonuses to thrown defense renders hyper sense practically useless?
At least once more I guess.

And about Shielded clothing, I have already said that yes, customizing your entire RSI to fighting MKT's will allow you to beat them, but we shouldn't have to take such huge steps simply to stand a chance against that tree.

How many times must I repeat myself before it sinks in?
If you have some Thrown resistance on a few of the clothes you use for your accuracy or damage, all you need to do is change out one piece for the level 50 shielded items and you'll have decent resist.

You don't even need a macro to do that. Just quick wits, an organized inventory panel, and not have down syndrome.



Vindicator

Joined: Aug 1, 2006
Messages: 3144
Location: New Zealand
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AnXieTy wrote:
like I've said, even if thrown def was added to other tree's, thoes who are moaning about MKT now will still be moaning after... The inablity to fight an MKT is not because of any bugs, or things messed up with the combat system, it comes down to the individual player and their ability to deal with it. Several other players including myself understand and realize how to fight MKT's, its only thoes who dont who gripe about it so much.
The difference is that as it stands now, people have valid reasons to complain about the MKT tree.  If those problems are fixed then anyone who still complains about it can be safely ignored.  I'm quite sure that if appropriate Passive Defence were added to other trees and the remaining timer issues were corrected you'd see an awful lot less complaint posted by reasonable people like Arcanoloth. 
Please be aware though that there is a difference between learning how to fight a particular class and having to deliberately customise yourself to stand against it.  A number of people have demonstrated this. 



Systemic Anomaly

Joined: Feb 12, 2006
Messages: 2406
Location: Western Australia
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Zerotolerance wrote:
Try upping your Reason a little. I find that with higher Reason and Quicksilver gloves I can do well against all but the best MKT's on the server.

Reason 30, +6% from Quicksilvers, +2% from the thrown defense Rocawear.

With a total of +58% to thrown defense, when I activate Hypersense my thrown defense is 148. Average accuracy of an MKT ~160. Even with a maxed out reason and wearing the clothes you recommend your thrown defense isn't near equaling the accuracy of an MKT. Then they have their CT bonuses, which happen to be the highest in the game. Now if there was a useful debuff against MKT's, say like despoiler, I wouldn't complain so much cause I could use that to offset their high accuracy, but there isn't, so we are pretty much boned.



Systemic Anomaly

Joined: Feb 12, 2006
Messages: 2406
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AnXieTy wrote:
Arcanoloth wrote:
So you're admitting that MKT does break several standards in the game.

You should also remember they CHANGED THE ENTIRE COMBAT SYSTEM to fix this problem when hacker had it. And here you are now, denying that any change should made at all to fix the problem with MKT.

I guess that is yet ANOTHER standard that is being broken by MKT.


the only "standard" that MKT breaks in the game is the lack of defense modifiers in game in other tree's, thats it. And like I said even if it was added in and people had the defense they wanted, they'd still be crying about MKT for the sole purpose that they dont know how to combat an MKT's play style. Its a mental crutch to support an flawed argument.

And the combat wasnt changed because of hacker... You werent here in CR1, so you know nothing of which you speak.




I was here for CR 1, Hacker had timers to the moon (Like MKT), an accuracy through the roof (Like MKT) and the only way to adequately defend against it was to load half of the hacker tree. CR 2 worked to fix this, decreased Hacker Timers, Gave us feasible defenses to use and allowed you to fight hacker without loading half the tree. Unfortunately loading half the MKT tree is not feasible cause a) There are no defenses against MKT, anywhere and b) You leave yourself way too vulnerable cause you have half a tree loaded and are hobbled in your main tree.

But a flawed argument huh? Please tell me which of the following is flawed.
MKT has the highest accuracy and CT Bonuses in the game, giving them an undeniable advantage in IL, but apparently MA's are supposed to dominate IL.
There are no Thrown defense bonuses in the game, gimping every person who tries to fight them.
MKT has a lot of timers that stack, more than any other tree and, as a matter of fact, as many as all the other trees combined.
CC Tools are broken, and thus, make it VERY hard to fight a disguised MKT cause it is impossible to break the disguise.
Thrown Resistance Bonuses are broken and do not work, making loading Calm Mind Calm Body not as effective as it could be, again gimping any players who fight MKT's.
Hacker Debuffs against MKT, in general, are not nearly as effective as their debuffs against MA's, Gunmen or other Hackers, so even the "Nemesis class" of MKT is gimped when fighting them.

So please Anxiety, point out where I am wrong. Don't just put your hands on your ears and shout at the top of your lungs.

I have a few simple requests, Add Adequate Thrown defenses to the hacker and MKT trees. Fix the bugs that favour MKT. Improve anti MKT debuffs.

If you still deny my request post some REAL evidence as to why, cause right now you are just holding your breath and going blue in the face until we agree with you.



Systemic Anomaly

Joined: Feb 12, 2006
Messages: 2406
Location: Western Australia
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Zerotolerance wrote:
Arcanoloth wrote:
Good god, how many times must I point out the massively huge accuracy of MKT's and the complete lack of % bonuses to thrown defense renders hyper sense practically useless?
At least once more I guess.

And about Shielded clothing, I have already said that yes, customizing your entire RSI to fighting MKT's will allow you to beat them, but we shouldn't have to take such huge steps simply to stand a chance against that tree.

How many times must I repeat myself before it sinks in?
If you have some Thrown resistance on a few of the clothes you use for your accuracy or damage, all you need to do is change out one piece for the level 50 shielded items and you'll have decent resist.

You don't even need a macro to do that. Just quick wits, an organized inventory panel, and not have down syndrome.



I indeed do that, but often it is not enough cause you are still getting hit every time. A lot of people here say maxing out resistance works, and THAT is where I am saying we shouldn't have to Customise our entire RSI. I tell you what, if Despoiler affected Thrown Acc and Damage I wouldn't need to max out resistance, so how about we do that instead and call it a day, deal?



Ascendent Logic

Joined: Aug 21, 2005
Messages: 660
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Honestly, I don't think there should be passive defense/resist/acc/damage bonuses on abilities it would pretty much stomp out passive stacking. It's why I like MKT so much, I know no ones can stack passives on me.


Jacked Out

Joined: Aug 29, 2005
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Spies abs break timers ftl...


Vindicator

Joined: Sep 1, 2005
Messages: 2466
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The Leo wrote:
Spies abs break timers ftl...
Nope. It's a bug that's the same with every tree.



Ascendent Logic

Joined: Mar 16, 2006
Messages: 4811
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Trayen1 wrote:
The Leo wrote:
Spies abs break timers ftl...
Nope. It's a bug that's the same with every tree.

The mostly "shorter" ability animations let that bug more "easily" appear with spy than with other trees, though.



Jacked Out

Joined: Aug 17, 2005
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Arcanoloth wrote:


I was here for CR 1, Hacker had timers to the moon (Like MKT), an accuracy through the roof (Like MKT) and the only way to adequately defend against it was to load half of the hacker tree. CR 2 worked to fix this, decreased Hacker Timers, Gave us feasible defenses to use and allowed you to fight hacker without loading half the tree. Unfortunately loading half the MKT tree is not feasible cause a) There are no defenses against MKT, anywhere and b) You leave yourself way too vulnerable cause you have half a tree loaded and are hobbled in your main tree.



 

you obviously never pvp'd in cr1 then, otherwise you'd know everything had huge timers back then.... the duration of time that debuffs in hacker lasted back then speaks for its self, but mkt's could do a 20 second stun, could 3 hit kill people, MA's could do a 20 second stun, rougly 20 second powerless, 30 second enrage, almost 20 second disarm, gunman could do 20 second disarm, spam stun in interlock, etc.. etc.. etc..

As for a hackers accuracy, hackers didnt have any accuracy through the roof... VT and VD were essentially another form of CT which determined rolls outside of IL, everyone had 400 VT and everyone had 400 VD, the hit/miss on hacks outside of interlock was all random and nothing you could do would improve upon your accuracy out of interlock once you hit 400 VT. And hackers in interlock only had the 200 CT that awakened provided, so for them to roll high in IL they had to be TB'd, have CE 1.0 running, and a UM buff, because the hacks by themself aginst a target that wasnt stunned/powerless, or blinded rolled like absolute crap.

And as for how it was back in the day where you loaded 1 tree and that was it, there was no problem in doing that back then. You would have your capped VD, and then have your 1 tree to pwn with, and while I cant speak for recursion or vector, the best pvp'ers on syntax in CR1 were never dedicated hackers, they used their 1 tree and pwned face with it. As someone who was concidered by many to be at least one of the best on syntax back in CR1, I can honestly say that I thought hackers were cannon fodder back then because they had an overall lack of resistance. Only people who griped about hackers were thoes who were to lazy to go farm the info/consumable subs to make anti's and to buy activity facilitator pills.

 

Arcanoloth wrote:




MKT has the highest accuracy and CT Bonuses in the game, giving them an undeniable advantage in IL, but apparently MA's are supposed to dominate IL.

 

does MA, hacker, and gunman all have exactly the same accuracy bonus via abilities/clothing/attributes? I mean if this was the case this would make MKT atypical of all other trees in the game, but since every class is different, there is nothing atypical about 1 class in the game having the highest accuracy, just as there's nothing atypical of 1 class having the highest damage output.

And a good MA can tear a MKT a new one FYI.

 

Arcanoloth wrote:


There are no Thrown defense bonuses in the game, gimping every person who tries to fight them.

 

like I said this is the only valid point you make, yet it doesnt substatiate your argument aginst why fighting an MKT is so difficult. 99.95% of the time I pvp, I dont ever load hypersense, yet I have no problems fighting MKT's, just like 99.95% of the time I dont load hyperblock, yet I have no problems fighting MA's.

As I said previously, CR2=random heap of garbage, if you cant fight an MKT now, adding in more defense isnt going to help you.

 

Arcanoloth wrote:




MKT has a lot of timers that stack, more than any other tree and, as a matter of fact, as many as all the other trees combined.

 

not really... and more than that, most MKT abilities that dont require stealth to pull off dont do that much damage by themselves.

 

Arcanoloth wrote:




CC Tools are broken, and thus, make it VERY hard to fight a disguised MKT cause it is impossible to break the disguise.

 

this has been broken since CR2 hit, and rarely ever helped anyone in CR1 unless someone was exploiting it and doing it blue flaged to disrupt pvp.

More than that, your argument in this aspect is completely pointless because well, disguise allows a player to pull off a stealth attack, is there anything in the game thats supposed to break a snipers concealment? Honestly this is one that shouldnt be fixed just because for 1 point of memory, it gimps and entire tree in the game.

 

Arcanoloth wrote:




Thrown Resistance Bonuses are broken and do not work, making loading Calm Mind Calm Body not as effective as it could be, again gimping any players who fight MKT's.

 

whats atypical about this? last I checked none of these abilities were working.

 

Arcanoloth wrote:




Hacker Debuffs against MKT, in general, are not nearly as effective as their debuffs against MA's, Gunmen or other Hackers, so even the "Nemesis class" of MKT is gimped when fighting them.


 

any debuff thats worth putting on a player works just as effectivly on a MKT as it does any other class, to debuff someone's accuracy no matter what class they are is a waste of your IS, because that IS would be better spent for something like powerless, stun, etc... etc...

More than that, thats a design flaw and relic of how CR1 was, where both guns and MKT were qualified as ranged damage. Just like another relic of CR1 is the "sitting" debuff, where your ballistic defence becomes garbage, but your defence aginst anything else isnt hurt, you just get the damage modifier effect, hense why a MKT, MA, or hacker can miss a player thats sitting, but a gunman will hit everytime. So while you want to complain that you cant hurt their accuracy, your wasting your time because thoes debuffs are virtually worthless in CR2 which is why during pvp its pretty rare that a hacker ever tries to tear down someone's accuracy or CT via debuffs like blind.

 

 

Arcanoloth wrote:


If you still deny my request post some REAL evidence as to why, cause right now you are just holding your breath and going blue in the face until we agree with you.

 

Like I said, you can list off all the strengths of a class in the game or list all of its weak points to try to build a case for why you fail at fighting an MKT, but in the end what it comes down to is inexpierence, and its as simple as that. You like to get worked up any time I throw your CQ count in your face, but in this case, it is relivent to this "debate", you've been playing this game for at least a year and a half, yet your not even at 5k worth of CQ. Now as I've argued many times in the past, a players CQ count might not represent their individual skill in pvp, it does represent how much time they've spent pvp'ing. You can put up any weak sauce argument about how "you only have to sit on a team to get cq" or that "you can take CQ's from duels" etc... etc... But the simple fact is, you dont rack up the count by much by leeching or duelstopping someone, its done via time spent pvp'ing. And in this case man, its obvious you havnt spent enough time pvp'ing.



Jacked Out

Joined: Aug 17, 2005
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and btw, thats the only post of any length I plan on writing, so save your breath pylat, ripping my post apart to counter argue it isnt going to provoke a response from me other than the type of responses I've  posted here already. 

 


Message edited by AnXieTy on 09/30/2007 23:07:04.


Vindicator

Joined: Sep 1, 2005
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AnXieTy wrote:

and btw, thats the only post of any length I plan on writing, so save your breath pylat, ripping my post apart to counter argue it isnt going to provoke a response from me other than the type of responses I've  posted here already. 

 

So..."Please let me have the last word"?

>.>



Systemic Anomaly

Joined: Oct 7, 2005
Messages: 4674
Location: HvCFT Everto
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AnXieTy wrote:
Arcanoloth wrote:


I was here for CR 1, Hacker had timers to the moon (Like MKT), an accuracy through the roof (Like MKT) and the only way to adequately defend against it was to load half of the hacker tree. CR 2 worked to fix this, decreased Hacker Timers, Gave us feasible defenses to use and allowed you to fight hacker without loading half the tree. Unfortunately loading half the MKT tree is not feasible cause a) There are no defenses against MKT, anywhere and b) You leave yourself way too vulnerable cause you have half a tree loaded and are hobbled in your main tree.



 

you obviously never pvp'd in cr1 then, otherwise you'd know everything had huge timers back then.... the duration of time that debuffs in hacker lasted back then speaks for its self, but mkt's could do a 20 second stun, could 3 hit kill people, MA's could do a 20 second stun, rougly 20 second powerless, 30 second enrage, almost 20 second disarm, gunman could do 20 second disarm, spam stun in interlock, etc.. etc.. etc..

As for a hackers accuracy, hackers didnt have any accuracy through the roof... VT and VD were essentially another form of CT which determined rolls outside of IL, everyone had 400 VT and everyone had 400 VD, the hit/miss on hacks outside of interlock was all random and nothing you could do would improve upon your accuracy out of interlock once you hit 400 VT. And hackers in interlock only had the 200 CT that awakened provided, so for them to roll high in IL they had to be TB'd, have CE 1.0 running, and a UM buff, because the hacks by themself aginst a target that wasnt stunned/powerless, or blinded rolled like absolute crap.

And as for how it was back in the day where you loaded 1 tree and that was it, there was no problem in doing that back then. You would have your capped VD, and then have your 1 tree to pwn with, and while I cant speak for recursion or vector, the best pvp'ers on syntax in CR1 were never dedicated hackers, they used their 1 tree and pwned face with it. As someone who was concidered by many to be at least one ofhe best on syntax back in CR1, I can honestly say that I thought hackers were cannon fodder back then because they had an overall lack of resistance. Only people who griped about hackers were thoes who were to lazy to go farm the info/consumable subs to make anti's and to buy activity facilitator pills.

VT was essentially viral accuracy, the only tree which didn't need to load parts of Hacker was MKT, because they had the advantage of sneak, Hackers complained about their attacks not always hitting.....? and MAs, Gunmen and spies always complained about their effect timers because they could easily keep you bottlenecked for about 40 seconds, quite enough time to land a few LC2s and barrages ect, in IL though they did suck but, unless you can hit them with an enraging ability immediately they'd just roll out within a second. Simple

in any case using Hacker in CR1 and comparing MKT in CR2 while their are similarities it was a completely different ball game and most of the points are null.
 

Arcanoloth wrote:




MKT has the highest accuracy and CT Bonuses in the game, giving them an undeniable advantage in IL, but apparently MA's are supposed to dominate IL.

 

does MA, hacker, and gunman all have exactly the same accuracy bonus via abilities/clothing/attributes? I mean if this was the case this would make MKT atypical of all other trees in the game, but since every class is different, there is nothing atypical about 1 class in the game having the highest accuracy, just as there's nothing atypical of 1 class having the highest damage output.

And a good MA can tear a MKT a new one FYI.

In IL yes.... out of IL no, a good MKT should be able to keep the MA out of IL quite easily by throwing sever artery, deadly, neuro, ect. then they have abilities which root, and if the MKT has enough resistance (since you guys love using resistance in your arguments) then the damage from MA should be nullified, but since whenever I fight most MKTs they don't have that high resistance I can only assume that you don't feel there is a problem with the majority of MAs

 

Arcanoloth wrote:


There are no Thrown defense bonuses in the game, gimping every person who tries to fight them.

 

like I said this is the only valid point you make, yet it doesnt substatiate your argument aginst why fighting an MKT is so difficult. 99.95% of the time I pvp, I dont ever load hypersense, yet I have no problems fighting MKT's, just like 99.95% of the time I dont load hyperblock, yet I have no problems fighting MA's.

As I said previously, CR2=random heap of garbage, if you cant fight an MKT now, adding in more defense isnt going to help you.

Total. Rubbish. There is no way you can fight an MKT or MA without using a Hyper, now yes the system is quite random but without defense your opponent will hit you every time and roll through your rolls. Adding in 10% defense in each tree would increase defense by a fair bit and actually putting 20-30% in Hacker would be reasonable since MKTs usually if starting with sneak will beat a Hacker.

 

Arcanoloth wrote:




MKT has a lot of timers that stack, more than any other tree and, as a matter of fact, as many as all the other trees combined.

 

not really... and more than that, most MKT abilities that dont require stealth to pull off dont do that much damage by themselves.

On an opponent with High resistance, which is in line with all other tree's and if you get states from knives you get added effects like powerless and stun so it's not as hard as it seems.

 

Arcanoloth wrote:




CC Tools are broken, and thus, make it VERY hard to fight a disguised MKT cause it is impossible to break the disguise.

 

this has been broken since CR2 hit, and rarely ever helped anyone in CR1 unless someone was exploiting it and doing it blue flaged to disrupt pvp.

More than that, your argument in this aspect is completely pointless because well, disguise allows a player to pull off a stealth attack, is there anything in the game thats supposed to break a snipers concealment? Honestly this is one that shouldnt be fixed just because for 1 point of memory, it gimps and entire tree in the game.

Yes it does allow a player to pull of a stealth attack, but I doubt it's to have no defense against it. Also CCtool would take of concealment because if you used the build to any extent you'd realize they are only stealthed because they have sneak going, CCtools breaks sneak so it will break conceal.

 

Arcanoloth wrote:




Thrown Resistance Bonuses are broken and do not work, making loading Calm Mind Calm Body not as effective as it could be, again gimping any players who fight MKT's.

 

whats atypical about this? last I checked none of these abilities were working.

They do work I think with the resistance bonus's in the Awakened tree. I think.

 

Arcanoloth wrote:




Hacker Debuffs against MKT, in general, are not nearly as effective as their debuffs against MA's, Gunmen or other Hackers, so even the "Nemesis class" of MKT is gimped when fighting them.


 

any debuff thats worth putting on a player works just as effectivly on a MKT as it does any other class, to debuff someone's accuracy no matter what class they are is a waste of your IS, because that IS would be better spent for something like powerless, stun, etc... etc...

More than that, thats a design flaw and relic of how CR1 was, where both guns and MKT were qualified as ranged damage. Just like another relic of CR1 is the "sitting" debuff, where your ballistic defence becomes garbage, but your defence aginst anything else isnt hurt, you just get the damage modifier effect, hense why a MKT, MA, or hacker can miss a player thats sitting, but a gunman will hit everytime. So while you want to complain that you cant hurt their accuracy, your wasting your time because thoes debuffs are virtually worthless in CR2 which is why during pvp its pretty rare that a hacker ever tries to tear down someone's accuracy or CT via debuffs like blind.

 Hacker is weak against MKT because it has less accuracy, defense, damage and generally sucks in IL and high damage specials usually enter IL with MKT's, the only thing Hacker has going for it is a bunch of debuffs, which if the MKT uses disable evasion to use punt, the chance of the Hacker using them is nil.

 

Arcanoloth wrote:


If you still deny my request post some REAL evidence as to why, cause right now you are just holding your breath and going blue in the face until we agree with you.

 

Like I said, you can list off all the strengths of a class in the game or list all of its weak points to try to build a case for why you fail at fighting an MKT, but in the end what it comes down to is inexpierence, and its as simple as that. You like to get worked up any time I throw your CQ count in your face, but in this case, it is relivent to this "debate", you've been playing this game for at least a year and a half, yet your not even at 5k worth of CQ. Now as I've argued many times in the past, a players CQ count might not represent their individual skill in pvp, it does represent how much time they've spent pvp'ing. You can put up any weak sauce argument about how "you only have to sit on a team to get cq" or that "you can take CQ's from duels" etc... etc... But the simple fact is, you dont rack up the count by much by leeching or duelstopping someone, its done via time spent pvp'ing. And in this case man, its obvious you havnt spent enough time pvp'ing.





Jacked Out

Joined: Aug 17, 2005
Messages: 1664
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Trayen1 wrote:
AnXieTy wrote:

and btw, thats the only post of any length I plan on writing, so save your breath pylat, ripping my post apart to counter argue it isnt going to provoke a response from me other than the type of responses I've  posted here already. 

 

So..."Please let me have the last word"?

>.>

 

no, more like I've already stated my opinion that you can rip apart a tree/class in the game all you want to prove your point, but in the end it accomplishes nothing, hense why I dont want to waste my time ripping apart someone's post point for point until I end up writing  more than a page and a half worth of crap that still isnt gonna get rid of someone's mental crutch for why they cant accomplish something.



Systemic Anomaly

Joined: Feb 12, 2006
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AnXieTy wrote:
you obviously never pvp'd in cr1 then, otherwise you'd know everything had huge timers back then.... the duration of time that debuffs in hacker lasted back then speaks for its self, but mkt's could do a 20 second stun, could 3 hit kill people, MA's could do a 20 second stun, rougly 20 second powerless, 30 second enrage, almost 20 second disarm, gunman could do 20 second disarm, spam stun in interlock, etc.. etc.. etc..
So operatives had timers of around 20-30 seconds. But Despoiler was about 3 minutes long, Bottleneck field was 2 minutes, ZoP was 1 minute. Overall hacker timers were insanely long compared to any other tree, and had short reuse timers, much like MKT now. Just thought I would correct you on that one.

AnXieTy wrote:

does MA, hacker, and gunman
all have exactly the same accuracy bonus via abilities/clothing/attributes? I mean if this was the case this would make MKT atypical of all other trees in the game, but since every class is different, there is nothing atypical about 1 class in the game having the highest accuracy, just as there's nothing atypical of 1 class having the highest damage output.

And a good MA can tear a MKT a new one FYI.

 

But that's my entire point, MKT Dominates too many aspects of PvP. You can argue each one as an individual as "But at least 1 class has to be the best", but MKT dominates them all. There are too many things in which MKT excels at. You're doing it again where you ignore the whole big picture and try to look at things and ignore the rest. MKT has highest acc, highest CT Bonuses, best timers and overlap, highest DPS attacks etc etc

And no not really, a good MA can kill a crap MKT. But a good MKT will *CENSORED* nearly any MA.

AnXieTy wrote:
like I said this is the only valid point you make, yet it doesnt substatiate your argument aginst why fighting an MKT is so difficult. 99.95% of the time I pvp, I dont ever load hypersense, yet I have no problems fighting MKT's, just like 99.95% of the time I dont load hyperblock, yet I have no problems fighting MA's.

As I said previously, CR2=random heap of garbage, if you cant fight an MKT now, adding in more defense isnt going to help you.

You load heals (And all I ever see is your Physician load), so when an MKT or MA or Gunman or basically anyone IL's you you spam heals and let your faction mates kill them. No offense but that doesn't fill me with confidence. You don't beat them, you stay alive until your faction mates kill them. There's a difference. And we all know that you don't need defense in IL if it's all special vs special spamming, but sadly MKT can sneak attack for huge amounts of damage, and EVERY sneak attack is rolled Special vs Defense, which is why you need MKT defense more than anything, but I guess you never thought of it that way. And stop whining about CR 2, it's not as random as you think, did you bother to look up Gaussian systems? I guess not otherwise you'd have stopped complaining, but clearly you are running out of points to argue so are just going to moan about CR 2 some more.

AnXieTy wrote:

Arcanoloth wrote:




MKT has a lot of timers that stack, more than any other tree and, as a matter of fact, as many as all the other trees combined.

 

not really... and more than that, most MKT abilities that dont require stealth to pull off dont do that much damage by themselves.

Sneaker wrote:
Lets go over it, shall we?

Poison Knife - 20sec reuse, 25sec effect
Backroll Escape - 0sec reuse, 10sec effect
Blinding Throw - 8sec reuse, 10sec effect
Paralyzing Throw - 6sec reuse, 8sec effect
Deadly Throw - 10sec reuse, 15sec effect
Crippling Throw - 10sec reuse, 15sec effect
Sever Artery - 15sec reuse, 30sec effect
Wounding Throw - 10sec reuse, 50sec effect

Lets compare this to ALL abilities elsewhere, shall we? (abilities with chances for effects are ommitted, due to the unlikelyness of an overlap. Abilities which by game design cannot stack (ie: hacker DoT's) are also omitted)
Body Shot - 8sec reuse, 10sec effect
Disarming Shot - 8sec reuse, 10sec effect
Supression Fire - 10sec reuse, 12sec effect
Guard Breaker - 10sec reuse, 15sec effect
Slow - 8sec reuse, 28sec effect
Miasma 2.0 - 28sec reuse, 45sec effect
Crash - 15 sec reuse, 28-42sec effect
Code Flux - 30sec reuse, 60sec effect

Anyone else see the problem here, or do I have to start weilding a sledgehammer to get my point across? EIGHT abilities in the MKT stack their effects, versus EIGHT in all other trees combined.

Would you kindly look at the facts Anxiety? It's very clearly presented for you, so please stop lying to our faces and trying to pass it off for fact. And about non-stealth attacks, Foot Sweep, 12 IS for about 600-800 damage depending on resistances. Suplex someone then use Deadly Thrown and you can easily hit 600-700 damage. So please, stop lying.

AnXieTy wrote:

this has been broken since CR2 hit, and rarely ever helped anyone in CR1 unless someone was exploiting it and doing it blue flaged to disrupt pvp.

More than that, your argument in this aspect is completely pointless because well, disguise allows a player to pull off a stealth attack, is there anything in the game thats supposed to break a snipers concealment? Honestly this is one that shouldnt be fixed just because for 1 point of memory, it gimps and entire tree in the game.

To break a snipers concealment you shoot them. You did know that right? And now you are complaining that to fight MKT's people have to spend memory for an ability that will ONLY benefit them when fighting people in sneak. This goes back to my "You shouldn't have to customise your whole RSI argument". Which you have promptly ignored this whole time. Simple fact is that a CC Tool SHOULD break a disguise, but it doesn't. People are spending memory for the sole purpose of fighting disguised opponents, it doesn't help with anything else, and you are complaining it's overpowered? Here's an idea, you can still use sneak.

AnXieTy wrote:

Arcanoloth wrote:


Thrown Resistance Bonuses are broken and do not work, making loading Calm Mind Calm Body not as effective as it could be, again gimping any players who fight MKT's.

 whats atypical about this? last I checked none of these abilities were working.

It's broken cause your thrown resistance % influence should apply to the use of Calm Mind Calm Body and IMPROVE the resistance bonus you get from it. However it doesn't, you get 75 points from it every time no matter what your thrown resistance % Bonus is, unlike all your other Resistance buffs in awakened which ARE improved by those influences.

AnXieTy wrote:

any debuff thats worth putting on a player works just as effectivly on a MKT as it does any other class, to debuff someone's accuracy no matter what class they are is a waste of your IS, because that IS would be better spent for something like powerless, stun, etc... etc...

Tell that to the numerous Gunners and MA's I have hit with Despoiler and then absolutely dominated in IL. Or the hackers I have used Code Rot on before ILing for a free 19 seconds of winning every roll. Or the gunmen I have slowed and then IL'd and smashed cause their accuracy is low. For a live demonstration, load up MA or Gunman and try to kill someone in IL while you have Combat Shutdown on you, I assure you it's near impossible. And as for the stuns and powerless, they aren't realy that good to be honest, I only use them on healers and MKT's (Cause there aren't any useful MKT Debuffs otherwise I would load and use them).

AnXieTy wrote:

More than that, thats a design flaw and relic of how CR1 was, where both guns and MKT were qualified as ranged damage. Just like another relic of CR1 is the "sitting" debuff, where your ballistic defence becomes garbage, but your defence aginst anything else isnt hurt, you just get the damage modifier effect, hense why a MKT, MA, or hacker can miss a player thats sitting, but a gunman will hit everytime.

Good point, we should fix that too.

AnXieTy wrote:

So while you want to complain that you cant hurt their accuracy, your wasting your time because thoes debuffs are virtually worthless in CR2 which is why during pvp its pretty rare that a hacker ever tries to tear down someone's accuracy or CT via debuffs like blind.

Blind isn't very good, but Despoiler is by far an amazingly powerful debuff against gunmen and MA's, maybe you should try it out some time. My complaint is that UI Lag 2.0 and Fumble Field, while they are both higher level abilities, are not nearly as effective as Despoiler is. My solution is to give Despoiler anti MKT debuffs on it, same with Combat Shutdown and Overload (The one at the very start of the Ballista Tree), like you said this is probly a relic from CR 1 when thrown and ballistics was rolled into one category of ranged but in CR 2 they never bothered to expand it out to include Thrown attacks aswell.

AnXieTy wrote:

Like I said, you can list off all the strengths of a class in the game or list all of its weak points to try to build a case for why you fail at fighting an MKT, but in the end what it comes down to is inexpierence, and its as simple as that. You like to get worked up any time I throw your CQ count in your face, but in this case, it is relivent to this "debate", you've been playing this game for at least a year and a half, yet your not even at 5k worth of CQ. Now as I've argued many times in the past, a players CQ count might not represent their individual skill in pvp, it does represent how much time they've spent pvp'ing. You can put up any weak sauce argument about how "you only have to sit on a team to get cq" or that "you can take CQ's from duels" etc... etc... But the simple fact is, you dont rack up the count by much by leeching or duelstopping someone, its done via time spent pvp'ing. And in this case man, its obvious you havnt spent enough time pvp'ing.

No not really, I think people using CQ's to try prove people wrong is a humorous crutch, so keep Boasting about it, anyone with a semblance of cognitive ability will know that your arguments hold no water and this is your last resort. You should also note the number of people here who agree with me, if you want to get into an E-Peen competition I'll counter your weak CQ argument with my number of people who agree argument.

AnXieTy wrote:

and btw, thats the only post of any length I plan on writing, so save your breath pylat, ripping my post apart to counter argue it isnt going to provoke a response from me other than the type of responses I've  posted here already.

Just gonna put your hands on your ears and shout at the top of your lungs again? Or is this some attempt at a "Better man" argument by trying to place any rebuttal I post in a bad light? Either way your post was wrong on so many levels I had to respond and correct the numerous issues you got wrong and/or lied about.


 
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