I've been a hacker for over a year and I think the change to Hyper Deflect is bad. If a hacker gets the jump on you then you are toast. I always saw VD Debuffs as a nice balance to the constant Hyper deflect and even though it was frustrating to see people bounce everything off there were other times where everything hit and I'd win a duel without the other person hitting me once.
With Hyper Deflect no longer permanent it's going to be too easy for a hacker to maul someone if they get the jump on them, you'll be able to hit disruption field and even if they do turn on hyper deflect their viral defense is gonna be down by about 80 points anyway and you'll be able to hit them with all the follow up moves. Or they can hit you with powerless and slam you with a pile of hacks while you can't even turn on Hyper Deflect. No players asked for only 1 hyper at a time, we all were saying any two hypers of our choice, Melee/Ballistic or Viral/Thrown, or leave them the way they are. I don't know why you chose the last option which was, by far, the least popular among the players.
Nearly all the players adapted to Perma hyper deflect and this change is DEFINITELY gonna make hackers OP for quite some time, if not forever. One big complaint about MKT's is the fact they can get the jump on you and clean you out soon after, now that hackers can too, with all those tasty debuffs and AOE attacks I really think this is a BAD idea.
Devs PLEASE PLEASE PLEASE PLEASE PLEASE don't make that change. Clearly the player base doesn't want it (Judging by the less than enthusiastic response) and to do it anyway is just rude.
I agree. The best course would be that we could have two active. My suggestion would be to make it in pairs, so you would get your choice of Viral or Thrown And Melee or Ballistic.
Ooh I have another question. How many of you hacker-fearing-folk wear much in the way of viral-resistant clothing at the moment?
I do, but usually I don't make it as high a priority due to a lower amount of hackers in PVP. But I don't keep it too high because they usually debuff my resistance anyway.
I usually keep all my resistances around 140-160 and will change on the run depending on who I am fighting. I can push any individual one to around 200 while keeping the other 3 still respectable.
The whole hyper deflect change is good for Ballistas, Network Hackers, Etc. since they actually now have a fair shot at attacking somebody.
But for Destroyer and Howizers and their AoE hacks, your basically forcing everybody to sacrifice everything for using Hyper Deflect all the time or they will get mowed down very quickly.
But yay for the other patch notes. Not having your enemies leave your place for someone else = happydance.
Ooh I have another question. How many of you hacker-fearing-folk wear much in the way of viral-resistant clothing at the moment?
I did some testing tonight. And I got my Viral Resistance up to 233. And with Viral Defense bonus around 78%. Things were still getting through pretty easily. Maybe 7/8 made it through in one batch of testing. Although, the hacks only did around 200. A logic Canon 2.0 did around 400.
So things still go through, just doesnt hurt that much.
I also found some interesting things that I'm going to pursue, and I think I'll be fine after the update.
Edit: I thought I would mention that I would totally have to change my standard loadout to be fine against a hacker.
Ooh I have another question. How many of you hacker-fearing-folk wear much in the way of viral-resistant clothing at the moment?
As a gunman I wear all viral resist/def stuff (Area K, Quiksilver gloves, Sakura, seraphims, BA(3%) pants). The only things I wear that dont have anything protecting me from hackers are the shirt (Squad Leader's) which I can substitute with a Machello that has viral resist, and my eyewear (EC goggles or WM lenses).
Ooh I have another question. How many of you hacker-fearing-folk wear much in the way of viral-resistant clothing at the moment?
I did some testing tonight. And I got my Viral Resistance up to 233. And with Viral Defense bonus around 78%. Things were still getting through pretty easily. Maybe 7/8 made it through in one batch of testing. Although, the hacks only did around 200. A logic Canon 2.0 did around 400.
So things still go through, just doesnt hurt that much.
I also found some interesting things that I'm going to pursue, and I think I'll be fine after the update.
Edit: I thought I would mention that I would totally have to change my standard loadout to be fine against a hacker.
You do know resistancehas nothing to do with your defense right Mercio??
I keep my hacker resistance around the 140. If you make that change at least implement zen master so we don't get the hacker infinite chain thing like in QA server...
There were always ways to get around peoples defense as a hacker. If you couldn't fit at least ONE Defense Debuff or Upgrade attacks into your loadout you were doing something very, very wrong.
Again, although the super defense of an MA was annoying, quite frankly they were needed to keep hackers in check. With hacker I can obliterate most classes, especially if I take Howitzer/Destroyer to large PvP. The MA's are needed to suppress Howie's cause there's nothing worse than being in IL with an MA when you have Howie loaded.
Again this change will easily make Hackers the the Alpha class again, but this time there's no way to defend against them without getting owned by other classes. At least in CR 1 after you loaded your VD it was there to stay and you could focus on other things.
It seems to me that the HyperDeflect change is in the best interest of balance and what people are really worried about is the added vulnerability while they're busy with a target. No one should have an insurmountable defense against every class at once but a strong player should be able to take out an opponent and have a good chance at another and it's not clear wether this will continue to be the case.
Ooh I have another question. How many of you hacker-fearing-folk wear much in the way of viral-resistant clothing at the moment?
I run around with around 200-210 resistence in three types at all times. m/v/b - m/t/b - b/t/v are the three I use the most in PvP.
I'm just a sad panda because it'll be even more team-based than ever before. People that like to PvP or even play with PvE by themselves are kinda getting the shaft. I'm sure it'll still be workable, and I'm probably over-reacting. Or maybe I should make friends and play a MMO with people. D'oh.
The ability to decently defend yourself against more than one tree/style is small right now. After the patch, it looks like it'll be nil.
Even after all that, I'm still looking forward to the patch. New area, bug fixes, pleasant email changes. And if nothing else, it'll make me and others learn some new things.
For what its worth, i support the deflect change. Its far more logical to me (i never understood why one class was being descriminated like that, i suppose it was a carry over from the hacker unbalance in CR1.0 but, as this patch demonstrates, there are far more effective and behind the scenes changes that can be made to balance a class then really obvious defence destriminations. lol. )
Oh and *hides behind flame shield* *runs away from mob thread*
Besides, cant we all just rejoice in the 0,0,0 fix? xD
For what its worth, i support the deflect change. Its far more logical to me (i never understood why one class was being descriminated like that, i suppose it was a carry over from the hacker unbalance in CR1.0 but, as this patch demonstrates, there are far more effective and behind the scenes changes that can be made to balance a class then really obvious defence destriminations. lol. )
Oh and *hides behind flame shield* *runs away from mob thread*
Besides, cant we all just rejoice in the 0,0,0 fix? xD
Even im starting to think the change will be good, should make pvp alot more interesting. Will take some time getting used to and will need to change my loadout and clothes around.
I love the fact they are making this change with hyperdeflect. I'd have to dig around, but I also said a while back, either make you choose ANY 2 defenses, or remove hyperdeflect from being a standalone defense. I'm glad to see this done, while I'd prefer the dual defense, this makes for much more interesting pvp.
As for Rarebits questions, personally I roll around 200+ on any combination of 3 when I want, or I can have about 200/190/180/170 on all 4 in a few variations.
As for Rarebits questions, personally I roll around 200+ on any combination of 3 when I want, or I can have about 200/190/180/170 on all 4 in a few variations.
Do you use Personal Firewall for that, or one of the resistance abilities in awakened? Cause I think that's impossible to get with clothes.
Hm... Maybe we could just combine them all into one ability called "Hyper-Win"?
Or make it so you can actually have group pvp. Not not continue to make trees like Duelist or MA useless. Because all that happens now, and from the next patch, will get worse is; Interlock....get zerged by knifes and guns and not have any defense to it. And now hacker added on top. Like ex said, interlock now becomes a deathtrap and you push pvp and combat to use spy and hacker to win. Taking it further away from the matrixy feel.
Oh I dunno if it's quite that simple. Like a lot of stuff Dracomet does, it's all based on math and scary stuff like that... Anyway, let's not forget about this and this and this and this and this and this:
-- Deflect Bullets 1.0 has an additional 0.48 points of throw defense per level and adds +10 concentration. -- Deflect Virus 1.0 has an additional 0.48 points of melee defense per level and adds a 4% negative condition sweep pulse per aura pulse. -- Personal Firewall 1.0 adds an additional +10 resistance to non-viral damage types and heals about 75 health when terminated. -- Personal Firewall 2.0 adds an additional +20 resistance to non-viral damage types and heals about 250 health when terminated. -- Network Firewall 1.0 adds +5 defense to non-viral defense types and restores about 10 IS when terminated. -- Viral Shielding adds 0.24 defense per level to non-viral defense types and restores about 25 IS when terminated.
Trust me Rarebit these things mean NOTHING, absolutely NOTHING. In the heat of a Zerg you have absolutely no time to fanny around with stupid little buffs that only last 10seconds, becuase in a zerg you'll be dead in that time. The only things that matter are the Hyper's (Defense) and your resistence. At the end of the day that is what it all comes down to in PvP your Defense and your Resistence!
By stopping Hyper-Deflect from being used you are powering up the Hacker tree even more, if you have ever PvP'd you would know that hackers are a huge force to be reconned with, even in interlock hackers can do a craps loads of damage even you are are a full MA.
In short this change is Hyper-Lose, and I hope that I have put my point of view accross. Be sure that there will be a thread about in Development Rountable when the Patch is out.
Just to let you know, the only Buffs that make sense are Combat Tatics and Upgrade Master.
All the MAs will moan because they can't steamroll hackers anymore. Haha!
Too right they will. The whole point of MA, is that it PWN'S in interlock. The whole point of Hacker is that it PWNS outside of interlock. Currently hackers can do both, removing the Hyper Deflect stack makes things a whole lot worse.
As for Rarebits questions, personally I roll around 200+ on any combination of 3 when I want, or I can have about 200/190/180/170 on all 4 in a few variations.
Do you use Personal Firewall for that, or one of the resistance abilities in awakened? Cause I think that's impossible to get with clothes.
this will change things deffintly but i wonder if this means zen master may come back as well and finally thanks for fixing the 0,0,0 bug this will make archives so much easier now. i lost count how many times i had to redo those with that bug
and can they get rid of Sharpshooter, Taunt and Multi-fighting side abilities in Soldier tree and replace them with something else for future patches?
Hopefully something to help out IL based classes in terms of defense against attacks coming from outside of IL.
Even as a hacker, I think that'd be a good addition. Getting in interlock sucks when there's multiple enemies around.
Since both Compel Combat (Force Combat) and Gaussian Blur (Evade Combat) are both useless (shield breaks down at most 3 tries, only the used tactics change a thing there), I want the devs to make them actually worth loading by making them actually DO SOMETHING for same levels(they seems only to make a difference in a fight between different levels).
It would seem to me that a single hyper at a time is more balanced, is it more fun? I'm not sure.
I say a better solution than the two hypers leaving a player "weak" against a single tree that keeps hackers the king of free fire and MAs king of interlock. Is:
Boost +interlock accuracy of Gunmen, MA, and MKT MA moves (hell add 10 or 20 points or something). Shorten the buff timer to 10 seconds on serene calm and boost the + defense to 100 on all defenses Maybe change Iron Body to a self debuff wipe (instead of limited + resistance ability for duels) Increase the debuff timers for hackereveryones out of interlock abilities to keep people out of interlock (it should be possible to kite someone around in this game without getting a perfect set of hacks/shots/and to a lesser extent knives (they tend to be a little more reliable) landing)
Wow! Looks like an great update, typical I had to be away for it! I've not had an in depth look at it as my internet access time is quite short but from what I've seen it seems like a lot of work been put in from all the Dev's!
It would seem to me that a single hyper at a time is more balanced, is it more fun? I'm not sure.
I say a better solution than the two hypers leaving a player "weak" against a single tree that keeps hackers the king of free fire and MAs king of interlock. Is:
Boost +interlock accuracy of Gunmen, MA, and MKT MA moves (hell add 10 or 20 points or something). Shorten the buff timer to 10 seconds on serene calm and boost the + defense to 100 on all defenses Maybe change Iron Body to a self debuff wipe (instead of limited + resistance ability for duels) Increase the debuff timers for hackereveryones out of interlock abilities to keep people out of interlock (it should be possible to kite someone around in this game without getting a perfect set of hacks/shots/and to a lesser extent knives (they tend to be a little more reliable) landing)
lol I doubt you know what you're talking about. All these bonuses you want to change are influencable.
Changing IL move acc boosts by adding 10 or even 20 pts of acc to all moves will have a dramatic impact on everything. Though it would be nice to know WHEN IL abs get influenced (do they get influenced and the added to the influenced base acc or do they get added to the base acc and then that result will be influenced? that does make a big difference!)
Serene calm boost all +100 def? You crazy? After influencing +100 def gets to 150-190 def, MA then could max out ALL defenses including Throw def just by activating Serene calm.
Increasing debuff timers? Oh thanks BUT NO THANKS.
I seriously doubt you are serious about this. Srlsly. >_>
It would seem to me that a single hyper at a time is more balanced, is it more fun? I'm not sure.
I say a better solution than the two hypers leaving a player "weak" against a single tree that keeps hackers the king of free fire and MAs king of interlock. Is:
Boost +interlock accuracy of Gunmen, MA, and MKT MA moves (hell add 10 or 20 points or something). Shorten the buff timer to 10 seconds on serene calm and boost the + defense to 100 on all defenses Maybe change Iron Body to a self debuff wipe (instead of limited + resistance ability for duels) Increase the debuff timers for hackereveryones out of interlock abilities to keep people out of interlock (it should be possible to kite someone around in this game without getting a perfect set of hacks/shots/and to a lesser extent knives (they tend to be a little more reliable) landing)
lol I doubt you know what you're talking about. All these bonuses you want to change are influencable.
Changing IL move acc boosts by adding 10 or even 20 pts of acc to all moves will have a dramatic impact on everything. Though it would be nice to know WHEN IL abs get influenced (do they get influenced and the added to the influenced base acc or do they get added to the base acc and then that result will be influenced? that does make a big difference!)
Serene calm boost all +100 def? You crazy? After influencing +100 def gets to 150-190 def, MA then could max out ALL defenses including Throw def just by activating Serene calm.
Increasing debuff timers? Oh thanks BUT NO THANKS.
I seriously doubt you are serious about this. Srlsly. >_>
Now the the heat has died down I'll go back to my last question.
Seeing as Personal Firewall now gives health when it finishes, do you still get the health when you cancel it manually or it is removed with 'Delete Upgrade' as that would work as a free mini health pill. And if your lucky enough to have Mobius Code too things would look rather peachy for you