PatchKid

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Posts posted by PatchKid


  1. Correct.  The Counter ability does not do damage to anyone unless they attack into the counter.  Therefore - order of operations is

     

    1. They Spin

    2. I counter

    3. They attack INTO coutner

    4. My counter reflect damage

    5. I should gain 2s resist to Daze and Stun

    6. I get dazed anyway...

     

    Very dumb!

     

    If you use elbow smash, it turns counter into a damage attack, so I can see how the order changes in that scenario.  I'm not talking about elbow smash though.  Just straight up counter.

     


  2. So, one thing that truly drives me crazy is that as a KFM using Counter when a Blade Dancer starts spinning results in getting dazed.  When trained into Counter, it says:

     

    User is resistant to Stun, Daze for 2 sec on Counter

     

    So, I counter, successfully - it does reflective damage - that reflective damage gets me dazed?  WTF?  I think this is a bug and broken.


  3. Bots in the Arena farming beans and buying soulstone bags.  If you setup 100 bots to farm beans, and you fight each other and real players, you can easily earn 30 soulstone pouches every couple hours, sell them for bottom dollar, and repeat the process for 24 hours.

     

    Bots don't have to take a break, so they can farm hundreds of soulstones per day.

     

    Then everyone plays the under-cutting game instead of matching prices, so the supply is saturated and the demand (while still high) doesn't have to pay "normal" prices.


  4. On 2/22/2016 at 9:21 AM, AyeAye said:

     

     

    You people literally can't beat a computer program that's doing the SAME moves OVER AND OVER AND OVER?!?!

     

    B-b-but he turned when I webbed him!!! Who gives a shit?! lmao its a bot

     

    Are you sure it's the players the bots are gaining rank against?  Are you sure it's not just bots fighting other bots?

     

    In any arena match, someone has to win.  At this time, I would wager that Bot vs Bot fights are probably 20% of the fights happening right now!  In off-peak hours, they're probably the majority of the opponents (though the game is global enough that there are probably very few lows).

     

    It's not hard to get rank right now, because of the bots.  That goes for the bots themselves.


  5. Just now, Grevier said:

    You can level in Arena from Level 15.

     

    You can earn gold in PvE and buy soulstones to help your progression.  PvP to level is stupid because you do not have access to necessary skills.  That's a completely different issue.  PvE players have access to their skills, they have access to the soulstones.  They don't need to PvP to get soulstones.

     

    Until they boost the XP gains in PvP, there's no comparison.  It would probably take a year to level from 15-45HM5 in PvP alone, but it will take someone 1 day to farm the gold they need to buy soulstones for PvE progression.  Maaaaybe 2 days.


  6. 1 minute ago, Grevier said:

     

    Do you actually know "at least one" person that actually plays this game without doing PvP and buys every-single Soulstone at the Marketplace?

    Oh, by the way, don't answer, it's a sarcastic question, there no need for anyone to lie about this.

     

    I know someone who buys every scrap of PvE shit you can buy by selling Soulstones earned from PvP -- ME!


    Screw PvE.  I don't want to grind the same *cricket*ing content every day for months.  Unfortunately, I was forced to grind 3 weeks of PvE content just to get to level, and now I am finding that PvP does not earn enough XP to get Hongmoon levels - so I will have no choice, but to grind the stupid Hongmoon levels so I will have the necessary skills to compete.

     

    Buy your soulstones, and be happy you actually get a choice in the matter.


  7. 2 hours ago, Grevier said:

    Some people don't understand that PvP is forced when items like Soulstones are obtainable only trough Marketplace and PvP.

     

     

     

    GO FARM GOLD IN PVE AND BUY THEM!!!

     

     

    This *cricket*ed up logic drives me absolutely crazy, and I have had to shut down another idiot player with undeniable logic.

     

    If you do not want to PvP - DON'T!  Go farm you *cricket* gold from *cricket* PvE quests, and buy the *cricket* soulstones.  NO ONE IS FORCING YOU TO PVP!

     

    Guess what, players absolutely 100% are forced to PvE.  You MUST grind PvE just be be competitive in PvP because you cannot join Arenas at level 1, have the skills to compete, and earn experience.  Therefore, you have to do dumb PvE stuff until you have sufficient skills to PvP competitively.

     

    However, if you want soulstones THEN YOU CAN BUY THEM.  You don't EVER have to PvP.  Not a single time in the entire game do you EVER have to PvP.  You can farm 20G a DAY with JUST PVE!!!!  Soulstones sell for 30-35silver!  STOP WHINING AND BUY YOUR SHIT!


  8. With the introduction of Destroyer bots that are insanely easy to lock down in the Arena, would 3X kill them faster than 3RF?  Or is losing that extra stun from Searing Palm going to cut down your up-time too much?  I'm also considering using this against Summoners as they are great burn targets.


  9. 6 minutes ago, Zartan said:

    i dont mind if they want to go into the arena and pvp but this dumb crap searching for a ch. so i can do my faction quests alone and then getting plowed just trying to get soulstones and minding my own business is BS!!!! Take the open pvp out its pure crap also your 24 man bw is a joke also it is more like 224 man that needs to be a 24 man raid dungeon there is way to many people and lots of lagg when there is that many!!! And before you idiots say why you playing a pvp game, this is not a pvp game only, and the pvp needs to be contained to a arena only or make soulstones obtainable threw non faction quests not just one quest!!!


    It sounds like it would be faster for you to farm gold in PvE and buy soulstones.  Good news!  They're much cheaper now that bots are farming the arena!


  10. Is there any way to see what your personal DPS is currently?  I'd enjoy this tool for the simple ability to test, min/max, and improve my personal performance.  It has nothing to do with other players or classes.  I just like to test mechanics and build my character to succeed.


  11. 23 minutes ago, animadp said:

     

    No your just being stubborn and refusing to acknowledge that you already understand what he is saying. Status affects do not break stealth example bleeds, however skills that deal damage over time do, example doom and bloom and lightning rod.

     

    I'm not being stubborn, I'm pointing out a flaw in the generic description.  You can't make blanket statements like:

     

    4 hours ago, Victorion said:

    As for Assasins - damage over time is your friend.

     

     

    This gives most people the false impression that skills, which deal damage... over time (i.e. bleeds, poisons, and other various abilities that deal damage, multiple times, over a specified period of time or damage over time) without specifying actual abilities.  To me this is misinformation.  It creates the impression that something is broken.

     

    The idea that a bleed is a status effect similar to how poison is a status effect makes little difference.  It's still doing damage.  Why doesn't that damage break stealth?  Explain how damage "ticking" from a status effect is somehow different from some other form of damage?  Does the bleed or poison status effect somehow negate the fact that a stealthed target is being damaged?  This makes no sense...


  12. 5 minutes ago, Victorion said:

     

    Bleed functions differently, like Guiding Fist or whats it called. Stacks up to 5 times, at 20% each and bleed causes both dot and deep wound effect afaik.

     

    So based on this statement - Bleeds are Damage over Time (causes both dot = damage over time).  This means DoT abilities do not bring assassins out of stealth consistently.  I don't think your "advice" is accurate and you should provide specific skill names that actually do remove stealth from assassins, as I have yet to see any damage over time bring them out of stealth.  That includes watching poison DoTs from other assassins tick on stealthed assassins in 3v3s, and it not remove stealth.

     

    You can remove them from stealth if you can win the coin toss (50% evade in stealth) by using an AoE attack or CC when they are close enough.


  13. 17 minutes ago, Victorion said:

     

    Because your skill inflicts bleed - your skill doesn´t inflict the damage over time itself.

     

    You and I have a fundamental different definition for "damage over time".  To me, it's something that does damage over time.  Like a bleed, which deals damage... over time.  What the hell do you consider "damage over time"????


  14. 3 hours ago, Victorion said:

     

    Everytime an assasin takes damage, the stealth breaks. If you do x amount damage over 10 sec - his stealth will break continuously over 10 seconds, giving you plenty of time to get a few cc´s in there and do some damage. Assasins don´t have that many escapes.

    This is false.  I put KFM bleed on Assassins all the time, and you can see the white numbers tick over their stealthed position.  They are not removed from stealth...  It's bleeding them, they're taking like 29-40 damage a tick, but they never get removed from stealth by this DoT...


  15. On 2/19/2016 at 2:34 PM, FourOhm said:

    Hey, I'm late to the party but I'm glad you finally beat him. First time I tried, it took me over 2 hours. I've tried a ton of different builds against him, but what I find to work the best is a Tiger Strike/Searing Blow rotation, keeping Searing Palm up 100% of the time, then popping Fighting Spirit when I get Awakened Searing Palm. I specced the Elbow Smash counter - a little harder but it outputs more dps. Since I don't have Grapple heal (I actualyl always ran out of time when using that, how did you output enough dps?), I counter every single attack, except when FS and ASP line up, since countering then is a waste of damage time.

     

    It was a lot easier since I didn't have to bother avoiding a lot of his mechanics.  Just stood there and pounded on him.  I kept searing palm up, but clearly didn't have Fighting Spirit, though.  In the end it didn't matter too much.

     

    The only time I did an air combo was during the ice flower animation.  Just SS + Smite and then did some damage in the air to avoid the ice flowers.  After that, I just stood there and pounded his face in while he did his three quick cuts.  Paused and grappled him when he goes into assassin counter mode.  Before the grapple ends start spamming Q or E so you can avoid his stun + quick draw damage.  Which unlocks a triple kick and some more DPS.

     

    Makes the fight a lot easier when you aren't dancing around trying to get in the damage and avoid taking hits.


  16. Aside from the fact that it tends to put the target off in some weird spot, I can never get it to activate unless my target stands still for a second so I can get the damn ability to be "active".  It feels like all the other gap closing abilities are super reliable.  Destro's, BDs, Sins and BMs can easily get their gap closer mechanics off before I can land a flying slam.  Not to mention they call just grab us while we're in mid-air negating the ability completely.

     

    Also, the window of opportunity is so small that it often wastes other abilities tied to TAB - like Fighting Spirit or Ice guard...


  17. Got some hongmoon upgrade charms from the daily spin.  The description is:

     

    Upgrade Material

    Increases the minimum Reinforcement XP

     

    Caution:

    ! Up to the maximum XP of the Offering item

    ! For equipment with level requirements ranging from 1 to 50

     

    Ok - so I have an Awakened Siren weapon.  I cannot use this as part of my upgrade?  Clearly the weapon can be used sub 50 because I am only level 45.  Why does this not work on my weapon?


  18. Yeah, that's tougher then because they can just pop a counter while you spin and get free stealth.

     

    The main thing to look for that increases the % of time an assassin spends in stealth is their wavy hand motion.  If you spin into, or jump at them while they do this move it's a counter and will put them into stealth.  Additionally, they can use counter while knocked down that will pop them into stealth.

     

    If you don't spin, you'll spend a great deal of time stunned, but if you do spin you'll activate their counters easily, so it's a catch 22 for destroyers.  Fortunately, you can knock them out of stealth somewhat easier than many classes because they won't be able to stun you as easily.


  19. 2 minutes ago, AyeAye said:

     

    I mean that to destroyers tho not KFM's XD.

     

    If I have to get so good that I can't get hit a single time to win a match (By time out) I don't think I should be considered your hard counter. :-p.

    I'm just trolling you, bro.  Assassin is not the hardest class to play.  The only people who claim it's hard are the people who don't have patience.  That is the only "skill" you need as an Assassin.  The skill to not get anxious and jump immediately into combat.  Bad / anxious assassins are easy to beat, even for a KFM.


  20. 5 minutes ago, AyeAye said:

    How can you call me your counter, if I slip up ONE SINGLE TIME the entire fight, I die. No questions asked. To me I feel like YOUR MY COUNTER. I have no breathing room, I'm running from you the entire fight, everything you do is potentially life threatning...etc. etc.

     

    git gud?


  21. 6 minutes ago, AyeAye said:

    It really feels like you don't understand the fact that I have a lvl 45 KFM, and the more you talk about the class, the more I doubt you have even played it yourself? Or your not high enough level to have access to these skills to even know how they work or what they are called.

     

     

    Comments like these make you sound like a troll.  Read my post again.  I explicitly stated that F "hits the hardest" in the combination.  The fact that you will land more 3s in the time your opponent is stunned (if done right) is why 3 (Shin Kick) will end up dealing more damage overall.

     

    If you're missing the opportunity to land a triple kick stun in PvP arena after dodging with Q/E by using F (Cyclone Kick) - you're doing it wrong.


  22. 1 hour ago, AyeAye said:

    I am having a really hard time figuring out if your talking about Triple kick, or Cyclone Kick...Or a combination of both.

     

    Everyone needs situational awareness ;)

     

    I guess I'm just remembering using shin kick after counter from PvE most likely, or maybe I tried running that build in pvp a few times when I was still low rank XD.

     

    ...I actually have a lvl 45 KFM lol I'm not sure if you read that previously or just didn't believe me. Its the only other class I play outside of Sin when I feel like PvP'ing in a calmer state. Sin is REALLY Irate fighting style XD

     

    Sorry, keep calling it spin kick from a different game.  I mean triple kick.  Triple kick is the one that is used after Q/E or against someone countering.  Rising Dragon is Z and is the "spinning animation" stun that is just a 1-button 3m range AoE stun on a longish CD.

     

    Shin Kick is only usable on a stunned or dazed target.  It is the primary damage dealer in 3RF (it's the 3) because it lands more than R or F and hits harder than R.  R is obviously "auto-attack" straight punch, and F is Cyclone Kick that costs focus and is the animation being canceled (also the highest hitting part of the 3RF anicancel combo).  You can't shin kick anything after a Counter.  You need to stun/daze them.  If you use Iron Shoulder then you'll only really manage to get in one 3RF before the daze wears off since the target is knocked away from range and you have to spend time re-positioning.

     

    Assassin is the best counter to KFM for one reason only - the fact that KFM is primarily "reaction based" combat.  If you have no target to activate skills against, you can't use a great deal of your combat system.  The fact that Q/E don't work against a stealthed target is the primary reason KFM struggles vs. Assassins.  We can still use Counter and SS, but the timing doesn't match up because the animations are concealed - which is why I stated that KFM require great situational awareness.  They have to react to their opponent.

     

    Most KFM fights require you to wait and exploit an opening.  The primary exception to that rule is against summoners.  We're probably the strongest counter to summoners because their pet allows us to easily activate our reactive skills.  Counter + Avenging Fist to easily close gaps.  Q / E to easily stun the target.  The fact that if you time Q or E against a pet's spinning attack you can get 3 stacks of agility is hilarious.


  23. 19 minutes ago, AyeAye said:

    Err also so this doesn't get lost.

     

    You don't have to spec in to counter for the daze effect? Shouldn't you just parry the attack.

     

    If you notice in that space before you use Iron shoulder, if you use RMB instead to gap close after the block you can still shin kick etc. (Unless that was a bug I was experiencing before the patch)

     

    Counter doesn't daze.  Iron Shoulder (which becomes available on F after a Counter) dazes.  If you want Counter to stun a target, you can train into Counter (2 points down the 3rd tree) and it will stun after a successful Counter for 2 seconds at the cost of increasing CD of the ability substantially.  While great in situations that you know you can counter, it is very dangerous against most opponents because you will often put Counter into CD during those times when you really need it.  That is also entirely worthless against Dest/BD because they are generally immune to stun when you're going to land the most Counters (during spins).

     

    Spin Kick does not activate after a successful Counter.  Spin Kick can be used after a gap closer if you're fast enough, but it requires you to use E/Q first which means you have to be within 3m of of an enemy and then avoid an attack in the next 1s in order to get Spin Kick to activate.

     

    Spin Kick can also be used against targets that are Countering.  This is where it's usually used against assassins.  The Counter animation for assassins is pretty long, so if you are next to the target and anticipate them countering, hitting RMB as a KFM will allow you to Spin Kick them because they are Countering.

     

    Situational awareness is extremely important for KFMs to succeed.