-
Posts
302 -
Joined
-
I wanted to address the COH PvP community and apologize for my rudeness during PvP.
To Macskull: I apologize for being rude to you. You are a good player.
To Warhamster: I apologize for being rude to you. You are a good player and play a mean stalker.
To Con Flict: I apologize for being rude to you. You are a very good player.
To Barrier: I apologize for being rude to you. I was wrong.
To Hyper: I apologize for being rude to you, you rock.
To Samarra: I apologize for being rude to you, you play a fine villain.
To Mad Hatter Man: I especially apologize to you. I was rude to you and in no way did you ever deserve it.
To Supermax: I apologize for being rude to you and respect your playing.
To Black Lotus Ason: I apologize for being rude to you, you didn't deserve the acrimony.
To End Reitanna: I am sorry I was rude to you. You are an honorable player.
To everyone else to which I've been rude I apologize and will see to it that it never happens again.
I will make no excuses for my behavior. I was wrong, plain and simple and I apologize for my rudeness.
You all are fine players and have wonderful toons you've all worked very hard on to be the best. Good luck and take care.
Sincerely and with peace,
Galactor -
-
Quote:Like your good.
-
If you go MA/SR, you're gonna get hit.
I haven't played mine in a while.
I went from a ~ 45 melee base defense (5 sets of touch of death) in PvE to about ~ 23 melee Def in PvP from DR.
The way PvP is, there will always be an AT-build that can counter your defense.
If you take the healing pool and a good epic for what you want to accomplish, you'll be alright.
But be warned: if you want to crush villains and survive, you'll have to work twice as hard as the FoTM-twitch monkeys, since they'll have an easy time getting a volley off on ya, and you'll have to work hard to get them at the same time.
In other words, you'll be on the hard part of the effort curve, while they are on the easy part of the effort curve to defeat ya. -
Makes sense to me...I've been saying all along that the Freedumber PvP'ers are sorry especially the 5 noobs that will spend the rest of this thread poutraging and spewing all their 'expert' advice on how to make a FoTM throwaway toon 'better'.
-
Quote:Like your good.leave it to sentry to turn another "for fun" thread in the PvP section into a garbage disposal for his mouth. seriously dude, STFU. just because you can't understand that zone PvP is where duels do not belong doesn't give you the right to come to the forums and ruin a section where PvP'ers have fun. if it wouldn't be a waste of $10 to transfer a toon to your server to make you my ***** i do it in a heart beat. do us all a favor and stay out of the PvP threads. kthxbai.
-
Quote:Says you:Put two balanced and roughly comparable 8-man teams into the arena. Put one team on Vent, and let the other rely on team chat for communication. All else being equal, the team on Vent will win every time because they can communicate in real time and everyone can be speaking up without having to stop to type or fumble for keybinds.
Not everyone uses vent.
Some players use all 9 trays.
Some players don't have to type in combat, because they already KNOW what each other is going to do.
Combat at that level isn't about coordination...it's about creating a symphony of power.
It's not about what one has to do in combat, its about what one wants to do. -
I don't think range gets DR'ed. Your Acc prolly isn't going to be DR'ed. Your damage probably won't be DR'ed either.
-
Quote:Good post.All the hormones aside
I'm gonna comment on the original "budget"
topic.
First and foremost I'd think about these points:
1> PvP is a knowledge-based skill proposition. By this, I mean simply:
Player > Build... I know guys that are viciously effective with nothing
more than SO's, and a few that can't fight their way out of a paper bag
with signs pointing to the exit. I've been surprised in some of those latter
cases to Info their build and see Accolades and "Ultimate" bonuses listed in
some of them. Go Figure.
2> That said, Build can matter and impact your success. In general, a
great build (read expensive) is more forgiving of your mistakes and will
also typically give you more survival/win options than a build with just SO's.
Personally, cheaper builds, to some degree, teach you how to play better,
although it is definitely the School of Hard Knocks diploma you'll be earning
if you go that route. That's not necessarily a bad thing.
3> Who are you? How do you play? Do you care if you get killed, or would
you avoid PvP entirely if you get killed? I can guarantee you two things in
PvP: 1> You *will* get killed 2> Unless you're a complete tardaloo, you
*will* get some kills too... No matter what you build.
How you want that ratio to go, should be a big factor in what you build
and how expensive you want to go with it considering points 2 & 3.
With SO's, you can literally build on a bare-bones, shoestring budget of 10
million or so. Decent sets, a few Procs (Kismet, Karma, Stealth etc.), and
a fully IO'd build (even if some are Commons) will run roughly 100-500 million
depending on what you're building. Purples, PvP sets, along with all the
bells and whistles can set you back 1-5 Billion or more.
The final thought I'll leave you with: It isn't the price of the build that dictates
your success or failure in PvP. It's what you learn and how you apply it.
However, your build will have a bearing on how easy/hard it is to gain that
knowledge and typically, how many hospital trips it takes to get to a ratio
you're happy with.
GL & Happy Hunting.
4
PS> While you can go ultra expensive on any build, Stalkers, Blasters, and Corrs
are a few that you can go pretty cheap on and still be effective... Doms, Trollers,
less so. -
-
Quote:HAHAHAHAHAHAdefenders are trash.
there is nothing a defender can do that corruptor or controller can't do better.
NOT!
Spoken like a true COV player.
My rad/rad defender rocks.
Uh yeah sure...a corruptor has 75% strength debuffs and +10% damage on a defender.
My defender has +15% global damage and all my blasts have at least +102% damage and kills stalkers. I've solo'ed hopkins and the envoy shadows with him. He also has 18 original hammies (thank you sneaky prophet).
You don't know what you are talking about. My defender does decent solo but shines on a team in PvP. I know this, because when I'm on, I'm the only one dying on my team. Why? because I'm the only toon on the team the villains can kill, since the buffs and debuffs keep everyone else alive.
When going rogue hits, I'm going to the rogue isles and destroying all the AVs and SFs on the nub side, then I'm switching back. So I will have one character that has done every TF/SF/AV/GM in the game.
COH players >> COV players >> EANoobs -
Quote:SignedI have always been irritated about how useless bounty is once you become even mediocre on a toon. I very recently re-upped my account and FINALLY got my brother and his RL friend to come into pvp with me. I took them to sirens, gave them a brief rundown of the zone, we took a quick tour of the boundaries and we were off and running. They actually enjoyed themselves so much it has re-kindled their interest in, not only the game itself, but to take their builds much more seriously.
Needless to say they burned through their inspires fairly quickly the first 30 mins we were in there, but they were managing their inspire use just fine, making a tray-full last for almost 2 hours, after being there a while.(maybe a "little" less than 2 hours, as I was feeding them the ones i wasn't using and some that I had spent my bounty rewards on for them so they didnt have to leave the zone.)
But......by nights end(some 4-5 hours later), my brother and his friend both asked me "why is the bounty we collected only good for medium inspires and cheap to get SO's, why does my bounty total go away if I leave the zone or log out, and why would a PvP player even want the SO's?"
I couldnt give them a good answer.....
So...I'm asking, why can't the bounty actually mean something more than inspires and SO's? I rarely burn through more than a tray of inspires in a few hour session. The SO's are truely useless to me and I suspect most feel the same way?
What would be so terrible about allowing the bounty to NOT disappear everytime we leave the zone and/or log out, but rather allowing it to accumulate so that the bounty collected can be turned into actually be put towards purchasing something that will improve my build or other toons I'm building, like merits/tickets and such?
It honestly makes no sense to me and apparently not to pvp new-comers either.
Is this ever going to change? I sure would like to rack up 50,000-100,000 in bounty and trade it in for a recipe that I don't want to pay for, or one that I cannot get my hands on because there aren't any available, like a gladiators armor resistance recipe or something like that...(somewhat rare, but hey, it happens)
I know....*ahem*...I mean...I "believe" the pvp recipe drop rates are horribly scarce to drop as it is, and this or something "like" this would really help that out a bunch. I would think it could be implemented into all pvp zones without a poop-ton of work, no?
I can't tell you how many times i've logged out of sirens with a bunch of leftover bounty going to waste because i have a full tray of inspires and....well....who the heck wants SO's anymore.....
Have the devs ever even considered changing this, I'm very curious.
TIA
The PvP IO drop rates, bounty, rep, all of it makes it not worth doing PvP for any other reason that: A) A player likes PvP in spite of aforementioned things or B) A player PvPs to get expensive PvP IO drops.
The more FOTM a build is the more PvP IOs that player will get. Thus more players will choose FOTMs over less conventional toons to 'get' the PvP IOs and maybe change over to a less FOTM toon simply because they feel like 'playing something different'.
Here's what I would change:
Add Purple and PvP IO recipes to the merit vendor.
Add the ability to buy merits with bounty say 5K or 10K bounty/merit point.
Have the PvP day jobs accolade give a PvP IO drop on login kinda thing.
Give defeated players a chance at a PvP IO drop and set it up in such a way that it can't be abuse for afk-kill farming.
These changes could interest new players into trying out PvP. PvP ought to give players an upfront reward/bribe just for trying PvP out. It should also reward them for playing and the more you play the more rewards ya get. -
ROFLCopter...
The noob-factor is off the scale on this thread. -
Quote:Which is the cornerstone of exactly why PvP sucks.What happens is the same thing that happens now:
Those that have figured out how to afk farm for PvP drops get rich.
It ain't about how well a player does in PvP -> it's how good someone farms, which is totally 'GEE AY WHY'.
I get a PvP IO drop about once every week or two it seems.
I have two PvP IO recipes sitting on my blaster that I'm too lazy to leave RV to make as my blaster has 69 million just sitting there on that toon doing nothing.
I have two more PvP IO recipes sitting on my tank and a purple I haven't made either.
I don't use PvP IOs or purples myself...I sell em for the money.
I like my 5 slotted Crushing Imacts on melee, 4 thunderstrikes or 5 devastations on ranged, 5 Positron's Blast on Targetted AOEs, and 5 Manticore's on snipes, 5 trap of the hunters on immobs, and 5 lockdowns on holds. Sprinkle in some procs and hammios to round out the toon...and it's all good.
I think they should up the drop rate of PvP IOs by a huge amount. They may give good bonuses to feed the DR monster, but I think PvP IO drop rate is GEE AY WHY. PvP IOs are real expensive compared to the number of players in the game that actually do pvp. Flood the market and kill the price.
Why?
You get a FOTM that is all IO'ed out.
You get another player that has SOs.
Over the long haul, the FOTM will defeat the SO player more often, thus, the SO player will 'give up' more PvP IO drops to the FOTM.
Then the FOTM slots his PvP IOs, and starts to get more powerful than the SO player. Now, the SO player will cough up MORE PvP IOs.
In other words, the rich get richer, and the newer players get the shaft...not a real friendly way to increase the PvP population.
So the SO pvp'er has two choices: keep fighting behind the curve, or, start FARMING...oh boy, what fun...time to run the same mish over and over, just to get enough money to buy the PvP IOs to help them catch up.
My solution at the present time: the cheapest way for the SO player to compete is to get a buddy that can buff them. A buff from another player is still more powerful of a bonus than PvP IO sets can give. -
Quote:There are 3 reasons pvp is dead:It's because cages are considered a mez (god knows why, but they are). Still think they need to last like 10 or 12 seconds and be standardized across all ATs, and have the immob removed for PvP, but that's just me.
1) PvP sucks - it's horrible.
2) The PvP zones are filled with emo poutraging noobs.
3) That other game has much better PvP. -
-
-
-
Quote:I do what I want in game.I haven't been in Siren's Call on any server since a few days before I14 launched, and I certainly wouldn't IO a character just for Siren's level, wtf are you talking about?
Are you still trying to badly play that hoversniping Energy/Energy Blaster in RV or did you finally realize you suck and quit PvPing?
And as far as SuperDeveron paying 3 billion for PvP IO's so he can duel in Siren's Call, I was merely echoing what another player said to us about your toon in Siren's.
Bluesting moved to Millenium City. And your still a jerk. -
Quote:Nope, not a bug, working as intended.Currently there's a bug where if someone gets mezzed, their toggle knockback protection will suppress and they'll get KB'd (to test this, just have someone hit you with KO Blow when you're running your melee toggle mez protection). I've filed numerous bug reports on this and have sent PMs to the appropriate rednames, so we can only hope it's been fixed in I16.
Side effect of that is Acrobatics suppresses as well, so even if you get 40 points of KB protection, Acro will still be making up about 10 of that - if someone mezzes you and then hits you with Levitate, you'll still get KB'd even though you should have enough KB protection to stop that.
You get mezzed you get no KB resistance. -
Unless you get mezzed, in which case, all your -KB is suppressed.
-
Quote:And I can't count how many noobstalkers supporting a mind dom burn into ashes after rise of the phoenix...sure what your describing works...and the counter is rising from the dead, sometimes I even get the dom too.I have been crying those same tears since i13, to be honest a melee toon can rival a doms or trollers holds and do more damage in the process, sad but true. You don't even need breakfree's, this aspect of pvp is laughable, well all of it is atm but this more so to me. All the carebares who cried about holds were to lazy to just carry and manage breakfree's. Castle viewed holds as a overal problem instead of a few isolated tears, the biggest joke is alot of the carebears that put us here don't even pvp now, and second is alot of them actually used mezzers and are now crying with us to get things back, becareful what you wish for when crying. But anyway kb is king now and mind doms with their op'd levetate force you to take like 40kb protect or better builds to keep the levetate spam to a minimum. the are fatal in sirens and with stalker support fatal in rv, one good levitate and you wont get up, all you'll see is AS over your toon and the option to hospital or go to base.
And I can't wait to total focus your big mouth right into the abandoned sewer network. -
Quote:Yup.I actually just noticed that yesterday and It's about damn time. Those turrets would tear my squshies apart. The first heavy nerf was welcome, this second nerf is win.
Now in PvP zones, the PLAYERS are the stars, and aren't overshadowed by the NPCs any more. -
Quote:/Signedtl;dr version:
1. PvP needs a revamp that allows it to take place in the context of the PvE game
2. PvP should be much more objective based, so it appeals to players that are primarily PvE
3. PvP rewards should be given to accomplishing objectives and not for killing opposition players
I've stepped into the post issue 12 PvP setting about four times since it was introduced. Without elaborating on the many reasons why I dislike it, let me just say that having a dominator attack me with flurry was both amusing and appalling at the same time.
I've seen a number of threads talking on how to change the mechanics of PvP, and while some of them make a lot of sense, I think the authors miss the reason why PvP remains so unpopular in this game. The focus shouldn't just be on the mechanics but why PvP is so isolated and divorced from the rest of the game.
PvP right now takes place in the Arena and in PvP zones. The Arena was the devs first implementation of PvP and it shows: limited options, really just one objective (kill the other side as much as possible) and no system that allows people to join matches already in place. One of the biggest problems of the arena is that in order to use it, you had get someone to fight you first.
PvP zones don't have that issue. It operates on the premise that you fight all comers from the other side, and yet it too has numerous problems. First, PvP zones really just don't fit thematically in this game. They make perfect sense in a game like World of Warcraft where you have two competing armies and territory that changes hands. PvP zones in this game don't make sense if you believe that the game world operates on similar standards of diplomacy and territorial sovereignty as the real world. Second, while there are mini games in PvP zones, they are mostly ignored for just killing other players or diverted to primarily PvE purposes (Shivans, nukes for PvE missions). Third, the PvP zones seem like a poorly tacked on feature of the "real" game as opposed to a seemless integration of the two worlds.
Let me elaborate on this last point a bit. When I first heard of PvP being announced in issue 4, I thought the devs would eventually figure out a way to seemlessly integrate PvP in the context of the PvE game. PvP should sometimes just happen as opposed of having to just look for it.
Here's a few scenarios I thought of with this concept in mind:
* Hero event broadcast: "Villains are attacking Steel Canyon". Up to 30 villains and 30 heroes can enter an instanced zone of Steel Canyon. The instanced zone takes the first 30 on each side that enter. Villains and heroes are auto sk'ed to level 25. Numerous objectives are on the map: rob the bank/stop the robbery, set/defuse the bombs, kidnap/rescue the hostages, vandalize/prevent vandalization. For every objective won by either side, that side wins PvP merits which can be used to purchase PvP recipes. The amount of PvP merits that can be won scales with the number of opposition participants, and are rewarded for *achieving each objective* and not for killing opposition players. Killing opposing players are a means not an ends.
* Villain event broadcast: "Heroes are assaulting the Fab in Grandville" Up to 30 heroes and 30 villains can enter an instanced zone of the Fab. Heroes and villains are auto sk'ed to level 50. Numerous objectives: defend/destroy the Fab power generator, release Longbow captives/prevent their rescue, download information from the Fab mainframe/prevent computer access. Just like the other scenario, every objective won by either side wins that side PvP merits.
* Parallel missions: Have a number of missions with an "Allow PvP combat" option. When this option is toggled, it allows any opposition faction player to enter that mission as a PvP opponent to stop that player from completing the mission. The goal for the protagonist will be accomplishing the mission, the goal for the antagonist will be to stop the protagonist anyway possible, including killing them. A few rules that would need to be added: missions will be timed at 15 minutes. Every time a player is killed, they receive an cumulative buff that makes them slightly harder to kill (+5% damage, +5% defense to all, etc.) This would ensure that even an outmatched player will eventually be on par. Both parties would have a certain number of gladiator based allies that they could deploy at certain points of the map to help them strategically. Once set, they behave as NPCs of the appropriate level. PvP merits would be awarded when either the protagonist achieves the objective or when time runs out.
So why would the above be more advantageous than the current implementation? Well, first I think it would be more popular for PvE players. With the emphasis on achieving the objectives versus just killing players for the sake of killing them, I think it would have more appeal. I also think that many PvE based builds would be more successful in getting objectives done and they would feel less obligated to spec into a build built solely to kill oppsition players. Second, such missions fit in the context of the PvE game. PvP would just happen as opposed of just having it occur in isolated parts of the game. Third, such a system allows for more role play opportunities, since it may allow for the advent of a arch nemesis type system. Appealing to PvE'ers and role players to a new PvP are IMO an important goal to any sort of revamp.