-
Posts
153 -
Joined
-
-
Quote:Do pentads, only one of each AT.... Wouldnt that be a bit more balanced?Offering to be nice to the under dog doesn't change the fact that most teams and most matches are 6 psi/em's and 2 emps.
I don't think the size of the teams is going to necessarily change that fact. The only thing that would change it is limiting to 2 each AT. Limitations are dumb. -
Quote:If you want this to work i highly suggest you not post time, date and zone.... I for one will be there to take advantage, and not in a good way : )Are you guys in need of the badges as well? Sounds as if you're just lending a helping hand (Which is in fact greatly appreciated), but I don't want to waste your time if you don't?
If we're gonna shoot for after 10PM EST, I might need to push it back one day till Friday, since on Thursday that'll be past my bedtime(Gotta Work in the wee hours of the AM)
If Friday at 10PM EST is fine, let me know! I'm sitting at 118 rep right now, and am in dire need of 400 to get all my healing badges (Before something bad happens to the way I'm looking to obtain them, knock on wood).
So unless you want a zone full of pvpers chompin at the bits to take yall out... Use PMs. -
How about turning d6 into a pentad league. Harder to stack, opens up more ATs. Only thing I didnt like about limiting taunters is how abitrary it is, there are other boring team makeups as well. Pentad is less arbitrary to me at least. Its a simple rule, vs, cant have more than x of y.
-
Quote:agreedLimiting ATs or powersets is a step in the wrong direction. Some powers (ala sharks) have forced it but Taunt is not one of those powers. If we start this, we might as well limit the number of Psi/Ems on a team because that's why we have taunters in the first place.
Limiting the numbers of taunters is a bad idea. If you go down that route you'll be catering to the teams that want nothing but Emps and Psi/Ems which is boring as hell. Can we please keep a little variety? -
Quote:Me to, with Warburg as a level 50 pvp zone... New terrain (lots of cover to duck under for protection from Flyers for example). I can team with my villain buddies and take out someone that tries to gank our kill. Win, Win. Sounds like fun.
Why?
I think it was a noble idea to try to provide a zone for each level range to PvP in without anybody being much more powerful. But aside from that not really being the case right now anyway, the leveling pace has changed a lot, level 50 is a matter of weeks instead of months, so do we really still need 3 zones dedicated to the PvP between levels 15 and 40 ? Wouldnt it be better if level 50s could PvP in more than one zone without being exemplared down so that they work totally different?
I agree with that. Oh so much. -
-
Quote:They are a bit tough but makes it all more challenging. I wouldnt mind your points a bit although I wouldnt want NPCs totally removed. I make use of em on blasters, doms and brutes for example.NPC's are annoying, but I doubt they will ever get removed from PvP zones. Personally, I think 3 things will help the NPC issues most of us have.
1. Make the NPC's thin out as you move closer to the middle of the zone. Have a heavy concentration around the base, slightly more than they currently have, and a smaller number within a given distance from it. Around the mid point of the zone have none or close to no npcs (consisting of nothing more than minions). This would help the base camping issue and give us a NPC free area to engage in.
2. Fix the NPC mez. Bug or no bug it should be thought of as one. I know the last things on the devs "to do" list is PvP, but if they can take time to make a walk power I think they can squeeze some time in to make PvP zones more friendly to the PvE badgers (see what I did there).
3. Nerf heavies. There is no reason they should be so powerful. Does anyone remember when they nerfed the heavies awhile back and it turned out to be a bug? That was great. They should revert it back to that IMO. -
Quote:So do you believe in the mythical casual gamer or not? Cant tell with all the qoutes and sarcasm I read into the post. And as for aspirations just because drop rates increase doesnt mean they fall at a rate that allows me to IO out all 20 of my 50s with PvP IOs inside a month. Or that any such adjustments would "kill" the game. Because the death of CoH has been predicted numerous times on these boards and this old girls still got life in her imho.PVP Drop rates should be kept as is. Ultra Rare loot is supposed to be ultra rare. If everyone had the shines then there would be nothing for the fabled "casual" gamer to aspire towards getting.
...and that would kinda kill the game completely.
I like that, even at the top end of gameplay, PVPIOs are still rare and hard to come by. -
Quote:Honestly I dont care what form PvP takes in this game Ill most likely play and enjoy. The things bothering me primarily psi blasters. Seems like anytime I talk with my buddies in vent about types of teams we could try in arena (a few of whom are on arena rosters). I always get the psi blaster counter. Theyll just bring x number of psi blasters and spike us one at a time.One of the goals of the changes was to reduce the performance gap between the experienced and well-built PvP build and the "so-so" build piloted by someone who hadn't really PvPd much before. While I think that it wasn't a bad goal to shoot for, it made several broad (and incorrect) assumptions about PvP in general:
* Necessity of certain builds to be competitive (ironically, with the removal of most skill required to PvP, this is actually more true than it was before I13)
* Necessity of an expensive build to compete (I PvP'd quite a bit before I13 on SOd or cheaply-IOd characters... of course I'd lose to those with better builds and more skill but that's part of the learning curve and the way MMOs with "gear" work)
* Imbalance in 1v1 situations (PvP followed, and still follows, a rock/paper/scissors balance for 1v1 situations... every build's not on equal footing relative to other builds but teaming helped or eliminated that gap entirely)
* Fights must be resolved (if a fight wasn't resolved under the old rules it meant both players were either really bad or really good, and the two builds in question were on roughly equal footing in a 1v1 situation)
Basically, it seems like the R/P/S balance that was present in 1v1 situations was considered unbalanced, so an attempt was made to put every build on equal footing (yeah, look how well that turned out). In an effort to "normalize" 1v1 PvP, they basically threw team balance and synergy out the window. I don't think many people would have a problem with the changes as implemented if they only applied to zone PvP, and options were available to restore all of the old-style mechanics. Basically... a way to keep high-end PvPers competing against each other without having to play with a dumbed-down system while doing so.
Personal opinion on the I13 changes - some were good, most weren't.
* Mez changes: good for casual zone play, bad for semi-organized (or uneven-sided) zone play and team/solo arena play
* DR: see above
* Heal decay: bad for everyone
* Travel suppression: bad for everyone (esp. teleporters)
* Base resistances: bad for everyone in its current form
* Global resists/defense in patron/epic armors: good for everyone
* DPA balancing: good idea, poor implementation - bad for everyone in its current form
* Removal of unresisted debuffs and damage - see mez changes
And yet when I read about types of league rules its sharks everyones worried about.... That what we are heading for? 8 v 8 all psi blasters and stalkers? -
Tossed around like a rag doll? Doesnt KB supress after you got hit once? I have same amount of KB and it is hardly my problem in RV. Bounced around like a rag doll is a bit overstated, especially when its a tanker with 2700 hps, decent resists, and a self heal thats up frequently.
How much do you need to get by something like levitate? 35? Thats what I would shoot for. No need to get past that. -
@nappy
Freedom (formerly from champion). RV, SC and arena. Prefer zones. -
id like to know the pve and pvp effects of both Mu Epics so I can compare. Ive used ball lightning alot moderate damage targeted aoe and decent end drain. How does static discharge work? Pbaoe? Hows the damage vs ball and the end drain?
-
Just because Bill posted something a year ago doesnt make it relevant now (other than its on topic, it might not have been right a year ago and/or it might not be relevant now). If this game isnt as popular/populated as it once was... Then it makes sense to talk about options like this. This is a community, but its a divided community. Makes sense to me to find ways for us to play in the same sandbox. A sandbox that isnt any laggier or prone to bugs than our current setup.
-
Ive only one negative to say about my time on freedom so far (everything else has been awesome). Ive only done kb with yall one time, but several people got left out of a match. There was an odd number something like 21 people in the listed event, and ya went to battle as an 8v8??? So do a 10v10. Get as many involved as possible.
-
LoL love the forum PvPing goin on here. Also great way to bring people on the fence to PvP by bickering in the same advert. Seriously you should all move toons to Freedom and we can start an Champion PvP SG and VG there and crush it.
-
Sup sonic moved Droid from Champion to Freedom and a blaster (so I can occasionally switch if its too bad). Say hello when you see me.
-
-
Quote:Its executing the web envelope and saying player is grounded. But the player it says is grounded is me. Its targeting me as $target.the order of those commands should not matter, but you have an extra undercore in there. The command should be: powexec_name "Web Envelope", and it's recommended to quote your chat text as well, which would make the new command line:
/bind LSHIFT "powexec_name "Web Envelope"$$team "$name is Grounded!!""
Yes, the nested quotes work when used correctly, but I do admit they are not actually necessary. It's just an old programming habit of mine. lol
A "cleaner" command that still works is:
/bind LSHIFT "powexec_name Web Envelope$$team $name is Grounded!!" -
Im not so good with the macros. I need my left side shift key to do two actions. First villain side patron power web envelope. Second team chat targeting bind for pvp. Ie target player X saying something like "Player X is grounded".
Hope that makes sense and hope someone can help. -
So true. And for a casual player (about 90% of it pvp) by the time I start to fully understand the pvp game will up and change again. Its expensive to IO out a toon, then have to change slotting and IOs later. Or completely gut a toon thats been ruined.
-
That is really really cool. Thanks for the responses.
-
Howd you get that fancy lil box with run speed, recharge hps etc. Its like a custom combat attributes...
-
Discuss.
Just kidding... loving PvP on this server. Nice to have packed zones day and night. Good fights.
DRO1D RAGE out -
Quote:I spent a few billion (PvP IOs and purps) on a PvP ss/elec brute that I moved to Freedom (from champion). So this is based mostly on experience not numbers. And I can definitely hit a defense toon regullarly with Rage and Focused acc and about 50ish % global acc set bonus. Plus good slotting in powers, anywhere from IO bonus 60 to 100% acc. However when they hit a tier 9 I run into issues. Fitting in Tactics would be tough and not sure that would put me over the edge on say elude.Interesting. A rather nice, very thorough, analysis.
Yes, the effects of Rage versus Defense builds have been known about for a while. By being able to stack significant amounts of To-hit, a character can largely ignore Defense. This is something which Resist and Regen builds are less susceptible to.
This has lead to issues getting reliable information on how Elusivity is working. It's difficult to track how Defense is balanced when there is a very big divide between normal damage powerset performance versus the very common Superstrength builds.
The problem with defense as a survivability increaser, is that it is extremely susceptible to bad luck. The probability that a character will be defeated "on Time" is actually rather small. It's more likely the player will be defeated early or late.
In PVP, Since many attacks can deal extremely high damage, a bad streak of hits can cause a player do be defeated long before they should be. On the flip side, a lucky streak of misses can make a Defense build seem nearly invincible.