HardRider

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  1. HardRider

    Hi everyone!

    Howdy there.
    welcome to the fourms of awesomness
  2. One PvP dev..so that'll take tht dev how long to do anything to pvp??? think about it yer..
  3. this reminds me of something similer- wow's system. so if this does go ahead and worked properly, i think this could be a very good thing for the game..and will explain what posi said about making it easier to team in time
  4. check firmware updates? had a DC issue before.
    check settings in game and out of game for the mouse.
  5. Sorry i missed this awesome event. just relased i was meant to go..however due to money issues i couldnt and forgot to mention. sorry folks; i hope u all had a grand time.
  6. lol and here i thought this was about death, dam you for bringing my hopes up and then crushing them xD
  7. No ty i want MM's to keep the special skill.
  8. I see where ur going but i dont think this would be a good idea. for one..Villains and their GV story arc will need a complete rework. one good thing about hitting 40 is hitting GV and getting new powers, it's easier for heroes as hey have story arc.
  9. wish i'd kept my ice/fire tanker as im finding my love for ice armor again lol
  10. HardRider

    Leg Accessories

    ResidentBaka..this is for you. For i believe this pic is spot on.



    Also instead of multi-posting, edit one post and type there.
  11. Quote:
    Originally Posted by LuxunS View Post
    I guess I'll bite. Someone who has been around longer can fill in the gaps if I miss something.

    Once upon a time PvP in CoH was quite similar to PvE. Most of the PvP zones were populated during prime times and some all the time, across several servers.

    Then Issue 13 came around. This was supposed to be the issue to improve pvp. There wasn't all that much else in this issue (Merit rewards, multiple builds, shields/pain dom, and leveling pacts.) The only content was a few missions added to Cimerora and the midnight squad arcs. The big changes all came with the power and system re-balances for pvp.

    The changes made to pvp completely changed the system. It was to the point where players had to learn almost a completely different game. Several powers didn't function in the same manner, and some of the systems introduced are so complex, you literally have to know calculus to properly understand them. I'll attempt to break down the changes and how they affected what the game once was.

    1. The damage of all attacks has been refigured. Basically, the longer the activation/animation time of an attack power, the more damage the power is going to do. There are adjustments for recharge time and Endurance cost, but the actual time the power takes up in an attack chain is the primary consideration.

    This in of itself seems to make sense. The more time you spend activating a power, the more damage it does. This caused some problems with sets that were fast activating however, as their powers now did significantly less damage. Some sets or individual powers were hit pretty hard by this (ice blast being the first one that comes to mind). On the flip side, powers that were once skippable became the most damaging powers available (flurry).

    2. In general, the base damage of all Archetypes has been increased in PvP zones and Arenas. The Containment bonus for Controllers in PvP has been reduced because of their higher base damage.


    All archetypes got a damage boost, this counters some of the other changes made later one. What it doesn't say is that the archetypes were not all evenly boosted. Example in pve a fortunata's range attacks do significantly more damage then a defender with psi blasts; in pvp the damage is identical when recharge/activation/endurance are factored in.

    3. Travel suppression - Being hit by an attack triggers movement suppression, just as making an attack does. Suppression for being hit by an attack is always the same duration. Any power with a negative impact on the target (including all debuff powers) is considered an attack.

    This still one of pvpers biggest complaints. Not only are you slowed when you attack, you are slowed by being attacked. This completely removes evasion from being a tactic/skill in pvp. Subsequently, escape powers like phase/hibernate/pff became even more important because there were the only way to disengage from combat. Also, the notes didn't mention that several buff powers caused travel suppression, ones that didn't even make sense (mind link, rttc, etc). One of the biggest draws of CoH PvP was its fast pace, this took that away.

    4. Note that Teleport powers are completely disabled when suppressed.


    An entire travel pool was rendered useless.

    5. The greater the base range of an attack, the longer the suppression for the attacker.


    I didn't even realize that this was part of the update.

    6. Teleport Foe and related powers in Gravity Control and Warshade powersets now grant 3/4 of a second "untouchable" flag on the target.

    I suppose this was instituted to prevent the tp ganking. I don't have any problems with this change

    7. Diminishing Returns - Resistance and defense powers have greater diminishing returns when stacked than in PvE, and lower caps. "Buffing" Archetypes (Defenders, Controllers, Corruptors, Dominators and Masterminds) have less ability to benefit from all buffing powers than other ATs (the powers have less effect on them, and their caps are lower).


    Now DR has become a standard for pvp. This is not so much because it was welcomed by the community, but because the way all the powers function, it is a necessity. This also had an major negative side effect. The DR effect is so steep on most attributes buffs have become mostly useless. Why bring a bubbler or sonic when the shields only grant 2-3% of protection? Also since squishies get less benefit from the buffs, the ones that rely on them for survivability (force fields, sonic to a lesser extent) don't get those benefits in pvp, thus rendering their secondary useless.

    As a side not defense based toons were given elusivity of 30% to bring them more on par with resistance based toons. This number was shown to be overpowered on paper and in practice. In the following issue, elusivity was reduced to 10%. This proved to be an overnerf and defense-based toons mostly disappeared.

    8. Heal Decay - Healing powers suffer from diminishing returns when several are used in a short period of time. Healing powers also trigger suppression.

    This really irked a lot of people. The more you heal in a period of time, the less effective it becomes. Also, the healer is travel suppressed. It seems like this was just instituted because someone got grieved by an emp/blaster combo. In its current form, healers are less useful, and easy targets. The more they heal, the less effective it is, and they're also travel suppressed so they're easier targets.

    9. Global Resists - All Archetypes (except Tankers and Masterminds) have some default resistances to all attacks in PVP.


    All archetypes are given a base resistance, this varied from 10-40%. Not included in the patch notes were that some resistance shields that once granted +res to only some damage types recieved +res to all. What this did was take many of the advantages away from some of the sets and further remove strategy or sense from the pvp game. (ex. invul being weak to psi). Picking patron/app shields doesn't matter cause the res ones all offer the same benefit.

    10. Melee classes gain extra resistances to all debuffs and to movement slows. These bonuses are linked to the power in each set that gives status protection (Unyielding Stance, Wet Ice, Plasma Shield, etc.).


    Whatever

    11. Defeating enemies in PvP can award Influence/Infamy, Inspirations, and rarely Salvage, but no XP.

    Good change, numbers are too low, but whatever.

    12. In general, there is no such thing as Status Protection in PvP, only Resistance. The exception is Knockback protection, since Knockback is a binary effect. The base durations of status effects are greatly reduced in PvP (generally 4 seconds for Controllers and Dominators, 2 seconds for all other Archetypes).

    There are 2 camps on this one. In the old system inspiration management was important especially up against a fortunata or dominator. Balancing breakfrees was a skill in itself. In the current system breakfrees do absolutely nothing. The duration of holds has been reduced, but the ability to counter them has been removed. What happens is instead of having to plan ahead to counter holds, now you simply have to deal with them. Some people like this because it is less work/clicking they have to do; others hate it because they're left helpless with not counter, much like being run out of breakfrees prior to i13. Personally I don't like this change, a powerboosted, dominated, stun can last upwards of 10 seconds. There is nothing you can do to counter that. 10 seconds is certainly long enough to kill someone.

    13. Unlike in PvE, defensive toggles do not suppress when you are held/stunned. This means that not only do the toggles not drop, they continue to grant defenses while the player is held/stunned.

    Good change

    14. Didn't see it in the notes, but there was also a taunt change. Taunt within powersets for brutes/scrappers/tanks now has a -75% range component.


    Good change, except for that the base taunt duration isn't affected by taunt resistance. So even unslotted, with a few recharge reductions you can perma-stack it. Oh yea and it stacks, it becomes silly when you have to stand on top of someone to hit them with a melee attack.



    All in all what these changes did was remove much of the skill/strategy from the pvp game. It was supposed to attract new players and make the pvp system more accessible for people who failed at the original pvp system. The new players never came and the old players were driven away by a system that simply not fun. It also separated things the pvp and pve game so much that competitive pvp missions or pve/pvp missions will probably never come.

    One of the things that really pushes pvpers the wrong way is that when these changes were announced the developers made a statement that pvp would not be ignored any longer.



    Yea.....
    Thanks for being the actual help and not attack me like others seem to do.

    As for the rest, yer i've been here since 2005, 2007 on the fourms (yer 2 yrs i didnt use the fourms-so), however ive never really liked pvp...once i did, but when you lot started to be disrespecful in pvp bk then (i cant say about now) i gave up and went bk to pve.
    Now im interested all u care about is to think im a noob and attack me..yer im a noob at pvp so blo0dly what. Maybe if you want more people to pvp u should change your atitude.

    When i looked at the sticky titles i thought they were suggestion based thread and couldnt care about suggestions atm, all i was wondering was HOW pvp is broken in your eyes. as people either say it is and dont explain or say a couple of things and leave it there.

    So how about you get ur head out ur own *** OI and stop being stuck up to those who want to get info directly...and how about u read my OP first..i wasnt bashing no-one i was just saying that they said it was broken, i didnt say their crap etc to say it is, and try pvp? i want to find out about it first before i lvl a toon that would just be pants at it.
  12. Everytime i read a moaners thread, talk to someone who isnt coming bk, who wants to come bk etc etc they always mention how "PvP is broken" but never say what is broken and just refers to issue "x".

    so you the community who like to kick the snot out of eachother

    How is PvP broken? i'm sick of people saying it is and when asked nvr answers.

    If you lot mean about fairness then surely that is PvP, PvP is never meant to be fair.

    And as you may of guess i dont PvP...but is thinking about it more.
  13. http://www.geek.com/articles/geek-ce...song-20100911/

    This is something i had to share. so funny

    and proves u dont have to be blonde and size zero to be whot!
  14. After almost 5 yrs im finally looking into a possible PvP toon

    It's got to be a villain as i started as a villain in PvE, nice damage and can live after a few shots

    Whats stalkers like?
    What corr could be good?

    Any help- ?
  15. Perhaps in time but i dont see the revamp CoP changing big time anytime soon
  16. Quote:
    Originally Posted by ResidentBaka View Post
    And just what are Vigilantes supposed to listen to?
    Lol.
    What about pure heroes then

    Great news tho. RR is awesome to listen to.
  17. ORC= Overrated Rikti Cury

    and who got this survey? i dont remember ever doing any survey since ive been here.
  18. As a male i seem to have more male toons- shock horror i know. but i do have a few female toons tho ^^. lol, tho it does depend on name n theme

    yer u'd think- well yer name would make it either male or female- good example- a toon of mine is called "Classic Hero" started of male but after using a KoV cossie on it i was thinking- hmm cos its katana/regen as well it feels better female. so it changed lol
  19. Just becareful people. while this is not the official relase ofc. u can still select fittness pool again non-inherenit so make sure u dont otherwise urll get double figures

    good work tho for a temp solution
  20. what i think....

    I think I'LL WAIT TO FIND OUT MORE INFORMATION FIRST.

    duhhh
  21. If it aint broke..dont touch