-
Posts
8 -
Joined
-
[ QUOTE ]
How about some sort of secondary support effect into taunt powers. Something like -speed so the melee player can get in range easier. Doesn't help stalkers any though.
[/ QUOTE ]
that's isn't a bad idea. Maybe a forced suppression of sorts. I am really not a fan of suppression to begin with but with SB, it's not really that big of a deal. I would be concerned with small team play or solo play. Stalkers with this ability in Sirens could be very painful. Same with Ice Tankers, because that makes for more time being affected by chilling embrace. If it was somehow only team oriented though, id be willing to give it a try.
edit - you're right, stalkers wouldn't get taunt. At least not in their primary/secondary. How does this affect the power pool? Would non-Melee consider taking the presence pool.
Forced Suppression would be bad i think, maybe just -speed as you originally said.
-
Im thinking more like
1 Tank (scrap/dwarf) - x% of ranged defense for team. each AT gets y%
2 Tank (scrap/dwarf) - x% of ranged resistance for team. each AT gets y%
3 Tank (scrap/dwarf) - x% of psi, fire, and Ice resistance for team. each AT gets y%
Buffs would kick in for 5 or more total teamates, and scale slightly to a full team of 8.
If players bring in a 4th melee, the bonuses are scale back a bit, so people aren't stacking too much of the same thing.
I think it would give some balance to the PvP game. -
This team buff should be directly related to melee, and khelds on teams (and respective Villain AT's). It cant be a PVE buff of any kind. Even if players are trying to fill teams in pvp zones, that isn't a bad thing at all. The lonely tank running through sirens would love some buffs, and help. Especially when they're attacks are very limited having an offensive secondary.
-
If you constantly team with Kins in PvP, you can get away with it with ID and IO's, but that leaves you rather dependant on a buff that has a short duration. Besides, it gives you a little mag protection from holds. Although it isn't anything spectacular numerically, test a squishy with no mezz protection vs a blaster or any non-controller with a hold. Without Acrobatics, they will hold you in 1 application, with acro, it will take two. (Dom in Domination is a different story).
-
This thread isn't really about Psi blasters. It is about how to make Melee's worth something in team settings. Right now, they are ok for you casual zone team, but they really don't stand a chance against a min/maxed pvp group. If we can come up with something the Devs could really implement, it would level the playing field, and could be a lot of fun.
-
what i mean is, it would be a team bonus. it wouldn't be a direct bonus to just melee AT's. It would be a team resistance to say ranged dmg, or psi, fire whatever. The bonus would be dependent on team mix. Perhaps it could have diminishing returns if players try to stack all melee on team. For example: A hero team that consists of 3 melee (scrapper, Tank, or Kheld Dewarf) would get maximum bonus. The bonus would be applied to the other AT's at a certain % level. The melee's aren't the ones who need that sort of protection the most, however maybe they are needed to achieve that team bonus.
When i mean organized team pvp, spine scrappers really aren't that deadly. They are decent for sure, but they are not optimal in a team pvp. Stalkers are very good in team pvp. Most villain teams have 1-2 of them in the mix. However, there is a lack of brutes because fury is broken in pvp, and the devs are introducing new villain epics. I think it be cool to see your doms, and corruptors get a little buff being teamed with melee's. Since i know nothing about the VEATS yet, maybe MM's would be better characterized with the stalkers and brutes Villainside. -
[ QUOTE ]
Something will need to be done about psi blasters. Psi/EM just seems so.. perfect. Dealing mostly unresisted damage, from that sort of range with Aim and BU, coupled with insane recharges and range and everything will be game breaking in PvP anyway. I can sense either they will get a weakened version of psi, like dominators got, or genreally they will increase Psi resistance throughout the game.
[/ QUOTE ]
I agree, i have a feeling the devs are looking toward patching some of the player buffs. I think we have whined enough on the other boards for that to at least get looked at. I do want to steer the topic here in another direction though. That is, how to get AT's that are not typically used in Organized Team PvP, viable. I think that would really pump up interest. Not to take away from whatever other changes are being made to accommodate psi. Heck, some sort of team resistance to ranged dmg or something, not just psi, to get those melee toons involved. Or perhaps, maybe make it so melee needs to connect with some hits, in order for ranged damage to bypass said team bonuses.
It could add a whole new dynamic to team play, and absolve a LOT of balance issues. I'm just running with ideas mind you, not saying they will work. -
Hi everyone,
I normally post on the US boards, but it's not working for some reason. Anyway, i had an idea that i wanted to post before it slipped my mind. With I12 looming, there has been a lot of discussion about the impact of adding Psi/ Blasters in arena team PvP. Not to bring that whole topic up again, but it got me thinking of the current snapshot of most PvP arena teams.
There are a lot of AT's not being used because they just aren't optimal for taking out targets. Mostly, its all ranged damage and support (at least on heroes). Melee specifically is simply not used.
Disclaimer: It's just an idea, so don't chew my head off
What if having certain AT's, like Khelds, Tanks, Scrappers, Brutes, Veats, and Stalkers offered some sort of team bonus in PvP. Nothing ridiculous, but some sort of team bonus for psi resistance or something like that to patch some of the holes in team pvp. I'm sure the idea needs to be refined, but man, that sure would balance out AT's on PvP teams. Making those AT's viable i think would be a nice shot in the arm for pvp.