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Posts
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Joined
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Yes there have usually been 'some' fenders in RV on Freedom in the past (my rad/psi has always been my main PvP toon), now there are 'lots' of fenders in RV.
1 of the 1st teams I joined in RV since i13 was mostly fenders, I was surprised and commented, others in the team agreed there are more fenders in RV since i13.
Another AT that rarely used to be seen in RV was the Kelds, I've seen several in RV on Freedom since i13, especially WS's.
Doms have always been around too but not as many as Ive seen since i13.
The rebalancing has brought a lot more of the formally percieved 'not so great for PvP' toons into PvP zones. Before i13 Freedom RV was mostly stalkers, brutes, ice/fire tanks and scrappers. I think the new status rules have played a big part in the changes I'm seeing too, no more constant zoning to buy BFs. -
Though I dont agree with PFF uberness being great, I am finding zone PvP more fun than I used too.
There are problems, suppression is a bit overdone, and the NPCs are pissing us all off, but generally it's an improvement.
Damage rebalancing has made a lot of formerly useless toons PvP worthy. I see lots of fenders getting onto PvP in RV on Freedom now, never used to see that. Also a lot more doms having a go (mainly due to OP PFF :/).
The lack of status protection coupled with reduced mez time is actually fun when you get used to it (I hated it at 1st on test). In fact I find I use mez more now than before, because I know it will do something if it hits, even if only a few secs it can buy time to close ground for mellee or run....
Healing decay prevents pocket emps from creating totally unfair situations (I used to pocket emp on ill/emp a lot - friend's blasters could take out whole teams of vills with my toon in thier pocket). However, HD is overdone, pocket emps would heal dozens of times in an encounter, reducing them to 2 effective heals in a row (or 1 and 1/2) is a bit too much.
DR is hard to speak fondly of, only good thing i see there is no more perma doms and limiting defense (def heavy toons like SR 3 minute fighters were no fun too fight the old way). Some things dont improve the game with DR though, like recovery.
The effect of new PvP that I've experienced is that I'm playing in RV a lot more than I have in ages and enjoying it more. On Freedom we dont seem to have less toons in RV at least, usually large groups of vills and/or hero's there.
From the negatives I've read, I think most are those who were used to ganking easy, and now they cant. You look at their toon lists in their posts, usually scrappers, stalkers and brutes.
As for negatives about not being able too escape if outnumbered due to suppression (lot of posts in negative)... I just came from RV where I was running the gauntlet of a hero horde on my sonic/rad/mako corr. I was base runnin like a chicken a fair bit but killing more of them than they did me. Suppression slowed me sure, but I still escaped 3/4 of the time against several hero's. When I 1st ventured out into RV tonight I was ganked twice due to rust on my corr :P(acct had been inactive) Once I got into the swing of it, I went from frustration to having fun and stayed there for hours (only went in for a quick lap). -
I have used empowerment buffs post i13. Most of what I used (invis, perception, kb res) only needed 1 or 2 salvage. Not having to craft components is a good thing, I dont mind the use of common Inv salvage, I just hate the limited storage of salvage.
I stocked 2 salvage racks with what I need for buffs I use often, so I have what I need rather than storing random salvage from my toons. This works ok for me, but the storage doesnt last long and the cost of those 2 salvage racks for what they hold is rediculous.
For large sg's the reduced storage is insane, I find it limiting for me with only a few freinds in my sg and max storage units (18).
The devs are concerned with the effect on the market, but as it stands, market prices are often too high for many io salvage. Personally I would much sooner store my own salvage for crafting than buy from the greedy market. I would find the reduced storage more acceptable if market prices were fairly CAPPED!!! -
Love the refund on base item prices, the lower rent (on my bases), and the stackable items.
I had the same problem as some others with wall items not moving virtically, that needs too be fixed.
Not impressed with the lower salvage storage (from 999-30), I really dont care so much what it does too the market as I find salvage on the market often sells for more than it's worth.
I had several hundred components made up and stored in both vill and hero bases for empowerment buffs and any base needs, now I can only store 30 salvage in each of those racks.
Also, event salvage, I alt... a lot! and I'm always making new toons, so I like too store lots of event salvage for myself and friends.......30 units per salvage rack?????
The reduced salvage rack storage is the 1 BIG sour grape for me! -
After testing i13 on test for days now, I have 1 request Posi.
Could you please make the changes too arena PvP OPTIONAL. there already exists options at arena terminal windows (ie option for observers), and I think it would please a lot of PvPers if you added your new changes as additional options there.
Or alternatively, have old school rules as an option. Clearly the PvP die-hards dont seem too like the changes too arena, but maybe some of the PvErs do, why not have your cake and eat it, please both factions by making changes optional.
Arena is a closed system after all, hence your innitial tests of new PvP system in arena as I recall -
The merit system was the main feature of i13 I was hanging out for. I was hoping for at least enough merit from the longer TF's to buy the cheapest of the good set recipes.
As it turns out the merit system is looking worse than the random recipe 'dice rolling' system of old. At least with the old way we were guaranteed a roll of the dice after completing a TF or trial, now the short TFs and trials dont even earn enough to roll the dice. Also a 24 hour limit on running same TF/trial.
I wasn't naively expecting to be able to buy a LotG or Miracle unique outright from a 15min KHTF, but I was expecting something better than this. :/
The merit from arcs helps a bit, but the arcs i ran on test for 2 or 3 merits made those 150+ merit recipes look like wishfull thinking.
I know the dice roll can drop loads of crud, with 20 lvl 50's almost fully IO'd, I've spent more than my fair share of time running TF's and trials. This new merit system is going to make IOing toons harder, unless you farm and buy imo.
On a constructive note, Devs, increase the merit drops and make it a great addition too the game so we can at least afford a roll of the dice from a fast TF or an 'ok' selectable recipe from the longest TFs. This is game remember, we play for fun, not to be frustrated, we get enough of that from work!