-
Posts
313 -
Joined
-
Quote:/facepalmThe above link (the 2nd one) specifically on defenses and how they acted in PvP was invalid at the time and still it. That was a time when we had less of a understanding of DR and even Arcana's defense numbers were from beta and not live.
I made a post correcting all the calculations from the first post in that thread here...
http://boards.cityofheroes.com/showp...64&postcount=8
The % chance to hit went from 72% --> 45%. That's a pretty huge difference when talking about balance and defense.
My mistake, not sure how I didn't see that the first time it was posted. -
History: Once upon a time powers all worked pretty much the same in PvP and PvE. With the release of Issue 13 this was changed. Pretty much everyone hated the changes, but very little was done about it. Most have given up hope developers will look at PvP again, at summits PvP questions are generally ignored or blown off and most of the employees at Paragon who interacted with the PvP community have moved on.
Your defenses are affected by Diminishing Returns (DR) which is why they're lower in PvP. Arcanaville made a post explaining DR long ago, it can be found here...
http://boards.cityofheroes.com/showthread.php?t=126132
A few years back I did a post specifically on defenses and how they acted in PvP, as far as I know, nothing has changed so it's still valid. You can read it if you care to here....
http://boards.cityofheroes.com/showthread.php?t=196688 -
Forum post says Virtue, official rules says Exalted...
-
I made a post about this years ago. Afaik nothing has changed related to it, so the information still applies.
http://boards.cityofheroes.com/showthread.php?t=196688 -
Quote:I like this idea, however I think it might be easier to just sell prestige on the markets. Maybe sell in values that would cover the cost of a small basic base, a moderate sized base, full size, or some variations.Hmm, I thought about this a bit. It's the businessangle, right? Okay, lets play to that, cause a good point was brought up about base editor permissions. Check this money driven action. Each character builds personal prestige. (and maybe you can buy some "personal" prestige on the paragon market... With this personal prestige you can contruct a room (or series of rooms, or entire map like a mission map...) that attaches to your SG base. A door takes you from your area to the SG base common area. You can even have personal hosp, porters, etc in your area. Also, you can choose whether to play in reg mode, SG mode, SG/Pers base mode, or pure pers base mode.
This does two things,
1 gets a lot of people using paragon market to quickly claim storage items rather than earn them, etc)
2)oves everyone from personal storage base to wanting to be affiliated with a successful/active SG, without giving up personal storage/personal area.
- Wouldn't require any coding changes to the current system so it would be easy to implement. If it's a popular option that makes money then it would merit developer attention being drawn to bases.
- Reduces the need to grind prestige or recruit other players
- Since prestige can't be converted to inf it doesn't affect the in-game market much (except for potentially reducing an inf sink)
- Coalitions could cover teaming and community needs (admittedly not as good as your solution)
Forgive me if this has been suggested before, I skimmed most of the thread. -
Quote:I really like this set, my only concern is the synergy between Heart of Darkness and Living Shadows. Disoriented foes wonder around, so immobilizing is going to be important; with a cone immobilize instead of a targeted aoe, the player is going to have to constantly pop in and out of mobs to maintain control/damage. The other worry is if Living Shadows does not have a -kb component. If that's the case slotting Heart of Darkness with a Stupefy set (possibly best set bonuses for the market price) is going to make me want to bang my head against the wall because of the knockback proc. I suppose the interface incarnate that does immobilize can address some of this.Tier 1: Shadowy Binds (Ranged, Moderate DoT(Negative), Foe Immobilize, -To Hit, -Fly)
Tier 2: Dark Grasp (Ranged, Moderate DMG(Negative), Foe Hold, -To Hit)
Tier 3: Living Shadows Ranged (Cone), Minor DoT(Negative), Foe Immobilize, -To Hit, -Fly
Tier 4: Possess (Ranged, Target Confuse)
Tier 5: Fearsome Stare (Ranged (Cone), Foe Fear, -To Hit)
Tier 6: Heart of Darkness (PBAoE, Foe Disorient, -To Hit, Minor DoT(Negative))
Tier 7: Haunt (Foe Targeted, Summon Shades)
Tier 8: Shadow Field (Target (Location AoE), Foe Hold, -To Hit)
Tier 9: ??? (ZOMG! What could it be?)
Beyond that my only question is how long is the animation time on the single target hold?
This set looks like it can be a serious contender. -
Downward trend since I13, coincidence? I think not
-
I wrote a post up on defenses post-13, years ago. It never made a difference, even though a redname posted in it.
http://boards.cityofheroes.com/showthread.php?t=196688
Fortunata damage was reduced because they have a damage mitigation secondary. The funny part is, without using IOs to build for defense, a single blaster epic resistance shield mitigates nearly as much damage as the entire Fortunata secondary.
The way I made my fort more offensively capable was tossing Glad Jav procs in all the attacks (hold damage procs in dominate) and using shatter armor every time it was up/starting attack for spikes in team pvp. It doesn't put you on par with blasters/doms, but with your disruption it doesn't make you totally useless. -
How much longer is this season going to last?
-
-
-
Quote:That is exactly what i'm suggesting. It isn't intended that players can skip animations, but most of us do this without thinking. That is the only suppression that should be instituted as it serves the purpose of preventing players from abusing a bug.keep the travel suppression temp power but only have it granted for the duration of the animation? Unless I'm missing something, the only real difference between the two is that under the latter system you wouldn't gain much benefit from jump-skipping animations.
-
Quote:We must not speak the same language; my dictionary says adjust means the same thing as adapt.Who in the world wants to accept the advice or suggestions from someone on how to improve something when they have never wanted, enjoyed, or adjusted to it. Keep in mind I said "adjusted" not adapted... which is all that has occurred since I13 by most of the people against I13 mechanics... Adaptation. Easy for min/maxers, PvPers, and PL'ers to do and there is nothing wrong with that, but adaptation is not adjustment. Look it up if you have to.
Quote:Originally Posted by Dictionary.comad·just [uh-juhst]
verb (used with object)
1. To change (something) so that it fits, corresponds, or conforms; adapt; accommodate
2. To put in good working order; regulate; bring to a proper state or positionQuote:I'm trying to show you why what you whine and complain about has no merit whatsoever.... because it sounds stupid, emotional, illogical and untested
Originally travel suppression was implemented for 2 reasons. First to prevent jousting; second to prevent players from timing jumps or movement in order to avoid rooting or animations. It does this in a manner that has no relation to game mechanics whatsoever.
Review of TS...
The Duration of Movement Suppression in PvP is variable based on the most recent suppression event applicable to the character. In case of multiple events applicable on the same server tick, only the longest value is applied.
1. All Teleportation is Disabled while PvP Travel Suppression is active.
2. Activating a foe TargetedRange (range > 7') damaging Power: 3s * Sum of damage scales.
3. Activating a foe Targeted Melee (Range >0' && Range => 7') damaging Power: 2s* Sum of damage scales.
4. Activating a foe targeted Range debuff or control power: 3.5s
5. Activating a foe targeted Melee debuff or control power: 2.5s
6. Placing a Location Based Entity: 4s
7. Activating a self or friend targeted Heal power: 4s
8. Being the target of an attack: 2s
Now for an unbiased look at the problems with this system.
1. There is no place in-game where this change is documented. New players and Veterans alike cannot go to a contact/plaque/help to find this information.
2. This change required other changes in the PvP system, most notably the changes to the amount of damage many powers do. Example: Neutrino Bolt for defenders is a 0.6 damage scale attack, under this system it would cause suppression for 1.8 seconds, but the target would be suppressed for 2 seconds. This is not intended, so Neutrino Bolt had its damage increased. Likewise other powers were toned down. Blaze for blasters is a 3.02 damage scale attack, under this system it would cause suppression for 9.06 seconds, which is far too long.
3. Teleport becomes completely useless in combat situations.
4. Evasion is no longer a useful skill because attacking a target once every 2 seconds, or placing an anchor debuff on them will keep them suppressed.
5. The one aspect that separates CoH from many other MMOs is the fast pace and freedom of movement; with travel suppression both of these aspects are removed from pvp play.
As I stated previously a fair and balanced way to incorporate travel suppression is to base the suppression on the duration of the power's animation. This would have a few affects on PvP play.
1. This change can be easily documented in-game and would be easier for new players to adjust to.
2. It achieves the goal of preventing players from skipping animation and rooting times.
3. There is now a balanced dynamic between those attacking and those being attacked.
4. Evasion is not removed as a skill because those being attacked are not suppressed for no reason.
5. Teleport is once again viable as a travel power.
6. The pace of combat can be maintained and similar to PvE. -
That's how it should be. I advocate travel suppression equal to the animation time of the power used. That way it prevents players from skipping rooting (which is easy with many powers). This way travel suppression functions to reduce unintended free movement but does not slow down the pace of combat or remove evasion as a skill.
-
Quote:This makes no sense. The screen shots are all of premades vs. premades; ie all the players have practiced together, know their tactics and their toons. If you want to see randoms vs randoms i'm sure that someone has a screenshot of kickballs laying around.A good premade will destroy the casual every time. That isn't news.
i13 was designed to make pvp more accessible to the casual (which is the primary aim of ALL the pvp orientated games - of course they all fail) and that is exactly what it did. Seeing screenshots of your premades are meaningless.
How about you take your premade (with heals) and take it against a team of completely random pvpers of completely random ATs. Choose an open map, turn off both TS and HD and if they fare well, you will have proven your point.
Otherwise, you are just advocating the need for the perfect team balance which isn't something any form of pvp should be striving for. PVP in CoH is currently already too inaccessible to the casual with it's differing rules and such, trying to make the problem even worse doesn't seem like the most positive change in the world.
If you want the use of pvp to increase, don't try to change it to cater for your needs, try to change it to cater for the needs of those that could be convinced to give it a shot.
Do you really believe TS and HD would close the gap between a random team and a premade? Also, why would someone who PvPs want the game to have a ruleset that would remove the benefits of organized play? -
Quote:I follow similar standards for all my builds, first I shoot for soft-capped defense, then perma-hasten (If the build has a power that would benefit greatly from it), then I try to fit it all in by 30. As for your criteria; I a build that met it, but wasn't a blaster or brute.Alright, here is what I think should be the correct criteria:
1. Soft-capped Defenses (or equivalent protection) by 30
2. A least one, hopefully 2 strong AoEs by 26
3. Decent single target damage by 20
Extra credit for mez protection.
The winner is the one that can do all the above with the least amount of money. Yes, I can make a Claws/x build that can spam Spin every 3.7 seconds, but if it costs 5 purples sets and 5 PvP sets it probably is virtually unobtainable.
My personal belief is that the winner will be either a dom or brute, because both can be offensive powerhouses, but I'd be glad to be proved wrong.
I'd been tinkering with a rad/mm blaster, but haven't decided whether i'll actually build the toon yet. It has soft-capped s/l defense and perma-hasten exempted down to lvl 30, Irradiate and Neutron Bomb before 26, and Neutrino Bolt, X-Ray Beam, Cosmic Burst seamless at 30 (a .32 sec gap when hasten is down at levels lower than 30). Also Drain Psyche has a downtime of less than 3 seconds at 30, which would be a boon to the build's defenses. Above 33 add in PSW and the build is a PBAE monster, with decent survivability from the defenses and DP. The downside is, it's fairly expensive. 4 purple sets, 4 lotgs, and a Glad Armor unique makes it a long-term project or requires a sugar-daddy toon.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Radiation Blast
Secondary Power Set: Mental Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Neutrino Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(37)
Level 1: Subdual -- Empty(A)
Level 2: Irradiate -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(5), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-%Dam(40)
Level 4: X-Ray Beam -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(50), Dev'n-Acc/Dmg/EndRdx/Rchg(50)
Level 6: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(48)
Level 8: Telekinetic Thrust -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(9), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 16: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 18: Cosmic Burst -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(19), Apoc-Dmg/Rchg(19), Apoc-Acc/Dmg/Rchg(23), Apoc-Acc/Rchg(34)
Level 20: Drain Psyche -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(21), Nictus-Acc/EndRdx/Rchg(21), Efficacy-EndMod/Acc/Rchg(23), Efficacy-Acc/Rchg(48), Nictus-Heal(50)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(37)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Neutron Bomb -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Knock%(27), Ragnrk-Dmg/Rchg(27), Ragnrk-Acc/Dmg/Rchg(29), Ragnrk-Acc/Rchg(29)
Level 28: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(31), CoPers-Acc/Conf/Rchg(33), CoPers-Acc/Rchg(33), CoPers-Conf/EndRdx(33), CoPers-Conf%(34)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: Assault -- EndRdx-I(A)
Level 35: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 38: Psychic Shockwave -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(39), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(40)
Level 41: Summon Spiderlings -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(42), ExRmnt-Dmg/EndRdx(42), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-EndRdx/Dmg/Rchg(43), ExRmnt-+Res(Pets)(43)
Level 44: Web Cocoon -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45)
Level 47: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(40), EndMod-I(43)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1524;693;1386;HEX;| |78DA6594EB6E124114C76796A5155A040A85D6B6944B6B692B5BB055E32D26D64B3| |425419A9878A9742D1BBA09810DA5897EF405346A62BD3C80DF7C015FC34BA2BE82| |B65EBE558B873D7F28291BE037FCE79C99FF9933D9EC834BFDEFAE3EBA20A467B1A| |C6F6C142ED26FDDA839B37AC95C13CDA797BE11C885BC5E2919452DAF174DBD6E56| |2B1C9F684D2F6F5A56B556D7B246A5AE970B59BD625A9B653BD27FADB26ED448D75| |A0377AE5A2D6BCB966114FBEDE192A15B66A5E4B1FF5C314BEB75FAE76D4D158DDA| |C6BA690D5FB6CC35ADB561565F33E8A7397E384446A7E97BCB23F03454B14588AAE| |2F04BF01533F19A39F186F954B473E8438FB843AB48569C7257B1A394BFE03FA6BA| |07369853C261F336E53A90EB80831E38E88103371C64E020F39698216774DE4ECE9| |5CE6F8AADCD7D653E473B68CED1BBCC798772E00DAC9B678628D025B922D7A0B4B5| |38697DAC297DB3BC5FFF013E2378B087076B4F60ED14D64E616F85D6F322D68B581| |F627D888D21B6408BFAD1157F86EB19488329664863C6E6982F283A20DCF6390682| |0E5B0B86C03033F41867F4849909B0EE206F8338C7C130153D46751CE7FEA83417C| |639847136434169E70DF998ABE477187E874FF2DA474E81F3CCD105F004B3D9EA11| |F47DE42E6B911566F41E58005751ABCEF493A731781A83A7083C45E0698062C6714| |BC763DCAF5D9F1071E4C59197405E0279CD2B37895A26CFF37E47CF81A7C133CCA9| |B3CCF7D4AC246A496EF3FD9EDE017F82BF9833BFC13FCC3DF2348B7B31FB41B1CFF| |ED847F013F89919A69A34F4496BDDF72FCC20CDA5516F1AB57DA7EB2071AF658ACF| |607B5F93F226D79CBA4E9C52C58FCEF824C7EFEC6B8ADC42DD519E9B0147D5836F8| |45853E1ACC64CD76CBA4BC97429F35DCA4297B2D4A9B8D85B4E6DBF8B84B4A35CBE| |F61BA6917337EBE6B1DE31BEDF315EE918FF074CE8EF6B| |-------------------------------------------------------------------|
-
-
I have a problem with TS. Originally it was my understanding that it was implemented for 2 reasons.
1. To prevent jousting.
2. To prevent players from timing jumps or movement in order to avoid rooting or animations.
In its first goal it was successful. It's pretty much impossible to joust. But in the second I consider it a horrible failure.
Rules
Quote:The duration of the movement suppression should be equal to the animation time of the attack or power used. Being attacked shouldn't cause suppression at all. The above rule serves only to slow down the pace of PvP, which was really the most unique aspect of it.* All Teleportation and Summonable Teleportals are Disabled while PvP Travel Suppression is active.
The Duration of Movement Suppression in PvP is now variable based on the most recent suppression event applicable to the character. In case of multiple events applicable on the same server tick, only the longest value is applied.
Suppression events are:
Activating a foe TargetedRange (range > 7') damaging Power: 3s * Sum of damage scales.
Example1: Power Bolt has a damage Scale of 1.0 (0.1 + 0.9) resulting in a Suppression Duration of 3 seconds.
Example2: Power Burst has a damage scale of 2.12 resulting in a Suppression Duration of 6.39 seconds.
* Activating a foe Targeted Melee (Range >0' && Range => 7') damaging Power: 2s* Sum of damage scales.
Example1: Swipe has a damage scale of 0.76 resulting in a suppression time of 1.52 seconds.
Example2: Eviscerate has a damage scale of 1.99 resulting in a suppression time of 3.98 seconds.
* Activating a foe targeted Range debuff or control power: 3.5s
* Activating a foe targeted Melee debuff or control power: 2.5s
* Placing a Location Based Entity: 4s
* Activating a self or friend targeted Heal power: 4s
* Activating a Friend targeted Buff power: 4s
* Being the target of an attack: 2s
I do hope PvP gets revisited. The current development team seems to be better about setting a goal then finding a way to implement it. More recent changes in the game have been excellent; I hope PvP gets the same (or any) attention. -
How does the Lockdown proc in Distortion Field have a chance to go off?
1. every 10 seconds
2. chance to go off with every potential tick of the hold
3. chance to go off every time a hold does -
I like asking PvP questions, just so that the dev's don't forget it's part of the game.
From facebook today:
Me: Now that Freedom has been released, i'm sure the next few weeks will be spent squashing the inevitable bugs that pop up. But, after that's complete, any plans to revisit PvP or base raids
CoH: @Me Some ideas for PvP have been brought up. =) -
I edited all the storm summoning powers and replaced them with the descriptions/slotting/effects of time. Took about an hour. Mids freaks out if you try to add a new set, but you can edit existing ones just fine.
-
This just in from facebook...
Jonathan Reid: What were the PvP changes Positron was trying to fit in with Freedom's launch (if they could find time/manpower)?
City of Heroes: @Jonathan Reid: Positron had some ideas for PvP, however what those are and what the timetable is for them is not something we're commenting on right now. -
I have tickets for Sunday, work the other days unfortunately.
-
Actually widow taunt doesn't have the -range. I think I recall a dev stating a long time ago that they didn't get the same treatment as scrappers, brutes, and tanks because they have access to placate.