LuxunS

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  1. Pretty much everyone in W.I.S.D.O.M. looks awesome, even the concept art for the guys not in game.

    AVs and Signature characters
    Stheno
    Adamastor
    Ghost Widow
    Mako
    Requiem
    Statesman (Just for his cape)
    Dr. Vhazilok


    As far as Villain groups, I like CoT, Carnies, PPD Awakened, Seers, and Goldbrickers best.
  2. In this order.

    Illusion/Time Manipulation Controller
    Dark Blast/Mental Manipulation Blaster
    Electrical Melee/Energy Aura Stalker

    I know energy aura isn't a new set, with the changes, it might as well be. I'd been planning on making an Ill/Cold when time manipulation was announced. Decided instead to start stockpiling IOs for when I21 is released.
  3. Quote:
    Originally Posted by Hex0000
    There has been like 1 good veat in RV these past 2 years and thats Steatoda.
    Thanks for the shout-out.

    Quote:
    Originally Posted by BattleWraith View Post
    Yeah? You sure you don't mean 2 years ago or something? I play in RV almost daily on Freedom, don't recall seeing that toon around in recent memory. Thanks for the random assessment though.
    You right. I haven't been in RV since my ladder team fell apart almost exactly a year ago to the day. There hasn't been a single change to PvP (change or bug fix) since I stopped playing, so what's the point?

    Quote:
    Originally Posted by BattleWraith View Post
    I wouldn't play one as a solo damage dealer, but on a team they offer good disruption and debuffs and are good at shutting down stalkers.
    A properly built VEAT should provide disruption, while still contributing on spikes in a team setting. Leading with shatter armor on a spike is hell to heal through if properly timed.
  4. [Broadcast] Cinder ElIie: If there is high demand when the freebies come around, will PvP be looked at again?

    [Broadcast] Positron: We're trying to cram a couple PVP things into I21, but don't know who on the team has time to do the
  5. There is no reason to play a VEAT other than being able to see stalkers. VEAT damage is terrible, comparably a Fortunata does less damage with their ranged attack chain than a psi defender does. Also having a secondary dedicated to defenses in pvp is like having no secondary at all, unless you really know what you're doing.

    A VEAT can see a stalker from 100ft if you're at the stealth cap and they're at the perception cap. It isn't like they can see you clear across the zone. Once you see an enemy VEAT prepare to drop them first, you can still easily get the element of surprise.

    If you are elec/, /regen, or any set with a defensive tier 9, you should be able to go toe to toe with a VEAT and at minimum escape before death. If not, you're doing it wrong.
  6. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    I THINK this is the case--I think you can buy an item through the store, apply it to one of your IOs, and it will level up at the same rate as you up to a max of 50. It wasn't terribly clear from what they said during the presentation. (I'm also not sure what would happen if an IO traditionally caps at, say, level 40, and you apply a level booster to it.)

    I DO know that IOs in general will not level up with you. They're either special IOs to start with, or you use something that makes them special.
    If this is true, unless the IOs work exemplared down to their original level or their full normal level range, it's a silly oversight by the developers.

    What of the people who build characters to be functional at level 30 or mid-range? If boosters level IOs, they would ruins those builds. Their only usefulness in that case is to only use them on purples, if that's even possible.
  7. This sounds like fun. I'll come around this week if it's at a time when I'm free.
  8. LuxunS

    Let's speculate!

    If I was a developer, I'd kill 2 birds with one stone and not bother making any new powers or animations. Just combine the 2 most asked for primaries into one and you don't need too much extra work. Most control sets follow the same format and dark and illusions could be combined easily to fit that mold without overlapping with a dark assault secondary similar to what blasters are getting.


    Spectral Wounds
    Blind
    Tenebrous Tentacles
    Tar Patch or Deceive or Group Invis
    Howling Twilight (No rez, shorter recharge disorient kinda like stalagmites or flashfire.)
    Phantom Army
    Flash
    Fearsome Stare/Terrify or Spectral Terror
    Phantasm or Dark Servant

    Something like this would mesh both together while keeping with the standards for control primaries. T1 and T2 from Illusions, T3 AoE immobilize, T4 another power from illusions or tar patch (earth gets quicksand so why not?), T5 taoe stun, T6 PA, T7 and T8 aoe hold and extra power, T9 Pet.

    Just some quick recoloring on illusion powers to make them darker and you have a new power set that follows the rules, doesn't require any changes to the already created controller sets, and makes everyone happy.
  9. Quote:
    Originally Posted by _Dawun_ View Post
    Nerve and Barrier would be the best choices for a defense based character. If you don't think maximizing defense would be useful (and I have no idea why you would), then musculature and rebirth are the standard choices for most PvP characters.
    This guy knows his stuff.
  10. Quote:
    Originally Posted by IronAlex View Post
    Which would be the better for dmg in pvp..

    Slash from hidden?

    Or Shatter armor from the mace epic pool?
    Slash followed by Shatter armor. Unless something has changed since I stopped pvping, Shatter armor doesn't crit from hide.
  11. Quote:
    Originally Posted by hemmingway3 View Post
    I think this would be cool, but they aren't gonna even think about working on PvP until after they're satisfied with the state of the incarnate system. They said this openly.
    Which at this point looks like its never going to happen; two rounds of incarnates and we haven't been asked how it's affecting PvP at all. If they were going to do it, they should have done testing after alpha was released and again with the next 4. Broad, sweeping changes worked so well the first time....

    Pessimism aside, an open PvP server would be awesome and perhaps breath a little bit of extra life and flavor into a repetitive game. If this idea ever was on the table, there are a few issues that have to be overcome for it to be successful.

    1. Size of the game world vs player population. Currently there are 3-6 zones in each level range where someone could do missions or street-sweep. This would have to be consolidate to get any actual pvp going.

    2. PvP ruleset kills PvE. Unfortunately I13 pretty much killed any chance of mixed pvp/pve content. By essentially splitting pvp and pve into 2 separate games, it would be difficult to bring them back together.

    3. PvP rewards are not good enough. For a PvP server it should be a viable option to level through PvP. That's pretty much impossible with the way the reward system works.

    Ideally if I had the power, this is my version of a PvP server...

    - Everyone has to make a new character, upon character creation you choose one of 3 sides to fight for. (Resistance/Hero, Villain, or Loyalist) 3 sides instead of 2 because in my experience 3 sides find a better balance among player numbers; any less usually ends up lopsided, any more diluted.

    - All characters start and progress through the same zones to encourage PvP and prevent spreading of the population. A good progression might start in the new galaxy city, followed by the hollows, then Praetoria to 20, Faultline to 25, Dark Astoria to 29, St. Martial to 34, 35-39 RWZ, 40-44 Grandville, 45+ Peregrine. The level range in a zone should be locked, ie you can't get into a zone until you're within the proper range, and exemplared if you're above the range. These zones were chosen for their appropriate size, story-line significance, or cool factor. Zone selection doesn't really matter, as long as it's limited.

    - There should be 3 safe areas, Pocket D and Ouroboros, and your SG Base, that's it. Some other mandatory ones are hospitals should be like the villain one in WB, and that no power room in the AEs. Remove any drones from the other areas. This way the population polices itself. There is AE if you want to pl someone or farm, but there can always be someone waiting for you.

    - Strike and Task forces should be added to the LFG tool. Any mission that requires a zone not available on the PvP server should be accessed through ourobors crystals. Any hunt missions on TFs should be removed, because they're pointless anyway.

    - Add a PvP queue to the LFG tool. This allows a chance you'll randomly be ported into someone else's mission. PvP in this manner should always consist of equal numbers; if you're solo, you'll only get a solo player in your mission, etc. If you defeat the mission holder, you are teleported out of the mission. If you are defeated within your own mission, you will not have another random player enter during that mission (to prevent griefing but not making mission soloing a completely safe route). The same rule applies per mission in a strike force. If random enemies enter your mission, the mission cannot be completed until those enemes, or yourself are defeated.

    - Killing a player should net rewards equal to a mission completion bonus. This makes leveling through PvP viable.

    - The current PvP ruleset would have to be heavily modified or removed to allow for fun play. Also, until its properly tested and balanced for pvp, incarnate abilities/powers should be suspended.

    At least, that's what I think. But i'm a noob.
  12. http://www.cohplanner.com/mids/downl...B2FC05C5BB0169

    It's doable, but there are far more efficient builds. Just put hasten on auto-fire and use ML when its up. It's not that much of a hassle that you have to spend billions on IOs to get enough recharge for it without hasten.
  13. LuxunS

    psi is broken

    Fortunata have reasonable psi resistance; I only recall losing to psi blasters twice ever, once was the first week I pvp'd, second the guy used t3 yellow inspirations. I wouldn't recommend rolling one though, if you're getting destroyed by psi blasters on whatever you're playing now, you'll get destroyed by everything else on a fort.

    Like others said, learn to use and manage your insps better; anticipate the delayed damage, and make sure you have appropriate kb protection.

    I can't believe people are still complaining about this. Psi sits pretty low on my list of pvp fixes.
  14. LuxunS

    Queen Mab

    Mind/Cold, Illusion/Cold controller or Storm/Psy, Cold/Psy defender

    We know she's been in Harry's head at least once.


    Sonic/Cold or Sonic/Storm defender or corruptor

    If I remember correctly there are times she speaks through a proxy to prevent from harming Harry.


    Cold/Ice, Storm/Ice, Cold/Dark, Storm/Dark

    Mab Queen of Air and Darkness, any of the above fit.


    As a side note, if you are a believer of the Molly is Mab theory, perhaps the illusion/mind/psy fits best. Also, rumor has it that Jim Butcher plays on Virtue; never came across him myself though.
  15. LuxunS

    NW or Fort?

    Dominate ignores positional defenses which makes it a good choice for revealing stalkers as it's very effective against defensed based stalkers.

    As mac said, don't bother with a VEAT unless you're attempting to counter stalker. Survivability and damage are mediocre and there are better options for disruption.
  16. A few things to consider...

    - You only have poison dart as a ranged attack, I'd recommend grabbing Mental Blast as well; at least then you'd almost always have a ranged attack available.
    - You don't have double tactics so you won't be able to see stalkers, which is one of the prime reason to play a VEAT.
    - Your hp is a little low.


    Otherwise not a bad build. Defense numbers look very good. Recharge bonus is a bit more than I would shoot for; with DR you won't be able to get hasten up nearly all the time like mids says.

    My recommendations...
    - Switch out CT:O for Mental Blast. Steal slots from boxing for MB.
    - Drop Eviscerate, Take Maneuvers in place of it, take tactics where you have maneuvers currently.
    - Leave just the single slot in tactics and move the perception IO over there.
    - I'm not a fan of 6 slotting glad javs. I prefer to 3 slot for the hp bonus and split with another 3 slot hp bonus, or go with 4 slots for the hp/range def and frankenslot the other 2 with enhancements needed or another proc depending on the power its in. 3 glad jav, 3 apoc works very well on builds with only 2 ranged attacks.

    Eviscerate doesn't do enough damage for its activation time. You already have a long animating high-damage attack in shatter armor. Mental blast gives you the range attack chain, and tactics lets you see stalkers. Leaving it with the single slot doesn't waste any, as its use is situational when you're up against stalkers. This leaves you with several slots to do as you choose. More hp and accuracy would be good.
  17. Freedom, side doesn't matter
  18. Quote:
    Originally Posted by Vexington View Post
    Umm, no, that's called pro Emping. Get on my level, son. If you're always APing, you're bound to accidentally heal someone in need. Noub.
    I'll never be on your level :/
  19. Everyone is entitled to their opinion; I'm not going to debate yours as this thread asked for it. There are some things you stated as facts however, that are inaccurate.

    Quote:
    Originally Posted by Dahjee View Post
    I also like the way changes to PvP have happened in the past few years. Without the hype and expectations. Subtle changes that aren't labeled as PvP changes... but offer reasons to try something new, and fill in a gap... or play a bit differnetly than before... or changes that add to a playstyle already perfected.

    -New and useful temp powers
    -Defender damage buff
    -Dom rebalancing
    -Hibernate for Defenders
    -Epic pool proliferation
    -Side switching
    -PvP IOs
    -Incarnate slotting
    -Inherent Stamina
    -Bug Fixes
    -Arena options
    -arena match from anywhere
    -Shard drops from players
    -Alignment Powers
    -The realization that Teaming solves everything
    -and lots more to come in I20!
    The reason they are not labeled as pvp changes, is because... most of them aren't PvP changes. They are PvE changes that trickled down. Not meaning to be negative, half of the decent changes came with silly ones that negated their benefit. Bug Fixes: A few months back the immobilization protection was fixed on Widow's IW, it no longer suppresses while being held. Awesome! Except that it was never immobilize protection that mattered it was the knockback protection; the toons still get destroyed by anything mind/. Defenders get hibernate - Great; except now scrappers get it too? Incarnates, don't even talk about them in pvp. AFAIK no PvPers were invited into closed betas to test the affects on these things. During i18 closed, there wasn't even enough PvPers to get together to test any of it (if you don't believe me, how did the damage of kinetic melee get overlooked?). I saw one other person who regularly participated in PvP while I was in closed beta. Same goes for i20, except now theres going to be 4 more incarnate slots opening up. None of this stuff has been tested in PvP and I wouldn't be surprised if some if it is terribly broken.

    Quote:
    Originally Posted by Dahjee View Post
    I like the complexity of CoH PvP. The fact that DR numbers are cryptic in a way. It encourages me to learn from trial and error. The way mez works make me feel smarter and acomplished when I'm able to use it effectively to control situations. The skill most will agree is required for insp management is the same as the skill required for insp use and power activation when TS is on, and the same skill required for using heals when HD is on... I like that. Having think about when to do what... as opposed to just doing it because you can or because that power is recharged.
    DR numbers are not cryptic, there is a nice guide that explains how it works. A better word is abstruse; 3 minutes of searching can net you an explanation, its comprehension where the problem lies. Its amusing that you mention you like the way mez works and how there is skill in managing inspirations in the following sentence. Kinda like how you used to have to manage break-frees against mezzers, but now they do absolutely nothing? There is no skill to using heals when HD is on, its simply a matter of counting out loud to when your heal will be effective again, that's not considered a skill past kindergarten. Effective healers don't just heal when its recharged. An Empath that APs simply because it recharges is a dead Empath.

    Quote:
    Originally Posted by Dahjee View Post
    Sadly and/or surprisingly... what I dislike about PvP in this game has nothing to do with PvP is this game. What I dislike has to do with the fact that I have no desire to be a active participant or leader in the PvP community... and that the result of my personal dersire leads me to depend on leaders and respesentatives that choose not to express any other wishes and wants for PvP other than their own or those that agree with thier wishes and wants.

    Real Talk.

    As a PvP community. Our morale is at an all time low right now. Blaming others is easiest to do. Waiting for someone to fix it is a lazy man's game. Ignoring everything and anything except our personal wants and wishes is a sure way to prevent posistive change from affectting us (personally). Coming togetheras a wisercommunity (that is left despite the opinions that were programed into us from those that have left) is the path towrads balance... towards unity... and towards a better PvP experience for us all. Our ability to do so has become more important than ever before.
    This is wrong wrong wrong and I've called you out on it before. You not wanting to step up in the community is your own problem; don't act oblivious to the people who have previously and still are. In the past year there has been a league, a ladder, and now another league, all organized and run by the community. Where were you during any of this? Don't fall back on the "I'm not a hardcore PvPer" because last year's league had a d6 team for non-hardcores/newbies and people interested in learning PvP.

    You accuse the community of waiting for someone to fix it? There have been many posts and discussions about how to fix pvp. There is a thread containing many of the bugs. People fill bug reports constantly in-game, and its all been ignored. You say that the community only projects their own wishes? Do you really think we all want to be playing psi blasters? The reason all the things I mentioned previously happened is because we want something more in line with balance. Whether you want to acknowledge it or not pre-i13 was more balanced than the current system. You speak of being able to make any toon 'work'; that was more possible before the PvP changes. Maybe you don't know because you're not a numbers guy, but you can't be completely ignorant as you mentioned your ill/ff. The damage mitigation offered by defenses is far behind resistances, shield and mez protection buffers have little use. With HD on healers have little impact in organized team situations. You say that you can start with a concept and be effective, how is that possible when 1/4 of the game's powersets are now ineffective in PvP?

    Real Talk?

    Get over yourself. Your ideas about what works and doesn't work in PvP are not ground-breaking, inventive, or ingenious. Many of the people here spend hours upon hours leveling toons, equipping them, and testing them in different mixes of powersets, archetypes, and team makeups. People aren't locked into these few PvP fotm builds because they're not creative, they do it because its most effective and at its core PvP is a competition.

    You constantly insult members here. Many of these people are better players than you or I and several of them (myself included) have a far better understanding of game systems than you do. You say you'll be happy to discuss your views in other threads, but often you come and attack on the grounds that we're closed-minded and can't see the beauty of these changes. But you never bring any facts with you, its just talk. You haven't made any meaningful contributions. The real fact is, the community here is what has been keeping PvP alive. There was good feedback given during the i-13 beta, and after it was released people still pushed for changes that would benefit the players. Contributors want and have always wanted a balanced fun, experience. Even the veteran players who have been jerked around for years and the more 'discordant' members of the community have given some decent feedback in Z's threads.
  20. Quote:
    Originally Posted by Mirage_Mage View Post
    Do you mean forts *after* the changes ? >.>
    I have no idea what those guys are talking about.

    Quote:
    Originally Posted by Voided_Soul
    There is always a counter to every AT night widows were no exception, as they were easily taken down by any high attack willpower scrapper correctly slotted, usually in 2 shots because of the low HP's of night widow/forts.
    Forts were never at a disadvantage from willpower scrappers. Not during i12, i13, or now. When i13 was released I could roll my face on the keyboard and kill a willpower scrapper. I think you meant Ice/SS Tanks. They had roughly the same defensive and offensive capabilities as forts, but had a lot more hit points, a self heal, an end drain, a taunt with -range, and hibernate built into their primary/secondary sets.
  21. Quote:
    Originally Posted by Arcanaville View Post
    I should point out that no number is the "correct number" because Elusivity doesn't work that way. I should know. The correct thing to do for every defense set is to take their current defenses, split them up by some ratio (say, 50/50), convert one part into Elusivity and readjust the reamining defense (by a specific formula that preserves the combined strength of the two), and doing that individually for every +Def defense set and buffing set. The net result is that against a foe with no tohit buffs, all defensive sets would be just as strong as when they started (factoring out DR for now). Against foes with significant tohit buffs, those tohit buffs would be weakened almost as if the target was resisting them, but they would still have an effect stronger than accuracy. Which was the whole intent to begin with.

    If you did that right, you almost wouldn't need DR for either defense or tohit: they'd be set to only affect very high values, not the moderate values that currently get clipped. The only question is what the tuning parameter should be that sets what fraction of defense is "resistant" to hit buffs for everybody.
    As per my understanding, elusivity was your idea, and subsequently I bow to your knowledge of how it was proposed and should have been implemented. My number was simply suggested as it would bring the damage mitigation of defenses more in line with those of resistances. Also, it is a change that developers might be willing to make, as the value has already been changed in the past; it would be less work that completely redoing the mechanic as you suggest. Ideally your proposal seems a much better route, but I'd imagine would require more development time invested.
  22. While many of the changes made with issue 13 and some since have been perceived as poor, there are a few good things that are currently implemented.

    1. Elusivity: Most defense builds were destroyed in pre-i13 PvP. When Elusivity was at 30% it was too powerful, but at 10% it isn't quite enough. A 20% middle ground would be a great step. I did an analysis on this a while back, it can be found here. http://boards.cityofheroes.com/showthread.php?t=196688

    2. Taunt: adding -75% range to taunt was a good change, it added more usefulness to tanks/brutes/scrappers. Last I tested, the -range effect stacked from the same caster. Not sure if it's intended or not, but it seems somewhat broken. In addition, last time I tested this, base taunt duration was not affected by taunt resistance; only the additional duration granted from enhancements was affected. Fix these 2 bugs and it's a great addition to pvp.

    3. Defensive toggles not dropping while being held/mezzed was a good change.

    4. Pretty much everything macskull said in his previous post.

    5. As fiery enforcer said DR has its good points for balance, such as defense vs. to-hit, and how debuffs are applied before DR so that some of the more powerful ones don't completely neuter you (rad comes to mind). In the current system, DR is a necessity (because of other implementations like global resists). With some tweaking it could be successfully applied to a pre-i13 system, or a few adjustments to the curves could be a boon to the current one.
  23. I agree with barrier when it comes to rewards; the current drop and rep systems are crap. He gives good reasoning for why, i'm not going to repeat it. I also agree with him that the rewards for PvP should be greater than those for PvE.

    1. Team PvP requires more coordination than teaming in PvE.
    2. PvP has a steeper entry; both for learning the system and having an appropriate toon.
    3. PvP is more difficult. I could teach my 7 year old cousin to solo AVs with my done-up toons.

    I do like Mr.Liberty's idea, with the exception of the 0 merits for losing. I think that encouraging newer (essentially worse) players to participate is integral for the success of a PvP system. Not rewarding those who are not as skilled, or who have toons who are not as well built does not help that cause. Everyone should be rewarded for participating and should receive greater rewards for victories.

    The way I'd visualize it, if no changes were going to be made to the system except rewards it would go:
    1. Remove the rep timer completely.
    2. Remove the ability to enter a pvp zone while in a task force or Ouroboros flash back.
    3. Make a vendor that trades rep for merits at a 2:1 ratio.
    4. Scaling influence rewards for team arena matches based on the number of people per team and duration of the match.

    Ideally I'd visualize a CoH where pvp could be used as an alternative to tip or tf grinding. To earn your alignment merits you can run a few arena matches and spend some time in zones or a large arena ffa. Removing the rep timer would be a requisite for earning rewards (see barrier's post). Making it so people could not be in a task force while in zone is to prevent farming (some pve players don't like this idea because it can keep them from getting shivans or nukes mid-tf, its not really a valid argument).
  24. Baby steps, I like it. Major improvement from large sweeping changes. At least he's trying to get a gauge on the community before taking action.
  25. The most fun PvP I've ever had was when I was in college playing the original Halo. 4v4 against the guys down at the other end of the hallway; and occasionally teaming up with them taking the xboxes to another dorm and playing against those guys.

    As far as other games go, I really enjoyed Guild Wars pvp. It seemed that regardless of how good your build was, there was always something that could counter it. Also, there was a large variety of pvp activities you could do. I also spent a few months messing around on EQ2s pvp server. The pvp there is far from perfect/balanced, but the feeling of accomplishment from going to noob-zone fodder for twinks to being able to hold my own was pretty great.

    In CoH, I enjoyed pre-i13 pvp, particularly in BB and SG arena stuff. Unfortunately I never had the privilege to participate in a base raid, I imagine that would top my CoH experiences. For some time I did enjoy i13 when elusivity first came around, as my Fortunata was virtually unkillable in zones, but that got old after about a week. Beyond that, with the current system, there was 1 pvp experience I really enjoyed. There was a pvp tournament on Champion server during the free transfers. Several freedom players went over; the tournament had an interesting setup. Teams were randomly selected, winning teams advanced and were split to face each other. 8v8, winning team split and did 4v4, winning team split and did 2v2, etc. While some people got screwed by a poor team, the randomness, and inability to stack teams created a more even playing field; also knowing that your ally this match might be your enemy the next one made things exciting. Ended up winning that one against a mind/thermal in the finals (which my character should never have been able to beat).

    As previous posters have mentioned, and I'm sure you're going to see from following posters there is a key to fun pvp experiences.
    1. Cooperative, goal-based gameplay with varying objectives. (CTF, KoH, castle defense, etc, not just kill)
    2. A feeling of accomplishment for participating. (This is a little more difficult to accomplish as the feelings are subjective. It can vary from overcoming odds stacked against you, to something as simple as getting a worthy reward for participation.)
    3. Ease of participation. (There are a few different parts to this. The learning curve for pvp shouldn't be too steep, or casuals will quit before they learn the system. Secondly, there should be an easy, quick way to participate. Currently CoH has neither of these. The learning curve for pvp is unbelievably steep; there isn't any in-game documentation on how the i-13 changes work.)

    I've said this several times in the past (some people here don't agree); I think the best first step to adjusting PvP would be competitive PvE. Simply pit players against other players in a PvE environment, whether it be surviving increasingly difficult waves of mobs, completing an objective fastest, or doing the most damage to an area (ie. mayhem missions or last mission in Silver Mantis SF). Utilize the turn-style system being implemented and toss in some additional reward for winning. Doing this will create a more competitive game within CoH and avoid the immediate hassle of trying to fix/rebalance PvP. After something like this is implemented, PvP adjustments can begin and there is already a base system to introduce competitive PvP missions on top of. When the i13 changes went in, Positron's letter said that the changes would create a solid base for PvP to build and expanded on. That didn't work out. In a game based mostly on PvE, use that as a basis for creating future PvP play. Separating the systems, while practical and appropriate in some cases, was generally a step in the wrong direction.