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Quote:for 1, that would be impossible because of AT hp capsWhile I agree that would solve part of the problem, it still leaves the problems of intra and inter-AT balance, level disparities, etc.
Now, making sometimes a system that forces divisions can be bonus. It is almost a necessity in a game with millions of players (10,000, waiting to join your level 15-19 instance...).
But when you have a fairly small community and a much smaller PvP crowd in that community you have to make the system easy for anyone interested to join. When the system is harder for low levels, harder for certain entire ATs, harder non-FotM combinations, and finally harder for anyone without significant investment, you basically have completely eroded your potential PvP playerbase.
The advantages of this system are simple:
1. Easy to join
2. Allows any character to be competitive, increasing the # of potential users
3. Better PvP specific progression than PvP IOs
4. Allows characters to switch roles without respecing, changing ATs, or levelling/slotting entirely new characters.
5. 10000x easier to balance
In addition, the load-out method could be used for some extremely cool new instances, both PvP and PvE based. For instance, imagine the following scenarios:
1. 1v7: Supervillain Invades
Player is set as "supervillain" - gains access to high amounts of life, minion spawns, super attacks, etc. Everyone else has access to standard abilities and is tasked with defeating they reach an objective (ex: destroy city hall)
2. 4v4: Prison Break
4 players spawn in jail cells, and try to escape their confinements before they are defeated by the other team.
3. 4v4v4v4: Gang Violence
Players spawn as one of four gangs (Hellions, Skulls, Trolls, Outcasts maybe), and try to fight other teams for territory. This one could use costume change tech.
etc. These things wouldn't easily be done by the current system, but might be possible with the proposed. While many wouldn't play PvP normally, these types of things might be the spark of life needed to bring casual players in.
for 2, that doesnt make sense, unless you mean they have to reach an exit within x amount of time instead of just out of a jail cell
for 3, that would be quite boring honestly, low lvl mobs like that have 2 attacks, brawl and a pistol shot, and with everyone being exactly the same aside from costume would again be extremely boring
also your other reasoning for removing the AT disaprities is also bad because it again would make pvp dreadfully boring, things being TOO balanced is a bad thing in pvp
as a hypothetical allusion to what you want to do it would be like removing ALL classes from tf2 except for the demoman, imagine every server every player always playing as a demoman, that would get very boring very quickly
adding arena matches to the queue system is a good idea, trying to do a lot of what you want to do is too much work for the low return as pvp is not high popularity outside of the freedom server (aside from the small pvp leagues that run on other servers which only do arena based pvp)
about the only thing the devs can really do at this point to even out pvp in the experienced/hardcore pvper vs newbie/non-hardcore pvper debate is to disable all enhancements while in the zones/matches (arena could have option to allow enhances to spice up the matches more), and even then i honestly think that would make pvp even more unpopular than it is now -
Quote:even then personally i would prolly still skip smoke flash, i would rather have a better power than something that barely does anything now, for the current cost of the power it should make ALL of your ninja drop a smoke flash and then it might actually be useful without changing the power too muchI don't think the dev would have time to create a completely new power and that would touch the "cottage rule".
Smoke Flash gives one Ninja 100% critical for 10s and offers some minor protection (by placating around him). I think they dev can reduce the endurance cost just a tab bit or increase duration to 12s.
i think the part i hate about it the most is having to target a specific ninja to click it off -
i would rather spend inf on the super packs than points, and i would also not mind paying a lot
it would be a better inf sink than the inf->prestige conversion at sg registrar (and more appealing even if it does cost a lot) -
Quote:i would actually support this option, turning inf off to get more xp on lowbies would be fantastic, i normally just mail my lowbies inf and make them run in sg mode all the time (actually all my toons run in sg mode all the time but thats besides the point lol)Interesting zone events get people out of instances. A 10 infl will do nothing to curb inflation in the game. Refusing to defeat mobs is the best way to curb inflation in my experience.
I wonder how many folks would use an option to turn infl. Off if you could get double xp, or even +.50xp.
maybe for 50s turning off inf would allow for a substantial prestige increase which would allow you to start up an sg sooner -
i think smoke flash should be changed in to something different entirely, as to what i am not totally sure but something maybe a bit more useful
what i think might be funny (and maybe a bit overpowered) is a patch that you can place and any baddies who are in the patch get attacked by random ninja that come out of nowhere (like using the "shadow selves" that dual pistols makes heavy use of but to dash across and attack the target -
i agree with him in the fact that i dont care for your changes either, an even easier way to just even the playing field would be to just disable all enhancements in a pvp zone and just leave it as options for arena to allow enhancements
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Quote:the only way i could see it happening is if you left a pbaoe on auto in a place like mercy or AP where the mobs DO respawn almost instantly, but even then it wont be at the rate at which you are talking aboutAssuming you could kill 1 lvl 1 npc every second (good luck with that..not like there are hundreds of them gathered in one spot respawning every minute)... but even if you could .. it would take you 277 hours to make 1 million inf... yep a lil over 11.5 days of 24 hour a day lvl 1 hunting lol.
but as you said and i agree that at 1 inf its still essentially nothing and you would have to kill 5000 baddies for equivalent of 1 lvl 50 baddy -
memphis bill is right in the fact IOs did set a baseline to pvp, in hardcore pvp if you dont have a good IO build then you will pretty much never win
the things i personally dont like about pvp are: travel suppression and heal decay and the general lack of rewards for pvping (i know that wont change though way too easy to afk pvp farm) -
im pretty much never heroside but when i am i usually always ignore them partially cause im always saying im an undercover villain and partially cause i dont care cause of no reward
but for this, to me 1 inf IS essentially no reward, you would have to kill 36,500(43,000 if you are including the leprechaun pet) baddies to get the same reward as i get for a single +4 boss in DA
now if we were talking badges i would "save" poeple all day long for that even though it has no monetary value, just bragging rights to say i have it lol -
i could see some of this happening, however i think they should have prolly slightly more defense, they are ninjas after all, and only maybe the oni should have less than 7% def the others should have 15% def, 10-20% resist to smash and lethal sounds about right since ninjas never wore a lot of armor
overall i do agree with most of these changes, personally i think the only thing that absolutely needs a revamp is smoke flash as it is not very useful and costs a horrendous amount of end even though it can be spammed -
i never said anything about skipping pets, heck i prefer to have as many pets as possible lol
in the crab that im working on i plan on making him a pseudo mm (3 spiderlings + 2 disruptors + 1 blaster from the scorp pool)
i havent finalized a build for him yet though -
i would prolly mule it with kin combats since it only needs to add 3 slots to the power
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Quote:the arch mage is not an EB, but it is one of the arch mage type CoT bosses which has 75% resist to all dmg types, i believe they have all the powers of an agony mage as wellMake sure to ban Night Widows and Arch-Mage of Agony.
The Night Widows stacks -tohit onto an already low base tohit mob. Putting them together means they'll kill everything extremely easy. They're essentially at soft cap all the time.
The Arch-Mage of Agony are an odd case. I remember hearing they're actually Elite Bosses instead of normal bosses.
Necrotech is correct, I remember there being some quote letting the playerbase know that gladiators were being fully abandoned. -
Quote:IMO i would build for personal surviveability and dmg, since a crab is essentially a blasterWould there be any way to team tank with crab and no pets or is just tanking on a crab not worth it.
if you can stay live with aggro on you then your doing fine, but i would focus more on dmg and rech after self sustainability -
if it was only like 10 inf i dont think i would really care since that would do pretty much nothing to counter inflation as 1 baddy at lvl 50 could give me like 100 uses worth of inf
if it was any higher though then i would prolly just go to the auction house more, but it would greatly annoy me that using my /ah would charge me some inflated fee -
to my memory i dont recall them ever adding new gladiator pets and i been playing almost 6 years
the last thing i saw mentioned about gladiators was that the devs did essentially call it a dead system and wont be touching it again
so what we have is pretty much all we are ever gonna get -
Quote:solo yes but in a team you wouldnt be able to hold aggro very wellThank you guys for the help.
I have questions about the smash/lethal defense on that build Trilby. It seems like that is kind of low how bad will that effect my of all ability. If I replaced Aim(and maybe slice) with Leadership maneuvers. I probably have to lose provoke also. Would I still be able to tank?
personally i wouldnt bother with the presence pool and focus more on dmg output -
im from victory and theres usually a friendly group of poeple about
i usually try to help people who have questions in the help channel -
sounds interesting, would prolly need a little bit of work to balance out
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within a week or so after the patch that supposedly fixed it i heard it was broken again, i havent recently tested to see if it is still broken though (cause this proc was supposedly fixed 2 other times but it never was)
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i doubt time would allow you to solo GMs without lore pets, FF definitely would not allow you to solo a GM without lore pets
GMs main strength is their massive regen, which you need -regen to beat usually
the best mm set to solo GMs is traps since most other mm sets have little to no -regen (i can vouch i have a demon/trap mm and hes a beast to solo GMs/AVs) -
since freedom came out ive gotten all the enhancement tray increasers, salvage increasers, recipe increasers and auction slot increasers lol
now at lvl 50 base my toons can hold 85 recipes, 175 salvage and have around 50 auction house slots as well as the 30 crafted enhance slots -
while going through and doing this change, would you also be fixing the broken procs?
right now i think there are still several procs which are just not working period, i think the absolute amazement proc is still not working from what ive heard -
i feel a crab is definitely more blaster like, but they do have very strong defenses which can allow them to tank, especially since they can easily build for ranged defense and have a lot of built in mez protection
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i use Avast on my computer and i have spybot search and destroy and malwarebytes for regular cleaning