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Quote:Basically you need +Regen, +HP, +Range, 41 pts of KB protect, some LOTG 7.5, Microfilament Exposures for runspeed/jump speed, a Stealth IO, Glad Javelin procs, etc etc. You also need phase or hiber as an escape power.Just want to pick up on this point. I PvP occasionally, but not a great deal and I don't know that much about the mechanics, but what other than +Hp is worth slotting for if DR ruins everything?
I slot for global recharge, HP, +damage and space for procs (Maybe for KB if needed) and then I run out of ideas before my PvP build even approach the cost of my PvE builds. I don't know if that is lack of knowledge on my part or what?
So yeah, unless you are going to be hardcore, just build something you find amusing, fiddle around with your friends or drop into a zone and shoot people. -
Quote:Thing is, you can only bring 3 people into the match so you need to put out enough damage/disruption to kill the other team more than they kill you.
- The fact that AT's even need to be considered being limited is ridiculous. People should be playing and having fun and not using "safe" or "FOTM" lineups. However people do and will and its all equally gai. Some Captains feel like some lineups are impossible to counter and want some changes. Apparently the MAJORITY think it is necessary and whether they have thought out the repercussions or not is irrelevant.
That's the problem with 3 v 3, you don't have the liberty of an 8 v 8 where you could field a Trick Arrow, Kin, your 3 Blasters, a Mind/Thorns, some EMps, etc.
The less people you have to play with, the more focused your builds will become and the less leeway you have with experimentation and fun.
Say you spend your weekend trying out something just to see how it does (we did this in week 1) and you lose all your matches. You're six points behind the team you lost to. This is why I expect a certain amount of conservative play once standings are more gelled.
My bold prediction:
Teams will try and roll other teams if they feel they can get away with it.
If grumblings arise from lineups, etc. pullback will occur and teams will revert to more conservative lineups. In the end, we'll have 2-3 teams dropping from the ladder out of frustration and boredom (pegged at around first week of November). The remaining 4-5 teams will settle into a clear archetype distribution formula and we'll be at square one, with people playing FOTM stuff with little deviation for fear of losing standings traction.
As to the votes causing drama, that's unfortunately going to happen.
The only way for voting to be truly drama free is to point penalize teams for discussing it past a certain vetting/discussion period. As with anything, if there aren't consequences for actions human nature will dictate using the most efficient/political path.
Anyway, GLHF Saturday everyone.
Edit: Just to deviate from this a little, sports teams have set roles and rosters.
Just to take hockey since I'm most familiar with it...you can only play 3 forwards, 2 defense, 1 goalie at a time on the ice. Now, how those players behave/act comes down to individual creativity of course, but I don't think anyone finds set line-ups odd. Amusingly, people seem to find set line-ups and ATs in a MMO environment a worrying sign; chalk this off to having so many archetypes and powersets and so on I guess. -
Quote:People will stop showing up, two or three teams will be left fighting for the first place rank. Also, a few teams are already getting these lopsided scores, resulting in rumours of one of the teams dropping from the ladder. If people get wiped they'll either need new builds, new strats or they'll drop from the league.Im with Psoma on this.
Im confident that Exile can come up with lineups the will wreck 1 team healers in 3v3s. With the rules set up in such a way that 3v3 is the default, there is the ability to be straight d*ckmove and force people into a 3v3 and farm them. Which is why I mentioned what happens when 15-1 scores start rolling in? Do we expect people to just sit there and keep getting wiped?
Or people will vote to limit more stuff. I won't be forwarding any votes myself, unless my teammates think it's important enough.
Just as a imho, it seems better from a meta standpoint to lie in the weeds, get your points from wins where you can and make a push in the final weeks. If you don't draw attention to yourself then other teams can't pull the "banstick" on you, so you can use alternate strats later in the season when nothing can be done about them.
Showing your cards now, when a precedent has been set of archetype limitations, seems unwise.
Quote:With the new point system NO ONE in their right mind will be playing for a draw. Loss and draws are the same so why not field lineup with the best chance to win? If you lose you get the same points as if you went super conservative. -
Quote:
How is PvP broken? i'm sick of people saying it is and when asked nvr answers.
If you lot mean about fairness then surely that is PvP, PvP is never meant to be fair.
And as you may of guess i dont PvP...but is thinking about it more.- Anytime you do anything in a zone you stop moving.
- Travel speeds have been reduced.
- IR and SB were gutted for +Speed
- Break Frees are obsolete.
- Damage per activation has led to absurd results.
- Assassin's Strike does less than Sharks.
- Ice Blasters RIP.
- Buffers are hit by DR.
- Innate resistance + DR makes your epic shields less worthy.
- Sonics are now obsolete.
- Kins are semi-obsolete, you see them occasionally but rarely in large-scale high end matches.
- New hold system turns game into stop and go.
- Holds are doing close to Blaster damage...on Controllers.
- Cages are useless/borked.
- Procs deal zomg unresisted damage (not entirely bad given resistances).
- Tanker Fossilize does more damage than some Blaster attacks...on a low-damage AT.
- Slows are near irrelevant.
- Ally shields add a fraction of their stated resistance/defense buff.
- Competitive builds need billions in inf to be complete, outside of HP cap.
That's it off the top of my head... -
Quote:If this happens team captains can call to limit/ban other ATs and powersets until it is only Blaster/Blaster/Emp or Blaster/Blaster/Therm.this will likely just make our line-ups a bit boring...and result in our future matches not turning out too well for others.
And around and around it will go until we come down to a standard line-up and builds for all teams, just like it was on Test Ladder.
Lite of Paragon:
No, most assuredly none of this craziness would have occurred prior to the week one matches if the point system was there. But, as much as I hate this expression, it is what it is.
Of course people want to work their way back into contention. It's a competitive endeavour with rewards. Some groups will tweak builds, others roll new builds while others still will try to pull the rugs from under people's feet.
Mark my words Lite and Psoma, agreeing with Lite here, people will call for limits on other powersets until a standard Jump Team line-up occurs and everyone is on the same footing.
Remember that the base setting for matches is 3 v 3, so we need to figure out what's best for THAT setting, while examining 4 v 4 and 5 v 5 as well. -
Quote:I would agree if this were 8 v 8. However, we're playing at base 3 v 3.Are you serious?????
Didn't the 4 points for a win, 2 points for a loss/tie take care of the worry for ties people??? I SERIOUSLY doubt anyone would run a draw team the rest of the league with the new point structure. There is nothing good that can come from limiting ATs or roles within a league, ESPECIALLY if the reason the limit was proposed has been addressed. I was puzzled that anyone wanted to run a 3 healer lineup and draw in the 1st place since losing awarded more points with the original score system. The only way I see people playing draw teams now, is just to fudge up a higher ranked team. So if the point is to limit healers in an effort to avoid people from running draw teams, what's stopping that team from running 2 tanks & 1 emp? Let me elaborate...
You run multiple healers etc your risk turning games into slow grinds.
In previous low number teams I've seen, people have either:
i)Registered one toon that they stayed on forever.
ii)Limited ATs to one of any AT/Powerset on the team.
iii)Limited Stalkers to ONE in a 3 v 3 setting, two for larger settings.
Edit: Before anyone thinks this ruling benefits us, it doesn't. Essentially this means that Philly and myself can't play at the same time, which limits our team options. C'est la vie, I guess.
Quote:IMO this new ruling is basically a pandora's box or trojan horse issue. I can think of a bunch of combinations that would absolutely wreck 1 healer lineups. Is that what we really want? Do we want 15-2 or 20-3 matches where people get discouraged? And when those 15 or 20 point losses start rolling in, do we want to see 2 tanks and 1 healer just because people dislike getting wiped so bad? Would a vote be proposed on limiting tanks occur at that point? That's only one example.
We all agree that running 3 stalkers is a d0uche move. There are a few other combinations in a 3v3 that would be douchey as well. Are we intending on banning them all as they are introduced? Or can we just have a Saturday fight night with the hopes that every team shows up to win the whole dam thing?
Remember you need FOUR other people agreeing with you on the issue.
The team fielding the killer lineup is not going to give you their vote. That means you're needing to convince another 4 people, so pretty much all the remaining teams of the viability of your vote.
Remember that there can be TWO votes on any one issue. If teams start getting rolled they can either call a re-vote on the issue or they can propose something that addresses the issues OR they can just roll with it and see how it goes.
As stated previously, you can't really expect people to GLHF with prizes on the line. Votes will be used politically to address teams that get too close to the top. Of course, Kat has the final say on any vote even being passed on to other captains, so there should be some stability from hereon in. -
Quote:I voted against unlimited, but basically...they let you play a draw game or get quick kills and hide.Well, for you other 4 captains that voted to keep unlimited stalkers, let us know if any of you change your mind. Otherwise, I'd at least like to hear why you like unlimited stalkers.
There are prizes, so people are unlikely to agree on anything that might weaken their teams or strats just for the greater good. -
Quote:Pretty much.The reason I keep votes in private p.m.s isn't so much about organization as it is to attempt to keep drama down. Especially from opinionated people who are not even participating in the League. I assume each Captain will let their team know what is going on or get their opinions so really no need to drown the thread is long winded discussions that are pointless when ultimately the decisions are up to only 8 people voting.
Any votes we've taken have been discussed with all teammates as well as any discussions.
Anyway, gl everyone and see you ingame. -
Quote:Solution to this is a vote to limit buffers/healers (Empathy, Pain Domination, Thermal) to one per line-up. One healer, you open up more kills as the buffer/healer takes more of the attacks.You all brought an emp and 2 therms...you should have known that all the matches would end up 0-0 after the first one, and in knowing so, to me it seems you forced a tie in every match by running that same lineup each time, thus screwing each of our teams scores due to the tie being worth only 1 point.
People would then have to field one (your choice) + Blasters or three Blasters (very unlikely) or a healer, disruption and attack toon (like GDHRT did last night, though to be fair Corrs add extra damage from Scourge).
Your situation may well happen again, if teams get too far away from you, you can simply give them 6 points for a match instead of 12 (3 ties instead of 3 wins, if you know they'll win). Of course, with the new point system weighted so heavily toward wins, no real reason to run a tie line-up unless you're running interference for other teams in the standings. -
Arts & Crafts vs. GDHRT
7-4 A&C Tech Lab (Emp, Blaster, Dom vs. Elec/Kin, Sonic/Pain and Mind/Fire)
2-1 A&C Graveyard (Emp, Fire Blaster, Therm vs. Ice/Rad Corr, Sonic/Pain, Mind/Fire (?) )
4-1 GDHRT Cargo (Psy Blast, Fire Blast, Therm vs. Elec/Kin, Mind/Fire and Sonic/Pain)
GFs, that Elec is pretty nasty -
To be fair, we had a lower kill count against on cage (0-2) than in cargo or Atlas.
Cage is just a bad map for a variety of reasons:
-You can spawn camp easily, since everyone spawns in the middle of the cage.
-It's easy to get stuck in geometry (the fencing, stairs, corners)
-As others pointed out, you bring Thug MMs/Bubblers/etc and it becomes really dumb.
Pretty much every ladder forever has banned Monkey Cage, Office, Troll Caves. Not so much a stretch here as preserving some mobility and sanity in the league.
I don't know why there were no banned maps...to be honest Eden isn't all that with a 3 v 3 setup either, but there we go.
See everyone tonight, have fun. -
I think you can find "A Hero's Hero" in Ouroboros, at least I did on my main...but she already had done the arc. :s
Kinda disappointed they took out Siege from the new arc, very clunky having to do the old arc to access him. -
Two votes for option two (myself and offline friend).
We'd rather have the legacy pieces, with new ones perhaps added to the "top" of their appropriate menus to indicate new shinies. -
The "crisis points" I've seen are:
i)Nexus of Thorns: The vines DOT and the tree, combined with Circle of Thorns holds makes this messy.
ii)Dr. Aeon: He clones, you lose target on the original, he Energy Transfers you for a zillion, no Clear Mind/Clarity on you, you die.
iii)Ghost Widow: The hold and pbaoe heal do it here.
You can overcome (i) by carrying some Sturdy and a Break Free or two and managing your health bar. You can overcome (ii) by simply being careful. You can overcome (iii) by bringing enough colds to start a freezer sale, good emp/sonic/pain on team to keep CM up, some Lucks/Archmage or just good positioning without gimmicks. If you have your standard Stone Tanker or Willpower Tanker or Shield Tanker, they just taunt Ghost Widow while you wail on her and defeat.
The Flier spawns can be an issue as well, but you just need to have some awareness of surroundings and blast them when they show up, as well as remembering the spawn timer. -
Quote:Try asking Dark Respite on the forums. She'll likely be busy and may say no, but her promos are freaking awesome.I've been messing with the demorecord and the FRAPS and trying to make a video promo for the upcoming SHARDTOBER for 2010... and dammit all I don't have time to learn this stuff. >:-( So I'm going the cheap and easy way: I'm looking to hire someone for 1.50 in real money to videorecord and post a Shardtober ad.
...I promise I will pay in pennies. How's that for an enticement?
...(cricket noise)...
/facepalm
I don't know anyone offhand on Champ that does video editing though...I imagine tech-savvy people like Major Tom or Amy might know how it's done. -
I've bugged the copy tool, temps being broken, the 'exit' of matches before start, etc.
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Quote:This.Wins are worth 3 points
Losses are worth 2 points
Ties are worth 1 point.
It's in the rules. Which is hilarious. I WANT MY 6 POINTS FOR THE MATCHES PLAYED!
If the match is 0-0 you may as well just start emoting to get the extra point, since two >>> one. All you're doing in tying is potentially stealing points away from a team that might need them down the road to clinch first or second, which is fine but somewhat chintzy.
Limiting buffers:
Oz, if you feel strongly about it go ahead and propose a vote to limit buffers (debuffers?) in general. With the way the ladder is set up though, it's mostly just an intensification of damage spam once the target's healer/buffer's powers are recharging. As matches grow in size (5 v 5) you might see teams running an extra buffer, probably a Corr I'd imagine..
The point is guys, this ladder is likely to last into November or so.
If Kat's formula is followed, 8 teams x 2 weeks = 16 weeks.
Starting September 4, 16 weeks take us to...(checks Windows Calendar) December 18th.
First of all, let's be serious...how many teams are actually going to be around for the whole ladder? Especially considering the holiday season at the end of December, new games/interests later in the year and so on.
This is precisely why we (not just me and my team, not just Kat and a few other interested parties, EVERYONE) need to decide what we want out of this league so it retains some amount of fun and interest for all participants involved.
So...I ask all captains to look honestly at the current team set-ups and if they feel they are fine, fine. If one of you feels something is wonky, put it to a captain's vote.
Remember the dedicated PvPrs will still show up but we need to retain the newer, less hardcore ones too..not to say there are a lot of those in this ladder anyway, as most teams are at least fairly dedicated but...
TLDR:
The league schedule is weeks = 2xnumber of teams = 16.
That ends the sked in late December.
Player attrition and flagging interest is a measurable constant.
If you have any issues with powers/ATs, put it to a vote now, to keep the ladder somewhat fresh.
Realize that of the 8 teams listed now, perhaps four or five might remain toward the end...just by virtue of stuff/interest etc.
Don't hesitate to suggest something to Kat for a vote, worst that happens is she thinks it isn't relevant/important enough.
Cheers. -
Quote:Agree, it's not like having Hurdle at level 1 in the next issue will in any way help the matter. Make into a Ninja-Hop, give them the "pancake" emote and let them open a "Nin-Hop" chain...
What I'm proposing to lessen the nerd rage in this scenario is that was nerf ninja run -
My Spine/Dark...lots of fun but massive end hog and having difficulty tanking massive spawns with him.
My Mind/Cold is great on teams but a little slow solo.
My Dual Pistols/Traps Corruptor gets left behind a lot on teams because of the setup times, but love him anyway. -
Afternoon all,
The eternal refrain springs from players, whether tabletop or MMO, about "End-game content". Specifically, these players want challenging tasks against which they can pit themselves and their finely tuned avatars.
When designing End-game, where do the developers start? Are ancillary systems such as costume creation, role-playing, badges, marketing, reward accumulation, base building, PvP and other activities truly "End-game" in that some require level-capped avatars and canny play habits, or are they simply time sinks?
I refer to time sinks simply because they are the base of any game or MMO.
Now, in our specific game, we have players getting to 50, accolading and kitting out then...finding tasks lacking. Are they, though? Here are a few things level-capped players can accomplish:
-Task Forces
-Hamidon Raids
-Rikti War Zone (RWZ) Raids
-Purples
-PvP
Of course, you can accomplish the first and obtain the fourth without doing much more than running missions. Hamidon and Rikti War Zone raids are certainly the two major tasks (outside Cathedral of Pain) that require large-scale coordination with a good reward. Cathedral of Pain is an oddball. Some teams roll over it, others...not so much.
Where do the Devs go from here?
Do their base their endgame on current structures such as the RWZ raids or Hamidon raids? Do their base it on instanced task force content with challenging mobs such as the Cathedral of Pain? What about the Incarnate System? If avatars are granted additional buffs, it stands to reason they'll overcome current challenges that much quicker, perhaps resulting in downward trending Merit rewards.
Do the developers skew new challenges to the tried and true "SOd character" mantra, or do they examine potential power creep from invention and say: "Ok, we're tailoring this task for characters with X Regeneration, Accuracy, Recovery..." and go from there? Given the abundance (often to absurd levels) of buffs, debuffs and raw damage in the game, are tasks heading toward more of a "large-scale attack" model seen in the Reichsmann TF ambushes, zone events and so on, overwhelming players?
Lastly, and more importantly, where do the Developers draw the line for item acquisition (as gear treadmills are a true part of MMOs) with the Incarnate system or events, and will these systems create a planned obsolescence of the IO system? Likely not as IOs still help greatly for most of the tasks.
Given the Incarnate system is power (?) slot (?)-based, how do the Developers continue adding these slots and increasing power levels while maintaining growth of the Praetoria zone and keeping the current base happy? Do powers come into review for adjustment because of IOs or the Incarnate system itself? How much work should the Devs put into end-game, given the reputedly low number of people that get to 50 in the first place?
Do the developers borrow from other MMO models and time-gate encounters, or are players allowed to manipulate the environment to create these events? How does the super sidekick system tie in to potential zone events? Can the devs use existing structures, modify them for use later in the game?
Transitionally, it may be important for the Devs to scale tasks as more challenging as players progress through their careers. The common refrain of the game being "too easy" may well be met by end tasks being "too hard", as the player is used to a certain amount of challenge. Of course, this is part of the challenge...adaptation and survival before conquest.
Here's to hoping that the Incarnate system and its associated rewards and tasks are entertaining enough for repeatability and challenging enough that you will want to repeat them, without reaching levels of MMO frustration. -
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...when I log into an underplayed alt, she has tons of base salvage and it sells!
...when I buy recipes on my level 17 Tanker and vendor them, giving me SO range influence.
...when I find out that stuff in my base is, indeed, valuable and I sell it for a hefty markup.
...because it's an easy way to make money while trading goods to other players.
...because it's a mini-game that benefits everyone that uses it!