NotPutzing

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  1. [ QUOTE ]
    I'd still prefer we keep it on the record, it isn't some seldom asked for trifle. Understood that it isn't on the Soon™ List, but it is in our hearts and minds which would make the game excel under consensus.

    [/ QUOTE ]

    I mean, they've essentially announced that the future of the game is a serverless enviornment and that they're working on the tech for it.

    There's going to be an introduction to the list. How would people feel about mentioning the serverless system there and saying that it would make the top of the list if we didn't know they were already planning on it? That way we don't waste a top ten spot, but still let them know that we really, REALLY want cross-server PvP.
  2. Current list of things that have more than 2 or more votes. Some of it's in shorthand, but it should be understandable. OAS Issues includes both decreasing the range of OAS and the ability to spawn camp OAS people. Hero-Villain Balance includes irresistables and APP issues.


    Item Number of Requests
    Selectable maps 12
    Cross-server PvP 10
    Hero-Villain Balance 9
    OAS Issues 8
    Paid PvP Expansion 7
    Flight Not Viable 7
    Villain Lack of +per 7
    No Meaningful Rewards 7
    /pvpcount 6
    PvP and PvE Builds 5
    Non-SG Arena Match Caps 5
    Observer Bot Issues 5
    Instanced PvP Missions 5
    Remove System Matches 5
    Fury Bug 4
    Bounty System in All Zones 4
    Inspiration Tier 4
    PvP Tutorial/Training Wheels 3
    Sirens Bounty Bugs 2
    SO-Insp choice 2
    Placate Bug 2
    MM Arena Issues 2
    Arena Organized Tournies 2
    CoP and IoPs 2
    Arena Level Issues 2



    More votes please! I'd like to close this up soon.
  3. The plan is to make a top 10 list of priority items, and then include at the bottom the whole list.

    On that note, VOTE for your priority items everyone.
  4. 6 is always very spot on. Other people give me more requests for a top ten!


    Anyway, here's a list with the promised updates. My wording on the two tk bugs I think needs a little bit of cleaning up, so if anyone could offer revised suggestions that would be great.


    [u]Overall Design, Balance, and Power Issues[u]


    It’s a Bug! Kill it!!!

    1. Placate is bugged and won’t work if an effect from a previous attack (a stun, a dot, etc) is still effecting the person you’re attempting to placate.

    2. Fury does not build as intended.

    3. Combat logs are incomplete and a substantial percentage of incoming damage doesn't show up.

    4. Defeat list only shows people who've defeated you, not those you have defeated.

    5. Trying to tp away from being tk’d often causes a split reality, where the person who was being tk’d and tried to tp out sees himself as succeeding, while in the game engine and to other people the person remains in the tk and is able to be attacked.

    6. If you tk someone who’s knockback protection isn’t up from high in the air, you’re able to create an almost perma knockback. The tk’d person will be unable to do anything (including popping inspirations, hitting powers, etc) for the duration of the tk.

    Small Changes Can Make a Big Difference

    1. Fly is not a viable PvP travel power. Add protection to –fly, possibly to an underused buff such as O2 boost, antidote, or one of the ST FF bubbles.

    2. Some feel that cage should be looked at since it is unique in having no specific counters. Discussion is available here.

    3. Villains have no access to ally grantable +perception in Sirens. Either switch the order of sonic repulsion and clarity or add it to thaw or the ice shields.

    4. Not being able to use accolades while exemping favors power gamers at the expense of casual players who got their accolades later. Let accolades be used in PvP zones regardless of what level they're earned at.

    5. TP is not viable as a solo travel power or for combat motion. Suggestions include changing the hover after tp to fly, decreasing activation time, removing the hover when tping to the ground, or allowing people to change how far they’re tping.

    Some Bigger Changes

    1. Hero and villain combat is not balanced, especially in the 40+ game. The most popular suggestion is to open up a set of APP for villains and allow them to respec out of their patron pools to get those.

    2. Many people feel that the balance of irresistible effects in PvP needs to be reconsidered. Changing irresistible effects might be another way of balancing heroes and villains.

    3. Brutes, tanks, and scrappers are entirely absent from high end team PvP. Consider adding resistance or protection to Cage to some of the sets that aren’t as good in PvP (invuln, stone, ea) and make taunt less easy to shake.

    4. There aren’t any meaningful rewards to encourage participation in PvP. Add zone rewards that are for PvPing, not for doing PvE activities in PvP zones.

    5. The current rep and bounty system doesn’t reward new and learning players. Look at changing the reward system we already have to one where you gain just for participating but still gain more for winning.

    6. PvP is confusing to newcomers. Add a tutorial that explains some basic PvP tactics and introduces people to zones, arenas, base raids and their respective mini-games.

    7. The difficulty of leveling and equipping toons decreases the number of people who can get involved in competitive PvP. Make a paid PvP expansion where you can auto level to 50 and get unlimited loot for a toon, but can only play in the arena and PvP zones.

    8. There are no true instanced PvP missions. A popular suggestion is Hero vs. Villain in PvP enabled Safeguard/Mayhem.

    9. Having no PvP contact on the dev team makes feedback unnecessarily tricky. Tell us who we can talk to and what they want to know.

    10. New PvPers feel overwhelmed as they try to get the hang of things. Consider adding a newbie friendly zone with debuffed damage, debuffed movement, and buffed resistance so players can learn basic mechanics at a slower pace.

    11. A good PvP build can be very different from a good PvE build. Allow players to toggle between build so they can use the same toon to be good at both PvE and PvP.



    [u]Arena[u]


    It’s a Bug! Kill it!!!

    1. There are places in the Perez Park map where you can get behind the trees. -1748.4, -26.8, 2305.0; and -2056.6, -22.8, 2429.1. Fix them please.

    2. There are holes in the Eden map where you can fall and end up in total darkness at 1 HP. We need the /loc of these map holes. Please close them up.

    3. If you quit out of an arena match early, you’ll occasionally be bugged and unable to relist matches for a while. When you click Create an Event the UI will flash to a screen with the old event set up and you’ll get an error message saying failed to add the event. You’re able to join events listed by others, but you’ll first get a message saying you’ll need to drop the previous event you were in.

    4. The only affecting self timer is unreliable. Testing had it varying between 3 and 17 seconds: a world of difference in an arena match. Please normalize the timer.

    5. You are often able to hold, stun and damage players who are only affecting self. See this video for a demonstration.

    6. You can enter 1v1s while teamed, allowing dominators to build domination at a faster than intended rate.

    7. You can use telekinesis (TK) to get people stuck in the lights in the monkey cage in such a way that you can turn off TK, keep them stuck, and they won’t be able to use /stuck to escape. The four lights used for this trick are at -222.9, 4.1, -1358.0; -222.0, 4.1, -1297.1; -161.1, 4.1, -1298.0; and -161.1, 4.1, -1357.7.

    8. A player can zone into an arena match dead and his teammates may stack veng off the body by putting it on auto and selecting the fallen teammate.

    9. Occasionally some players will be able to move and use toggles and buffs before the timer at the beginning of the match is over.

    10. People who lag when entering arena matches will sometimes have a different time in their navigation screen than the actual match timer.

    11. A confused player who kills his own teammate receives a point for the kill.

    12. The teleport to arena after an ai often does not work.

    13. The Arena has badges for the championship of each weight class. They don't work.

    14. The timer on the navigation (nav) screen does not show up in 30 minute matches.

    15. Observers will only sometimes be able to see the match timer.



    Small Changes Can Make a Big Difference

    1. Observers have trouble following the action in PvP matches. Greatly increase the flight speed of the arena bots. Consider adding an option to grant them +perception.

    2. People often have to reset matches multiple times to get an acceptable map. Add selectable maps, as well as the ability to eliminate maps from the selection while still having a random pick.

    3. There’s no way of policing the tier of inspiration used even though tier 1s are the only thing sold at the arena store. Add an option to limit the tier of inspirations used.

    4. Some people feel there aren’t enough options for match length. Add 5, 15 and 25 minute matches as an option.

    5. Since team size on non-SG matches caps at 8 people, new people who want to play are often shut out of matches. Allow non-SG matches to be greater than 8v8.

    6. Some people do not like the current system of arena temps. Add an option to disable arena temps. Consider adding an option to permit all temp powers, including ones from outside the arena.

    7. The buggy system generated matches are confusing and no one uses them. Remove them from the terminal.

    8. The arena system can be confusing to first time users. Add copies of the NPCs that explain the arena found in Pocket D to the other arenas.

    9. Arena terminals in St. Martial and Pocket D aren’t appropriately marked on the zone maps. Add the A that marks them in other zones.

    10. Many people dislike that deaths aren’t shown on the scoreboard. List deaths and kills for all matches, as it’s shown in base raids.

    11.People who put a lot into PvP feel under recognized, and information can be hard to get in game and on the main CoH site. List the PvP SG/VG and Individual Ladder Rankings on the main CoH/CoV site and to the Kiosk Stats.

    12. Current level ranges are clunky, and put lower level players at a disadvantage. Allow players to set matches to a specific level and allow players to get auto sk’d to that level as well as auto expemlared.

    13. MMs feel they’re unable to recover after a single death. Consider permitting them to spawn pets during the OAS period.


    Some Bigger Changes

    1. Very few people use the arena on live because of the lack of competition there, while test server arena is filled with people. Allow the arena to be cross-server.

    2. There are no options in arena matches that aren’t just “kill the most people on the other team.” Add objective based instanced PvP like capture the flag and king of the hill.

    3. Popular events like lethal lotteries and kickball are hard to organize using the current arena UI. Make mechanics to auto run some of the more popular styles.

    4. The lack of genuine rewards or incentives for players and SGs to participate in the arena keeps many people away. Add some.

    5. Observer bots can have a tough time figuring out who’s winning and who’s on what team. Create a way for observer bots to distinguish between the two teams or add an ongoing scoreboard.

    6. People starting out have a tough time figuring out what goes into winning an arena match. Create an option to allow direct observation, where instead of an observer drone you are in looking at what exactly the person in the match sees. To explain, I'm Player A fighting Player B. Someone joins the match as an observer and can see my UI, my power trays, HP, and inspirations. With a click of a button, they would switch to Player B's UI, power trays, HP, and inspirations. This must be able to be turned off.


    [u]Zones[u]


    It’s a Bug! Kill it!!!

    1. When first zoning in to Sirens, your initial bounty won’t show up with a dot on the map. When your bounty switches (either because the player’s been killed or left the zone), the tracking dot will then show up.

    2. If you are killed, you’ll sometimes get a bounty dot on the map where you died. This can lead to having multiple dots on the map and being unable to distinguish your true bounty.

    3. Heroes can hop into the villain base in sirens and camp out there. The camp location is -1201.3 -152.0 1795.5. You can also use /stuck in another location to get inside the base. (Not posting the /loc on that because it’s a little too exploit to post on the boards.)

    4. PVP door missions are bugged. Players zoning into the mission can be jumped by a large spawn and some jail cells are doorless.


    Small Changes Can Make a Big Difference

    1. Allow players to choose between Tier2 inspirations and SOs if they have over 6000 bounty.

    2. Add more/better rewards to the bounty options in Sirens.

    3. Add the bounty system to the other zones.

    4. It’s annoying to have to trudge through multiple zones to find out where the greatest amount of PvP is happening. Add a /pvpcount or other slash command that would give a count of heroes and villains in the various pvp zones. If possible include people on /hide in the count.

    5. There’s no open zone where heroes and villains are able to team. Allow heroes and villains to team in Warburg.

    6. The lethality of NPCs in the PvP zones means dealing with debt is a penalty of PvPing while on your way to 50. Decrease the number or level of NPCs in the zone.

    7. People often want to 1v1 in the zones but have no way of doing so without getting interrupted. Add arena terminals to hero and villain bases.

    8. When more than one team of heroes or villains is in the zone, they have no way to communicate and plan an assault without the opposing side hearing. Make request faction side only.

    9. A player can do most of the damage to another player and still get no reward if an off team player kill steals him. Award partial credit for Bounty based on damage, as is done for XP when 2 different unteamed players defeat a mob on the street.

    10. Many new players go into zones solo and are surprised they end up facing multiple teamed opponents. Rewrite zone entry warning messages to emphasize that the situation calls for teams and entering solo is both not smart and at your own risk.

    11. Many feel the reputation cap is unnecessarily low. Remove or raise it.

    12. Remove upper level limit on zone door missions. Currently high-level players are not permitted to play the minigame of buffing/debuffing allies/enemies but they're still allowed to be affected by it.

    13. Improve buff/debuff mission info. Currently mission holders don’t see the percentage of the buff/debuff, only people outside in the zone do.


    Some Bigger Changes

    1. The lack of meaningful rewards discourages people from participating in zone PvP.

    2. The bases are vulnerable in Bloody Bay, Sirens, and Warburg. Look into better protecting the hero and villain bases either by a portal system (such as in RV) or by adding a TP resistant field in the hospital.

    3. Most PvP missions require you to enter an instanced map, which means you can’t participate in the zone’s PvP. Add repeatable in zone missions (i.e., missions that let you stay in the zone and not enter an instanced map).

    4. Except for Sirens, the zone goals and mini games that aren’t very integrated and don’t encourage fighting other players.

    5. While we know it might be impossible until a server-less configuration, cross-server zones are very, very high on player wish lists.



    [u] Base Raids[u]
    Base raid issues are well covered here, so we’ll keep requests from our side to a minimum.


    It’s a Bug! Kill it!!!

    1. You’re able to tp opposing players into prison cells made of decorative items from which they can’t escape.

    2. “Field” items don’t always work in base raids.


    Small Changes Can Make a Big Difference

    1. Add a 30 second period of being unable to attack enemies/be attacked, similar to the counter on you when you enter PvP zones.

    2. Raid set up is very confusing. Add a section on base raids to the in game Help, or create a base raid Tutorial.

    3. Allow for raids to be set to 30 minutes instead of an hour.


    Some Bigger Changes

    1. Bring back CoP and IoPs.

    2. Take away disincentives to base raiding, such as defending SG members not involved being in the raid being unable to use their base, and the potential of property destruction when scheduled raids do occur.

    3. Create more reasons for SGs to engage in base raids
  5. [ QUOTE ]
    [ QUOTE ]
    I don't think asking a question is nerf herding. Putz is putting a lot of work into determining the top priorities for PvPers, and I'd guess she's just looking for people's thoughts on the subject. Obviously people don't agree on it - which is probably why she asked.

    People need to stop this knee-jerk crap, state their opinion, and chill out.

    [/ QUOTE ]

    If that was the case, where are all the threads on 30% unresisted blaster dmg, unresisted defender debuffs, slow suppression, Brute Fury, villain epic pools made by Miss Putz- Countess of PVP, Lady of Wishlisting posts, Eater of the Triple Thunderthigh chocolate birthday cake, ruler of VR nation, and founder of the tinfoil hat brigade!

    [/ QUOTE ]

    Fel, really, if tossing out insults means a lot to you, why don't you write me a mean PM or start a new thread about it or something. The insults are really adding nothing to this thread and nothing to your argument.

    But to answer your question, if you check out the PvP Wishlist thread you might see:

    [ QUOTE ]

    2. Fury does not build as intended.
    ...
    1. Hero and villain combat is not balanced, especially in the 40+ game. The most popular suggestion is to open up a set of APP for villains and allow them to respec out of their patron pools to get those.

    2. Many people feel that the balance of irresistible effects in PvP needs to be reconsidered. Changing irresistible effects might be another way of balancing heroes and villains.


    [/ QUOTE ]

    Everything you mentioned but slow suppression is on it. Bring up slow suppression, maybe people will agree with you that it's needed. If it is I can add it to the list.

    So, basically your point there's not valid.
  6. I believe it was at 23 for some sort of change 14 against last time I counted. I see one new person saying no changes, so 23:15 would be what it is now, or 60% for some sort of change 40% against. I'm not going to lock anything in until we close up the wish list thread.
  7. [ QUOTE ]
    When the OP said theirs 450 accounts in the ladder alone, I retorted with taking her own sg roster and basically slashing the number of accounts in half of how many people actually play.

    [/ QUOTE ]

    OMG Fel you're right that totally was the best retort ever! Like when you said

    [ QUOTE ]
    look at how many multiple accounts from your own roster Putz. Nuff said. Quick look says their is at least 13 people with double, Helly has 3, Ajax who knows how many hes got in there.

    [/ QUOTE ]


    I was totally blown away! Damn, like if only I could've mentioned that when posting the numbers:

    [ QUOTE ]
    There are over 450 unique accounts involved in either or both of the SG and VG ladders on test. Some of those are people with two or three accounts, but it's not 50 people.

    Similarly, 220ish people are signed up for the Test PvP League. A good percentage of them aren't on ladder teams. It effects those players as well.


    Not saying these aren't tiny numbers still (they are), but there are way more than 50 people involved in test PvP these days.

    [/ QUOTE ]

    Oh, hmm, it looks like I did. When did they change the definition of retort to "repeating what was already said"?

    I was going to leave it be, but really, you shouldn't brag about "figuring out" something that was openly stated with the numbers.




    As is there's a decent majority of posters in the thread who support some sort of change to cage. The cage note on the wish list is probably going to be changed to something along the lines of "Many people feel that permacaging should be looked at. Discussion is availble [link to this thread]." It's currently looking highly unlikely that this will make the top ten, though.
  8. There are over 450 unique accounts involved in either or both of the SG and VG ladders on test. Some of those are people with two or three accounts, but it's not 50 people.

    Similarly, 220ish people are signed up for the Test PvP League. A good percentage of them aren't on ladder teams. It effects those players as well.


    Not saying these aren't tiny numbers still (they are), but there are way more than 50 people involved in test PvP these days.
  9. [ QUOTE ]
    [ QUOTE ]
    There's no objective reason for cages to be the only powers in the game that cannot be reactively countered. If you think there is, I'm interested to hear why.

    [/ QUOTE ]

    If that's the argument now -- reactive counters -- then I'll agree that there is no reactive counter (obviously) to being caged. I'm not arguing in favor of cages being "the only powers in the game" with no reactive counter; I'm arguing against interfering with cages because there doesn't seem to be anything broken about it, given that there are other, non-reactive counters to at least substantially cut back on the effectiveness of caging. I'm unsure as to why those counters aren't "enough", since some of them can be used by everyone (and all of them can be used in certain cases, like for instance, on a storm team).

    [/ QUOTE ]

    I think reactive vs. nonreactive isn't the issue, it's the lack of a specific counter, although again I think that's not the word I'm looking for. Like, ID or oranges are specific counters to tp foe. Neither are reactive though. Killing the tp foer or not staying in a zone where someone has tp foe are general counters.

    General counters such as farm the offender, try to evade the cager (which is really tricky considering cage is ranged and non interruptible), or be phased yourself so you can't get caged work against everything and are different. These general counters work against everything in the game. Everything else in the game also has some form of specific counter: sb for slows, CM/Clarity for holds, O2 and insulation for end drain, assault for taunt and placate, ID for repel effects, heals for damage. Caging has no such counter.

    You could say "the reason cage doesn't need a counter is because you can't die when you're caged," and that would be a valid argument. Claiming cage isn't out of the norm in its lack of a specific counter isn't, though.
  10. There are plenty of suggestions that do require teams to give something up to beat cage. Some are wasting their best buff on a caged person (cage resist to AB) or bringing a less common set (cage resist to O2, or decreased duration to a TA debuff). One of the most popular suggestions doesn't actually nerf cage at all, rather it nerfs only the tactic of permacaging by providing suppression or decreasing returns. Most people just think there should be some sort of direct counter to cage, just as there is to every other effect. Burst damage? Heals. Slows? SB or thaw or AB. TK or TP foe? ID. Holds, sleeps, etc? CM and Clarity.

    Back in the day people considered more than one cager on a team to be cheesy. Two cagers a team being one of the most standard line ups (meaning on average 1/4 of the people don't actually get to play in most of the match), would be considered out of hand. To say nothing of the 4 cager line up Freaks brought to beat OS, which even by todays jaded standards seems to cross the line for most people. Pretending that something's only out of wack if people bring 8 cagers to an 8v8 is silly and I think you know it.
  11. Multiple break frees is actually pretty similar to the suggestion of multiple oranges.


    They actually might have the mechanics to do it via a debuff. Weaken and benumb are able to effect the duration of holds, immobs, buffs, and whatnot.

    Adding it to, say, ice arrow or poison gas arrow heroside and to the special in weaken or benumb villain side would provide a direct counter.
  12. [ QUOTE ]
    [ QUOTE ]
    My perspective regarding the OAS normalization wasn't an attempt to reward luck over skill, it was an attempt to further the quite obvious goal of OAS in the first place.. protecting the player who just respawned and preventing matches from becoming regular farms of the same one un-saveable player.

    [/ QUOTE ]

    A reference to clarify this point... a simple look in the direction of game theory shows predictability to be the absolute worst possible trait when someone's "out to get you," which is exactly the case in duels and team matches alike.

    Viewed in that light, unpredictability seems to be the only "actual" protection OAS can offer... if you take that away, then any time a player dies, they're a guaranteed unbuffed sitting duck 10 seconds (or whatever it's "normalized" to) after their respawn.

    [/ QUOTE ]


    What would you think of changing the OAS 0-20 seconds random luck to anything normalized is better (moving things from luck to skill ftw), but what would you think of switching the current OAS mechanic to the PvP enabled mechanic that happens in zones? This would allow MMs set up time, let people get buffed, and happen at a regular rate so people don't get screwed by a string of bad OAS timers.
  13. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    i think dying is annoying and ruins my fun ( i pay to play ) so
    the DEV should make death suppresion so no one can kill me
    more than once per 3 minute or add death +res to oranges
    thanks.

    [/ QUOTE ]

    lol

    Regarding what RoboBug said, no, I doubt #3 would make cages obsolete, but I see the argument in favor of #3 as strangely parallel to the sarcastic argument presented above.

    [/ QUOTE ]

    Actually, the (bizarrely working) only afffecting self timer provides immunity to death right after you die. People here are only asking for 10-15 seconds of cage suppression, OAS goes all they way up to 20 seconds at times.

    [/ QUOTE ]

    You can still hit follow on someone and place effects on them can't you? I can recall being affected in practices before that 20 second window.

    [/ QUOTE ]

    Yeah, that was part of why I called it bizarrely working (other reason being the unpredictability and wide range). Attacking OAS people, complete with video demonstrations, is on the list under Arena bugs, #5.
  14. [ QUOTE ]
    [ QUOTE ]
    i think dying is annoying and ruins my fun ( i pay to play ) so
    the DEV should make death suppresion so no one can kill me
    more than once per 3 minute or add death +res to oranges
    thanks.

    [/ QUOTE ]

    lol

    Regarding what RoboBug said, no, I doubt #3 would make cages obsolete, but I see the argument in favor of #3 as strangely parallel to the sarcastic argument presented above.

    [/ QUOTE ]

    Actually, the (bizarrely working) only afffecting self timer provides immunity to death right after you die. People here are only asking for 10-15 seconds of cage suppression, OAS goes all they way up to 20 seconds at times.
  15. Resist caps aren't the same. Neither are HP caps.

    If you add a status resist cap, you need to add a status cap as well.
  16. It's exactly as powerful in terms of second per second caging. The only difference is that you have to pick two people to take out half the time rather than one person to keep out all the time.
  17. [ QUOTE ]
    ...Hell, I saw someone who was still in TRIBUTE yesterday in the middle of the day there. ...WTH is up with that?

    [/ QUOTE ]

    lol.

    That was Myk. Lab (who actually is in Tribute) is back and gave Myk a temp sgi since VR doesn't have a centralized SG on Freedom.

    But yeah, that was a VR team.
  18. And VR respects FoL as well.


    Let's do as Dumok asks and kindly step out of their thread.
  19. [ QUOTE ]
    [ QUOTE ]
    How about doubling or even tripling the recharge timer on Cage powers?

    [/ QUOTE ]

    They already cut the duration in half.

    [/ QUOTE ]

    To be fair, it was always supposed to be 15 seconds according to the pigg divers and the devs themselves when they fixed it. They just didn't have the if target = player set up correctly. Cage lasting 30 seconds was just a longstanding bug.
  20. [ QUOTE ]
    How about doubling or even tripling the recharge timer on Cage powers?

    [/ QUOTE ]

    That's just a gigantic decrease in the effectiveness of caging at all times.

    On the other hand, buffs that require the other team to give something up (be it a spot to a stormie on what would be a jump team or AB on a suboptimal choice) provide some sort of counter, but one that might not always be worth it.

    Cage suppression isn't a nerf to caging in itself in terms of second per second you can still keep the same number of players caged, it's just a way for the devs to nerf the tactic of permacaging a single player.
  21. [ QUOTE ]
    I vote 5.

    Fixing the "-fun factor" .. I dunno, doesn't seem like a legit reason to me. Part of the job of disruption is to make things frustrating / un-fun for the other team. When I go around sleep spamming, my job isn't to kill, it's to frustrate the other team... -fun.

    Cage resistance (thanks for citing my reasoning ) = no for the reasons cited above.. and it doesn't seem to merit a major reworking.

    [/ QUOTE ]

    Being disrupted is a lot different than being not able to play.

    All other mez effects have suppression. Why? Because they decided it wasn't fun for people to be eternally held and never get a chance to fight back. Shouldn't cage fall under those same rules?

    One of my favorite PsyPunk posts ever was his "Ask the Devs" parody "Ask the [censored]" that talked about adding a feature that permacaged all players in arena matches. I forget the exact wording, but it did an absolutely brilliant job of talking about how, sure, you couldn't play the game you were there to play, but other players couldn't affect or harm you. How wonderful!

    Caging's less of an issue than when it was still bugged and 30 seconds, but I really think it needs supression.
  22. Upcoming adds/edits:
    <ul type="square">
    *Add TK falling bug
    *Clarify that TK tp bug happens with both real and temp tp
    *Add TP is not viable as a solo travel power. A few possible options for fixes.
    *Refine description of placate bug
    *Add MMs being able to spawn pets during post death OAS[/list]

    Things we as a community need to do:
    <ul type="square">
    *test and isolate tp after /ai bug
    *get /loc of map holes in Eden
    *test dom building teamed/unteamed in PvP and attempt to replicate teaming in duels bug[/list]

    And sorry for posting like 5 times in a row.
  23. [ QUOTE ]
    [ QUOTE ]
    7. The difficulty of leveling and equipping toons decreases the number of people who can get involved in competitive PvP. Make a paid PvP expansion where you can auto level to 50 and get unlimited loot for a toon, but can only play in the arena and PvP zones.

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    This already exists to some extent, with players paying for toon PL's. Maybe my response is biased since I'm a poor college student who winces every time I pay my $13 or so per month, but giving rewards to those who pay more seems pretty elitist to me.


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    Well, they've already broken the "rewards for people who pay more" barrier several times, such as with renames, transfers, GvE pack and the various VIP boxes.

    To me it makes perfect sense as an expansion pack. It's requires a decent bit of tech involvement in terms of figuring out how to make toons that aren't allowed in PvE zones and has been highly and widely requested, but it's a feature that only a minority of people would use. To me it sounds very similar to server transfers in that regard: excellent and highly desirable, but something that only the people who use should pay for.
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    how about instead we just normalize the respawn time and add the placate effect to the person who is still in "only affecting self" mode (by placate effect, I mean you can't click on them at all, so no anchoring debuffs on them before they can fight back, and no spawncamp stunning with an auto attack)

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    I think this would be a wonderful idea.
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    Since complaints about cage are pretty popular...the current popularity of 2 cage teams...the ladder match for #1 ended with a 2 sonic team vs a 2 sonic team, and Freaks vs. OS saw 4 sonics brought into a match on one side.

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    And not a single FF Defender in the mix. Why? Because it is an AT power mix that underperforms even when the cage power is included into the mix. Why does it underperform? Keep reading.


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    While a FF defender didn't play at all, a grav/FF troller was used it round two.

    No TAs and no Darks though. To say nothing of no scrappers or tanks, no blaster primaries other than fire nor secondaries other than EM, and, although I don't remember checking, I'd take a bet that there weren't any defender secondaries other than sonic, psi, or rad.

    JAL uses FF a decent bit of the time, I've seen OS run them, and so has VR. FFs aren't gimp by any means, it's just that the power you think of as being central (dispersion) is instead personal, and they instead spend most of their time on disruption via force bubble, which requires multiple IDs to counter.