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Quote:there was a discussion about this in the GR section were evidence was shown that on average somewhere between 10-20% of the population pvp'd and that number slowly dived downward after i13 hit. its not hard to say that a pvp reversion/rebalance (assuming the devs use logic/reason/math this time) would do 3 things. 1) bring in new players that are intersted in pvp 2) make your current pvp community that hasn't left yet much happier 3) bring back old players that left due to i13. either way I find it completely stupid to say that pvp fixes aren't worth it because the population is so low because they changed it. a relatively low percent(atleast the same amount as before i13) of the population RPs/hardcore badges but there are still new things implemented and fixes with every patch and issue.0.o
Who is this "all of us" you refer to in that sentence? The majority of players don't pvp, so you're obviously not talking about the playerbase as a whole. Not convinced that working on a feature that a rather small percentage of players use will be significant to the future of the product. -
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Quote:pics or it didn't happenTested out a friends KM/Regen/Sharks crapper last night on my dom that usually rolls Regens.
Concentrated Strike did 750+ dmg with heca proc firing to my dom on many occasions without any debuffage and I was running with Charged Armor and Surge of Power godmode for near half the match.
This game is luls, just sayn'..... -
server is dead
but this is your problem -
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With Incendiary Ammo on, Hail of Bullets actually edges out RoA on damage dealt on average, but RoA is still better because it recharges in half the time. When considering HoB though, remember that where RoA just does damage, HoB has the normal ammo secondary effect and provides you with a decent bit of positional defense while you're using it. RoA is still better, and by a large amount, but the difference isn't as significant as you likely believe it is.
the other thing is that RoA's damage is front loaded and ranged and doesn't require LoS. HoB is melee and has a rather lenghty animation so anything you don't hit is going to be coming after you and you can't do anything about it for 3ish seconds (9% defense for a few seconds doesn't help that much). when comparing, HoB mitigation via KD is pretty pointless when you can kill everything from 80+ range from behind a corner where the enemy never even sees you. -
and there is really no point in rolling a broot anymore either
fire/regen is good. MA is popular as well. -
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Quote:The real reason is more like they saw how unbalanced the hero ATs were and made a serious attempt to make more balanced archetypes. It's a continuing pattern you see with the addition of Kinetic Melee and Electrical Control.
They've realized that if they make new things more powerful than old things they have a never-ending escalation of expectations. New things need to be different, but they need to be comparable in power -- and that's a very hard thing to do when things are different. The tiniest details can be exploited and disrupt the balance.
Villain ATs in general are more balanced than hero ATs in terms of offense and defense. Brutes have more damage potential than tanks, which is balanced by less defense. Corruptors are like defenders, but with more damage and less "defenderishness." Stalkers are like melee blasters, with relatively weak defenses compared to scrappers, but strong compared to blasters, so it's a more-or-less even trade of more defense for shorter-ranged melee attacks. Dominators get more damage than controllers, but lack defensive capabilities. Masterminds are like controllers without the control, but more damage, and similar defense.
Over time the hero ATs have been buffed in big and small ways in order to attain some rough kind of balance. Blasters were all offense and no defense -- that's been dealt with somewhat with the new Defiance, more hit points, etc. Tankers and defenders have been given some small offensive buffs. Controllers were given Containment for more damage (a long time ago now). Scrappers have always been the most balanced AT, and have remained more or less unchanged.
The problem is that in the current PvP everything is predicated on extremes -- you need to do the most damage in the shortest amount of time, or be able to soak huge alphas to survive. This is my real problem with PvP -- it's nothing like fights in the comic books, which were long, drawn out affairs. Players want PvP fights to be over in a few seconds, and with good reason: if it takes forever to beat your opponent down they can easily escape and no one ever wins.
This is why PvP hasn't been successful in this game. People really hate getting ganked in two seconds. And they hate it when opponents run away. Trying to achieve a balance between these two poles is very difficult due to the extremes of the damage blasters can dish out and tankers can take.
The devs tried to address this with the PvP revamp, with all the obnoxious heal decay, travel suppression, and the like. But no one is happy with the result.
The current solutions don't work. What needs to change is the motivations for the players. Travel suppression is bogus -- players should not want to run away from a fight; they shouldn't be forced to stay. There should be some in-game motivation for standing your ground.
On the other side, getting defeated currently has too high a penalty. In PvP fights getting defeated should be akin to going down for the count in boxing, and then getting back up to fight again. This could be done by leaving all your defensive toggles on when you're defeated by a player, and giving everyone a self-res power that can be used only when defeated by an other player. Then you can be up and fighting again instantly.
To get a point of rep you need to knock down another player five or so times. If you flee from a fair fight, you lose rep and your name is displayed in yellow with a chicken icon for the next day. Determining whether a player is fleeing from a fair fight would be tricky: a lone corruptor running away from six blasters is not cowardice. Similarly, six blasters ganking a lone corruptor should reduce the rep of all the blasters involved because it's not a fair fight. If you lose rep in a fight, you have no chance for a PvP recipe drop.
In short, PvP should be made more like a boxing match rather than an assassination. By providing in-game motivations to abide by a certain code of conduct, PvP could be a lot more fair, fun and engaging, at the same time being much more like the rollicking fights you see in the comics and movies.
this sounds alot like the lolfiteklubber's pvp system so No.
Look, pvp post i13 wasn't perfect but it was difficult, fast paced, and semi-successful and had plenty of room to grow and improve on in the right direction.
it doesn't need to be slowed down. it doesn't need to be more like a boxing match. it needs a system that is implemented using logic and reason that is just as fast paced, fun, and rewarding as it was pre nerf. -
Quote:cool story broI log in daily, and at any given time. Today I expected the usual run around, do whatever I feel the mood for, and try to get my main as close to 30 as possible. It didn't take long before I got a tell asking if I was looking for a team, to which I replied "you betcha!" The player then asked me to invite, so I took the initiative and after teaming with him sent a few messages to other players and got a team of 6 ready to beat-the-crap-out-of-anything.
I decide to take the opportunity to start with the one mission that's been kicking my behind for the last two days.This mission is no joke, I even turned down the difficulty settings to zero and I still get a whooping. What kills me about this mission is that the NPC using me as its personal punch bag is ME! You know the mission, the doppelganger mission?
So I feel confident enough that with the current team I can go to the Arachnos Base and tell the other Me that two off me is one to many. After two days of combating the other Me and be witness to how he uses my own powers against me, I want to see bloodÂ… I want to rip him in two and keep the head for souvenir.
We go in, we rule, killing all the guards, minions, whatever comes our way we break through like the heroes we are. Then all goes quiet. One of the team members hadn't made it in yet and couldn't figure out how to find us, so we try to guide him and give him directions, we wait a bit for him, but the other Me has no patience and ambushed us. We get smacked, kicked, shoot at, sliced and BOOM!
All dead in 30 seconds.
Of course we all have wakens, but we can't use them because we are surrounded, so we decide to regroup and go to hospital. Immediately someone drops team. Three of us rush back, two are still outside. The one that is lost and can't find the base, and another player who wants someone to TP him back, but nobody has TP so he drops team. One of the two inside the base with me steps out, and the one inside decides to scout ahead. I'm trying to tell the lost player how to reach the base.
Then WHAM!
The scouting player flashes by me and runs outside, the other Me, the evil and better Me, jumps me with a number of it's goons and I get passed around like a hot potato and a straight ticket to the hospital. By the time I awaken at the hospital the two players drop and the lost player is waiting for me outside the hospital steps.
Surprisingly I still have hope, I'm determined to pass this mission, and I'm also thankful that the one guy is sticking with me. We still have a chance, right?
I lead the lost player through the longbow base, through villain territory, and into the base. Immediately we are ambushed at the entrance, all hell breaks lose, but we managed to kill all the agro and did considerable damage to the other Me. For the first time I see him running for his life, his life bar almost out, but he starts to heal ...I don't want to give him the chance to heal again and chase after him, my teammate right behind me. We zigzag through the corridors, smashing into walls, getting stuck on corners, but we keep close to target, still blowing fire up his *** and we almost got him dead... HOLY MOTHER OF GOD!
The evil Me leads us right into another ambushed. We are dead! When I awaken I have no team. Players want it ALL easy. -
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fixt
why do we get such a bad rep? i think spammer is hardly the right word -
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Quote:doesn't matter, the point still stands that heal decay would kick in and would make it difficult to heal through anything attacking you.I'm pretty sure that kid said they only died to scrappers when it was more than one. Read closer and check your facts pl0x.
again, just because most scrappers are horrible, doesn't mean that all are horrible and impossible to build to be decent damage dealing toons that literally can't die. -
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Quote:you clearly don't understand how the sophistication and difficulty involved in badging.Ah, you completist people! I will never understand you! Congrats on the fortitude to achieve your goals!
i mean its pretty obvious that the more badges you have, the better you are. -
your point was that all scrappers were/are bad, not that it was just freedom(not to mention the majority of zone pvpers on freedom don't know how to play ex. stalkers who BU>sharks instead of AS>placate>sharks) since you never mentioned said scrappers taunting/mezzing/webnading you, its pretty obvious that those scrappers are bad. that still doesn't constitute saying that all scrappers are bad. I assumed we were talking about well played ATs since anyone can play any combo horribly. Basically what im saying is personal experience doesn't equate to fact.
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Quote:the scrappers on your server must be absolutely horridThey are just as bad in arena 1 v 1. As I said, I have never lost to less than 3 Scrappers and that includes arena. I had a Scrapper challenge me to arena who thought he was clever by choosing the monkey cage. After I killed him twice in the first two minutes he realized he was the one stuck in there with me and ragequit. I do the same thing to regens in zones almost nightly, and that's without taking any debuffs from my secondary. Imagine what a good Cold or Thermal will do. I'm really not sure where you get the idea that Scrappers are worth anything, but you have been sadly misinformed. Just being able to stay alive longer than most in a zone means nothing if you can't get a kill.
i don't know where you get the idea that scrappers do horrible damage but you have been sadly misinformed. -
Quote:for duels, its a stupid easy combo to play. anything that you can't outright damage via PA/phantasm/you will die once it's sapped via HE. stalkers break hide within view of spectral terror, after that they're an easy target.That doe slook liek fun., Im curious though, how do youf idn it stack sup comapared to the sheer frontloaded damage of a psi/em or a good stalker, or the survivabiliyt of some melee builds?
for zone, it plays more disruption with confuse/blind and sapping the taunter or (if there isn't one) the most annoying blaster/scrap.