-
Posts
5 -
Joined
-
-
Zones: Nothing. I used to zone PvP quite a bit, but TS and HD made it so unfun, I never bother any more. The different mez mechanics between players and NPCs are stupidly broken as well. I wouldn't have minded an effort to tweak the former mez system, because I can sympathize (somewhat) with players getting frustrated that came into zones and dying as soon as they were out of BFs; however, the previous system had hard counters (such as said BFs or CMs) versus the lag-mimicking, stop-go junk we have now.
Arena: Being able to select specific arena maps is an improvement, though I seemed to be the only person screaming about how important it was to be specific in what we all really wanted...which was a checkbox system that would've allowed us to have random map selection with the ability to exclude maps. If you know anything about arena history, you know that the same few maps (monkey cage, office, and sometimes caves) are typically excluded in leagues.
I like the buff timer.
Compared to other games, I still prefer the speed and the fact that there are still roles (though reduced now) to be played on arena teams. The 'No TS' and 'No HD' buttons help, but the 'No DR' button is pointless to me without a 'No Base Resists' button. I'd suggest to add that button and a 'Use Previous Mez System' button...but that again goes back to feeling like I was mostly alone in knowing that we'd end up getting an incomplete gift (since I argued that we needed an 'i12 Rules' button if anything). -
-
I'm hearing dUmb is number first. GJ, guys. <3
-
Quote:Honestly, I just want to hear what the current plans are from the decision makers. I've always felt that the community reps have had good intentions and have tried to help us out before, but to say we've usually been disappointed is an epic understatement. Just because bugs and problems are well documented, it doesn't mean that the devs are taking the proper steps to make changes. We learned this in the i13 beta period, where it was abundantly clear that decisions were largely not based on PvP community feedback.So where can we start?
Im not here to rehash the existing bugs and problems; those are already well documented in the threads stickied here in the forums. Your grievances and issues with the current state of PvP in CoH are very clearly and concisely presented, and for that, the Community team thanks you. These tools make it much easier for us to present your case to the developers.
Instead, the devs poored time and effort into a new and (unfortunately) misguided PvP system (based on what, I'm not entirely sure), thinking it was an improvement. When the i13 changes were announced, the bulk of the community understood the numerous flaws in the devs' logic and either quit or argued against the majority of changes. Had those discussions taken place prior to all the i13 PvP work, we probably wouldn't be having this discussion right now. But it doesn't take a genius to see that the devs were unwilling to throw out their investments, and they ultimately told us that they were pressing on, offering "give it a chance" and "wait and see" arguments.
The fact remains that the i13 changes were horrible, and as someone else mentioned earlier, adding content to that bad foundation seems rather pointless. There are a lot of great ideas in this thread, but I'd suggest starting at step 1 before thinking too much about steps 6-8.
As for my best experiences, yes, they are all pre-i13. The speed, coordination, role diversity, and larger numbers in the arena, zone, and base raiding communities made for hours upon hours of good times. I'd love to see some semblance of that again.