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And is there room for a tanker in PVP?
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Yes, but you need the right build, and fire/fire is not. The primary is perfect, but the secondary is bad. It's an AoE-based secondary, and that doesn't work well in PvP.
Fire/SS is currently the undisputed best.
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i beg to differ. My fire/fire does a pretty good job, and when his build gets done it will be almost unstoppable.
[/ QUOTE ]Pretty good I'll grant that, but almost unstoppable I'm having a spot of trouble with. Let's look at the different aspects of pvp and see, if you do lol fight club with no fury or crits fire just ain't performing past sirens. If your talking about straight up running down foes as they kite fire melee tanks/brutes just don't have the gimmick in the attacks to melt someone down. Now lets assume you'll be fighting fotm builds here meaning all the stalkers are going to be regen, brutes ss/fire (going to wreck you) And those who are on the fence with their builds i still can't see the fire almost unstoppable.
No hold, no immob, no stun, no knock up/knock back, just raw damage. I just don't see it I'm sorry. Fire armor is sexy but fire melee tanker serviceable yes unstoppable not so much. Even with a free run on any IO you want in the game in the attacks like we do on test i can't see the tanker version being unstoppable, EM ain't even unstoppable anymore and that has a stun component and more damage.
Sorry to be so disagreeable this morning it's early, maybe I'm missing something if i think of it I'll recant my concerns.
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I believe is a necessary buff to melee types who now are fairly easily chained mezzed to death.
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wtf game are you playing. About the only mez that will truly get you killed comes from heavies.
[/ QUOTE ]Exactly the reason why they need to give doms and trollers their powers back and restore mez protection. Resist is a bad idea, if it's not good enough to be viable in the pve realm what made the devs think it was viable for pvp, like we're trash or something "We'll just feed them any changes we see fit so what if they [censored] about it"
It's just stupid that anyone can hold anyone even if it's only 2sec it's annoying and not good for pvp. Bring back mez protection, and for the cry babies waa i'm held so long waa waa , just make breakfrees last longer so if you don't have a buffer your not totally out matched. -
I was on my stalker, and watched this spines/??? scrapper get spiked, so i type in broadcast "You got wrecked" so he types in well it was 4 of them i then say "Run? He explains how he couldn't, and didn't know why (suppressed). He then sends me tell asking me do i lag when i'm hit or do actions too, he said it only happens in these pvp zones. I almost didn't have the heart to tell him, it ain't lag it's movement suppression and you need phase to get away from death now.
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Also, even lighthouse spoke out about it before he quit, it's kinda like you give someone a precise map to a treasure(the pvp wish list) And instead of atleast trying the map 1st, the digger starts his expedition like 100 miles from the actual treasure site. And the digger never dug for treasure before.
These changes are not well thought out, and with even more threads popping up in discontent maybe they will finally see it. It's another casual play that made a thread wondering why his tank is held through everything. He figured he'd try his tank in pvp and was hit with the silly mez resist alot of us don't like, and is like why don't my toon perform here like it does in pve?
They claim to have made these changes for the casual guy, but they have alienated yall way more than us they do it all the time. Just think, how hard would it be for a person that pvps 100% of his game time to adjust to a change, versus someone who is used to the way their toon performs in the pve world?
The answer is, it will make you realize why you don't pvp in the first place, leave and probably not return. And if they had thought this through instead of rushing this change in to beat a build deadline, just to say we changed things, we'd all be better off. They put this stuff in closed beta and we all renounced it and gave a forecast of what would happen. They ignored us ran with it, lost players, didn't gain new ones, hell even lighthouse spoke out before quitting.
Pray they finally realize these mistakes and at the very least give us a arena option to have a i12 build. No heal decay, no DR, no mez resist, inspirations work like bf's, support toons making a comeback, NO MOVEMENT SUPPRESSION, just a workable pvp.Sure it had it's flaws but atleast it was fun for most and it made sense. -
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It should be said that I had never done much PVP before. I had done about 5 minutes with my Defender, before I decided it was too squishy. In PVE I felt I did okay with Dark/Dark, but in PVP I got completely destroyed, since I lacked status resists.
Now I finally got a tanker to the point where I could take it for a spin in PVP. Fire/Fire. Lots of IOs. Yet it didn't take many seconds before I found myself being Held, for the first time in more than 40 levels!
After that it just became worse. Lost most of my health to a an assassination from a stalker. After that I found myself inflicted with more status conditions, in particular immobilize.
So what I'm asking is: Why doesn't my status protection work? And is there room for a tanker in PVP, to me it seems like dead weight, the damage being the lowest of the melee classes and protection just doesn't seem to work at all. Or if they do, they are much lower than in PVE.
[/ QUOTE ]It's not you, attribute this to one of the silly, highly controversial changes the devs made with out thinking it through. Anyone can hold anyone through anything. They made doms and trollers useless they play like cheap corupter/blaster knockoffs even WP tanks/brutes can be held off one application even running strength of will. Also Breafrees won't help you, the devs we're under the impression that just because holds may last a few seconds at a time that this was a good change. But since they don't pvp, all they did was make player spikes work waaaay better. Devs if you read this i'll let you in on one of the gripes, even though the hold may last 2sec, how long (especially since we all build for damage and hp now) how long do you think it takes to set up a spike? I built a new toon and got on a team one day and had over 120rep by the end of my session all from spikes.
They said this change was for ppl like you, the casual player that might want to pvp, but you are yet another casual player that think these changes are silly. It's another thread from a guy coming back from i8 wondering why pvp is so different from pve. And why things like flurry is the strongest attack in the game. And if they believed in these changes so strongly, why not unilaterally bring them to pve. Well it's waaay more pve'rs than pvp'rs and the flames would be to hot about these harsh non useful changes. The pvp player base even came up with a consensus a while back in the form of a wish list. But instead of using it to help mold the new pvp, they wen't oof to left field, they not only didn't bring new folk in, but they lost folk.
But now what happens is, it kinda reminds me of arena ladders someone calls out the target, chase them, try to get a hold in, spike them, then move on to next target. Also support toons like your defender you mentioned are kinda useless now just fyi...Enjoy
Pray they give us a arena option for i12 style pvp, with mez protection instead of the resist sillyness. -
Welcome back
, unfortunately those of us who have being playing have seen what your referring to, and it's sad that you came back from all those issues ago and recognized this and the devs act like it ain't the truth. In answer to you question about why don't they bring this to pve, the answer is it would be a outcry of flames so GREaT that it would melt BaBs gloves.
They would be outraged like most pvp'rs, they said these changes was for folk like yourself, but in your own admission you think the changes are silly, unfounded, overbearing, not fun, and don't seem well thought out. Alot of us feel the same, it makes no sense that flurry is like the strongest attack on the game, it makes no sense that everyone can hold everyone with out effort, even WP tanks running sow ain't safe.
It makes no sense that support toons only work supporting AT's like tanks, i just wish they would have used the pvp wish list, instead of freelancing these changes with using the perspective of ppl that actually pvp'd. I have no knowledge of rockets what so ever, so i guess I'd be the perfect candidate to design new rockets using the devs philosophy on pvp (i'll wait on NASA's call)
Also you didn't know this since your new, coming back from so long but we have been crying about this since it was in it's closed beta form. And it's been a new thread almost every few days since i13 open beta, even the devs made a negative thread and we voiced our disliking of this, and you coming back from so long making this thread maybe they will pay you some mind. Since your not as tainted as us. -
As far as line ups go in test hero leagues, yes melee was lol with one exception spines. But on the vill ladders stalkers set up the best spikes a optimal team might be 2 stk 2storm MM's 1 therm cor 2 sonic cors and a optional meaning you could squeeze a dom or another rupter in the last spot. Then i12 released and we got the glorious Forts omg that changed the ladders, when the first well trained forts hit the scene. But my piont is vill side wasn't all squishies.
Hero side in the old days, i could see a team with 2emps 1sonic 3 blasters 1token spines/regen 1stormie. Done right that team would give others some hell. -
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This is a bad example, no good pvper played melee toons in the old pvp"[/b] this is the total opposite of the truth a good pvp'r can play with just about anything and make it work i knew a few that own in zones with pb's for goodness sakes PB's. Now in a closed in setting like say the arena your chooses were limited to spines but zone anything could work.
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In zones it's easy to do well with just about anything since crappy players as well as good go there, I should have been clearer that good players would not play melee characters in high end team pvp, I think there were some on the 1v1 ladders but I only looked once or twice so I can't say.
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Lol. My team ran scrappers and tanks in the high end PvP arena.
I don't understand why People thought of the old PvP as 'exclusive' or 'Eliteskillrequired' My group, although highly skilled in my opinion, was not hardcore by anymeans. It took us a full year to get somewhat decent and we were probably the most dynamic team out there. Our roster had anything and everything. We ran controllers, defenders, tanks, scrappers, blaster. (Never ran a kheld, but that's another matter)
I can guess that the reason people thought of the old PvP as exclusive was because they weren't the best right away. It takes time to get good at something, expecially when the Skill cap is as high as it was in the old PvP. Skill cap is what makes a game competative.
The old PvP was easy to learn - it works similar to the PvE side in terms of My high damage attack in PvE is my high damage attack in PvP. The old PvP was tough to master - some may argue that it was impossible to master.
I feel that PvP was changed for the people that didn't want to devote the time necessary to learn the system and adapt to it. The system was changed to adapt to the player, and we have what we have now:
DR: No one can be truely better in a numbers term than anyone else
Supression: Commit or Phase - evasion not an option
Heal Decay: Healing support not a true option.
What the hardcore crowd is upset about is the hard counters that existed before are no longer there. If I wanted to counter a scrapper team, I would bring a controller heavy lineup. If I wanted to counter tanks, I would bring controllers and blaster. If I wanted to counter controllers, I would bring more support and heavy damage. A team leader would try to manage all the hardcounters out there to build a team that was balanced and could handle the brunt of other lineups. If a team saw that we were running our storm team, yet they refused to run a second kinetic because they wanted the second cage - they were [censored]. The teams would be balanced for about 2 minutes (Until the initial buffs wear off) and then its on. But, if the other team runs a second kinetic, They're set. Then its skill vs skill - because no roster has the advantage. If the minus range was an issue, you just need to run melee characters.
My point is - People assumed that you 'cant' run Melee or non-Fotm's because they don't work, when that wasn't the case. People assumed that since all people heard was 'lolmelee' that melee was broken completely, when that wasn't the case. People assumed that you needed completely Pimped out characters inorder to 'pwnnubs', when that wasn't the case. If my group has proved anything, its the fact that non-standard lineups can work against high end teams as long as they are built properly.
[/ QUOTE ]Qft, he hit it on the nose, i can remember on the ladder teams we would go in and do a match, let's say we faced 4 storm mm's and w/e eles and got wrecked. Round two they'd adjust to what was in the first so on and so forth. but he hit it on the nose...Qft -
If i am teamed with a training wheels team, IE squishies run in 1st and die.. a tanker is better gauntlet is cool for that. But as far as fun with a informed team Broot hands down, theirs nothing to me better than a brute with therm or kin support, with a kin you don't even need fury but it makes things sick. Just last night, a kin kept me up around 720% damage bonus.
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I think the worst part is, NPC mezes and stuff do not follow the same rules as pvp mezes.
[/ QUOTE ]That's because even the npc's know mez resist sux. It sux bottom line is mez protect atleast made sence. I have a set amount of protection, if it's surpassed I'm held. Some ppl whined about doms holds lasting to long blah blah, come with a emp, use bf's, i can even see them making bf's last longer so you wouldn't need a buffer even making mez suppression kick in sooner. But mez resist is a bad idea, i see it, the heavies see it, and the npc's see it. -
Sounds easier to have a i12 zone which hopefully is one of the new arena options
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I was just giving you a hard time, your opinion is from your perspective and i can respect that. I also was you at one time, so i can see your thinking, but after alot of practicing Freaks practiced alot like 2-3 times a week not including scrimmages with other VG's it changed my thinking. But your definition of spiking is accurate basically what zoners refer to now as ganking. Where multiple foes jump on you at once, but the difference is with no suppression you can take your lumps on the move and possibly survive.
I can see your reasonable so just try and see it from the perspective of those that put in the time and work, and was 100% driven by pvp( i hated pve content still do). All we asked for was an arena option so we could continue our leagues, i don't think that's alot to ask. Especially since the players, are the ones who 100% organized and structured the leagues. -
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It just came to me i was in the zone and died from a spike and i always sit in the hospital a few seconds to think what happened so i can avoid it next time but what did happen noone can. I was held altho it was for 2-4 sec that's all it took for a spike and it hit me this pvp is using......................
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Avoid the big bunny hopping swarm of orange names next time and you'll be ok. You cant really expect to survive against uneven odds can you?
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Training wheels
Before i13 you had to stack holds to break someones protection, and even then they had the Option of using breakfree's or getting outside assistance via buffs like cm. Now everyone can hold everyone long enough for a spike, which used to be a accomplishment if set up and achieved correctly. And the bad part was it was a stone troller just sitting still waiting. I attacked, his pet immediately held me before i could even follow up and his team came in and spiked me before i could do anything. This is a broken mechanic this new mez resist is a terrible change.
And not because of a good spike, because it makes no sense that anyone can hold anyone even with things like SOW up and running and there is absolutely no counter not even bf's or CM.
Bringing mez protection back would be a good start and allow inspirations to work.
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If you've ever done an arena match against a permadom under the old pvp system you would know why the devs considered mezzes too strong. I agree though that in their current state their only good use is to detoggle offensive toggles which is pretty limited.
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DR is a awful thing and if it's not in pve it has no place in pvp, most of us like our toons working the same in both environments. Even hp is dr's there is no reason, your hp needs to suffer dr.
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From all the ranting and my limited experience I would agree that DR pretty much destroyed the test arena pvp. The problem was that this pvp was almost completely inaccessible to a VAST majority of players, pvpers or not. I think the devs saw that there was content in the game that most people would never have a chance to experience. Now do I think they knowingly abandoned that small percentage of the player population in the elite pvp? I honestly dont know.
What I am sure of is that without DR, the more run of the mill pvp (casual arena and zones) was ridiculous at times. 90-95% resistances in godmodes made players.. well godlike, at least as far as melee characters could be in that system. Floored tohit and recharge rates made fights rediculously one sided. YES i know these things had their place in the test arena scene but NOT here. It's not as if buffs have no effect now, they wont make you unstoppable anymore but they give an advantage which is what they are supposed to do.
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Suppression is Bad There is no reason that clicking a inspiration needs to suppress my movement, every action that you do or that involves you, suppresses you and this is wrong.
What we asked for? We asked to help melee toons be more viable to add suppression to their melee attacks to help them compete against ranged fighters. Instead they gave us total and utter suppression and this was poorly done and uncalled for.
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Why they put suppression on inspirations and heals is beyond me, I don't like it much either. It supports gangraping, and while I do believe that no person should win in 1v2+, is being able to live really that bad? Well I suppose its no fun for the guys chasing the one, but it sucks a whole lot more with suppression for guy who cant get away.
On the upside though, I do find it a lot easier to hit kiting ranged attackers with my melee characters, at least part of this change was done right imho.
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Heal decay I can see on a outside heal to a degree but even on your own heal is a no no it really hampers sets like regen that is totally dependent on heals for survival also why does this suppress me?
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No it does not hamper sets like regen, a good player will simply not pop DP and Reconstruction within 8 seconds of eachother. If he has to to prevent dying, he's probably getting spiked and will die a moment later, heal decay or not.
The big issue is with thermals and rads, not regens. People with such sets can still count out 8 seconds in their head between heals (or whatever the timer is). It makes them more vulnerable but in return they got PVP resistance, so in theory I would think it would even out somewhat but I cant say for certain having not played such a set in pvp
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Teams How can a mmo that needs a teaming theme to keep ppl interested, make it more viable not to team in pvp? The only benefit to teaming is we can jump someone faster and that's it. Previously everyone had a role, buffers buffed, damage dealers did damage, support toon supported, now we just build for max hp and damage and mash buttons until either we or the opponent dies.
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Without going into too much detail, most old strategies are going to fail now, but if the elite pvp crowd hadn't given up and left I'd think they would have come up with more sound strategies than 'ok guys, mash buttons until they all fall down.' Maybe I'm wrong and there is absolutley no potential in this new system whatsoever but I find that very, very hard to believe.
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Limited variety That was problematic forever but now even more so, the way this pvp is it literally forces you to use certain toons and builds to compete. Biggest example before this new pvp on melee toons ppl used stone melee, em, ss, dm,i have seen a few good axe, Now all you see is SS.
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This is a bad example, no good pvper played melee toons in the old pvp. If they did they were probably not very good (like me!) Under the new system, I'd think that any decent player could still make something good out of the other melee sets.
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Wish the devs would separate crying from actual problems Because things like COLD were strong they didn't need nerfing or radiation, or storms, slows were fine the way they were you just had to have a strategy to fight them. The pvp wish list was made for a reason, it came from actually players, that pvp'd everyday for hours and a consensus was formed on what would help things out. They ignored it
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In 1v1, the only thing that comes to mind is popping a lot of insp in these max/min debuff kind of situations. That wont work in the arena for more than 5 minutes, and in zones there is no guarantee you have the right insps upon encountering these situations. The only other option is teaming, and then it isn't 1v1 anymore.
Either I was a LOT worse than I thought I was, or in many of those cases, there was just NO chance 1v1, it wasnt just an advantage, there was no possibility of winning. Well, tell me I'm a horrible pvper then, I'd have to disagree and say I've done it long enough to be half decent, and in those situations, there is no winning.
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Why do we now have tank mages? 40% free resist and a possible 30+ % from epic shields is down right crazy and unbalanced. A blaster sat today in melee range and beat this brute up, no kiting, no bouncing, just mashed down until the brute fell, clicked his heal and said GF. This is stupid, it is absolutely no reason a ranged fighter should be more sturdy than a melee NO REASON!!!
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Either a bad brute, or good blaster, or both. Something is wrong here though, we dont know if there are more changes in the works though, I choose to remain optimistic.
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This is just a small sample of stuff, but you all get the point, all i ask for is a arena setting or a pre i13zone and i'll be happy and I'm sure others would be too and we can bury this mess, and put it behind us.
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That would be nice, it would satisfy all the old pvpers (hopefully...) but is it possible to program such a setting into the game? We dont know, and if it is possible, maybe this will happen in the future.
[/ QUOTE ]Your definitely entitled to your opinion but your a tad out of touch. I don't know where to begin ok lets start with " you can't expect to survive against uneven odds can you" Yes and i do often i also did often in the old pvp i actually made clear i wasn't referring to the spike. The only difference is now you have to do one thing to survive versus another no biggie. Again i wasn't refeng to dying i even said it.
Next "If you've ever done an arena match against a permadom under the old pvp system you would know why the devs considered mezzes too strong." I fought doms all the time some AT's had a strong disadvantage versus them, some a not so strong disadvantage, some even had the advantage this ain't nascar ladies and gentlemen i have no desire to drive the same car as you some AT's do well under certain circumstanses and this is fine it's call diversity. And if you did vill ladder matches you would know that doms were one of the weakest if not the AT's their and a major reason they cried for buffs for so long. sure if they ran you out of bf's they won, but if you pressured them they died like anyone else and they were squishie.
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No it does not hamper sets like regen, a good player will simply not pop DP and Reconstruction within 8 seconds of eachother. If he has to to prevent dying, he's probably getting spiked and will die a moment later, heal decay or not" this is incorrect first thing is it depends on the spike, it still adds up to what ever number it's going to be. So i have 2415hp My recon gives me say 699 and my dp gives 1195 in essence I'm working with 4309hp respectively you have to figure i'm on the run and since suppression aint a factor, i won't receive the entire spike at once i can not only click both heals and IH if need be i can get off mog at the same time and live i have done this plenty on my spines stalker during a spike in ladder matches(less hp than scrapper lesser heals). When you die you cost your team points so yes you learn your toons limitations. I also did this in zones on my scrapper so your wrong in that assumption.
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This is a bad example, no good pvper played melee toons in the old pvp" this is the total opposite of the truth a good pvp'r can play with just about anything and make it work i knew a few that own in zones with pb's for goodness sakes PB's. Now in a closed in setting like say the arena your chooses were limited to spines but zone anything could work.
You said this in responce to my tank mage comment and further shows your a tad out of touch. "
Either a bad brute, or good blaster, or both. Something is wrong here though, we dont know if there are more changes in the works though, I choose to remain optimistic."
Ok let me slow this down, they stood their, fight club style, and launched attacks at each other until someone died. Thier is no skill involve in this and that's my point. Blasters have capped resist meaning your resist can achieve a state where it doesn't get any higher 70+ % with dr off around 46% with it on. It's tanks that run around with less resist. Also they get resist to all forms of damage, I'm not making this up and I'm starting to think you castles second account trying to use subterfuge to sway us from the truth. Notice how your the only one disagreeing with this stuff? It's because this is only slightly opinion with mostly facts involved. And it's what we all have being crying about it's not just a Ravens thing i guess you beleive your right and we are just delusional. This thread is can we plz fix pvp, their another currently going going called a open letter to the devs and it actually has alot of stuff i just mentioned and it's not my thread and alot agree and to be honest only disagreement is 7th cynic in his whole thread hmm go figure.. -
It just came to me i was in the zone and died from a spike and i always sit in the hospital a few seconds to think what happened so i can avoid it next time but what did happen noone can. I was held altho it was for 2-4 sec that's all it took for a spike and it hit me this pvp is using......................
Training wheels
Before i13 you had to stack holds to break someones protection, and even then they had the Option of using breakfree's or getting outside assistance via buffs like cm. Now everyone can hold everyone long enough for a spike, which used to be a accomplishment if set up and achieved correctly. And the bad part was it was a stone troller just sitting still waiting. I attacked, his pet immediately held me before i could even follow up and his team came in and spiked me before i could do anything. This is a broken mechanic this new mez resist is a terrible change.
And not because of a good spike, because it makes no sense that anyone can hold anyone even with things like SOW up and running and there is absolutely no counter not even bf's or CM.
Bringing mez protection back would be a good start and allow inspirations to work.
DR is a awful thing and if it's not in pve it has no place in pvp, most of us like our toons working the same in both environments. Even hp is dr's there is no reason, your hp needs to suffer dr.
Suppression is Bad There is no reason that clicking a inspiration needs to suppress my movement, every action that you do or that involves you, suppresses you and this is wrong.
What we asked for? We asked to help melee toons be more viable to add suppression to their melee attacks to help them compete against ranged fighters. Instead they gave us total and utter suppression and this was poorly done and uncalled for.
Heal decay I can see on a outside heal to a degree but even on your own heal is a no no it really hampers sets like regen that is totally dependent on heals for survival also why does this suppress me?
Teams How can a mmo that needs a teaming theme to keep ppl interested, make it more viable not to team in pvp? The only benefit to teaming is we can jump someone faster and that's it. Previously everyone had a role, buffers buffed, damage dealers did damage, support toon supported, now we just build for max hp and damage and mash buttons until either we or the opponent dies.
Limited variety That was problematic forever but now even more so, the way this pvp is it literally forces you to use certain toons and builds to compete. Biggest example before this new pvp on melee toons ppl used stone melee, em, ss, dm,i have seen a few good axe, Now all you see is SS.
Wish the devs would separate crying from actual problems Because things like COLD were strong they didn't need nerfing or radiation, or storms, slows were fine the way they were you just had to have a strategy to fight them. The pvp wish list was made for a reason, it came from actually players, that pvp'd everyday for hours and a consensus was formed on what would help things out. They ignored it
We lost our friends and some good players These changes were made to increase the zone's and now you have to transfer to freedom or like virtue to get a good pvp zone experience the other servers are empty and the only reason freedom has numbers is because, we all for the most part either created or transferred toons their knowing we'd meet up.
Not Listening to us Those of us that did i13 closed beta, after seeing these changes, we spoke out we even made concessions of things that didn't seem to overwhelmingly awful, and we didn't even get as much as a "I'll see what i can do" Finally after being ignored most of us gave up and went to enjoy i12 for as long as we could just hoping they would extend the beta so we could play longer. Then our friends quit
Lies and feedback So they made this negative feed back thread and it was a record amount of pages versus the positive that had like 2? And then we were told it was a absolute success, yet it's months later and we are still trying for change, the zones are still empty even lost folk. Where is this success they speak of? One of these threads pop up from differnt ppl like every other day, it's even pve'rs that say it is far worst now, even lighthouse spoke out yet it's a success.
Why do we now have tank mages? 40% free resist and a possible 30+ % from epic shields is down right crazy and unbalanced. A blaster sat today in melee range and beat this brute up, no kiting, no bouncing, just mashed down until the brute fell, clicked his heal and said GF. This is stupid, it is absolutely no reason a ranged fighter should be more sturdy than a melee NO REASON!!!
This is just a small sample of stuff, but you all get the point, all i ask for is a arena setting or a pre i13zone and i'll be happy and I'm sure others would be too and we can bury this mess, and put it behind us. -
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OMG guys red name on pvp threads...am i dreaming?
[/ QUOTE ]Haha i knew at least babs reads stuff and knows the truth about how we feel about the new pvp changes. Finally some type of response lol.
Besides babs i made you seem like you were for the ppl in that convo, sorta like zorro lol. -
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Not you.
[/ QUOTE ]He's talking about 7Th Troll because as i read his nonsense in every thread, one thing remains consistent, he chooses to go against the majority just to see who feeds into it. If we all say water is refreshing on a hot day, he'll find a reason it's not and attempt to get us going.
This button mash fest is awful, even kills aren't satisfying, i built a toon about one week ago. Slotted him up sunday, and today i just got 400 rep, i can't tell you how i got most of it meaning no memorable fights, i just pew pew until my target died or i died. I haven't even been teaming, it's like what for, i'm only sticking around in the hopes the devs will concede and give us our i12 back or atleast a arena setting. -
PvP went from a diverse experience with a few flaws, to a linear abstract entity with a lot of flaws and down right unfun things involved.
Here we find ourselves in yet another thread of malcontent for i13-14 and we will also be ignored I'm sure yet again :P
Castle at home reading the forum
Castle: Wow light house quit, yet another thread about how we should bring i12 back somehow, let me call babs.
Babs: Sup castle?
Castle: It's been months since i13 closed beta and ppl are still hating this new pvp and we actually lost ppl instead of attracting them.
Babs: I told you this would happen, just give them back their pvp man, you know I'll hook you up on the animations it's nothing.
Castle: Your right, but giving in is like admitting a mistake was made and heaven forbid i do that i'll just continue to pretend all these threads don't exist and just tell everyone it's a success and i think we'll pull through this :P
Babs: That's just wrong I'm getting off the phone with you man I'm a throw up listening to this.
Castle: Thats cool later Babs I'm a ignore these threads anyway, but i feel the need to respond to this thread i see about jello :P
The rest of this story is on(Shameless Plug) my AE arc entitled "Getting Pvp Back" Check it out it's funny I'm told :P -
Anyone who did vill ladder matches or warburg to a degree, knows what I'm about to say but. Fighting other stalkers is not all the hype ppl are making it, you can't even see them until they do dirt to someone else. And any good stalker already has his exit strategy planned on the thought that your seen anyway, so what you see me now what? I'm out..
With various stealth bugs that seem to take place, i have had heroes see me at range and come for me, so I'm always paranoid. I always asume you can see me so i use tactics based off minimal cover advantage, as any good stalker would.
Edit: also we will just now come with our vill scrappers and tanks and make hero stalkers curse like the vills do now is all :P -
Would have made more sense to just read the pvp wish list and take a few ideas from that. Or actually learn what they were watching on test during the matches. I too didn't understand pvp ladders until i actually participated, got on vent, and it all made sense then. Also a side note, their are a whole heap of threads about our dislike of these changes and wanting i12 back and not one dev has had a thing to say. These threads have been accumulating in one form or another since i13's release.
Even the negative feedback thread thread they created went off the charts and yet no fixes, that's just wrong. -
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I just sat on my Fire/SS tank in RV for 5 min or so letting a EM/Nin stalker hit me without fighting back and she ran out of end.
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Yeah, well this is not so hilarious.
This kind of things usually kills pvp in mmorpg.
Could't exixt a class u can't kill : any class has to be able to kill each other.
Course eatch class has his nemesis, but if u are skilled and ur opposite not u have to win.
If u can stay immobile and i still can't kill u.. this suks!
[/ QUOTE ]Well castles data mining showed stalkers had a high kill to death ratio so they must be to strong? If he pvp a bit and left the mines alone he would know most kills came from kill stealing, killing noobs standing around, And since your in hiding you choose your battles so your kill to death ratio would be obscured if all you used is raw data to make determinations.
Stalkers are only really effective in pairs now, and no solo stalker no matter the build can solo a tanker in this new pvp. A purpled out AS used after bu usually does about 1/5 damage to them. Really it's almost impossible to kill most scrappers, because your in trouble when they decide to hit back. Most scrappers in pvp literally stand still so you'll feel good, come AS them and they turn and wreck you, or force you to run.
Your main attack took a nerf, went from 6 to 2 on the damage scaler. And that is hurting things a ton, makes you phase and run alot more. -
Mez resist sucks, just bring damn breakfree's, it is a sad day that my stalker can hold a WP tank running Sow with out as much as needed to stack, i just press my hold and boom. This is an outrage, castle should pvp a little and leave the data mines alone they are dry and no ore in them.
Give us our own i12 zone or arena setting Lets end the back and forth, those of you who love your i13-14 you pvp their np, i for one would gladly leave your zone and go to one i can have fun with away from this button mashing nonsense we have now. -
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Perfect chance for a new pvp zone with i12 rules!
Lets make a post for a new "Going Rogue" pvp zone with i12 rules so the dev's can ignore it.
[/ QUOTE ] Brilliant We should be able to go to a alternate reality where pvp is fun. This would be a great chance to play back in time pvp i12 rules. lol yea right like that would listen to us -
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Sorry but stalkers have been buffed many times more then they have been nerfed these last 3 years.
[/ QUOTE ]Also as i sit here and think about it name these so called buffs i'm missing? Because AC the op of this thread, the whole reason i know his name aint from this thread it's because for three years he has been campaigning to fix stalkers. I have read several of his post to various things from helping stalkers on teams, to stalkers versus AV's.
No i sir i don't see what your talking about, i highly doubt AC would waste his time if all was well like you say. -
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Sorry but stalkers have been buffed many times more then they have been nerfed these last 3 years.
[/ QUOTE ]What stalker have you been playing? 1st off some of the buffs we're resended, but i'm speaking from a pvp standpoint as i can careless about pve it's not what i play for. So if your speaking of pve stuff i wouldn't know they can be the greatest thing since sliced bread if you say so i'm forced to believe you.
But in pvp not even close!!! really The only notable buff received in 3 years was the damage increase. Which coincidentally comes around the time everyone has resist increases. They got a slight hp increase, but it's all for not because thier hp capp is still the same. That's all i can think of as far as buffs. -
After reading the reactors post i think he's castles son or something, this guy said that heroes were no match for vills i12. Geez i seen misinformed ppl before, but he couldnt have actually pvp'd to think that heroes didn't utterly wreck most vill builds. Hell a good fire blaster even with out support was a force to be reckoned with. Scrappers were good, trollers were good, hell to be honest the only thing you couldnt get your rocks off using heroside(atleast i never seen any) are WS's.
Just having a emp would neutralize any vill team advantages, but through all that all you needed were tactics and strategy and you could still win. THAT's What Made PvP Fun , working strategies against other opponents using their strategies. The only thing the vills wanted was some sort of emp to even things out, and we got it, unfortunately with the coming of the vils emp like toons also came all the nerfs and dr.
I can still remember how disgusted i was on test playing my heal decayed, DR'd pain/corr that just got the 50 bump. Thinking they finally gave us this glory only for it to be overshadowed by this disgusting pvp negative additions. I remember playing live alot more to try and preserve what pvp was left and play with my friends a few more times before they quit.