Sentry4

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  1. You can take off @Mr Perfection and just leave up @AbsolutePerfection

    I'll be bringing my Fire/Dev since it's the only character I have on freedom at the moment. He's fully IOed, every accolade with multiple t4 incarnate. He should be fine for the event.
  2. I would also like to say, specifically to Johnny Butane.

    Look at PvP. There are plenty of situations where tanks outshine everything else, and situations where scrapper/brutes outshine tanks. After PvPing since the beginning of PvP, I still cannot recommend one melee AT over the other because they're all extremely useful and useless in different situations. Those situations are pretty damn balanced as well, where as nothing is better much more on average than the other.

    So I would suggest you look into tankers roles in PvP. You may find a unique solution there to solve any problems that tankers may have in regards to PvE.
  3. Quote:
    Originally Posted by Johnny_Butane View Post
    Brutes have the same survivability caps as Tankers. They are only shy 10% max HP of a Tanker at the caps.
    Brutes have much higher damage caps than Tankers. Tankers aren't shy 10% of Brute damage at the cap, for AoE or ST.

    If it's OK for Brutes to have potential for high survivability and high damage, it' would be OK for Tankers.
    I'd have to disagree with you here.

    It would be extremely imbalanced for tanks to be that close to brutes in damage. Damage has to do with the speed at which something dies, and it fluxuates up and down but keeps going. You'll kill it in X minutes, or Y minutes, depending on your damage.

    Survivability is an absolute continuation or stopping of damage. You'll kill it in X minutes, or you won't kill it at all.

    You have to realize the value that staying alive does to your damage. If the brute dies, the tanker outdamages him.

    Even if the tankers had 1% more survivability than brutes, how do we value that? Should the brutes do 1% more damage? 5% more? 100% more?

    Here's the thing, that increase in survivability means nothing in some circumstances and -everything- in other circumstances. When the brute dies, he's doing 0 damage compared to whatever damage the tank is doing. The tank isn't doing 1% more damage or 5% more or 100% more, his increase in damage is undefined because we're comparing a number with 0.

    I have no doubt the devs realize this. Damage is not survivability. You will not kill something before it kills you unless you're PvPing (extremely common there). In PvE, damage is not survivability, but survivability can translate to damage.

    The value of the increase in survivability is weighed by it's frequency being 'everything' instead of 'nothing'. I don't care if brutes do 2x as much damage if tanks outsurvive them 1/5 of the time. Then again, maybe 2x damage translates to tanks surviving 10% more than brutes. It's hard to compare an increase/decrease in speed with the absolutes of stop and go that survivability has.


    I understand the frustration of tanker players because of it's niche. It's extremely useful and useless niche depending on the situation. Where are tanks necessary? Bad teams, the teams where people die. If everyone is dropping but the tank, then their survivability is invaluable and their niche has been fulfilled, to keep going and to keep damaging while the others have been forced to stop.

    The devs will not typically create content so hard that it will require a tank or else fail, but the usefulness of the tank really depends on how good or bad the team is. That's the problem, that the tanker doesn't have a role when survivability is not necessary. As I said before, it means nothing or everything, and in every steamrolling/perfect team, the tank is useless. That being said, so are many many other ATs. No offense to other ATs, but most people believe that the perfect team is only comprised of 2-3 different kinds of ATs.

    So I understand that tanks don't preform well at top levels compared to brutes, but it has it's niche when the teams aren't perfect. I'm not even sure a brute would be included in the perfect team. Maybe just 1, and probably only if it was SS/Fire, else it'll be outshined by something else.



    Let's compare tanks in PvP. Yes it's a different part of the game, but it demonstrates perfectly where tanks fit in. Sometimes you're fighting against someone who does so much damage, that your scrapper or brute will fall in a matter of seconds from the burst, but getting a tank will allow you to get enough hits in, with the possibility of winning the match.

    In this situation, the tanks survivability is invaluable, and no amount of damage the scrapper or brute has will allow it to win. Yes, there are situations where the scrapper/brute will be confused or held for such a long period of time that they're useless unless they survive the first 10 seconds. Sometimes they die, while a tank would have lived and won.

    The only problem with tankers is that the above situation does not happen often in PvE. The solution would be to create content like the above situation. The problem with that is it's making a tanker required on the team or solo, and the devs don't want to do that.

    The solution I see, is making a situation where certain ATs are necessary, and making a tank the only one capable of filling that role out of the melee ATs. In the PvP situation I mentioned before, a tank would win, but so would a controller who confused/held them first.

    That means that a Scrapper/Brute would be useless, while a Tank -or- Controller -or- whatever else (excluding the other melee characters) would be useful.

    These circumstances already exist, just extremely rare, and more often in PvP. We should be bringing these to PvE more, rather than just PvP.



    Tankers are fine. They survive what others cannot. They do exactly what they were built to do. The only problem is that not enough content exists that makes that skill useful.

    Tankers can rock climb extremely well, but the only problem is that we're stuck in the middle of the ocean. If the devs were to introduce a rock wall, the tankers would shine. To avoid tankers being the only useful AT, they should also include a rope so that the fit controllers, or defenders, or anything other than the current melee ATs, can climb it with them.

    I assume that nobody is complaining about tankers performance against any other AT other than melee ATs. Create situations where tanks outshine brutes, scrappers and stalkers. Then the problem will be fixed.

    Then, players have a justified and undertstandable reason to roll a tank over a brute or scrapper in the top end of gameplay, rather than the bottom where teams die.
  4. Sentry4

    Dark/Psn Troller

    Quote:
    Originally Posted by MrLiberty View Post
    I'd probably say Ill/Poison is a better PvP toon than a Dark/Psn outside the hold being broken.
    I'd agree with that.

    Since illusion can't really leverage much -tohit (outside of Spectral Terror), I may give it to a well built Ill/Cold instead.

    The -tohit strength component of -special in Poison can be enhanced, but it cannot be in cold. This is a big reason why Poison is superior in Dark/Colds vs Dark/Poisons. If your main route is going to be debuffing accuracy and getting hit less, poison is superior. That, and the uptime of the debuffs.

    If you use Heat loss, you can close the gap between them really well (count heat loss as a 2nd benumb and alternate them to make it close to Poison uptime).

    Then it comes down to things like the heal resistance poison has as a debuff, compared to the -rech and -dmg(fire only) ice can dish out.

    I would prefer cold, even though it would take a bit more timing and attention then Poison. Having just 2 debuffs to use every 30 seconds is kind of nice sometimes.
  5. I've been forgetting to update this, but as of now, all the HOs have been sold. Thank you.
  6. I've got a PvP controller I use on itrials, meaning I use a controller with about 50% resistance and 0% defense. That's the only important part, that he's squishy as hell.

    At 50+3 I can solo most of the acids or nades with him, and rarely ever die. The trick is to fill up with 20 purples before hand, and use 4-5 to stay alive.

    In fact every toon I use gets 20 purples beforehand so they won't die on that phase. That's really all you need for a lambda.

    BAF is pretty easy to stay alive with, I use some purples at the beginning so I can kill the minions in the mob quickly (Makes the trial go much faster). Later I use the rest of the purples when both AVs are up to stay alive in melee range.

    For Keyes it's the same deal, using 3-4 purples before trying to take down a mob. I'm always distracted getting the terminals anyway though.



    In every zone where trials start, there is an inspiration vendor nearby. (Hospital in DA, Arena in PD, Near trainer in RWZ). Fill up on 20 purples before every trial and it makes the hardest parts of the trial smooth. I've never understood why people go into trials without inspirations when they're extremely helpful.

    As for if soft cap is necessary? Absolutely not. Purple inspirations really fill in the gaps for me for every single trial.
  7. I've got about 60 alts in total that I haven't touched from 2300 days - 1000 days.

    If you could tell me exactly which ones I should check (did it exist 2300 days ago?) or which level it started (Will toons below 10 have any?), then I will gladly check.

    This may help others in the future.

    Thanks.
  8. Sentry4

    Dark/Psn Troller

    Code:
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  9. Sentry4

    PvP Crab

    Crabs are definitely viable.

    In duels you'll want all 6 spider pets and Reactive Interface. That's enough DPS to take down anything, including regen brutes and WP tanks.

    You'll want to focus on your survivability since the primary stategy to beat a crab in a 1v1 with 6 pets is to kill him fast, as they're fairly squishy.

    In zone, you can try to get max preception and hunt stalkers. Even if all you do is throw a weak attack at every stalker you see, you'll contribute a lot to the team.

    Another tip, the worst crabs I've fought are the ones that think they're a scrapper, and the best ones understand they're as squishy as a controller. Kite and use ranged attacks only.



    Vincent Balmont had a really impressive crab not too long ago. He beat my Claw/regen about 2 years ago when he was in his prime. They've got potential. Think Rikti Pylon test standards, 1 target that doesn't even go for your pets, and the pets aren't affected by DR (Call to Justice + all leadership does wonders).

    Good luck with a build, I've yet to make one on Mids I thought I'd enjoy, but I have little experience with VEATS completely.
  10. Sentry4

    PPM procs

    Personally I wouldn't PM a dev unless I had already shared the info with the community.

    This does 2 things.

    1. Let's others give explanations. Maybe it's not broken? Maybe something else is broken?

    2. Awareness. The more people using something broken, the faster is gets fixed. The more support tickets, the more rage, the more reason for the devs to fix it.


    Not to mention that sending the devs a forum link explaining the problem, possible solutions and others testing the same theory really contributes to getting the problem fixed.

    Sending a PM to a dev is a step after bringing attention to the community.





    At the same time, I'd also like to know. I have a thread and many posts about PPM and it's relationship with the current PvP system. PMing a developer would be my next step.
  11. Quote:
    Originally Posted by Dark Energon View Post
    I understand that part, it has been said a few times.. what not been stated... What Server this is on.
    I agree it should be somewhere at the top.

    I'll leave this here.

    Quote:
    Originally Posted by Diotrophes View Post
    Be around the end of May sometime probably. This will be on freedom and I will connect with some of the regular pvpers and come up with the details fo this possible tournie. This is a post to see if there would be interest atm.
    From...

    http://boards.cityofheroes.com/showthread.php?t=288393
  12. Quote:
    Originally Posted by Dark Energon View Post
    What server is this on?
    And i rather bring my own 3 man team.

    So i guess it won't be on Guardian, Test or Beta, meaning a server transfer, this combined with the team aspect.. count me out.

    Nice idea tho, i hope you guys have fun, and good luck!
    We should get new PvPReps, host these types of events on each server, and have the server winners battle it out on Test/Beta.

    I'll even volunteer to be a PvP Rep for my home server.
    I thought this was a lottery system to specifically stop a couple teams from dominating the event, and scoring 20-0 on new players. Maybe that was another thread.

    That being said, if this is allowed, I have a team ready as well on freedom when it starts.
  13. Controller Dark Grasp = 7.45 second base hold
    http://tomax.cohtitan.com/data/power...rol.Dark_Grasp

    Dominator Dark Grasp = 5.96 second base hold
    http://tomax.cohtitan.com/data/power...rol.Dark_Grasp

    It's not actually any longer than the mind control AoEs or Stalagmites. In fact stalagmites was worse because people have less stun protection than hold protection.
    Still, just as stalagmites was broken and banned, this'll be as well.


    Poison is still broken. Remember how HOs were boosting certain parts of the power that weren't supposed to be boosted? -tohit debuff IOs are not only enhancing the -tohit in weaken, but also the -tohit 'strength' within the -special.

    Mechanically, it's fine, but it's defintiely an unintended benefit, and makes it's -special about 50% better than benumbs for -tohit strength (Arguably the best benefit of -special).

    That's why Dark/Poison is much better than Dark/Cold. If it were the same, they may be equal at min/max levels.

    (Also, -special makes holds last longer on opponents, so Dark/Poison controllers are holding people for an extremely long time after Power boost/Weaken/Dark Grasp)
  14. I vote for rebirth, I mean destiny.

    @Mr Perfection or @AbsolutePerfection, depending on what toon I decide to bring.
  15. Quote:
    Originally Posted by Xanatos View Post
    Random anger is random.

    Overload grants 20% elusivity. Elude doesn't.
    Also allowes players to hit the HP cap (which SR doesn't) and grants EA as much DDR as SR.
  16. Quote:
    Originally Posted by Sinistar6000 View Post
    Sentry if you go more in depth on slotting sprint it would really be helpful. I did some tests trying to figure out how to cap movement speed in rv and sprint really helped. Although I am not confident...

    The basic response for slotting travel is 2 ho's and a kb pro for toons that need to hit 41 protection. My tests surprisingly showed me that using sprint really makes a difference, although putting runspeed into it did not improve because it caps with basic slotting and sprint on. I also have not been able to cap runspeed with stealth on. As for jump you can cap x axis easy but you can 6 slot sj and not hit verticle cap. There is a lot of info out there, some use sprint some don't, some 4-5 slot movement etc. Also movement ho's are pricey so I was not able to test with them.

    My test process was taking kin in rv and seeing exact numbers for capped movement then trying to reach those on other toons. Your expertise would be much appreciated. I forgot to test kin with stealth on...drat!

    I've been meaning to test this. When I want to hit the cap I'll usually 4 slot super speed and throw some slots in sprint. Maybe 2 slot swift or throw in a gift of the ancients, although I'm sure a lot of my toons are way over. I've just been procrastinating on run speeds.

    I'm unsure how the percents of run speed work with the miles per hour. Super speed base is 350% run speed on mids, but +100% SpeedRunning on Redtomax, but that translates to 50.1 mph.

    Then sometimes I'm unsure how to factor DR with it. Do I DR the +100% SpeedRunning or the 350% Run speed?

    I'm calling backup. Then I'll make a separate thread about how to hit cap while factoring slotting, stealth, powerboost, maybe even AM since this is a rad thread. I'll include different slotting choices using basic IOs and movement HOs.
  17. Quote:
    Originally Posted by MrLiberty View Post
    Its mostly for the unsuppressed jump height when you jump time your attacks (so as not to be a really easy AS target). Also its nice for keeping damage on targets as you hop along firing off attacks.
    Now that confuses me. I've heard about it speeding up your jump speed while suppressed, but when I tested it, 1 slotted hurdle makes you hit the cap everytime. 31.11mph jump speed is the cap. 14.32mph base + 24.85mph hurdle = >31.11mph, even when factoring DR.

    Furthermore, the jump height is enhanced, but SJ's height hits the Max jump height cap of 72ft. So it doesn't give an increase to jump height or speed while in suppression. SJ hits both caps.

    My tests actually showed that a CJ with 1 jump IO is better than the 2 slotted hurdle for height.

    I've gotten the exact same answer from others who did the same (2 slotting hurdle), but I've taken toons and tried both. I recorded the jump speed with SJ on, 1 character with 1 slotted hurdle and 1 with 2 slotted hurdle. Both were the same speed under suppression.

    With CJ, they were also the same speed (capped). However, 1 jump IO in CJ (and 1 jump IO in hurdle) jumped further (meaning higher) than 2 jump IOed hurdle.

    Hurdle gives 166.8% jump height.
    CJ gives 200% jump height. <-- This is better to enhance with 1 slot



    It looks to me like it doesn't do anything, but that's why I'm asking you. I'm hoping you can test it, because it may be an inaccuracy, or only truth in past issues. Using that 1 slot in CJ seems to be better.

    "Suppression" is just capping your 'jump speed' and 'max jump height'. With 1 slotted hurdle, the speed is capped already, meaning an extra jump IO doesn't increase speed at all.

    If you're trying to increase max jump -height-, it's already capped with SJ, and if you're going to use a slot to increase it outside of SJ, combat jumping does a better job of that.



    Lastly, giving hurdle another +jump doesn't even grant more control. Combat jumping gives more control than SJ, meaning it appears faster than SJ when suppressed. It actually has the same speed (going in one direction, capped). Although it's true that more control means more....speed in where you want to go. I don't know how to translate that to numbers, but going from A to C to B to D in a big "W" will be faster with CJ even though they're the same speed in one direction.



    Quote:
    Originally Posted by MrLiberty View Post
    Its mostly for the unsuppressed jump height when you jump time your attacks (so as not to be a really easy AS target). Also its nice for keeping damage on targets as you hop along firing off attacks.
    So we know it's not for the unsuppressed jump height because if that was the focus of it, putting that 1 slot in CJ would give us better results.

    It also can't be to hop along and keep damage on targets, because jump speed is already capped, and 1 slot to CJ would actually make it faster (higher max jump height) than 2 slotted hurdle.

    So, is 2 slotting hurdle a mistake? Or am I missing something?



    Also, the change from 2 slotted hurdle to 1 slotted CJ to what I do now (no slot CJ, 1 slot hurdle) is so extremely small, and is something I wouldn't use a slot on either way. It's a small increase in height, an increase you don't even always hit because you throw an attack before you get to the highest height.

    Not to mention, with jump speed being tied on SJ/CJ, and jump height being higher on SJ, I would recommend -against- using CJ to bunny hop chase opponents. CJ is nice for maneuverability, but going in a straight line (like in chasing), SJ will be better than CJ, suppressed and unsupressed.
  18. MrLiberty, I'd like to ask why hurdle is 2 slotted. I've seen it before and even some doing it don't know why. I'm curious.
  19. 0% accuracy is a little low for my tastes personally. I'd try to throw in some purple sets.

    I understand Enervating field has -defense, but that's easily detoggled and having to put it on every target just to hit them seems like it may waste a lot of time.

    I just finished the math behind it. A squishy only needs 12% defense (Hello Frozen armor) to knock your Dark Blast's chance to hit to 86%. Once you get to toons that have a bit more (or had someone cast barrier) + melee toons, you're going to notice it.

    In fact you should notice it even with 86% chance to hit. I know most of us even feel the 95%, missing the crucial shot.

    Aside from that, on average the +end proc is better than an end mod IO in stamina. This is true for PvE as well, except that in PvP, you don't have end mod strength and recovery being DRed, meaning that +end procs are essentially recovery that bypasses DR.


    I also think you have too much end reduction. With AM + Cardiac 45%, you can take 1 end reduc out of EF/TK and put those 2 slots into sprint if you want more run speed.

    You're also missing the kismet +6% accuracy (actually tohit) which would help your accuracy problem a lot, although not fix it entirely.

    36 KB prot will mean certain people will KB you (some of my toons would). You may want some more.

    With your level of recharge, phase shift only needs 1 slot to come back in time. People say it needs to be recharged in 2 minutes, but that's assuming you stay in it the full duration. I usually only stay in it for 15 seconds or so, and since [nophase] starts 30 seconds in for 2 minutes, that gives it 2m15s to recharge. Either way, 1 slot is enough.



    The panacea proc actually delivers better +recovery than numina in health, and might even compete with miracle +recovery (reasons were listed earlier)

    +Hp is something I usually try to specifically aim for -after- enough acc/rech and good slotting.

    Hope this helps, GL
  20. Quote:
    Originally Posted by caradoc001 View Post
    After having read the first ten pages on this I have determined that if you are doing a build where you are counting on a proc (or multiple) as part of that build then you are doing it wrong. They are inherently unreliable and should NEVER be counted on in a build. They a a bonus, an "Oh that's nice" but to count on it happening just makes no since. Does that mean that I don't use them...nope, I use them a lot (every tank I have has the proc for psi damage in taunt)but I don't count on them to go off when I use them.
    I agree, you shouldn't ever look at "the numbers" or "what's best".

    You should only pick the powers that fit in with your concept and RP style.

    Everyone else is "doing it wrong" as Caradoc has politely and intelligently put. A bonus to a build should never be factored beforehand, or else you ruin the surprise for yourself.

    We all might as well assume procs have a 0% chance to go off, since averages obviously don't exist. Am I right?
  21. Quote:
    Originally Posted by Helluva_Goon View Post
    Well, my two cents on the matter. I don't know about reverting it back to Issue-12 status of PVP, presently the Incarnate Abilities has added much change alone. To revert it back may result to "NO Incarnates Powers Active", or how will that work within that time of game/CoH mechanics for pre Issue-12. So with that being said, how can that be possible? There are still 5 more Incarnates that are not yet available (although, Hybrid will be available next, Issue-23). My other question is will those 5 new Incarnates imply changes as well that may reduce a few of those post, Issue-13 effects like, Travel Suppression and Heal Decay? Incarnate Hybrid abilities seem to be pretty solid by adding four types of additional buffs like, assault, control, melee and support which too, can add much nice changes to the PVP world as well.

    Honestly, I think the changes made post Issue-13 were made because of the new coming and planned changes to PVE such as Incarnates and so forth. I must admit, it is getting much more interesting.

    Killing off travel suppression and heal Decay would be great.


    The majority of PvPers hate doing incarnate trials.

    Disabling incarnate powers would mean characters could be built faster and easier, resulting in more diversity. Every PvPer wants more PvP toons so they can try different tactics. The problem is that ontop of money and accolades, they need to grind a ton of incarnate to get their character where they want it to be.

    I have a list of 20 PvP toons I want to create.
    The more unique ones are near the end of the list, the more FotM combos are near the front. This is the norm for PvPers.

    Unfortunately another common situation for those PvPers, I personally will never get there because of Incarnate grinding. Influence isn't a problem for me, and for a lot of others have their ways as well, and we've all been getting accolades to the point where many of us can get a handful of them in a couple of hours.

    Incarate trials are the limiting reactant for many PvPers. If people were given unlimited components for Incarnate (like on test), their would be more and different kinds of characters in RV. Instead of a new character every couple of weeks, a new character in several days would be possible.



    A big problem with the current PvP system is the great amount of investment necessary before hand just to have your -character- viable in PvP.



    If they were to revert the i13 changes, I would hope they would also disable Incarnate, simply for that reason.


    Also, why don't we PvP on test? Unlimited Superpacks, unlimited influence, unlimited incarnate. I know a lot of people did in the past, but I'm not quite sure what went wrong. It wouldn't be too hard to set up some RV nights on test. Those who don't want to do extra work can just transfer their toons.
  22. Sentry4

    Benumb bug!

    I have a comment

    Benumb doesn't have a -tohit component :P

    http://tomax.cohtitan.com/data/power...ination.Benumb

    What you're seeing is -tohit 'strength'. You don't lower tohit at all, you only reduce the strength of powers like Tactics/Rage/Aim/Build up etc.

    If you use this on someone without any tohit buffs, their tohit will not fall at all. If you use it with someone who has tohit buffs, their tohit buff strength will fall.

    This is not a bug. Cold does not provide any -tohit.
  23. Quote:
    Originally Posted by Van_Raye View Post
    But is the ideal target defense number still 45% in PvP, as it is in PvE? does this mean that PvE defense numbers essentially get halved in a PvP zone?
    Simply put, the developers thought that defense on a squishy would be too powerful, so they've implemented changes to squishies, assuring they can't get any useful amount of defense.

    Diminishing returns affects defense, meaning it's not simply halved but rather it's a curve that slowly diminishes as you follow it.

    For squishies, having 45% defense, 70% defense or 3000% defense is relatively the same. They're all useless.

    I would suggest every Blaster/Cor/Dom/Defender/Controller/MM to avoid specifically trying to get defense.



    Lastly, 45% defense works in PvE because all critters have the same base tohit (50%), and +tohit buffs are not that common.

    In PvP, +tohit buffs are on every character and they range from small to huge. While 45% would work if nobody had +tohit buffs, you need anywhere from %60+ defense to floor their tohit.

    I believe an individual would need around 220% defense or so in order to have that number permanently, and that's only on the ATs not listed above.

    I don't have any experience with Grav/FF controllers. If you post a build, we may be able to critique it. I'm fairly sure you'd have to go purely with 'disruption', which is creating a hassle for your opponents.

    Force bubble to repel
    Force bolt to KB
    Wormhole to teleport
    Grav hold now and then to help a spike

    Those would be your primary techniques.
  24. Quote:
    Originally Posted by Helluva_Goon View Post
    I wouldn’t say "never", Supermax.
    I would.

    I'd even put money on it.

    After 10 issues, I think it would be less of a gamble and more like a sound investment.

    They're stuck where they are. They can't even go back to the i13 changes without a bunch of testing. Like Z said, if they change a single thing, they're going to have waves of feedback and people disagreeing with changes and people wanting to revert to what we have now etc.

    It's not a great business tactic to throw an untested bone at the few dogs that are left. It may kill them, and then you've wasted time programming something that got rid of even more PvPers.

    They won't change anything in PvP without testing, because it would be a financial 'risk'. Good businesses don't take risks unless necessary.

    Their testers and programmers are busy and constantly will be. They're understaffed.



    They could turn off TS/DR/HD/Squishy Res/New mez system on the test server and say they're testing it. That would mean they get everything they want (testing), while all the PvPers would just go there for PvP from now on.

    In fact I can't think of a single reason they haven't done that. That bypasses all their concerns. If they say it's simply for testing, they don't need to attend to it at all. The PvP community would then choose themselves whether they'd want to PvP on the test server or the real servers.

    They would finally give PvPers what they've been asking for all these years while having 0 responsibility to change or fix anything because it's just on the test server.

    I have a list of people I'm supposed to email if they change PvP back to how it was. If they did this on test, they have 0 responsibility and will get accounts back.

    Any flaws with this idea?
  25. As long as PvP wasn't singled out, than I'm happy.

    Your response was straight forward and you're being very honest. Talking with PvPers casually and openly is enough to convince me it's not dead in this.

    I thank the developer who gave us the arena options in their spare time, amazing work there. PvP may have lost a large portion if they weren't there.

    If the developers ever need help with PvP suggestions, choices in balance etc. There'll be plenty of dedicated players that can help.


    Your response is similar to what Positron said to me in person. A small section of resouces necessary for PvP to progress was really busy at the moment and typically is.

    As long as the passion and ideas for PvP exist throughout the dev team, I'm sure it'll surface at one point or another.

    In fact it was at PAX 2011 I asked Posi about it. You may remember me Z, you took away my drinking ticket at the bar near the beginning xD Good times.


    Knowing a dev PvPs will encourage people to stay a bit.

    If you ever need help with a specific build, you can always PM me. I dedicate a lot of time to making my builds perfect.