Warhamster

Super-Powered
  • Posts

    208
  • Joined

  1. My stalker with no resist at all takes around 450 damage vs Fossilize when fighting a SS tanker, so shaving around 40% off of that with squishy starting resist +shield knocks that down to a very manageable lvl. Not to mention its on a 32 sec base recharge. I'd say that combined with melee range attacks equals pretty meager compared to the consistent damage a blaster could deliver.

    I broke out the brute last night in Freedom RV, most people will remember the big blue brute if they had the pleasure of getting anywhere near me and being taunted. I run 2 taunts fully slotted for duration, and use the auto hit -range one on blasters, trollers, and elude scrappers/shield tanks in that order. Even if they put a taunting tank on me to try and counter, I've learned to use the cone effect on the primary taunt well enough to where I can maneuver targets between me and the tank and effect multiple people with my taunt. While Challenge does not have the -range effect attached to it, its modified recharge of around 1.5 secs really makes it a huge asset when breaking up a spike on a team member. I can effectively keep 5-6 people perma taunted using my 2 taunts (this is including the people who pull back out of range or out of LoS to break it. As soon as they are back in range of a target again I slap on the taunt), while I dish out webnades on the blasters to further disrupt spikes. This generates and absolute TON of hate from players. I mean its really bad (even while there are a ton of better primary targets available, doms,cors, ect). On multiple occasions I'd have 6-8 people very upset and on me, even after I phased with 100 hit points or more, I'd keep the agro of at least 4 of them for the entire 30 sec duration of the phase with me healing up while in a mob of NPC's. They would still wait me out because they wanted me dead so bad, getting beat up by the NPC's. (or foolishly wasted their phase to try and get me) Keeping the attention of all these players for such a duration is a huge team bonus, as my guys can work on breaking down the now lower force hero team. After coming out of phase the key is to not bite off more than you can chew, and limit your perma taunt to 3 people only, while continuing to webnade blasters. As soon as phase is back up I can go nuts and shoot for full out 6+ taunt agro. 6 deaths in close to 2 hours of play is pretty respectable for someone catching full team agro on a regular basis.
  2. I run a SS/Inv brute in RV named Aazure Steel and she's a beast of a taunt bot. As long as you're building for your JOB, instead of the ignorant insanity that FC has created (non stalker melee toons are NOT DAMAGE DEALERS), you'll be golden with Invul. The reason Invul beats out fire IMO is that if you get mobbed with multiple ASes going off, you're gonna need the extra hit points that you get from Invul as you'd be dead otherwise on the fire. dont just consider what you get total from Dull Pain, consider what it heals back as well. With that in mind a good 3100-3200 hit point build will be able to take around 4000 points of unresisted damage, all within a matter of seconds, before needing to temp phase.


    Quote:
    Originally Posted by Weather View Post
    I have been debating these two for a while. Someone told me that Invul was good before a nerf or whatever. I'm not exactly sure. Willpower is also an option, but I would really prefer Fire/ to Willpower since it has a heal.
  3. Warhamster

    Freedom Lag

    Ya, I run a good rig with a fiber connection and had lag 1 day last week, and hardly any if at all in the past.


    Quote:
    Originally Posted by SmegHead View Post
    Personally I hardly ever get any lag in RV. I do hear a lot of people complain about it in bc but I figured it must be their comp or connection.
  4. Warhamster

    Night Widows...

    Thankfully, as weak as Widows are now, they will end up being very useful after the expansion goes live. Their +per cap will allow them to spot capped -per stalkers at 100 feet, instead of the 10 feet we have now. If you think about that, its freakin huge, regardless of how worthless they are at everything else.
  5. Warhamster

    Dear Warhamster

    What were you thinking? I'm trying to maintain a reputation here.

    Quote:
    Originally Posted by Silit View Post
    I logged several accounts to promote your rep. I'm pro like that. Get shoed.
  6. Pre i16 you need mag 31 to stop levitate/lift fully slotted with 6 KB IO's. We did not test with acro as its protection was suppressing from holds. I'd wait until after i16 goes live before going bonkers though on protection IO's, I hear acro is no longer suppressing when held.
  7. Warhamster

    Freedom Lag

    I'm pretty sure connection speed has more to do with it than your box after asking a few people in zone about what they were running. It would seem that anything less than a Fiber line and you're risking some lvl of lag...


    Quote:
    Originally Posted by Southern_Comfort View Post
    No it isn't my computer. I play L4D,TF2, Killing Floor, CHAMPION's (for god sake) with no problem and lag like hell in Freedom RV.

    When random complaints about Freedom lag began cropping up I was skeptical. After enduring an afternoon on Freedom I "BELIEVE"!! If you are a player with a lag problem in Freedom RV please post here. I suppose the next step would be to also post system spec's. I am not asking for a pvp rehaul. I am simply asking for the only active pvp zone in all of COH//V to be manageable lagwise.

    Devs?Find out what the deal is and fix this tootsweet please. Thank you.

    Thanks for reading.
  8. Warhamster

    Dom "Fix"

    This reason alone puts blasters above doms still IMO.


    Quote:
    Originally Posted by MCG_Warface View Post
    [ QUOTE ]
    I think a Blaster's ability to "attack while mez'd" should REALLY be looked into, at least in pvp. Imho, it's too powerful now, especially for an AT that already has more damage than ANY AT out there (and even from RANGE) on top of better survivability than most Brutes if built right. If you ask me, that's a bit much. And imo, Blaster's have always been "a bit much" so when the hell is that nerf ever coming? IF ever? Hmm?
    I still havent figured out why the Devs since PVP went live are in such love with the Blasters.....I mean nasty, dirty, 1970s porn love.

    They must chuckle when they nerf other ATs.........[/QUOTE]
  9. Warhamster

    Dear Warhamster

    Getting some feedback from other servers is good, thanks guys for posting the changes you've experienced.

    By the way, how do I get my red badge of courage back? This new green badge is boring.
  10. Quote:
    Okay.. why are shields redundant? I mean, I get why shields -after the first- are redundant thanks to the bizarre implementation of diminishing returns. On the other hand, because of diminishing returns gutting heals very quickly and not affecting damage at all, I would think that a reliable way to reduce incoming damage would be almost necessary in order to keep a team up through the whole fight.
    DR hurts quite a bit on a squishy with base res of 28% that also has a resist sheild of their own. Outside res sheilds stacked with that end up yielding a very low amount. If the squishy is def based, he gets much more out of the thermal sheild, and a ton more if he's a def based stalker, brute, or mm.

    Quote:
    So.. in other PVP games, I tend to want my entire team in approximately the same location so we can focus fire on individual targets and have healers in range for countering opposing spikes. Is there some reason that doesn't work in CoX? I guess the 'hit once and run like hell' nature of Stalkers kicks in here? Is there something that stops me from having the stalkers queue up AS, TPFoeing the enemy to the still-hidden stalkers, and plinking them with brawl to kill their travel powers?
    Part of the reason the pvp in this game is so appealing for many is the superfast paced all over the zone action it offers. When I call a target, we often have to chase him, while the spike team is chasing him, our support team is chasing our spike team, and for a pain mm to be chasing all over the zone is very dangerous indeed. If cought outside of body guard range, its probably dyin time, as mm's have the lowest base hit points in the game. Thus Cor's tend to fill this roll better. If you're just in a survival huddle (which is pretty pointless IMO) then I guess a pain mm would be ok.

    Quote:
    I'm guessing that's through Heat Exhaustion? So far I've heard that the bubbles aren't very good, and it looks like heals get nerfed really fast, so it seems like my best bet is to end drain the opposing team or spike them down. Endurance drain and damage aren't effected by diminishing returns, and end drain should drop tanker/scrapper toggles which holds apparently don't do anymore. If I'm trying to end drain people and the bubbles suck, wouldn't I be better off with an elec/kin than an elec/thermal?
    Heat Ex is a pain for sure, but not the end of the world to the prepared IO'd out player. My blaster has my togs hotkeyed. If I get HE'd, I dump my togs, and rush the therm. With just a few blues, my blaster can kill them long before I'm out of end, at which point I can toggle on invis and SJ only, then pull back safely to allow it to expire. Kins are really a dead class now I'm afraid. However I have yet to see a elec/kin and elec/therm tag team, that could be a thing of beauty.
    You'll never ever be spiking scrappers/tanks before killing all the damage and support. They tend to be like flies, an annoyance but no danger at all outside of a lucky hit. In the current Freedom RV, 1 in 20 will have and actually use the only thing that makes them useful in zone, taunt. The current fight club mentality has created the monster that is this broad base of ignorant players with completely pointless melee toons.
    Quote:
    Winning is winning. Does this work against good teams or just scrubs, though? I'd think that a brute would be pretty easy to either ignore or kill outright, since movement nerf kicks in whenever you swing and brutes need a bunch of swings to get Fury up.
    Scrubs are usually the ones complaining, but it works great vs good players as well. Remember one thing about non stalker based melee toons that people seem to be too ignorant to understand. Brutes, Scrappers, and Tanks are only useful for taunt, webnade, and the occational blip of damage, they are not damage dealers. I could say this 100 times in broadcast in RV, and people would never understand. Brutes are not easy to ignore if taunt is forcing the hero blasters to target the brute. Not to mention the fat 15 seconds of them being stuck with a oh so hot -75% range debuff. Add webnade to the mix and you have a single player disrupting 4+ blasters. If you get spiked as a brute prior to other members of your team, you're doing your job and doing it well. Killing a good brute outright is difficult at best, far more difficult than any other villain toon outside of a mm with full pets in body guard range. My taunt bot with aid self and dull pain requires a mountain of damage to threaten. Including dull pains heal, my brute can take around 3900 points of damage before I need to phase, this is the remaining damage AFTER my sheilds have shaved off a respectable portion of the original damage. I can slap over 500 point heals down on top of this with aid self. If I get spiked hard, I can temp phase, use aid self 2 times while my 400% regen works me to full within the 30 seconds, then pop out and start taunting and nading again.
  11. Correct me if I'm wrong (as I may be), but I dont believe that stalkers get base resistance to all like squishies do. With that in mind, a defense based stalker will get a freakin ton out of a 30%+ resist sheild, even with DR in place.

    There are very few self heals that will beat cauterize, so take it, sarcasm not included. :P I'm a huge fan of the heal based suppression changes (due to my need for a challenge). I12's skilless organized zone heal spam is no longer possible in the current environment. Now after 3-4 heals, the target needs to phase, or if that is down, actually use strategy like (heaven forbid) LoS breaks to provide the healer, who now actually has to count down in his head the end of the heal suppression time, instead of mashing 1 button over and over, enough time for the heals to go back to being effective. My dom uses evasion strategies all the time around buildings. My therm finds this far more enjoyable than the past heal spam, as I actually have to THINK to keep track of which toons are on heal suppression and if I should actually heal a few hundred points of damage which would start suppression, or just wait and see if they turn out to be a real spike target or not, instead of just reacting to damage and pressing one button.



    Quote:
    Originally Posted by Tokyo View Post
    'greatly' with DR in place tends to be 'minimal', but it really Depends on his Playstyle. I have a feeling he's wanting to focus on demoralizing the enemy and less on buffing his teammates. The new PvP favors offensive over defensive tactics.

    But yes, if you are looking to be both support and offensively viable, Sonic/Therm for sure and take the shields. Holds are a joke.

    [sarcasm] I don't know, should he even bother with cauterize? They tend to hinder teammates that already have a self-heal more than they do help, with DR in place. [/sarcasmoff]
  12. Warhamster

    Dear Warhamster

    If you're really into pvp, you'll get a ton of fun for your 9.99 fee. Don't get mad, get transferred.

    (Warhamster, the Dev in charge of undercover revenue developement [but not really])

    Quote:
    Originally Posted by Alpha_Zulu View Post
    Yeah that's grand and all. The other servers however have no pvp population.

    Champion for example is pretty fucken dead.
  13. IMO, the biggest demoralizer is a brute webnading double taunt bot. I get more complaints in zone broadcast from my 3200 hit point phasing brute who does this than any of my other toons. It does however get old listening to people gripe, so it's best to have a fallback toon.

    I'll take the other side of the coin and tell you to definetly take the therm shields. Considering most serious pvp doms take scorpion (for good reason), you will get alot of range out of the resist buff to their base resist even with DR. Also quite a bit of the stalker population still run defense based toons, so they will greatly benefit from the shield as well.

    If for no other reason, sonic is useful just because it has access to the dreaded stun. All the squishies who know what's going on have acro, so holds are pretty pointless. Having access to another control tool, even if its only 2 seconds longer, is pretty handy. Not to mention when you do damage you're lowering the targets resist and helping your team do more.


    Quote:
    Originally Posted by Tokyo View Post
    If you are looking for a demoralizing class villain-side I'd definitely go corr; either Sonic, Elec or rad as your primary with Thermal and slot the -endo proc. Radiation Emission doesn't hold up so well in PvP since your two main debuffs are toggles and I have little experience with cold domination to be honest.

    If you do go therm (which I suspect you will) I Wouldn't bother with shields unless you are using them as placeholders for IO bonuses, with the current rules in place, shields are unnecessarily redundant.
  14. Warhamster

    Dear Warhamster

    Quote:
    Keep in mind that well over 95% of this games revenue comes from players that you would have to drag kicking and screaming into a PvP zone. They wont touch it with a 10 foot pole. In the grand scheme of things, the devs can do whatever they want to PvP and it wont hurt their bottom line.
    ^ ^
    l
    l
    l
    I'd say it's likely they have a plan, it's just not important enough to push past the people that pay the bills, and the content they demand.

    Quote:
    Originally Posted by _Lith_ View Post
    Im not really sure the Devs even know where they are going atm. Though not untouched, nothing ridiculously significant as i13 has been implemented. They nerfed some stuff and rebroke some other things, but I think they are about as lost as the average PvEer in RV.
  15. Mace is only 15 secs of -jump, GA is 30 secs of -jump and leave a big fat patch for other players to stumble into.

    Quote:
    Originally Posted by Dread_Shinobi View Post
    Why make a TA corr when you could make a cold or therm or whatever, and just take mace mastery for the -jump? Am I missing something with TA, or is it to get the -jump without having to go //mace?
  16. Warhamster

    Dear Warhamster

    It's quite possible that you're right about the general population on all servers combined possibly being lower. As I said before, I have no way of measuring that. However this thread up to this point has been about the population of Freedom.

    With that in mind as brutal as it is to say, as a Freedom Pvper I really don't care how the other servers are fairing for their PvP population and neither should you. Keep in mind that well over 95% of this games revenue comes from players that you would have to drag kicking and screaming into a PvP zone. They wont touch it with a 10 foot pole. After the epic change we saw to PvP in i13, it's pretty clear that the devs have their own direction for PvP that doesn't necessarily include keeping the PvP player in the loop. They will make changes and never worry. PvP could dry up completely and it wouldn't matter. In the grand scheme of things, they can do whatever they want and it wont hurt their bottom line.

    When you look at the big picture, really look at it, there is no reason to not be selfish. Kick back and enjoy, it's the only thing you have control over.


    Quote:
    Originally Posted by macskull View Post
    That's great and all if you're willing to pay $10 a pop to transfer characters to Freedom or want to spend the time leveling new characters there, but the other fourteen servers (including the EU servers here) aren't doing so hot. Increased population on one server and decreased population on at least ten others isn't generally a good sign, regardless of how you want to look at it.

    I'm not debating whether Freedom RV populations are higher or lower than they were before I13, but I am stating that the general PvP populations on all the other servers are lower.
  17. I'm firmly of the opinion that a well built tri PBer is one of the most effective zone toons at the moment. This does require a ton of macroes for the quick form changes, but its by far worth it. The ONLY thing that gets this toon in trouble is no access to acro/mez protection while in squid form. Getting held for 6+ seconds is death in a zone swarm environment. Other than that, its the most fun I've ever had in zone.

    Quote:
    Originally Posted by Kaatrina78 View Post
    My suggested change for Kheldians in general do remove them from the back of the bus is:
    Make Secondary toggles (+resist/def/cc and phase) Available in all forms.

    Dwarf- Grant super jump (at 80% speed and height of normal SJ)
    Nova- Increase Nova Blast damage by 15%
    Remove end drain from dawn strike, and make Essence drain a targeted AOE instead of melee, and have range at 20.
  18. Personally I believe that base raiding is a lost and gone game feature. I'd like to be pleasantly surprised by the new expansion and proved wrong, but I wont hold my breath. With that in mind, you're probably stuck with what we have, which is actually pretty much the best zone PvP on the MMO market at the moment. (even if you're an i13 hater, IMO you would still have to admit that travel powers makes what CoX has to offer much more appealing than any of the alternatives, and yes I've played them all)

    I don't think that the new expansion HAS to include a major PvP revamp for it to win or lose as a product. (In my eyes as a PvP player only in this game, I agree with you. But from the Revenue side, which is all they will measure their success by, my opinion is irrelevant) Remember, well over 95% of the player base in this game wants nothing to do with PvP, so to expect or demand any kind of PvP content in this game is an ignorant opinion indeed. Anything we get is like the king tossing his dogs some scraps from the big boy table. It could very well be garbage, but we'll still eat it up because its all there is.

    RV zone team builds still include the standard direct support toons, emp, pain, and therm. As target callers go, an ASing stalker (not a sharker) is always a good team choice as you'll die less often as the caller and continue to be able to direct team targets long after a toon without hide would. Peace Bringers are by far the most survivable ranged caller standing on over 2000 hit points 75% of the time with 2 heals that hit for over 1300 every 25 seconds with DR. It's also has the easiest access to slots that allow them to be immune to Lift and Levitate knockback effects clocking in with the 8 slots for mag 32 protection required to stop it dead. Blasters and Doms deal the most damage, with blasters edging out as the winners since they can continue to attack while mezzed. Considering damage is now the biggest factor in this game, it may tempt you to got that route. Finally keep in mind that most support toons are too busy buffing, debuffing, and tossing disruption attacks such as KB, cage, ect to be calling targets. With that in mind, if you are mostly interested in leading the team, calling targets, ect, I'd suggest sticking to the target caller/damage dealer slots.


    Quote:
    Originally Posted by Hart View Post
    Howdy!

    So, when CoV launched, I drug my Guild Wars PVP crew over to redside in anticipation of base raids. At one point we were competing for 1st on server Redside by differentiating ourselves as 'the pvp guild' on our server. After Items of Power / Base Raids were taken away, my guild basically fell apart. The stated goals I'd used to recruit new members were impossible to achieve and the points I'd used to differentiate my VG were meaningless. The whole thing left a real bitter taste in my mouth as regards PVP for what I think are valid reasons, which is why I'm laying this all out up front.

    That being said, I expect that Going Rogue is going to include major revamps to the PVP system. More to the point, I think it's going to -have- to include major revamps for the better or fail as a product. The first thing that comes to mind as an expansion-level PVP change is reimplementing base raiding, so I'm planning to get my toes wet with whatever the current version of PVP is so I can at least be somewhat knowledgeable when it starts to actually matter as a part of the game as a whole.

    What I'm looking for is a sort of no-brainer team spec that I can use to get a group of people up to speed without spending billions on PVP IO builds. I'm not expecting to wipe the floor with everyone in RV, but I'd like to be able to survive long enough to understand why I lost and adjust my strategy. I'd also like something that's not reliant on the current metagame - if there's a tried-and-true strategy for not loosing I'd take that over a strategy that wins really hard right at the moment. I need to learn how to win 50% of the time against the best teams, not how to win 100% of the time against the worst teams.

    Anyone feel like throwing me a bone?

    ~Hart
  19. Warhamster

    Dear Warhamster

    You hit the nail on the head sir, that is correct.


    Quote:
    Originally Posted by ConFlict View Post
    By we you mean Freedom I take it, because everyone else is sitting high and dry.
  20. Warhamster

    Dear Warhamster

    No apology needed, all in good fun. To be blunt, I honestly don't care what the total RV player turnout is on any server I don't play on. That may be a upsetting comment to some, but since the PvP player base has no real effect on the survivability of the game, why not be selfish?

    The thing that really sparked all this conflict is the staggering comments that have been flying around regarding the Freedom RV population pre i13 and now. This perception that things have not changed has baffled me. Who cares WHY we've jumped to a strong population in RV? Don't concern yourself with the argument that the changes in i13 did or did not spark more PvPers. (this has been a real sore spot for a ton of posts I've read up to now) Just kick back and enjoy what right now is the best most populated RV zone PvP we've ever had.

    Quote:
    Originally Posted by Southern_Comfort View Post
    Sorry if I misunderstood your prior posts in this thread and others. I was under the impression from several posts I have read by you that pvp popularity has increased across the boards on all servers post 12. I was simply pointing out that noone disagrees that Freedom has an RV population. To intimate that pvp popularity has increased based on Freedom zone activity in ONE zone is just silly in my opinion.


    If I misunderstood I sincerely apologize.

    P.S. As you say "the point has always been an increase in total player turnout". Total player turnout to me means ALL servers and more than one active zone inhabitated by players.Ya know? Pvp'ing.....

    " Increase in player turnout" encompasses more than Freedom turnout. To state that there is any other server with the same numbers in RV as Freedom is just flatout idiotic. There isn't another server with a decent amount of players in RV or any other pvp zone. I mean WarBurg, Siren's Call and Bloody Bay are deserted and have been deserted for issue after issue. What a waste of resources to develop 4 zones used by maybe 400 players( across all servers) "total" on any given day//night?(The 400 players number is generous.)

    ^^^^ That last sentence is my point. Here we are issues since pvp was first released and in a sadder state as a pvp community( population wise) than ever. Any player that disputes that FACT is delusional. No offense meant,WarHamster. I hope I clarified my "point".
  21. Warhamster

    Dear Warhamster

    I'm always more than happy to answer any questions you have. Look me up anytime in game @Warhamster. You'll always find me in RV on ether my Peace Bringer Lt. Blood, or my Stalker Blood Mark. Can always switch to my stalker and team up. Best practice there is is a double stalker tag team.

    As a side note, now that the ladder is gone all the secrets can be revealed. It was like pulling teeth to get a good stalker on the ladder to help you back in the day.

    Quote:
    Originally Posted by NOJUICESORRT View Post
    Looking for someone to help me get on my assassin strikes more faster please, anyone will do preferable blood mark cause he'll sit out and help me educate
  22. Quote:
    Originally Posted by Fenrisulfr View Post
    Soul Mastery gets you Shadow Meld for 15 seconds of extra defence. Shame about Diminishing Returns.

    Shadow Meld is flat out huge in my build. I play an EA, and SM jumps my defense up from 28% to 42% with DR. Considering my T9 only puts me to 49%, a jump to 42% is significant. My ability to BU AS a target, Placate, Impale, pop invis, then SM allows for an aggressive play style with a defense toon with great odds of escaping even multiple followers. If you're spines who actually uses AS, its really a no brainer to pick up Soul Mastery over Leviathan.
  23. As one of the few remaining vet stalkers, I approve of statements provided by Macskull and Mel. Going one step further I will add that any stalker using a Shark crit over AS needs to screw his head back on. Revealing your position for that crap damage is simply idiotic and gets you killed. Shark is ok for a placate follow-up to AS, but a lead? I shudder at the new stalker mentality in zone.

    Quote:
    Originally Posted by _Meldash_ View Post
    [ QUOTE ]

    i have played a lvl 50 stalker... so i know.... keep moving? when you can get ET'd with a crit?

    [/ QUOTE ]

    False. ET doesn't Crit with dmg, the crit = no dmg applied to the user.


    [ QUOTE ]

    Im not an idiot... and dont get me started on VEATS.... really when compared to HEATS.... its just sad...

    [/ QUOTE ]

    I hope you mean cause HEATS are so much better than VEATS in PvP now. Mainly PB's cause WS's are just bad. VEATS had their damage nerfed tremendously, and they have damn near 0 defense thanks to DR. With the mez changes they lost the last bit of mitigation they had. So yea...that is pretty sad.


    [ QUOTE ]
    Stalkers are one of the easiest archetypes to play... there is a small learning curve... not as easy as it seems... but with stealth and the IO.... its pretty damn easy...

    [/ QUOTE ]

    Define easy, that's where the argument usually starts. If you mean it's a toon that has a safer time of it, then yes...but if you mean it's a toon that can solo kill anything with little to no worries about dying then you're sorely mistaken.

    Yes stalkers are more survivable thanks to their inherent stealth capabilities, but that's about the only perk available to them...which will soon be gone once VEATS go Blue side and vice versa with stalkers going blue side...they'll be seen from further away and then perhaps being a stalker will be really hard...who knows?
  24. Warhamster

    Dear Warhamster

    Considering we were averaging a grand total of 20-22 people total in RV as recently as right after i12 went live (I took nightly head counts) I'd say we're doing excellent at the moment. I have no idea where you are getting your numbers, the current RV population destroys that of the turnout we had prior. (If you don't 'agree' with my numbers then ignore them. The lag people are experiencing speaks for itself. Lag increase for low end computers and or less than fiber internet connections proves my point definitively. Greater player total centered in one area in a game not designed to support that style of play, all activating powers at the same time is going to give those computers seizures) I've always argued that the current population in RV is greater on the 2 servers I play on, I have never said it was impossible that server transfers could play no part in a % of this population increase, so what exactly is your point? The main sticking point has always been a total increase in player turnout.

    Considering I have no spreadsheet data in RV available for more than the 2 servers I have ever played on, any current population tally I could get from all servers now would be worthless for comparison purposes.


    Quote:
    Originally Posted by Southern_Comfort View Post
    All your posting about the numbers in RV on Freedom prove one thing and one thing only.Freedom has a pvp population in RV. Its still about the same as pre13. In addition, ALOT of people transferred to Freedom specifically to pvp. Ironically, the server transfer fee will fund the development of new booster packs and costume pieces for pve'ers. Har!! Har!!! The laughs on us!!!

    I'd like you to go do a pvp numbers poll on all the other servers and then compare it to whats on Freedom. That might give you a better idea of how many players actually pvp post changes in the game ,WarHamster.
  25. It likely will not be fixed, considering how long the devs have known about it. Placate still works after an AS, but it will not work for anything else.