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I haven't played a Stalker since the AS changes but EM's been in a pretty bad spot since at least I13. I'd do Elec/WP.
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It hasn't happened because they're not willing to invest any more significant time in PvP other than token bug fixes and maybe "adjusting" a power or two. The major PvP changes that have happened since I13 (selectable arena maps, no heal decay option, and I'm not counting Swiss Draw since that's never worked right) happened because a programmer had some spare time, not because it was something he/she was actually assigned to do. They say they don't want to touch PvP because it will mean continuous balancing to make it work (which is how PvP development works in almost every other MMO), yet they were willing to go ahead with development changes which most active PvPers hated, only to abandon those changes in a half-baked state. It's why I don't PvP in this game anymore, except trolling broadcast in RV, because that's more entertaining than actually trying to play the game.
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That's the biggest thing, but many attacks do far more damage in PvP now than they used to (before factoring in DR and resistance shields giving +res to everything), which means targets would probably die even faster.
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He doesn't think it's a problem because it's not a problem. The methods to avoid it are numerous and simple. If your complaint with being droned is "the other team won't leave their base!" my retort is just as simple - back away from their base so they'll come out. If one side is droning the other side, it's probably a sign that the gameplay is so imbalanced that the side in their own base feels they have no other option. Better yet, if you're getting droned, switch sides and try to push them out of the base area. I have no issue with droning because it's a completely legitimate tactic that's incredibly easy to counter, yet it somehow manages to make people angry.
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Bear with me here, because I'm going to tear this post apart.
Quote:Who can say that the mezz duration pre-E13 in pvp zone about dominators were not broken ???? You could perma hold people and TK them for a walk all through the map without they can do anything (I had fun doing it but remember fun is not self exclusive)... So it needed a fix.
Quote:Stalker could one shot SA any toon under stealth, who can say it need no fix ???
Quote:Empath could full health every their team member without being detected because cap perception<cap stealth of the illu empath. So who can say it needed no fix ?
Quote:Regen T9 was minimal hp high def no resist X%(>100 of course) heal resist and anyone poping force of nature could one hit them under their T9. So who could ay it needed no up ???
Quote:Melee were only meat for range that has no movement penalty so it needed fix why a player can play the other not ??? they added -range in pvp for taunt that make the range AT have to come closer to melee.
Quote:About build up: I think it should increase only the kind of damages it's dedicated to (fire build up only to boost fire damages-energy build up for energy damages etc... and ONLY EPIK build up can be ANY dmaage type that would be a global balance about the double build up builds)
Quote:In conclusion pvp is still broken but they work hard to keep fair environment for all every day. It s WAY WAY LESS broken than it was REALLY !
Range and damage bonuses are DR'd. I'm not sure about HP bonuses, though. -
Why is this thread even a thing? Everyone with a brain knows droning is the easiest tactic in the game to avoid.
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Quote:Webnades for -fly, taunt for -range, pick up some ranged attacks of your own... Kat/DA isn't really good for PvP anyways, but I suppose it'd be passable if you played it well.Time to beat the dead horse once again. After trying to PVP with my KA/DA Scrapper in RV, I was easily taken out By a bouncing Beam rifle Blaster. All he did was constantly bounce back and forth, So my hits were few and far between. I am not saying I was ever good at PVP, but Melee in PVP just doesn't compare to range. So I am wondering. What could be done to make melee actually on par with Range ATs? Or is this something that is not possible?
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A what?
It's possible to do up an Earth/Storm for PvP, but with the way offensive toggles work it won't be terribly effective. I've had one for a few years now and it's just not that great. -
Well, for starters, Ice/Rad isn't really good anymore because slows are gimped to hell and you can't prevent your /Rad toggles from dropping when you get hit with a mez, and Ice Blast is one of the worst blast sets out there now. Apparently you've been gone for quite a while - they made a large set of changes to PvP in Issue 13 (December 2008 I think) which drove away most of the PvP population. If you came back for the PvP you're going to be disappointed.
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Many Controllers are damn good duelers or team players, and with the post-I13 rules it's very difficult to beat a well-played Mastermind in a 1v1 even if they're not using a PvP build (I've had rather good results with my old PvE-built Thugs/Dark, both in duels and zone play).
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Only if that other player didn't bring breakfrees, which everyone should have been carrying, or ran with a powerset that gave repel protection, or teamed with a Kin for Increase Density. I figured this out the hard way one day on my Regen Scrapper in Siren's Call way back in I9 or I10 or something like that, and from then until I13 hit I never went into a PvP zone on any character without a generous supply of breakfrees. In one of your earlier posts you also mentioned Stalkers as being unbalanced because they were able to one-shot enemies while remaining invisible, which is partly true - prior to IOs, a Stalker could not hit the stealth cap while solo unless they were running Invisibility, which meant they could not attack until they dropped it, and teaming with another character who could give the hero +perception or -stealth (Emp and Sonic have +perception, and there are a ton of sets that offer -stealth in various forms). Assassin's Strike is an interruptible melee attack (or at least it was when this discussion would have mattered) and can be broken by line of sight, so if you constantly moved around and used the environment to your advantage it was very difficult for anyone but the best Stalkers to AS you unless they had help.
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Simple, yes. Relevant, not even a little. Pre-I13 CoH PvP was some of the best the MMO industry had to offer simply based on pace and variety. Neither of those selling points is true anymore. That's what I was getting at - I have no clue what point you're trying to make.
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Quote:Your analogy makes no sense, at least mine had a point.I find most discussions about pvp to be pointless as nothing big will happen to pvp. The last major thing to happen to pvp was over 3 years ago...and people still complain about it like it was last week. I like pre Issue 13 pvp..and post Issue 13 pvp. They both have/had severe flaws, but I learned to work around those flaws to do what I enjoyed with pvp. That is what I meant about adapting... Comparing the old pvp to a Ferrari is laughable btw
I would say you had a Ford Focus and now you have a Focus Hybrid....both still Fords and both still have major issues..one is just more expensive than the other
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Quote:Once again, any decent PvPer before I13 was perfectly capable of adapting and using the I13 changes to their benefit. The people who were the best at PvP before I13 dropped were, and still are, the best at PvP under the new ruleset. Just because someone is capable of adapting and adjusting doesn't mean they like doing it - if I'm used to driving a Ferrari and all of a sudden I'm given a Ford Focus, of course I can still drive it, it's just nowhere near as fun. People left after I13 not because they were incapable of adapting, but because they'd rather not continue playing a game that no longer provided the speed and variety they were looking for.The players I pvpd with on Freedom learned to adapt...and use the changes of i13.
This is cute coming from you, Bud. -
You will find few, if any, decent PvPers that will disagree with this statement. Pre-I13 PvP had its share of bugs and imbalances, but as a whole the experience was faster, more dynamic, and more friendly to someone who had no idea what was going on.
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Quote:Never know when you're going to want to drop craptons of inf onto a crazy build, and that's when it's nice to have all the inf you need at the drop of a hat. Sometime between I12 and I13 I made an insane build for my triform Warshade and it cost me about 500 million (which at the time was a decent chunk of change). If I were to do the same build today with current market prices it would likely run more like 15-20 billion.When people make billions and billions in this game... I have to wonder as to why? What could you possibly do with all that? I think I have maybe 3 billion across all of my characters, and it feels to me like I am unimaginably wealthy. That amount will last me for a very long time. I would likely start giving it away if I had an order of magnitude more than that.
I'm a powergamer - I like to see how far I can push the system. Oftentimes that means investing as much as I can into a character to push their build to its limits, and having the inf to handle those builds is a must. That being said, I rarely play anymore so I haven't made a cent off enhancement converters (I don't think I've made a single market transaction in the last 6 months), but if I ever get back into things it's nice to know I have a large stockpile of inf waiting for me. -
Quote:FPS PvP is not the same thing as MMO PvP. Not even close. It's very possible to have enjoyable PvP mechanics in an MMO (EVE does this, WoW does this, pre-I13 CoH did this, and to an extent post-I13 as well) without having everyone be the same. To illustrate an example, let's look at two of the major FPS games on the market right now - Battlefield and Call of Duty. Battlefield is, arguably, a much more team-centric game due to having character classes with different weapons, equipment, strengths, and weaknesses, with some degree of customizability. You might be able to lone-wolf in Battlefield, but there will always be some situations where you're at a disadvantage because you aren't the right class to handle a particular encounter (for example, a medic going up against a tank really only has one possible outcome). In Call of Duty, other than weapon and perk choices there aren't any character classes and every player is more or less capable of lone-wolfing the game. Communication and team play factor more heavily into the Battlefield experience simply because the game is designed around it.I know how to fix it and I've been saying it ever since PvP was first mentioned: everyone has to be equal. Full stop.
Anyone who's played an FPS knows that's the only way to truly have workable PvP. Even in games like Team Fortress 2 where you have classes, each class has one specific advantage and one specific detriment to balance things out. And then you have equal teams. When they become imbalanced, there's a feature that switches a player to the opposite side to even things out again. Everyone has to be equal individually and each team has to be equal.
Problem is, almost no one wants that to happen in this game. People would have a fit if a Stalker and Tank had equal hit points and did equal damage, and people would further lament over their hero being forced to switch to villain and vice versa. I would happily play that way, but I doubt many others would.
All of which is why I say PvP doesn't fit MMOs unless the game was designed for it from Day One.
MMOs are more like Battlefield than Call of Duty - there are character classes with their own strengths and weaknesses, and some classes won't be as well-equipped to deal with a situation as another class might be. Teaming solves those weaknesses in PvE as well as PvP. In a multiplayer, class-based game, it's nigh-impossible to have "perfect" PvP balance in 1 vs 1 encounters (or even small-team encounters) because everything has a counter. However, the picture of balance starts to become more clear once you factor in large-team PvP, which has, at least in CoH, generally been considered the pinnacle of organized PvP pretty much since PvP was introduced. A particular one of your characters might be at a disadvantage against another player's character, but odds are pretty good that you've got a character that would be at an advantage over that character, and so on. That's just the way class-based PvP works, whether it's in an MMO or an FPS. When you've got two full teams working together and communicating, you can make up for each others' deficiencies, allowing two roughly-balanced teams.
In short: everyone does not have to be equal for PvP balance to occur. Even if that were the case, the idea of balance you have would be impossible since it fails to take player skill into account, which is something you can't adjust for no matter how good you are at "balancing" - it's just too big a variable. Just as in the PvE game, Stalkers are good at doing lots of damage really fast to a single target, while Tankers are good at soaking up damage and managing aggro. What players fail to realize is that to an extent these roles carry over to the PvP side of the game (though to less of an extent than they did pre-I13), so they complain that X always beats Y so nerf X when really Z can beat X and A can beat Z and so on. Characters are designed to have weaknesses so they can't "do it all," nor should they be able to. To use the FPS example again, if I'm a medic going up against a sniper from hundreds of yards away, it doesn't mean the sniper should be nerfed, because that's the role a sniper excels at. -
Quote:I expect the same thing, and I don't condone anyone who expects otherwise. Ideally, everyone would be civil all the time, but that's not the case in PvP, in PvE, or anywhere, really. It would be awesome if it were, but the reality is that it's probably not going to happen.I expect a basic amount of civility that requires one to pause for a moment and decide not to type out "lol, u suk" or "****ing ganker".
Quote:Unfortunately, while the bad behavior may come from a small minority its human nature to remember bad experiences longer than the good. A single bad experience with a restaurant, for example, can sour a person from ever going there again. That nature makes it all the more important for the community to embrace a basic standard that minimizes those bad impressions. Telling outsiders to ignore or endure it won't improve the situation. The change needs to come from within the community by stating that they will not tolerate it.
I think it's simply a disconnect on the way we think - some people find it crazy that I'd enjoy being competitive and defeating other players, and I find it crazy that there are players who won't PvP because it means another player has to lose and that makes them feel bad (in fact, until I started reading this thread, I had no idea that state of mind even existed).
Quote:Yes, but what makes an MMORPG different from a fighting game or FPS is that in an RPG, fighting has motivation beyond simply adding one to the win column. The objective is actually saving a hostage, or stopping a terrorist act, or intercepting a drug shipment. Fighting is merely a means to that end. The moment you make fighting itself the end, and not just the means, you've reduced the game to a biomechanical exercise in button pushing and nothing more. But MMORPGs are designed to go beyond such a simplistic, primitive game experience. So I don't agree at all that fighting villains is the entire point of the genre. I'm not sure you quite grasp what heroes actually do (or why).
Quote:I don't think it is irrelevant because this is a player community we're talking about here, which means there are unspoken community standards of behavior that are expected of people in order to "fit in" to the game environment. If you look at the sorts of behaviors that aren't tolerated in the PvE teaming context, you'll get a sense of how those standards, such as they are, serve to shape behavior. The general "mentality" in the PvE games reflects a superhero world to a good degree (sure, it could be described as polite, helpful, collaborative, and communal, but I feel the genre itself promotes this mentality, which is why you don't see it to the same degree in other MMORPGs, or at least I haven't), which I heartily approve of and encourage. The PvP game as it is currently implemented does not, which is why I regard it as a foul distortion of CoX and the "feel" it strives to create.
Quote:Well, I can only speak for myself, but you are the type of player I have no interest in playing with. Our approach to the game experience offered by an MMORPG, and a superhero one at that, are too different. There is a very high probability that your attitude will manifest in-game behaviors I would find unenjoyably antithetical to the game experience I am trying to have (a problem I don't generally have with most of the PvE player population, though I do encounter it from time to time). -
Quote:I think Uber's list and my list are pretty similar since we tend to team with the same groups of people. I could start listing names but even the players just from Justice would take a bit. I remember playing in a pentad plus tournament just before I13 which was a ton of fun but imploded as soon as I13 launched because 1) the I13 arena ruleset left PvP unplayable and 2) the players that didn't leave gave up on the tournament. There was a big 2v2 tournament shortly before I13 went into beta that had people paying for server transfers for a shot at a 500 million inf prize (remember that was a big deal back then). Very few of the players who participated in that tournament still play.You mention Con. You realize that post i13 he was still around, pvping right? He even went so far as to start up a team for a test league that we were never able to get off the ground. So who exactly were these friends of yours that left CoH directly due to I13?
Quote:I have seen a lot of PvPers leave, some say "I really hate TS/HD/DR" They don't really say I hated the I13 changes. I think people who really PvPed back then KNOW that PvP wasn't exactly working the greatest either. The I13 changes were just too drastic and heavy handed.
TS/HD/DR are the I13 changes, in a nutshell. Sure, there are other bits and pieces not there, but those are the three mechanics PvPers almost universally seem to dislike. I don't think any PvPer worth their salt pre-I13 would disagree with your assertion that the old system wasn't perfect. Everyone knew the system had its flaws and the community even had a nice list of things that needed fixing and how they could be fixed, and they were essentially ignored. -
Quote:Err... heroes fighting villains is the entire point of the superhero/supervillain genre. Whether the player at the keyboard reflects your mentality of what a "superhero" or "supervillain" should be is completely irrelevant. When I'm at my computer PvPing, I'm not some poor kid who watched his kids get shot and now uses his technological gadgets to fight evil, I'm someone controlling pixels on a screen trying to defeat other pixels on a screen. In short, I don't care about whether it "fits" the concept of the game, only that the mechanics are good enough to make the experience enjoyable (and more often than not lately they aren't). At its core, PvP is simply heroes fighting against villains (or variations thereof, but that's not the point). If I want backstory, concept, or anything of that sort I'll go RP on Virtue or PvE. I PvP because it's more challenging than "run into mob -> fire off AoEs -> run to next mob -> fire off AoEs -> repeat."Sure, but an important question is whether that is what PvP should be in a superhero game. IMO, the inherent character of the genre has been subverted, discarded, and disavowed by PvPers in exchange for a very non-superhero-ish "anything goes" gladatorial bloodsport experience. That may feel appropriate for some dark fantasy setting, but IMO it is entirely out of context for supers. Even the villains in 99% of comics don't behave with the childish mentality displayed by PvPers, so you can't take refuge in the b.s. rationalization of, "Well, I'm a villain, what kind of behavior do you expect?" Moreover, hero players are responding in kind, further twisting the atmosphere away from anything resembling superhero sensibilities.
Quote:It is one thing to say this is what PvP has evolved into and you can either take it or leave it. It is another thing to defend it as befitting the genre and overall character of the CoX player community in general. If this is what PvP means to people, then I'd rather it be removed from the game and let that "anything goes" mentality go with it. Because even as segregated as it is, it still allows an ugly mentality to infect the game; after all, there is nothing preventing such repugnant attitudes from bleeding over into the PvE game as those players take time off from being colossal a**hats in RV and bring their special brand of "competitiveness" along with them.
I think you're confusing the definition of "one person" with the definition of "community." I've had awful Tankers on PuGs before, Kins that didn't buff at all, MMs who couldn't control their pets, or any number of things like that, but I don't go around saying "all Tankers are worthless" or "Kins suck" or "MMs are a danger to a team" because I know that a few bad players here and there aren't representative of the playerbase as a whole. I know better than that, and honestly, so should everyone else. -
Quote:Killing someone (who is out of their base with the PvP timer off) repeatedly in a PvP zone isn't griefing. Killing someone who is capturing a pillbox isn't griefing. Killing someone who is killing one of the AVs in RV isn't griefing. "Griefing" is TPing someone into a crate or other funky map geometry so they're unable to get out, or getting below the map and killing people as they spawn into the hospital. You're in a PvP zone and you should assume hostilities because, after all, it is player versus player. I realize this doesn't make sense to some people, but it's been said before that PvP zones are more or less "anything goes" so long as players aren't abusing glitches or exploits.Not so easy to ignore their actions. Sure the words can fall on deaf ears, but the actual pvp griefing isn't easy to ignore. You would think that since rewards are on a 5 minute timer once a person respawns/hosps and ventures out...the same people would leave them alone for oh..say..maybe 5 minutes? But no.. they like to team gank you and then "scream" obscenities. I gave up on pvp about a year or so ago when it became apparent the civility and maturity was never going to rebound to a decent level. So while many pvpers love to blame Castle/Issue 13 for the decline of pvp...they may also want to look at their "community" for being as pleasant as a venereal disease. Just saying....
Regarding the PvP community, that's a classic case of people listening to a small minority and judging the entire community based on that minority. In reality, even those PvPers who occasionally troll /ac or broadcast are some of the best, most helpful players I know. After I13 when a vast majority of the experienced PvPers up and left, the game lost a huge amount of knowledge.