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Posts
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If anything the bug should be fixed, since it affects PvE as well as PvP. It's also easily reproducible provided you have good timing.
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Just so we're clear, less people farming MA missions does not mean more people are going to play through someone's crappy story arc. Just like every other change that's been made to MA rewards since I14, the farmers will move on to something else and the impact will be minimal.
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I'm not entirely sure what you're suggesting here - are you suggesting the root time be the only suppression (as is the case with TS off in the arena) or keep the travel suppression temp power but only have it granted for the duration of the animation? Unless I'm missing something, the only real difference between the two is that under the latter system you wouldn't gain much benefit from jump-skipping animations.
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The HD 4200 is an integrated graphics chip and as such it will probably be able to run a few of the ultra mode features but performance would be subpar. It should get a decent framerate with standard settings enabled, however.
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Quote:Team arena builds have almost always had a phase power. That's been true since before I13. Most duel builds didn't, but these days you see plenty of people with Hiber/Phase but that's partly due to the proliferation of Hibernate and partly due to emphasis being placed more on simple damage output than aggressive, intelligent play and good inspiration management.
I come from a school when then the best of the best were those that laughed at peeps for taking and /or needing them... only to watch what became the best of the best cherish these powers and condemn anyone who called them a "crutch."
Many zone players pre-I13 took some sort of phase power in their builds, but the "best of the best" as you call them laughed because you didn't really need one in a zone situation provided you had good situational awareness and were good at evading. I almost never died on my Scrapper, MM, Emp, or Rad, and none of them had phase powers. Situational awareness is still important in post-I13 zone PvP, but the value of knowing how to evade is nearly nonexistent because most of the time you can't evade.
If TS and HD are removed in zones it'll give small teams a chance against the people who are camping their base, and zone PvP will stop being a boring, predictable ***********.
Remove TS, remove HD, and reduce or remove global resists, and you've taken a few rather big steps to fixing the most glaring problems with post-I13 PvP. It's when you start to make changes after that point where things can't be added or removed piecemeal. -
I think the current "no travel suppression" setting is more fair than the old (PvE) style because the only "suppression" that's really happening is due to animations. It's got the downside of removing one of the major reasons to use Kins, however.
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Castle stated a while before he left that the reason the PvP IO drop rate was low was because they were too farmable. Unfortunately the reason they are farmed in the first place is because they're rare, so the circle continues...
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I guarantee that if you put a premade and a random team together and ran a match with TS and HD off and then with TS and HD on, the premade team would rack up a much higher score in the second match.
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Quote:I know people love to blame PvP for the way Blaster Psi ended up being, but the power that was shuffled out of the set to make way for Aim was an AoE with a long activation, making it useless as a PvP power. Subdue was replaced by Psi Dart because 1) the set needed a tier 1 attack, and 2) Subdue fit better as the tier 1 of the /Mental secondary. The range was toned down to standardize it with other Blaster sets, because 100 foot Psi + Boost Range would end up outranging most mobs, leading to potential exploit situations where you could blast away with little to no risk.Psi for blasters came out right before the PvP "revamp". There was much wailing and gnashing of teeth in the PvP community since at that time Psi was virtually unresisted in PvP and adding boost range to it by pairing it with /energy meant that it would have had the PvP potential to become the juggernaut that blasters are advertised as being and don't quite live up to. So the devs softened up the power set so that it wouldn't overpower pre-I13 PvP. Then right after they released the set they changed PvP and made the reason for it's lackluster performance moot.
The reason the set was toned down was because it would have been too good for PvE if it had just been ported over to Blasters without any changes. Sure, psi damage is heavily resisted when it's resisted at all, but there are plenty of mobs that don't resist psi and even some that are weak to it. The only other major change was the lowering of Will Dom's damage scale, which was done primarily so a Blaster wouldn't have two high-damage attacks with full range (and even then, Blaster Will Dom still hits pretty hard). -
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Bug fixes are nice, but they don't fix the glaring problems with the system.
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Quote:Which change was that?Sometimes yes, sometimes no. The largest global difficulty change made to the game in the last four years went totally unnoticed. What people perceive and not perceive is something very difficult to predict. They claim to notice things that didn't happen, and would have been too small to notice if they did happen, then fail to notice things apparently so obvious if you said people wouldn't notice you'd get laughed at.
That's not specifically a comment on the diminishing suggestion itself, just a comment on what the playerbase actually notices and doesn't notice. -
Quote:Unfortunately none of the matches I have saved have both TS and HD on. I think there's like one or two with TS, but they don't really demonstrate much.Continued debates with people who don't understand how the system works (Dahjee, Zahl, etc) serve absolutely no purpose.
The better thing to do would be to create a new thread demonstrating how TS & HD ACTUALLY WORK in game. (Supplemented by screenshots and videos proving it.)
It seems that coherent argument and demonstrating knowledge of how the system works is not enough to encourage the dev team to remove HD & TS. So therefore we must SHOW them why.
The truth is on our side. Proving it via case study would be a way to finally put this boring topic to rest. -
Quote:I'm guessing you've never been tagged with Snow Storm or Rad toggles, ever.TS isn't perma, you are only suppressed for a small amount of time before you are given your chance to escape.
EDIT: It seems worthwhile to point out that every single time I duel a melee with TS and HD off and win, they want a rematch with "their" rules (read: TS and HD on), and I end up winning the rematch by more than I won the original match. -
Quote:This sort of thing sort of exists as the purple patch Arbegla's talking about (though all that does is make you less effective in general, it doesn't scale with amount). What you're describing is a system of diminishing returns, and if you want to know how that would go over with the playerbase, just hop over to the PvP forums and ask the people there what they think of that.It's simple: Make it such that the first -resist/-def/-recharge/-etc effect applied to a target is 100 percent. The second is 80, the third is 40, the fourth and all others 5 percent. Apply the same scaling on +buffs, from ALL sources.
Two buff/debuffs, I doubt you'd see a difference. Three, is still well worth having. The inf farm teams, with 8 controllers botted up? Suddenly not workin' so well.
Most human players would never even notice. -
I don't know about Inexhaustibility, but Neuron's Alacrity has been defined in-game since before GR launched.
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Quote:Unlimited healing and mobility didn't destroy any balance when it was implemented in this game for the three years after PvP was introduced, and it still doesn't destroy any balance when the options are enabled in arena matches. The major "imbalance" with pre-I13 PvP was that people refused to team in a class-based and team-based MMO, then complained that a team of a few people would always roll them. Now PvP just comes down to who can spam damage, and that's one-dimensional and boring.I will say this, in those other games that are purely pvp focused that I am more experienced with, they quickly discovered that unlimited healing + mobility destroys balance.
If you want HD or TS removed, pick one to champion. Removing both makes survival far too easy.
It's certainly frustrating to get your target down to a few percent of their HP left only to have them get away, but that's far less frustrating than basically having to walk away from your computer because your character's being attacked and you have no way of stopping your own death. Given the choice between the two, I think most reasonable people would take the first option.
Here's an interesting observation: the complaints from people experienced with the PvP system tend to revolve around mechanics rather than individual powers or powersets (unless those powers are actually bugged), while complaints from those who do not understand, or are not good at, the PvP system tend to revolve around adjustments to individual powers or powersets (nerf this, nerf that). This was true before the I13 changes and it's still true now. -
Quote:Those numbers are worthless because that would mean DR would be turned off. No one runs with DR off because stupid **** like that is the norm rather than the exception. Capped resists and high regen weren't a big deal before because there were unresisted debuffs and unresisted damage and the mez system had a meaningful impact on the outcome of a fight - I've seen Fire Blasters rip through Fire Brutes with capped fire resists at frightening speeds.Not in any kind of reasonable situation. 75% resists, 150hp/sec regen, and a 800hp heal every second?
You would have to do 3800 DPS to scratch me, you would have to do significantly more to be a genuine threat.
I don't want Heal Decay removed.
In a zone situation, the character you speak of would probably die to a solo Blaster provided that Blaster isn't a complete idiot. Removing heal decay simply means the Blaster would have to work harder or have a teammate or two to help him out. I don't want to be handed kills by the system, I want to earn them. Likewise, I don't want to die because the system thinks I should, but rather because I've been outsmarted or outplayed. Introducing game mechanics to force resolution to conflicts that should be entirely decided by player skill was a terrible idea when it happened, and it's still a terrible idea three years later. -
Reverting a set of controversial and almost universally reviled rule changes might not bring back everyone who's quit since I13 but it would bring more old players back than would quit due to the reversion. Generally, people who prefer post-I13 PvP spend their PvP time in zones, and if the system were to be reverted to the old ruleset they might stop PvPing, but probably wouldn't quit the game. That's not a loss for anyone.
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Quote:Hiberlogging will cease to become an issue if TS and HD are removed, because those are the reasons it started happening in the first place - there's absolutely no reason to hiberlog if I can simply heal up from a damage spike or evade my attackers in the first place.I think Hiberlogging is more of an issue than anything presented in this thread.
If the devs want pvp to end in combat, they would make you unable to log while phased. As soon as the 30s countdown begins, phase should end.
Hiberlogging is becoming too prevalent.