macskull

Forum Cartel
  • Posts

    5210
  • Joined

  1. *shrug* I skip over its posts so I just assumed it said something stupid. Guess there's a first time for everything.
  2. Quote:
    Originally Posted by MrCaptainMan View Post
    What if there was some sort of handicap system, or a 'standard PvP' build that anyone could choose at the entrances to the PvP Zones. Lorewise, say, Vanguard or whoever would offer each hero a 'power suit' or sth. The mechanical effect would be that everyone who used this would have exactly the same powers and slotting. Obviously the chosen powers would have to be fun to play with, but then there'd be a levelling of the playing field, at least for players using this vs other players also using this. If these 'power-suits' were balanced to be equally as powerful as a top-end PvPIOd out player-designed toon, then the noobs lack of any skill at PvP would be balanced out by their buiold, and the best PvPers wouldn't be at a disadvantage so they'd still be able to say 'I'm cool because of my leet skills not because of an "I win" button' or what have you.
    Too many potential problems with such a system, not the least of which is it essentially becomes "everyone is exactly the same" which defeats the point of a team-based MMO in the first place. One of the biggest complaints from non-PvPers about PvP pre-I13 was "I can't do this" or "I keep getting killed by this," when the simplest solution to such issues was often to find teammates who could allow you to do those things or counter those tactics. A well-coordinated and balanced small team used to be able to wreak havoc upon a larger, uncoordinated number of players, who would've been able to clean the floor with the smaller team if they'd only grouped up and coordinated. The apparent aversion to looking for the "invite to team" button is part of what brought I13 crashing down onto PvPers heads.

    Quote:
    Does the PvP community want a level playing field?
    I don't think any PvPer doesn't want a level playing field (to be fair there are a lot of zone PvPers post-I13 who are absolutely terrible but insist they're gods because they play builds which are heavily favored by the current ruleset). The playing field prior to I13 was fairly balanced both between team and solo PvP (barring player skill, of course, at it should be), but in an effort to make everything the same, lots of stuff became unbalanced and there now exist several mechanics which can't be overcome no matter how good you are or what kind of teammates you bring. To put it another way, it's as if someone decided the zigzag pieces in Tetris weren't as good as the T pieces and you couldn't complete a line using only zigzag pieces (true, but a combination of Ts and zigzags could), so they replaced everything with round pieces. Sure, everything's the same, but it's stupid because you can't complete a line no matter how hard you try.

    Quote:
    Originally Posted by Myriad View Post
    Remember when we got secondary builds?
    When secondary builds were announced (and long before we knew details) I assumed – well, hoped we would get a secondary build for PvP only. My dream was that it would give the option to create a full L50 build even at L1 with setIOs being available in drop down menues and the ability to respec at a specific contact as often as you want. I believe this would have been a great thing for PvP.
    PvPers had been asking for a PvP-only server since well before I13, and still ask for it, but it's incredibly unlikely because setting up a new server is expensive and there's no way an existing server could be converted to a PvP-only server. The unfortunate reality is that if the PvP population wasn't big enough to make such a move worthwhile before I13, it certainly isn't now (I estimate that the PvP population is about 1/10 the size it was two years ago).
  3. macskull

    WS and pvp?

    I did retarded things in 8v8s against bad people with my Warshade pre-I13 (TP around in Dwarf randomly taunting Blasters; find someone without CM or mez protection and hit them with Gravitic Emanation; so on and so on), but that was then. Among the 14 ATs available, Warshades are hands down the worst for PvP.
  4. That would be the main reason, yes. Even pre-I15 kickballs were retarded because the strategy basically consisted of finding the guy on the other team without enough KB protection and KB/ASing him the whole match.

    'Course with DR, mez changes, and complete removal of travel suppression (assuming the "no TS" option is selected) you have almost no reason to bring anything other than Emps and damage because buffers have little value.
  5. In regards to the OP:

    1. I assume you were trying to join a system match, which is usually pre-scheduled and starts as soon as enough players join. They haven't worked right since arenas were introduced 13 issues ago and they are for the most part forgotten (nevermind that there's no longer a large enough arena population to even make them something which ever sees activity). If you want arena matches, you need to ask for them in arena chat (/ac), but if you're not on Freedom (or Virtue at some times of the day) you probably won't get any response.

    2. Never, ever, ever listen to Dahjee.

    ---
    It was estimated that before I13 (don't remember exactly when but I'd say sometime between I11 and I12) that 5% of the game's playerbase PvP'd at least semi-regularly. Given a population of 120,000, that would mean about 6,000 people PvP'd. I'm willing to bet a large chunk of inf that there are now less than 1,000 regular and semi-regular PvPers (probably 200-300 tops).
  6. macskull

    ice/dp?

    Don't forget though that -dam debuffs are resisted by damage resistance (i.e. someone with 40% resistance - a squishy running a res-based epic shield, for example - would resist 40% of that 62.5% debuff, turning it into a 37.5% debuff).
  7. We had somewhere between two and four threads during closed beta dedicated specifically to PvP bugfixes and QoL wishlists. Somehow I don't think this'll make any difference, but I'll repost what I remember.
  8. It's also somewhat amusing when they come out and give reasons as to why a particular change is made. For example, Castle was pretty honest when he said the changes to Psi Assault were to make it so the set wasn't a drag for 37 levels and then riding on PSW after that. Of course, for some people, PSW made that 37-level drag completely worth the wait (I PL'd straight through it so it was irrelevant to me, and I had about a month of PSW-y goodness before I15 went to test). He was also honest about the BotZ change (we didn't think it would be a problem in I13, but we decided it's too powerful so we're changing it).

    However, some of the reasons given for the I13 changes were complete and utter bullsh*t, such as "Kins granting unsuppressed movement is a bug" (so why has this not been fixed in PvE, or why was such a terrible gamebreaking "bug" allowed to exist for 9 issues?) or "a team of casual PvPers can't beat a team of experienced PvPers" (duh?), and the reasons for the ET nerf weren't much better - "everyone laughs at you if you don't take EM." Ironically, most of that came from PvPers who knew that EM had really good single-target burst damage and so it was one of the best sets for correcting the "lol melee" thinking many had at the time. Even more ironically, nerfing EM helped make melee less viable in PvP than it had been before. Slightly off-topic: many people maintain that adding travel suppression to the game (not the current PvP implementation but the implementation that's been around since god-knows-when) was a PvP-based nerf, yet the "no travel suppression" arena option not only removes PvP travel suppression but removes any travel suppression at all which means it's (lol) possible to have no travel suppression in PvP while still getting suppressed for attacking in PvE.
  9. Quote:
    Originally Posted by MrCaptainMan View Post
    Maybe if I could get a PvP win say one out of every 4 fights, without doing any more 'work' than the equivalent of that 'marketeering', I might PvP more.
    Insert standard "you need to build your character for PvP" and "if you want to get better at PvP you need to put effort into doing so" comments here (not being snarky, but that's how these things go). It's really really sad that the I13 changes, which were supposed to help people like yourself (the particular "I can't PvP because..." mindset), more or less ended up doing the exact opposite. All the changes mean that now more than ever you do need a specialized build and particular powersets to perform well in PvP, and you need to learn an entirely new ruleset. Instead, the changes drove a good portion of the PvP playerbase away from the game, created resentment among those that remained, and didn't bring in significant numbers. I know I'm ranting here, but I wasn't even heavily invested in PvP at the time and I absolutely hate what it did to the community.

    Quote:
    This game is supposed to be 'casual-friendly' - it's my experience that its PvP isn't for casual players, however.
    PvP in MMOs rarely is, unless that game is designed for PvP, like Global Agenda is. You'll hear a lot of people say "if I want PvP I'll go play Call of Duty" or something similar, and that's because that game is almost entirely based around combat where you don't need to balance classes because everyone's on roughly the same footing (minus reflexes and such). It used to be that you could step into a PvP zone in this game and, provided you had at least some understanding of what was going on around you, stay alive and sometimes even pull off a few kills. These days, that's a lot more difficult.
  10. Quote:
    Originally Posted by Predatoric View Post
    Usually when the devs want to feed the nerfhammer they feed it within a couple of months but SS has been the same for at least a year now.
    PvP was "fine" for 9 issues. EM was "fine" for 10 (changed between I9 and I10) issues. Psychic Shockwave was "fine" for 9 issues. No AoE caps, taunt caps, or aggro limits was "fine" for 5 and 6 issues respectively. The ability to slot more than 100% worth of a particular enhancement value was "fine" for 6 issues. The BotZ set bonuses were "fine" for 4 issues. Being able to buff pet recharge time was "fine" for 14 issues.

    See what I'm getting at here?

    (EDIT, on topic: you can completely negate the -def from the Rage crash by stacking Rage just before it wears off. In other words, the -def is only a worry before you get enhancements into the power.)
  11. Brute Elec has the same numbers as Scrapper Elec (except the heal is slightly larger due to Brutes' higher base HP). Elec is probably the third-best PvP secondary for Scrappers (waaaaaaaaaaaaaaaaaay behind Regen, and a bit behind Fire).
  12. Quote:
    Originally Posted by Cyber_naut View Post
    That simply is not the case, so 'fixing' SS would do nothing more than piss off a large chunk of their paying customers.
    They've proven time and time again that they're willing to do this, so I wouldn't be surprised if it happens.
  13. It also fixes the cursor jump bug while at the enhancements screen, which I am really looking forward to.
  14. Quote:
    Originally Posted by MrCaptainMan View Post
    Exactly. There are too many zones wasted on the tiny PvP population. RV is the best candidate for taking on ALL the PvP spread across the four zones at present; the others have storylines that could easily be reworked as PvE zones. Use the super-sidekicking tech to bump up everyone to lvl 50 when they enter RV, and RV would be teeming with PvPers.

    Eco.
    1. Before I13, most servers had at least semi-active populations in RV at the very least. Freedom and a few other servers had active PvP in every zone except BB (BB was never all that popular, simply because of the low level limits).

    2. The reason there are different-level PvP zones is because the PvP dynamic is entirely different from one zone to the next. Players don't have patron/epic powers in Siren's, nor do they have their secondary tier 9 (prior to I16 they didn't have their primary tier 9 or their secondary tier 8 either). If another PvP zone were to be added, it would be great to have it as a level 50 co-op FFA zone - think Warburg, but level 50 instead of 38, with the ability to team with members of either faction and attack anyone not on your team.

    3. PvP zones have always operated under the "anyone who is at least the minimum level to enter is bumped up to the max level of the zone" mechanic (i.e. your level 40 will act as a 50 in RV, and so on). The problem with making only one zone, capped at 50, is that a level 15 who might fare at least decently against 20s or 25s in Bloody Bay will now have to go up against IOd level 50s with all of their powers, which would make it incredibly unbalanced even not considering the retarded zone ruleset in place since I13.

    The real solution here is to make PvP (hell, even PvE) zones and the arena cross-server (and revert the I13 changes, but that's a different discussion entirely).
  15. Quote:
    Originally Posted by Kitsune9tails View Post
    One of the many things PvP needs (IMHO) is a reason for people who might possibly be swayed to PvP to go into the zones specifically to fight other players.
    One of the assumptions you are making here is that in order for PvP to be popular with a large number of players, it needs rewards. It should be noted that participation in PvP across all servers was significantly higher before I13 when PvP gave no rewards (no inf, no prestige, no inspirations, no salvage, no chance at a recipe drop). The people who really are interested in PvP will PvP regardless of the rewards, simply because they find competition (or interaction with an opponent that isn't a dumb AI) interesting or fun. Unfortunately this assumption was also one of the bases of the I13 changes (i.e. assuming that the underlying mechanics were unbalanced and needed to be readjusted so a rewards system could be implemented). Unless an MMO decides to cater specifically to PvPers, PvP will be a niche in that game, just like RP or badging or base building or any number of such things, and overhauling the system in an attempt to draw more people in (with no guarantee it will work) but pissing off the people who already do use the system is a sure way to fail, as has been demonstrated with this game..
  16. macskull

    i/o prices

    Quote:
    Originally Posted by Nethergoat View Post
    when I had the time to burn on DA zombie runs with my fire blaster I'd have a handful of inspiration effects going at any given time. I'd manually delete rez's and collect defense by moving them to one side, everything else got burned as it dropped by pounding my F1 key when I filled up.

    it's sort of amazing how much they increase your efficiency.
    Nothing quite like going from an empty tray to a full tray with the activation of one power. >.>
  17. Quote:
    Originally Posted by Supermax View Post
    Any melee set with inherent kb protection is 100% immune to all kb.

    Only exceptions are widow/fort and Kheldian dwarf form kb protections. They're bugged and get suppressed when you're mezzed.
    And despite multiple people filing bug reports on this during beta, is still unfixed.
  18. macskull

    ice/dp?

    DP is better than AR for PvP though :<
  19. Quote:
    Originally Posted by Borderline Boss View Post
    Removed CHS due to internal conflicts.
    rofl
  20. Quote:
    Originally Posted by Techbot Alpha View Post
    To shamelessly use a turn of phrase from BillZBubba;
    I don't posses enough Hell No to fully answer that.

    That basically means that anyone wanting to try and get Shivans and Nukes EU side is screwed, unless they get friends to log in on the other side to be killed for the merits. Which basically makes the 'Merits' a sort of farm token. Which gets a major /Unsigned to me
    If a hypothetical PvP merit system were to be introduced (similar to the bounty system in Siren's Call, perhaps; or maybe simply turn in earned rep for rewards) based on kills, it should only be used to purchase PvP IOs, whether they be random rolls or specific recipes. Shivans and Warburg nukes should be made available via reward merits, not PvP merits, but they should either be a weaker version of the ones found in PvP zones (in the case of the nukes) or only have one use (in the case of the Shivan Shard power). As a PvPer, I wouldn't mind if those rewards were removed from PvP zones entirely (and weakened appropriately) - generally when I go searching for those rewards I'm not looking for PvP in the first place as I want those rewards on my PvE characters, who aren't usually built for PvP.
  21. Quote:
    Originally Posted by Quatermain View Post
    Depending on what time it is held, yes.
    As far as specific days or time of day, that's really up to the teams involved (after the seeding tournament, which I'd try to schedule on a date/time that worked for everyone, with at least a few weeks' notice). This is to hopefully avoid the "we can't get everyone online at this time or on this day, so we can't participate" issues which caused problems for the league when we ran that last year. The seeding tournament would probably be on a Friday or Saturday evening to allow Australian time players to participate (Sunday nights wouldn't work for them), and would probably take 2-4 hours depending on the number of teams involved.

    Again, I'm hoping for 5-6 teams to start: if everyone who had viewed this thread registered we'd have enough for 20 teams >.>
  22. We could always go full retard and have hero and villain ladders. Course that'd probably be retarded because AS doesn't do damage anymore, but it's something to think about.
  23. Waitaminute...

    EDIT: I'm trying to find that video on Youtube of a Fort getting AS'd while standing inside Hurricane, but not having any luck.