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Quote:Resist shields are useful if the target is a squishy running a defense-based armor (Frozen Armor or Scorpion Shield, generally), as you'll be able to use a buff to get them about to the point someone running a resist-based armor would be at (40% base resist on squishies DR's to about 28%, and base + resist armor will be right around 40%). Defense on squishies DR's to a point where it's not worth building for (for example, my Thugs/Dark MM has about 35% smash/lethal defense in PvE, which gets DR'd to 15%; adding PB'd Vengeance - which would be almost 45% on its own in PvE - bumps me up to 19%).With DR on, ally buffs can be reduced to really trivial usefulness. For example, resist ally shields may end up giving only 3-5% if your target is a squishy running their ancillary shield option. The same can go for the defense shields if the ally has slotted for defense.
Quote:I guess this is a good time to digress a bit - unless it changed, DR works on a "per power" basis, which means that the enhancements in the power itself contribute to the point where DR kicks in. For example, assault may not add all that much to your +damage if you have your attacks slotted to the ED cap. It's not just set bonuses or global values that are diminished.
Quote:With Travel suppression on, +movement buffs tend to become minimally useful. Between all the attacking and getting attacked, speed boost and IR do not have much of a chance to help out. With TS off they can be more useful, but I think most PVP builds are already at the movement caps. The buffs do help against slows, though.
Quote:DR is kept on even in the PVP league, IIRC - with no DR and the base resists granted as part of the I13 changes, everyone would be at the resist cap to all damage types. Looking at Mac's "standard lineup," you only see Emps as standard support, and they are there for the heals and (maybe) perception I would wager. I have to say I am surprised to see a rad there...my pea brain thinks the debuffing would be tough to keep up given the new mez mechanics, but maybe the rad debuffs just need to be in place for the couple seconds of spiking. -
The whole point of double-blind lineups is to prevent counterpicking, counterpicking, and more counterpicking, but during the test ladder matches almost never started on time because no one ever enforced the fifteen-minute rule. If you could actually enforce the fifteen-minute rule (perhaps drop it to 10 minutes), counterpicking wouldn't be such a big deal.
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Marklar marklar nukes marklar? Marklar EoE farm marklar?
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The type of registration you decide upon is up to you, but you'll probably have a better idea of what you'd want to do once start time gets closer. Right now I'm just trying to see if enough people would even be interested in running something like this - I'd hope for something like 6 teams to start with (18 players total plus the sub pool).
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The Freedom PvP League's first season is drawing to a close within the next month or so, which is going to leave a bit of time while people decide what is next. Pinnacle has a regular PvP event, and Champion is trying to set up a 3v3 ladder. My question is, is there enough PvP population remaining on Justice (or non-PvPers interested in getting involved) to make a 3v3 ladder here something that could work? I remember after I15 Justice tried a 3v3 league but that didn't make it more than a few weeks due to scheduling conflicts, etc. The difference between a league and a ladder is simple: a league would have a set schedule (i.e. this team plays that team on this week), while ladders would not. Ladders are based on ranking and teams advance through the ranking by challenging teams above them.
RULES
* Teams are a group of three players playing specific characters, which they would play throughout the duration of the ladder (which would probably last until interest died down or other factors caused it to end). For example, you might register yourself as playing a Mind/Emp, your friend as a Rad/Psi, and your other friend as a Fire/Cold Corruptor, in which case you would be required to play on those characters.
* ATs can be repeated, but three-Stalker teams are not allowed.
* Banned powers are Corruptor Lingering Radiation and Dominator Poison Ray. This rule is subject to change as necessary. Please note this does not mean your build cannot contain these powers, it simply means you may not use them during a match or your team will forfeit that round.
* Initial ladder rankings will be determined by a round robin seeding tournament, with the winning team taking the first spot and so forth. Scoring during the seeding tournament would be 2 points for a win, 1 point for a tie, and 0 points for a loss. (Ties will be counted during the seeding tournament to keep things moving.) Each team will play the other teams twice during this seeding tournament (subject to change depending on the number of entered teams).
* Arena options are as follows: no travel suppression, no heal decay, small inspirations only. 10 minute matches, resets on the monkey cage, office, and Eden maps (reset on Eden map because IMO it's too big for 3v3 matches). Arena temp powers are allowed; non-arena temp powers are not.
* There will be no set schedule for matches after the initial seeding tournament, though a challenged team has one week to set up a date (not necessarily play within that one week, just set up a match time, though matches must take place within two weeks of the time of challenge) or they forfeit. When a match time is agreed upon, post the time and date in this thread. Matches would be required to start within fifteen minutes of the posted start time or the late team would forfeit the round (if a player from the substitute pool is available between the stated start time and the fifteen minute deadline, they may play instead, but the match must still begin within fifteen minutes).
* A team may challenge teams up to two ranks above them. If the challenging team wins, they will move up one rank (so it would be potentially possible to move past a team you haven't played, in order to keep the ladder active by encouraging more matches). If the challenging team loses, they will have to wait one week before challenging the same team again, though they may challenge another team as long as that team is within two ranks.
* Challenge matches are best of three matches. The challenged team picks the map on the first match (see earlier bullet for disallowed maps), the challenging team picks the map on the second match, and if a third round is necessary it would be played on a random map. In the event of a tie (i.e. sudden death after the 10 minute regulation has ended), both teams will exit the match and replay that round until a team emerges as the winner.
* If a player from either team has not entered the match by the time the "waiting for players" and "buff period" timers have ended, that team may ask for a reset. If a reset occurs, the match is to be restarted using the same map. Likewise, if a player from either team disconnects in the first 90 seconds of a match, that team may ask for a reset (and the map would stay the same upon a reset). If a disconnect occurs beyond the first 90 seconds, the team must play a man down for the remainder of the match. Please note that a team is allowed one reset per round, so you can't ask for a reset if someone fails to load in, and then ask for another reset if someone disconnects during the replay.
* No trash talking, no spawn camping, etc. If a team is found to be in violation of these rules, they will forfeit the match in question. I expect everyone to be honest in reporting violations. The goal of this event is to have fun, so please keep that in mind when playing.
* A team may enter after the seeding tournament, but they start at the bottom of the ladder and have to work their way up like any other team.
* If one or more members of your team decide to switch characters during the ladder (or if one or more teammates leaves your team and you add new ones), you need to re-register your team. Re-registering your team will cause your team to move to the bottom of the rankings, and you will have to work your way back up.
SIGNUPS
If you're interested, please indicate so in this thread. If possible, please indicate your global (not necessarily the character you plan to play, as that is flexible until the point when the ladder starts). When indicating your interest please do one of three things:
* Indicate you are interested and likely have two friends who would be your teammates. If possible, please indicate who those teammates are. In this case, only the first person from each team would need to register.
* Indicate you are interested, but will probably not have teammates available. If enough people from this category are interested, I would attempt to pair them up with other unteamed players.
* Indicate you are interested, but would prefer to play as a substitute. Substitutes would not need to have a specific character listed even after the ladder starts, but would only play in the rare event a team is not able to field all three of their players within the two weeks required for a challenge match.
EXAMPLE REGISTRATIONS
Already have a team:
@global1
@global2
@global3
Interested, but do not have a team:
@global1: interested, need team
Interested, sub only
@global1: interested, sub only
...And that's it. Thoughts, questions, concerns, or comments?
CHANGES AS OF 6/25:
* Removed Defender Telekinesis and Stalker Thunderstrike from the banned powers list
* Removed troll cave map from list of ineligible maps
* Modified sub rule: if a team needs a sub, they can find another player who isn't in the sub pool so long as that player is not already on another team.
* If captains cannot agree on a match time/date after a challenge, the default match time will be Sunday evenings at 8 PM Eastern (5 PM Pacific). -
People will sometimes park characters at odd levels to obtain non-max-level merit rolls (their way of supplying the market, really).
If you're only in it for getting things with merit rolls, 33 seems to be a nice spot to stop. -
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DM is a decent primary if you fiteklub a lot, but the lack of Build Up and the I13 mez changes (remember perma-fear anyone?) really hurt it.
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Most Ill/Emps take only Blind and Phantom Army - SI has no real advantage because of its huge endurance cost, plus everyone will be seeing you anyways if they've got perception. PA is mostly there for adding extra targets for the other team to tab through.
I've seen many Emp Defenders not take Fitness, but most Controllers do. Standard pools for a PvP Emp are Speed, Fitness, Leaping, and Concealment (Primal epic for Controllers, Power epic for Defenders). -
Everyone's trying to download the patch right now, as test just opened up. Try restarting the updater and see if the speed picks up, or perhaps wait until a time of day (or night) when it's quieter.
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My only complaint with the SSK system is that it is mandatory.
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I think he has a valid point, though: many players don't even read patch notes and instead find out what changes have been made by their friends well after the changes have gone live. I have a friend who had a Stone/EM Tanker (he doesn't play anymore) made before the ET nerf. He came back one reactivation weekend, brought the Tanker along on a TF, and a few missions in he told me, "Something feels different about this character, but I don't know what it is." I of course informed him about the ET nerf, which got an "Oh" out of him.
Point is, most players will notice something is different, they just won't notice what until someone tells them. -
Quote:Considering it's not even "the best" single-target set and has the worst AoE of any melee set, considering comparing single-target and AoE damage is like comparing apples and oranges, and considering AoE damage is much, much, much more valuable in the majority of PvE encounters, I'm not sure I'd call that "balance" at all. If you could quantify single-target vs. AoE and say "Okay, here's the tipping point in balance between the two," and have sets conform to that, you might have a point, but as far as I'm aware there's no guidelines that say a powerset must be weak in one area because it is strong in another.2. One of the sets that's best at single target damage is one of the worst at AoE damage. Oh my. Welcome to balance.
Let's look at some other melee sets:
* Broadsword: excellent single target, solid AoE (nice PBAoE and a nice cone, two if you count Headsplitter).
* Dark Melee: awesome single target, good AoE (requires a bit of positioning mojo to leverage Shadow Maul well but the ability is there nonetheless).
* Martial Arts: decent single target, mediocre AoE. (MA isn't a particularly great set for PvE either, so I'm not sure about this one.)
* Elec Melee: mediocre single target, excellent AoE. Ability to wipe out large numbers of enemies fast makes up for the lack of power in taking down single hard targets, as the majority of reward in a given spawn is the minions and lieutenants, not the bosses.
* Ice Melee: good single target, good AoE.
* Super Strength: excellent single target, excellent AoE. -
Phase-on-phase kills happen much more often in zone than in arena matches simply because of the imbalanced nature (numbers, mostly) of zone PvP. Someone wants rep and someone just phased in front of them with a sliver of health left. Heal decay and travel suppression means they can't afford to stop and heal up, so they've gotta run - and that means you can take the opportunity to phase and finish them off (I've hit someone with Thunderstrike on my Stalker only to find they were phased, so I phased, placated them, and finished them off with AS because they were too stupid to move).
This doesn't happen in the arena much because the mez changes and diminishing returns (and delayed Psi damage from the Blasters) mean you're not nearly as survivable as you were before, and you're going to want phase saved as a defensive power rather than an offensive power. Basically, you can phase after your target but there's no guarantee you'll get the kill, and you've just wasted your phase and are pretty vulnerable for a few minutes. Most Blasters (common team spike targets these days) run Cold Mastery so they've got Hibernate anyways, making phase kills a non-issue.
Either way, not much will be living through spike from 4 or 5 Psi Blasters (plus the token Rad if the team's running one) assuming the spike is clean.
EDIT: I uploaded my recording of two of the 8v8 matches from the league on Freedom to my Youtube page (here and here) if you're interested in taking a look at the sorts of lineups people are trying out. We're the only team that regularly runs Stormies (holdout from pre-I13 mostly), but your average 8-man team these days is 2 Emps, a Rad, 4-5 Blasters, and maybe some other disruption. -
Then again, there's absolutely no reason to play an Emp Defender over a Controller, because the Controller version of Power Boost recharges twice as fast.
Mind/Emp
Ill/Emp
Fire/Emp (maybe?)
Grav/Emp (maybe?) -
Quote:The main reason movement slows are largely worthless is because they removed the -maxrunspeed attributes (probably because they felt slows were too powerful, and because they would've caused massive issues when combined with the -maxrunspeed in travel suppression). If you stack enough slow, you can still slow someone to pre-I13 levels, but the number of builds which are able to do this is very small.Yeah, the -regen of the base amount is part of the "suppression" temp power you get applied to you. When you are suppressed, you get this power applied to you - and that is also why slows do not work the same way. IIRC, this power sets your travel speeds, so while it is applied, you can't be movement slowed to a lower amount.
It maybe changed since then, but that's how I remembering it work in the I13 beta - frankly, I have not played a lot of anything since those changes except arena - with suppression OFF. -
Quote:To point out: +tohit doesn't cap at 20%. It's higher than that (I know I've pushed past 105% on my Corruptor) but I don't know the exact DR cap for it, or whether that DR cap varies based on AT. For example, defense caps at around 20% for squishies, while Stalkers/Scrappers/Tankers/Brutes/VEATs can still push up to around 50%, though that requires crazy amounts of non-DR'd defense to do (65% defense on my Bane gets DR'd to around 40%). The resistance cap for squishies is lower as well - you won't realistically get much past 50% (probably not much over 40% on your own, and external buffs will only add a few percent as you stack them), but again, some melee characters can get higher. For example, my friend's SS/Fire Brute had 87% fire resistance after DR, but he was running Fire Shield, Plasma Shield, Temperature Protection, the 10% base PvP resist bonus, and had two sets of Therm shields on him. Even if none of those powers were enhanced for resistance, they still would've been 107.5% resist before DR (and assuming ED-capped slotting for everything except Temp Protection, it was probably more like 150%).Now wait a minute, slows yes do not slow people unless you're stacking it insanely high, but -recharge still works fine and dandy. Even if they can move around, they still will have no recharge on a Dark/cold.
Also -tohit caps at 20% just the same as regular tohit does.
Dark/Nin is still good in zones. Energy/energy has some high mag knockbacks in both primary and secondary. Take a look at the video I posted above to see the usefulness of both an energy/energy, and high mag knockback in team pvp. -
Secondary doesn't really matter since you're not going to be doing more than buffing, healing, and evading anyways. Go Power Mastery for PBU.
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Good Scrapper primaries are BS, MA, and Fire. The only good Scrapper secondary is Regen (Elec, Fire, and SR are okay but Regen is just heads above the rest). As far as Defender primaries, you'd want Cold, Rad, or Storm for a solo/damage build - Traps is bad (cue Dahjee saying we're all robots and need to think outside the box). Decent Defender secondaries are Rad, Sonic, and Psi - Dark is okay but the lack of Aim hurts it. Don't even try to build a squishy for defense for PvP, because diminishing returns will reduce that defense to an essentially meaningless number.
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Originally, you were able to target through people, as well as use targeting binds. Of course this led to retardedly high scores in arena matches because only one person needed to find a target. They removed that ability and the use of binds stayed around for a while, but that got changed too and now the only way to target someone is to tab onto them or click them.
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Quote:I think that would be more akin to: "These hot dogs are the same as the ones being sold at the concession stand, but cost half as much. Getting mobbed by linebackers is a risk you're willing to take to get that cheap hot dog, and you give your consent to that the moment you step onto the field (which has "warning: football game in progress" signs all around it)."cue discussion on why this metaphor isn't 100% accurate
Alternately: "These hot dogs are much better than the ones sold at the concession stand. Getting mobbed by linebackers is a risk you're willing to take to get that good hot dog, and you give your consent to that the moment you step onto the field (which has "warning: football game in progress" signs all around it)."
I understand the point you're making, and I agree that it's stupid that there are PvE rewards in a PvP zone, but the original intent was that the risk of being attacked or disrupted (and potentially defeated) by another player would balance the power of the rewards you were getting. That might've been the case for a while after I6 when the PvP zones were added and people were still trying it because it was new, but after a while most PvP zones became quieter and the PvEers going to get their temp powers became complacent and therefore now look at it as "unfair" or "rude" that someone decides to attack them while in one of these zones.
Quote:Quick poll:
If all non-PvP specific badges were moved out of PvP zones, would that...
1) Help PvP? "Anyone in the zone obviously wants to PvP, so there will be one less thing to whine about."
2) Hurt PvP? "No new players are coming to PvP zones, because there isn't even the slightest incentive."
3) Have no effect on PvP? "The hardcore PvPers will always play, and no one else will ever join, regardless, so PvP can't be affected by this."
And a follow up question:
- Should the Devs provide any kind of incentive for Non-PVPers to try PvP out, even if it isn't badges?
Regarding the followup question: PvP recipes and the promise of being competitive with experienced PvPers (I14 and I13, respectively) were those "incentives" for non-PvPers to try PvP, and we can see how those turned out, can't we? -
Energy Blast is a middle-of-the-road set in terms of its power selections and their damage. As far as rare Corruptor primaries, I'd probably put AR first (almost never see them) and Elec behind that.
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MMs can farm, just not nearly as efficiently as a Corruptor, Brute, or Dom. /Traps MMs were decent-ish back before the PGT nerf in I13 but now, not so much.