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Quote:This sounds suspiciously like a "bring back I12 PvP" post.Fixed the part that was too far from the truth. I don't do that.
I will say this again, and if I'm wrong... let me know why please. Getting owned (enough to ragequit) in PvP is often due to one's lack of basic PvP skill/tatics/knowledge... not simply the the build they are on.
In your example it seems this player spent months leveling and IOing a toon without PvPing with it along the way, has hopes to be good in PvP just because of a build, and you say this is not a bad player. I disagree. Good players don't have trouble on most toons they play... they use them for what they are good for. They remain aware of what their weaknesses are, and they at least know how to not die. Great players do this while also recognizing the same in anyone and everyone around them, and they can adjust accordingly.
I don't want anyone to leave the game just like you. I happen to think more would PvP if they could retain their PvE roles even if some of the power mechanics change. I happen to PvP in just such a way as indicated by my original post in this thread, and I'm certain i'm no the only one.
If the given description and design of each AT does not hold 100% true in PvP... then I encourage us all to re-write them for the public PvP style without the drama. Give Purpose back to each AT and you might find that many set/set combos are capable of fulfilling that purpose. -
A disruption-based team (usually centered around an MM or two for all the extra targets they present), especially with a few Stormies, can work on smaller maps but it's still relying on the Emps for healing and Blasters or Stalkers (or both) for damage. On larger maps, the jump-style team (Emps, Blasters, Rad) will win against a disruption-based team because of the mez changes particularly (a case could be made for bringing Brutes to counter their Blasters, but then when the other team brings Brutes you're essentially turning an 8v8 into a 7v7 or 6v6 because they'll spend a lot of the match taunted onto each other).
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You can't evade anymore, that's the thing. Travel suppression means you get slowed when you're attacked. Mez changes mean you're held for 2-4 (and god help you if you get tagged with a stun) seconds without being able to do anything, during which time you could - and likely will - be killed.
Prior to I13, a person who was aware of their surroundings could get themselves out of a bad situation by breaking line of sight or by getting out of range, and then deciding the best route to get back to their support before the other team could get to them. Even today in travel suppression-off team arena matches, you'll find some Blasters are targeted more often than others simply because they're not good at evasion. The point is to make yourself a difficult target, and the travel suppression/mez changes remove much of that ability. If you're outnumbered on a squishy and phase/Hibernate isn't up, you probably will die unless you get lucky.
One of the biggest complaints about the changes was that it took several strategies which required critical thinking skills or teaming to counter and simply made them un-counterable (mezzes are the best example of this - anyone who thinks the I13 mez system is fair has probably not been tagged with a random hold and been killed before it wears off). -
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Quote:I'll try and pick out the questions in your post and answer them. I'm not trying to be rude here, so I apologize in advance if I come across as such. Much of what I'm going to list here isn't nearly as applicable as it was before I13, but it's still there for you to consider.I keep seeing this come up, again and again.
"Prior to i13 One person could take on three people if he had skill"
This honestly makes no sense in a game balanced around numbers where characters auto-turn, auto-aim, and hit based on random generation of numbers. What are these skills you're speaking of?
Quote:In a straight FPS game skill is in how finely you control your character handicapped by how good or bad your ping/lag issues are. If you can't turn your avatar at the correct speed to line up a shot or lead a target then you're going to miss.
In WoW there's even some modicum of skill to PvP as you have to shift yourself out of a player's forward arc if you want half their attacks to stop hitting you (Must be Facing Target)
In CoH you press an attack power, the game turns you automatically towards whoever your target is, and you fire the attack based on a number randomizer to hit the target. Where is this vaunted skill?
Quote:Is it based on Kiting melee enemies around corners? Setting up an AS before your enemy bounces away (don't play stalkers much, but when I do I've noticed that once the AS animation starts nothing short of the enemy turning a corner will protect it, no matter how far away it runs)? Getting your mez powers off, first? Oh! Oh! I know! It's utilizing cover to avoid attacks, right?
PLEASE give us some qualifiers of this "Skill" all PvPers refer to! If I knew what skills I needed to work on to -be- a better PvPer I'd try more often! But in every PvP thread I've participated in all of my comments are swept under the rug in favor of the "You don't PvP ergo you don't understand and no I won't deign to explain. LoLPvECarebear"
You do mention that you don't play Stalkers much, which seems to be the common thread between all the people that either complain about them in zones or call them "easymode" characters (not saying you are, just making a point). Getting an AS off is much easier now than it was prior to I13 thanks to the mez and travel suppression changes, but if there's no one around that can mez a target you need to get pretty good at trailing a target until they stand still for even a tiny amount of time, or predict where they'll land when they get locked into an animation mid-jump. Try playing a Stalker and consistently being able to AS a target that is aware you're there and is taking steps to counter you (i.e. moving) - it's not that easy even now.
Quote:Well teach us Carebear Fluffbunny PvEers what it is that makes you so much better at PvP than us! Why is it Fair and Balanced gameplay if a solo scrapper can take down 2-3 enemies in a straight fight but imbalanced when the rules favor a larger group of people? It's just like an FPS in that sense, save that aiming and lag aren't factored in due to the randomizer which in turn gives everyone the same amount of "Aiming" skill, regardless of how long they've been playing. -
It does on paper, but in practice it doesn't because 1) Siren's Song isn't part of your normal attack chain like Will Dom is, and 2) Siren's Song has a short range.
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The Panacea proc is ridiculously overrated - I have no idea why people pay as much as they do for a proc that is worse than the Performance Shifter proc.
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A PvP merit system should only be implemented on top of the existing drop system, otherwise it would require you to spend all your time PvPing in zone, and lol zone rules.
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75%? More? Less?
I like the idea of AS scaling based on your HP as it means low-HP builds wouldn't get worked over quite so quickly (by AS at least, but that that point it might be more efficient to just throw 2 or 3 sharks) but it would take away some of the advantages that having higher HP has. -
I think 80% would turn into something around 50% (my Fire's 90% fire resist gets DR'd to about 55%).
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Building for defense on a squishy in PvP is a complete waste thanks to diminishing returns (your 40% defense would probably turn into something like 13-15% in PvP). Build for HP (try to hit the cap at 1606), knockback protection (at least 41 points), some recharge (40+%), and maybe some damage.
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Quote:You're comparing rock/paper/scissors in an FPS to rock/paper/scissors in an MMO (and yes, the second exists). It's a bit more confusing when you realize all these things are being added into the equation, but you could usually say "these builds are good counters to this build," which might mean you've found the scissors to someone's paper. At the same time, there are other builds that might counter that build, which means you've found the rock to that scissors. It's not as cut-and-dry as that, obviously, but that's the idea.For a game balanced around teaming (that I've actually played), I'll point to Battlefield 2142. That was, in a lot of senses, kind of like rock/paper/scissors, with some overlap. Engineers beat vehicles, vehicles beat infantry, infantry beats engineers. Assaults beat supports on offence, supports beat assaults on defence, spec-ops beat both through other means, but not directly. Thing is, City of Heroes and, really, any RPG with enough variety to count, is more like rock, paper, scissors, water, saw, vice, pliers, fire, cloud, plasma torch and machinegun. There are too many advantages, too many disadvantages and too many combinations that leave gaping holes in both offence and defence. You're going to end up with idea team compositions, and that just loops the problem all around.
The problem with the "this counters this, that counters that" line of thinking is that teaming can (well, could) close many of the holes. Of course that led to relatively rigid team makeups, but that was almost always only the case in higher-end arena matches such as leagues on test or the various live servers. A hero jump team might have two Emps, a Rad, a Kin, a Sonic, and 3 Blasters, while a villain jump team might have two Therms, a Sonic, a Kin, a Stalker or two, an MM or two, and maybe a Dom for the extra damage and mezzes. The team compositions I just listed were what was preferred as a "standard" team, but there were many counters to such a lineup (Storm teams for example). These days the average arena team is 2 Emps, a Rad, 4-5 Blasters, and maybe one spot for disruption (Brute/TA/whatever). There's really no such thing as an "ideal team makeup" outside of arena, because most of what you find in zones will be Scrappers, Tankers, and Stalkers because the post-I13 ruleset heavily favors melee characters in terms of survivability.
Quote:Balanced, fair PvP requires a certain amount of simplicity that can allow for player interaction to be predictable and accountable for. In PvE, player-NPC interaction is easily predictable because you always know what the NPCs bring to bear, so you can design the difficulty of the encounter around that. But in PvP, you can't design every set or every team composition to be decent against every other one. And while some may find this acceptable, being killed with a massive handicap IS NOT FUN for me.
Quote:Back to Battlefield, I realise that, having picked the Assault kit, I'm not going to do much against a tank. It's balanced... But it's not fun at the same time. I can hide from it for a LONG time, but what the hell would that accomplish? Eventually I get bored, rush the thing, get instakilled and respawn as an engineer. I can't quite respawn my Blaster as a Scrapper, though.
Quote:Certain people enjoy lopsided, unfair, unbalanced PvP because of the unpredictability it presents. But this is both NOT like the PvP game and NOT everyone's cup of tea. And being of the position I am, I'm more inclined to side with people who share my preference. -
Quote:1. Two Breakfrees to get through the repel effect of TK, or a powerset that gave repel protection (Willpower, MoG in Regen, teaming with a Kin). In a 1v1 situation against a Controller or Dominator, you had to play it smart, and play aggressively, to rack up your kill count before the other player ran you out of Breakfrees.Part of the problem of the old PvP mechanics was the nature of some of the powers.
Example: Your average scrapper stood little or no chance against a Mind Control Dominator of any kind. The reason for this was one power in particular that Mind doms have access to: Telekinesis, a toggle based hold power. If that Dominator stacked enough holds to get through your protection and then hit you with Telekinesis, you were pretty much helpless for as long as the dominator had endurance to keep the power up. (I never did figure out exactly how many breakfrees you needed to use to break the hold)
In the early days of PvP a stalker could kill a squishy in one hit. Which was just broken. An invisible assailant that can kill you instantly. The anti-oneshotting change was probably the first PvP nerf in the game.
Some of the changes were good, like the change to TK (I lack the words to adequately describe how much I HATED that power). Some of the changes were bad (travel suppression when attacked and heal decay comes to mind). But they are TRYING to bring some kind of balance to it so heavily IOed characters played by skilled players aren't completely unkillable in a PvP zone.
They haven't succeeded yet, but I'm willing to see what happens with it.
2. You can still one-shot things in PvP under certain circumstances. The change so that a single packet of damage couldn't kill you was nice, yes, but avoiding an AS was usually as simple as moving and not getting locked into an attack chain in one spot, because that would mean a Stalker would be on you pretty damn fast (when I'm ASing, I pick targets that are locked into an animation, and AS them when they hit the ground because I know where they're going to land).
3. TK is arguably more broken than it was before, as you can't do anything about the hold anymore. It breaks when you take damage, but if the goal of the person using TK is to take you out of the fight (TK you so they can kill your teammate without you being able to heal them, for instance) there's nothing you can do except wait for the power to toggle off. Prior to I13, at least, you could do something about TK. Now, like many other things (mezzes, travel suppression, heal decay), you can't. -
Quote:The fact that you don't even PvP makes this all the more laughable.Well, thankfully, Castle and the rest of the development staff is smarter than that. Castle seems to have a handle on good PvP requiring that the PvP game be different from the PvE game. Issue 13 was a step in the right direction for where PvP play needs to go.
(see also: lol, you're terrible) -
Quote:2 AS's will not kill a Tank unless they didn't build for HP or the Stalkers are running a ******** of reds or other +dam. You might get 1400-1500 off the crit portions of the AS (assuming you're running Build Up at the time, which will happen about 10 seconds out of every 30) but that still leaves probably another 1400 (and that's on a Fire or Elec without any Dull Pain-like power on top of their +HP bonuses/accolades) to make up through the rest of the damage and procs. Sure, you'll have them hurting, but two AS's won't drop a well-built Tanker.secondly, You must really hate tanks... as it is Tanks are not too useful most pvp scenarios. If a player were to bring one in an arena team match under your conditions, 2 stalkers can make said tank into a farm target lol. In other words, buffing AS like that would make tanks = free points for the other team making tanks even more useless.
Tanks are good in zones because Fossilize is ridiculously good (especially when paired with Rage) and they've got a huge amount of HP. -
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I'm still of the opinion that the open beta process is going to be very short and the issue will go live on one of the last days of the month.
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There are like two vids on YouTube of PvP with Banes in them, they're both pre-I13, and they're both shot from the view of the other player.
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Quote:Or they're just the average joe player who wants some fast XP (ever notice how busy PI and Grandville were before I14?). I hardly think people farming the MA are a "small but visible" subgroup of players. Their "only punish the exploiters" plan kind of backfired on the last time they tried that - at least that's what you'd see if all the threads about "hey my level pacted character got deleted, wtf!?" threads hadn't been deleted as fast as they were being created. When all you see in broadcast in some zones is "looking for AE farm" or "AE farm forming PST," you really have to wonder what the people who think that's a "minority" are smoking.Players that chose to do this do not care about "lolRPers," or for that matter anyone else. The devs should realize by now that a small but visible sub-section of the playerbase will use any loophole, shortcut, or flat-out exploit to earn the maximum amount of rewards possible in the shortest amount of time, and punish those players. The exploit, shortcut or loophole should be closed with the minimum amount of impact to those who don't use it, like they do with any exploit that doesn't involve AE.
Perhaps it is to the author themselves, but if they want anyone other than themselves or friends/SG mates to play it more than once or twice, they'll make sure it's got comparable rewards to other content, as it's fairly obvious that the majority of the playerbase prefers rewards over story. -
Quote:Epsilon came up with something around 1 in 70, I came up with something around 1 in 60. Bear in mind though that those are off rep-valid kills, and not every kill you get in zone or arena will be a rep-valid kill (especially if there are only a few people in zone).It is presumed to be the same for arena and zone and estimated to be 1 in 2000 to 3000 or so kills.
Funny thing: went from zero to 115 rep on a team of two with my Stalker in Virtue RV last night (yay, SOs + stealth IO + no Stamina) and got a Glad Strike piece off a kill. Switched to Freedom RV (also on a Stalker) and got a purple off a random mob kill. I seem to be breaking the RNG lately -
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rofl at "exploit fixes" causing more damage to actual arcs than farm arcs