The arena after 5 days of playing
What does that have to do with anything, other than flaming and trolling?
id like to say that ive actually enjoyed pvp, much more then i thought i would. i play a scrapper and a defender, and both of them can do well or get slaughtered depending on the teams... i can see 1 on 1 being more unbalanced, ie you find out pretty quickly what ATs beat on another, but team play often changes alot. once they fix some glaring bugs things will go even better...
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All battles, even large ones, require that there be some kind of 1 on 1 balance, otherwise thoses with defense quickly overrun those without.
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1v1 does NOT have to be balanced. What your post suggests is that you just want to have 1v1 survivability, which is also suggest by your main being a blaster. The reason that 1v1 shouldn't be bothered is because it invovles no team strategy whatsoever.
Just by having one additional person per side, you will notice a great difference in survivability and strategy. A defender can help protect you a lot better from the other side's attacks. A controller can lock down the opposition, making it a lot safer for you. A tanker can draw most of the aggro on him, once again, increasing your survivability. Heck, you can even make a group of two blasters useful (requires a lot of strategy), but you can do it.
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This means the basic stratagy become squish the low stuff because its easy and only confront the higher stuff later if you have to. If 1 on 1 balance is ignored it will cause a lot of greif over the arean in general.
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The only reason I can see for this statement is because you, or your team, didn't work as a team during your matches. Either that, or you were in a team that was unbalancing vs. other (i.e. 3 blasters and a tanker vs. 1 controller, 2 defenders, and scrapper). If teams are set up properly (i.e. Each team has a decent amount of ATs, no specific setups), and actual team strategies are used, you will notice that things will be A LOT easier for squishes.
If the dev's were to make 1v1 battle, it could destroy team-based combat. To make blasters more survivable against controllers, they could give blasters increase mag protection, so it requires two holds to stack. They could also make it so blasters can resist 20-30% of debuffs as well, so they won't be owned by defenders in 1v1. But then, with the high damage blasters do, that could be fatal in, for example's sake, 6v6 battles. You could take a team of 6 blasters and go against a mixture of 6 ATs. The controllers would try to stack holds, but only be able to successfully half of how many controllers are on the team. Debuffs can be more easily overcome by Aim and Buildup. This will allow the blasters to still slaughter the controllers and defenders, and just use strategy to maintain distance from scrappers and tankers. Just think about how bad it would be if we had to balance controllers so they can overcome scrapper/tanker's mez protection in PvP by increasing duration/mag. That would not be fun at all for blasters then.
The problem i have with this is that groups aren't always going to be balanced.
Unless people patrol the arena with their fully optimised (SG) group of death, 'balanced' team battles will be just as few and far between as the 1v1 battles.
I know for a fact that my defending abilities as a dark/dark are far below that of a FF/kinetics/empathy or even that of a controller. because we are more of a jack of all trades we're likely to simply compliment what a group already has, a bit of extra control to go with a controller, a bit of extra debuff to go with the rad or stormies. and a small amount of damage and survivability to go with tanks/scrappers.
therefore a group containing 2 defs is a must of one of them is a dark or storm defender, because they simply aren't specialised enough to prop a group up like the buff specialists or the debuff specialist (rad)
I'm sure there are similar examples with other ATs, i just used the defender example because i can relate to it. I cant say they should make 1v1 balanced, because it never ever will be completely balanced. all that needs to be done that for any 1v1 situation both sides of the equation have to have some sort of chance against the other.
Currently certain scrapper and controller builds can pretty much dominate 80% of the other builds. there will always be exceptions to this, but im pretty sure that we will see some adjustments made to balance out encounters that include these builds.
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that is rediculous if you ask me. i use a breakfree i should be out of all controlling powers straight away no questions asked.
[/ QUOTE ] I keep seeing this, i should be able to click one inspa and be immune to a AT. Fine i wont disagree i want respites to make my unable to loss health for 15 seconds no questions ask. So while you are totally immune to controllers they can be totally immune to you.
people need to wake up and remember controllers hold, what do you want them to do brawl you to death or better yet maybe those ticks of 1 from the hold on a tank or scrapper that isnt effected in the slightest with toggles on! ROFL, no the classes arnt ever gonna be totally balanced its not possible its a i can beat you but he can beat me and you can beat him setup. Play your AT in a team and have fun. I get held all the time i die too, so does everyone else. you think trollers dont die? they are my first target! i enjoy pvp soon as they fix the bugs things will play out a lot differently.
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Well, after 5 days, I've pretty much run the course for PvP. It was fun at the start as I was learning how to play it and what worked and what didn't, but not any longer. Here is what I've determined (and I only make claims for myself, since other players using other ATs will have a different impression.)
Inv/SS Tanker is what I play.
Fighting other tankers: Pointless. It's gotten to the point where I don't fight them and they don't fight me. Occasionally there's a hold, or a debuff, or toggle drop or something else that turns a tank into a squishie and can therefore be worthwhile to attack but 90% of the time you'll have more fun going after a squishie. Heck, even non-tankers find it generally pointless to attack tankers. The point of a tanker is to take hits but if no one attacks you, what is the point? Not sure how the Devs can resolve that problem. Not fun.
Taunt: Broken, useless, and rediculously powerful all at the same time. If you're taunted, you run away until the taunt wears off - useless and not fun. If you taunt defenders and/or blasters, they become completely useless and it is not fun for them - rediculously powerful. Anyone gets perma-taunted - completely not fun - broken.
Radiation: If you're hit by this, it's all over. You might as well be perma-held at least until you die which is sometimes not quick enough. Not fun.
Force Field Defenders: I don't know if they're all a**holes but every one I've encountered so far at some point activates that shield thing that basically makes them impossible to hit and then type "lol" and "lmao", or read a newspaper as you try to hit them. Not fun. All I gotta say is be wary of being unsportsmanlike to a tanker with a broken taunt power and a short temper...
Terrorize: Basically the same thing as a perma-hold. Not fun and yet people still insist on using it even after being told of its rediculousness. I started having a rule, if you use terrorize, I use taunt. Then no one will have fun.
Holds in general: any time you are stuck for a length of time unable to do ANYTHING it is not fun. And in the arena, this is true far too often. Running from one held character and pounding them down to another held character just isn't fun. It's also not fun being on the receiving end sitting there looking at your held character for minutes on end.
Superspeed: I'm sick and tired of chasing people all over the map only to get one attack off every 30 seconds or so when I happen to get in range. Other travel powers aren't so hard to deal with but fighting anyone using their travel power with a melee character is not fun at all.
Bugs: the whole non-toggle passives shutting off after death is so incredibly annoying. You might as well type /requestexitmatch 1 when this happens.
Gameplay in general: PvP is simply a gank fest in nearly every match. Someone gets held, terrorized, or basically gimped in some way and then everyone on the opposing team beats them to a pulp. Rinse and repeat - not fun regardless of whether you're the ganker or gankee. Usually it's the squishies that have the hardest time. It seems they are either totally screwed or they are uber-powerful to pointless extremes and not a whole lot in-between. Very, very rarely is there an interesting balance of ATs in a match that makes it fun for everyone.
There is almost always one team that has a decisive advantage over another because of some power they have that the opponent doesn't, and then they simply trounce the opposition. I've been on teams that were doing the trouncing and been trounced in the same way and neither way is fun.
To play 10 matches before playing one that is fun and/or a challenge is a very poor ratio and after only 5 days (really 5 sessions of a couple of hours each), I'm tired of it.
I'm beginning to believe that the devs will never be able to change it to anything less. Powers might see some better balance eventually and the bugs will be fixed but it's always going to be some form of rock/paper/scissors and you can only play that game so long before it really gets old.
If anything, there should be other games that can be played in the arena. Things like capture the flag, some sort of race, paintball/laser tag, or something. Some sort of activity where you can compete with others without it being a test of how much damage you do.
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Great post. Really hits the basic problems in PVP without siding with one AT or power set.
Sorry don't buy it, but you almost had me until you said this.
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The only reason I can see for this statement is because you, or your team, didn't work as a team during your matches. Either that, or you were in a team that was unbalancing vs. other (i.e. 3 blasters and a tanker vs. 1 controller, 2 defenders, and scrapper). If teams are set up properly (i.e. Each team has a decent amount of ATs, no specific setups), and actual team strategies are used, you will notice that things will be A LOT easier for squishes.
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Well that and saying the words blaster like a curse word, yes yes it's a giant evil plot by the blasters to try and gank everyone. Didn't you get the memo?
Anyway the words bolded to make a point show why 1v1 must be balanced as well. Because if the foundations of pvp aren't balanced then as you say right here, anything else above it won't be balanced either, unless you have a proper team of course.
It should be a fair fight no matter what AT goes up against what AT. Now don't confuse fair with easy, as a defender I expect to work my [censored] off to debuff a tank enough to scratch him, I need to be careful to try and dodge a blaster till I can get in close enough to try and land some holds and go from there. And I realy right now need to be careful 1v1'ing a controller as if my toggle build gets held it's bye bye birdie 90% of the time. Defenders.. Ok i'm not sure as well how i'd 1v1 one of my own, the builds have a bit more variety. Scrappers, debuff, and pray they never get near me.
The point though i can think off the top of my head viable 1v1 one tactics to deal with most AT's on paper. But in the arena it's a whole nother story, I couldn't to save my life even slightly dent a tank on my first go, even with the elec blaster in a lil 3 player free for all trying to get him at the same time. He'd super speed through my slow, stun hit me to toggle drop, and 2 hits after i'm toast.
Totally impossible to kill the boy, specially after passive drop bug. I got a couple lucky toggle drops in with lit storm, but once he was unheld and retoggled, I'd have had better luck hitting a brick wall.
Now I didn't mind that much either, he was a tank after all, this was my 2nd arena fight, i'm still learning and thinking up ideas. (Well that and definitly respeccing back into hurricane) But it was a seriously one sided fight, and i'll admit a smidge unbalanced to me.
And therein lies the problem, if you have it unblanced at the start, then that unbalance just grows the more AT's you pile on top in a team battle. You shouldn't need a "proper" team setup to have fun in the arena against others, just to prevent what's currently a giant gankfest by some AT's over others. And no I don't just mean controllers or perma mog'ers. That just leads to bland and homoginized fights time and again, or the classic people refusing to start cause one side has X which is clearly better then their Y, and they won't change teams because they want to win, etc etc insert bilions of various problems and whines here.
Let's not forget that team battle isn't the only option. Battle royale is a giant 1v1v1v1v1v1v1v1v1v1v1v1 and so on, what chance do squishies have in that then unless they play vulture or be forced to dogpile or gang gank the nearest stunned melee or fellow squishie? Cause if they try to 1v1 a tank in that, it's no contest who is going to win, specially if two melees decide to be the ones ganking the squishies instead.
So what then? Does this mean we're forced in the great irony of ironies to team in the arena of all places? and when it comes to duels only melee need apply? Heh there goes that classic line of all at's being able to solo eh?
No thanks I could pass on that. Unless you balance the bottom you may as well not bother wih the top. Given that toggle heavy defenders and ultra squishie blasters may as well paint giant [censored] bullseyes on their backs right now, as melee rules the roost, specially super speed jousters or perma powers that I knew should never have been allowed to be made perma in pve alone. Least melee rules when we're not being chain held anyway.
No sorry, I agree with the OP. Color me very unimpressed with how busted pvp is right now, and not balanced at all. I'll probably be spnding a lot more time at icons, or leveling alts in I4 pve then I will in the arena if it stays as is right now.
Cause lets face it, proper isn't going to always happen with people, it's the nature of the beast to want to win. And what a shock that pvp is already bringing out the worst in a city of "heroes"
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that is rediculous if you ask me. i use a breakfree i should be out of all controlling powers straight away no questions asked.
[/ QUOTE ] I keep seeing this, i should be able to click one inspa and be immune to a AT. Fine i wont disagree i want respites to make my unable to loss health for 15 seconds no questions ask. So while you are totally immune to controllers they can be totally immune to you.
people need to wake up and remember controllers hold, what do you want them to do brawl you to death or better yet maybe those ticks of 1 from the hold on a tank or scrapper that isnt effected in the slightest with toggles on! ROFL, no the classes arnt ever gonna be totally balanced its not possible its a i can beat you but he can beat me and you can beat him setup. Play your AT in a team and have fun. I get held all the time i die too, so does everyone else. you think trollers dont die? they are my first target! i enjoy pvp soon as they fix the bugs things will play out a lot differently.
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You do have pets right?
You do have defender powers right?
You do realize you have more then holds right?
Given how you keep posting the same thing in every thread time and again. I'm really beginning to question that. If all you think of as a controller is oh woe is me i can't chain hold anymore cause break frees and hold immunity might actually work how they should. I got three words to describle you. Piss poor controller.
Try devloping a better plan then the other half of the pvp gankfest, this downright stupid he who lands the first hold wins BS. AKA my other big beef with how whacked the arena is right now.
It remains to be seen what the next patch will hold, as well as the ones after that. The devs, as far as I know, have been silent on what they are doing to bring balance to the PvP game. I have a hunch they're working a lot on the new costumes' clipping issues. Hopefully, though, they'll give us an option of whether brawl can drop toggles.
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that is rediculous if you ask me. i use a breakfree i should be out of all controlling powers straight away no questions asked.
[/ QUOTE ] I keep seeing this, i should be able to click one inspa and be immune to a AT. Fine i wont disagree i want respites to make my unable to loss health for 15 seconds no questions ask. So while you are totally immune to controllers they can be totally immune to you.
people need to wake up and remember controllers hold, what do you want them to do brawl you to death or better yet maybe those ticks of 1 from the hold on a tank or scrapper that isnt effected in the slightest with toggles on! ROFL, no the classes arnt ever gonna be totally balanced its not possible its a i can beat you but he can beat me and you can beat him setup. Play your AT in a team and have fun. I get held all the time i die too, so does everyone else. you think trollers dont die? they are my first target! i enjoy pvp soon as they fix the bugs things will play out a lot differently.
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You do have pets right?
You do have defender powers right?
You do realize you have more then holds right?
Given how you keep posting the same thing in every thread time and again. I'm really beginning to question that. If all you think of as a controller is oh woe is me i can't chain hold anymore cause break frees and hold immunity might actually work how they should. I got three words to describle you. Piss poor controller.
Try devloping a better plan then the other half of the pvp gankfest, this downright stupid he who lands the first hold wins BS. AKA my other big beef with how whacked the arena is right now.
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You really need to play a controller. I don't mean to level 20. I mean play one at least to the high 30's. You will see it's teh holds/disorients that define the class. The pets just add for small damage. If you just run in as a controller and fire of you secondaries or let your pets try to do everything you have a very dead controller. It is the holds that define the class. If you get held pop a breakfree. If you get held again pop another. But don't try to make is sound like a cheap plan because an AT is doing to you what it was made to do. Respites don't make you immune to damage and so breakfrees should not make you immune to holds/mez/sleeps. That way it gives everyone a fair footing.
Oh yeah pets do not do the amazing damage people think they do. IF they did you would see controllers constantly killing tanks and scrappers. Most of the time you see controllers killing controllers, blasters and defenders. We leave scrappers and tanks to kill eveyone one else and maybe themselves.
The developers must have gleaned tons of information on PvP since the arena has been in operation. I'm curious to see what sort of changes are coming. It's possible they will have some big implications for some builds.
I know flight has an accuracy debuff in it but I am wondering if any of the other travel powers also lower accuracy. For pvp all travel powers should affect accuracy the same either not at all or with the same debuff to accuracy.
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Why is it that those of you who suggest ways of getting influence assume that a player who has transferred a character is a high level, somewhere in the 30-50s? It is almost impossible for someone pre-30 to go and buy a full tray of SOs because we are constantly scrounging around on live to get enough Inf to buy our next level of Enhancements, and we don't just have money to throw around.
And at these levels, missions don't give out 100k or whatever ridiculous number that one person stated. Those just aren't viable options for many.
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You may or may not be new to this game but when you transfer over to test, NO ONE has any influence. You know what alot of us do. we get in a group of 3 or 4 and do a mission or two. You will see you will have atleast 100K that way. Then you have inf to by inspirations and so forth. You won't have to worry about Enh since, your toon should be slotted the same as live and you aren't really trying to lvl. You are play testing. OMG I have to take 30 minutes before I can do what I want to?!?!!? Before you make comments about flaming and trolling think about your post first. The devs have said along time ago they are not going to give influence on test if you transfer a toon over. Deal with it. Stop rehashing old arguements and just do what you would do on live. It might take you 30 minutes longer to get into PvP but atleast you will be prepared and you might meet someone cool. Unless you want everything handed to you?
My experience with PvP on the arena is that this implimentation of PvP is possibly one of the worst ideas I have ever seen. they should have just waited till CoV. Instead they have some half-[censored] crappy implimentation of PvP, and you have to be a certain 5 ATs or so to be worth a crap in it or else its pointlessly not fun.
Oh dont get me started on having to run my Mind Empathy controller up to a tank and brawl him. Whoever thought of the brawl thing is a retard.
I love this game, but I love it because of what it is, and the arena is the opposite of what I think it should be
"The scrappers from my testing are fine. Your beef is with the other types of fear."
Yes, this is true. I haven't encountered the scrapper fear power very much but when I did, it was very reasonable. It would hold me for 5-10 seconds and then I was free to continue chasing him.
When I talked about fear, I really mean Spectral Terror or whatever that controller power is.
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Oh yeah pets do not do the amazing damage people think they do. IF they did you would see controllers constantly killing tanks and scrappers. Most of the time you see controllers killing controllers, blasters and defenders.
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sure.....but most of the time you see scrappers and tanks killing controllers, blasters and defenders too. =P
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
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I'm a huge fan of PvP games. I can play Unreal Tournament for hours (much to the consternation of my wife But the difference between a game like UT and CoH PvP is huge.
In UT you can jump right back into combat after respawning. In CoH PvP I have to turn all my toggles back on and wait for endurance to regenerate. That does not make for a fast paced fun game.
In UT even if the other guy has the flac cannon and all I have is the pistol, I have a chance. In CoH PvP if I get held it's game over and I get to look forward to turning all my toggles back on and waiting for my endurance to regen.
CoH PvP isn't, in my experience, fun.
Hm... I wonder if they could force first person view, and then make attacks aimable instead of targetable...
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It really sounds like the only reason you don't like PvP in CoH is because its not a FPS.
CoH isnt a FPS don't make it a FPS.
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I used UT as an example because it's a game that comes close to emulating the speed of CoT PvP. I couldn't use something like... Homeworld, because CoT PvP isn't grand strategy.
All I was trying to say is that my experiences have been very similar to the original poster's: one-sided and not much fun. I used UT as an example because I have a lot of fun playing UT, and tried to compare the differences in fun, not the differences in play.
Fun (for me) = face paced, and challenging (possibility for either side to win no matter what the "odds"). I haven't experienced that yet in CoT PvP.
Oh, one other thing I thought I'd mention...
Playing a toggle-heavy Inv/SS tanker, I have had no problems with Brawl. Few people ever actually fight me hand-to-hand so in all the matches I've played, it hasn't impacted my abilities nor has it seemed powerful when I've tried using it on others. I've brawled other tanks and scrappers 6 or 7 times without their toggles dropping and even if they did, the toggles were activated again before I could do significant damage.
Sure, a controller's hold can affect you (if it's stacked on you or the controller happens to hit you in that window) but that too has been very rare in my experience.
two things i noticed when in pvp combat is....
first brawl drops toggles waaaaaaaaaaaaay to often. out of 2 4v4 matchs and being attacked with brawl about 15 times....my toggles dropped every time. i doesnt bother me the idea behind brawl i just think it needs toning now cause atm having ur toggles drop so often makes it not fun.
second thing i noticed is that trolls holds are incredibly to strong. i might aswell not even have unyieldly running it makes no difference in the short run....would suggest toning that down too....
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My experience with PvP on the arena is that this implimentation of PvP is possibly one of the worst ideas I have ever seen. they should have just waited till CoV.
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They didn't wait for CoV because the arena is essentially alpha-testing for CoV PvP combat.
Better to get this stuff ironed out now, than to put out CoV and discover it works like the arena does currently.
I should have stopped paying you as soon as I realized that you were using my money to change the PvE game I love into a PvP game. It was foolish of me to trust you to leave PvE intact.
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1v1 does NOT have to be balanced. What your post suggests is that you just want to have 1v1 survivability, which is also suggest by your main being a blaster. The reason that 1v1 shouldn't be bothered is because it invovles no team strategy whatsoever.
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Doing 1 on 1 combat is good for learning the basics on how to deal with each Archtype. It help give a good feel for what you can expect from several players individually in team combat and lets you evaluate your own effectiveness and possible stratagies. My key issue isn't my own survivablity in terms of defense, blaster defense is fine as it is even if its pathetic. Period. Its my own survivablity in terms of offense. If my Main is a blaster then the best defense is a superiour offense. Running, flanking, shooting, rinse and repeat. However, Scrappers and Tankers have such massive defenses and offensive capacity that it takes way too much even if they are just standing there and taking it all, and then one-two they get in a couple shots and its over with.
And after playing a few 2-on-2 battles with a Dark Defender I know, it was scary considering that I meleed a tank to defeat and completely vaporized a scrapper from full to zero hit points in a single nuclear strike (and hit him so hard the "ankle bitter" bug occured when he rezzed.)
But I've also had other team battles where the first thing the tankers and scrappers on either side did was elimate all the "Squishes" first, because they were helpless against their defensive might and totally vulnerable to their offensive power, and then slugged it out with each other.
Frankly, If a tank or scrapper is going after me, I want it to be because I am a real standing threat, and not just an easy target that dies quickly. I imagine this could be a real problem for Controllers and Defenders as well.
Considering City oF Heroes was originally designed to specifically not have PvP combat, I'm wondering if the Arena is going to be a viable feature, or just one in which only 1 or 2 Archtypes real enjoy. And if Arena is suppose to be the test for meshing CoH with CoV in the future, then stay away from the PvP zones because you can bet there will be 1 on 1 situation lurking there.
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Well that and saying the words blaster like a curse word, yes yes it's a giant evil plot by the blasters to try and gank everyone. Didn't you get the memo?
Anyway the words bolded to make a point show why 1v1 must be balanced as well. Because if the foundations of pvp aren't balanced then as you say right here, anything else above it won't be balanced either, unless you have a proper team of course.
It should be a fair fight no matter what AT goes up against what AT. Now don't confuse fair with easy, as a defender I expect to work my [censored] off to debuff a tank enough to scratch him, I need to be careful to try and dodge a blaster till I can get in close enough to try and land some holds and go from there. And I realy right now need to be careful 1v1'ing a controller as if my toggle build gets held it's bye bye birdie 90% of the time. Defenders.. Ok i'm not sure as well how i'd 1v1 one of my own, the builds have a bit more variety. Scrappers, debuff, and pray they never get near me.
The point though i can think off the top of my head viable 1v1 one tactics to deal with most AT's on paper. But in the arena it's a whole nother story, I couldn't to save my life even slightly dent a tank on my first go, even with the elec blaster in a lil 3 player free for all trying to get him at the same time. He'd super speed through my slow, stun hit me to toggle drop, and 2 hits after i'm toast.
Totally impossible to kill the boy, specially after passive drop bug. I got a couple lucky toggle drops in with lit storm, but once he was unheld and retoggled, I'd have had better luck hitting a brick wall.
Now I didn't mind that much either, he was a tank after all, this was my 2nd arena fight, i'm still learning and thinking up ideas. (Well that and definitly respeccing back into hurricane) But it was a seriously one sided fight, and i'll admit a smidge unbalanced to me.
And therein lies the problem, if you have it unblanced at the start, then that unbalance just grows the more AT's you pile on top in a team battle. You shouldn't need a "proper" team setup to have fun in the arena against others, just to prevent what's currently a giant gankfest by some AT's over others. And no I don't just mean controllers or perma mog'ers. That just leads to bland and homoginized fights time and again, or the classic people refusing to start cause one side has X which is clearly better then their Y, and they won't change teams because they want to win, etc etc insert bilions of various problems and whines here.
Let's not forget that team battle isn't the only option. Battle royale is a giant 1v1v1v1v1v1v1v1v1v1v1v1 and so on, what chance do squishies have in that then unless they play vulture or be forced to dogpile or gang gank the nearest stunned melee or fellow squishie? Cause if they try to 1v1 a tank in that, it's no contest who is going to win, specially if two melees decide to be the ones ganking the squishies instead.
So what then? Does this mean we're forced in the great irony of ironies to team in the arena of all places? and when it comes to duels only melee need apply? Heh there goes that classic line of all at's being able to solo eh?
No thanks I could pass on that. Unless you balance the bottom you may as well not bother wih the top. Given that toggle heavy defenders and ultra squishie blasters may as well paint giant [censored] bullseyes on their backs right now, as melee rules the roost, specially super speed jousters or perma powers that I knew should never have been allowed to be made perma in pve alone. Least melee rules when we're not being chain held anyway.
No sorry, I agree with the OP. Color me very unimpressed with how busted pvp is right now, and not balanced at all. I'll probably be spnding a lot more time at icons, or leveling alts in I4 pve then I will in the arena if it stays as is right now.
Cause lets face it, proper isn't going to always happen with people, it's the nature of the beast to want to win. And what a shock that pvp is already bringing out the worst in a city of "heroes"
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All well said Dragonkat.
There is no strategy or tactics in One on One, there is just people using their powers to the best and knowing in which order they are best against a particular opponent. The obvious problem is that you should be able to do a special PvP respec because most of the time you fight against huge numbers of mobs and not only one very tough adversary.
I don't think we can call PvP problems "bugs" (who are technical problems occuring hazardly) but are balancing powers and powaer sets problems really. And maybe they can't be solved at all : a held opponent will do nothing but die helplessly and a blaster will still die after being hit by 3 or 4 blows.
Freedom :
Fission Lass 50 Illusion/radiation controller
Gaea's Wrath 50 Earth/Empathy controller
Khalan the confessor 26 psy/mental blaster
Dusk Tempest 50 Dark / electricity defender
Aish the geomancer 36 Plant/thermal controller
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There is no strategy or tactics in One on One, there is just people using their powers to the best and knowing in which order they are best against a particular opponent.
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That statement is antithetical. Knowing how to use powers to the best and knowing in which order they are best against a particular opponent is tactics, if not strategy.
GIVE ME FREE AND EASY STUFF!!!