Official Thread for Recluses Victory: PvP Zone
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Where's the thread to start pushing for a FA nerf?
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Right Next to Placate, And the AS nerf.
I'm really starting to lose patience with all the frequent mapserver disconnects, hero gankfests and server framerate drops (possible memory leak?) in RV.
In fact I've resorted to testing my new build in WB instead since I dont have nowhere near as many issues there. The hero ganking in RV is ridiculous--its damn near impossible to leave the villain base unharmed and even if you do there will be a group of heroes chasing you down. The 1hp respawn 'feature' is stupid and needs to be removed.
I'd love to test some of the new PvE content, instead of PvPing all the time, but my game loves to crash while zoning or loading missions. Hopefully some of these issues will be cleared up within the week.
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I mean the pillbox turrets aren't even spawning higher than an orange boss to my lvl 40...maybe give them something similar to giant monster code so they're equal to everyone?
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Since everyone is bumped up to level 50 - they are orange to everyone. Makes them pretty equal save for any AT damage disparity. No monster code will make up for that.
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I'm really starting to lose patience with all the frequent mapserver disconnects, hero gankfests and server framerate drops (possible memory leak?) in RV.
In fact I've resorted to testing my new build in WB instead since I dont have nowhere near as many issues there. The hero ganking in RV is ridiculous--its damn near impossible to leave the villain base unharmed and even if you do there will be a group of heroes chasing you down. The 1hp respawn 'feature' is stupid and needs to be removed.
I'd love to test some of the new PvE content, instead of PvPing all the time, but my game loves to crash while zoning or loading missions. Hopefully some of these issues will be cleared up within the week.
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QFT
In honesty I think the Villain base exit should be given a wider setup along the East wall. Because that bluewall just north of the villain entrance creates a bottleneck for villains to try to start an assault on Hero Pillboxes.
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that'd be really cool if doms got a inverse of containment, but im not sure how that'd work
Hey Devs, if you log into RV right now (2330 GMT) on a villain, you will see exactly why rewarding folks with Prestige for kills will keep villains from playing in this zone.
64 heroes vs. 17 villains. On a Friday Night. Peak Playing Hours.
Can't really say what hasn't already been said. More heroes than villains in RV, but then, what else to heroes have to test? I'd wager a guess that ALOT of the villains are instead messing with Patron Power arcs and Mayhem Missions. I'm sure when more and more villains eventually hit 50 this will even out quite a bit. At least, I hope so.
Back on the top of the zone itself; those signature villains pack one mean punch! Ghost Widow 1 shot held my 47 Claws/Invuln Scrapper through Unstoppable AND Unyeilding. Soul Storm, owie. I tried first without Unstoppable, but everything else from Invuln and was 1 shotted from that(Was DoT, but still, only that 1 attack I think). Also, I think I'd rather have Capt. Mako's Claws for my Scrapper panda instead of the ginormous ones currently. Doesn't work out so well being a panda. o.O Saw Lord Recluse too, he did something I'll have to watch more closely for next time, he kinda disappeared and when he did my panda had like 1% HP and End, I thought Unstoppable dropped for a second but it was actually still on. Though Black Scorpion was in the area as well, might've been him.
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Can't really say what hasn't already been said. More heroes than villains in RV, but then, what else to heroes have to test? I'd wager a guess that ALOT of the villains are instead messing with Patron Power arcs and Mayhem Missions. I'm sure when more and more villains eventually hit 50 this will even out quite a bit. At least, I hope so.
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The only the the Heroes are testing is their mad base camping skillz. I have not once seen the 'Freedom Phalanx Reinforcements' gold letters show up.
If you get on early enough before all the kids get out of school there aren't as many heroes and they actually want to see what the zone looks like when villians win. Much friendlier crowd.
lol finally got my stalker from 39 to 40 yesterday
was just on test and did mako's first mission no prob, decided to check out RV
the weapon-selling guy wasn't where the arbiters said he should be (i couldnt find him at all, actually)
went outside, saw a scrapper had the bug where a drone only perma-held and intangible'd him instead of outright killing, so he was drawing the fire of all our drones and Mu's (might've done it on purpose...)
there was a wall of about 100 heros, so I teleported away and checked out the rest of the zone (mostly abandoned), then got kicked in the face by a scrapper I hadn't seen come up on me (must've super-jumped on top of me). kept TP'ing away and aid selfing, and he kept following, then mapserver disconnected
stalkers should never act like they're hidden in RV, it was bad enough in sirens and warburg, now all the heros have 4 more power choices to load up on all those +per powers
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Can't really say what hasn't already been said. More heroes than villains in RV, but then, what else to heroes have to test? I'd wager a guess that ALOT of the villains are instead messing with Patron Power arcs and Mayhem Missions. I'm sure when more and more villains eventually hit 50 this will even out quite a bit.
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/sign
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Can't really say what hasn't already been said. More heroes than villains in RV, but then, what else to heroes have to test? I'd wager a guess that ALOT of the villains are instead messing with Patron Power arcs and Mayhem Missions. I'm sure when more and more villains eventually hit 50 this will even out quite a bit. At least, I hope so.
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The only the the Heroes are testing is their mad base camping skillz. I have not once seen the 'Freedom Phalanx Reinforcements' gold letters show up.
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True enough, yeah. I was onthe Scrapper I noted above, Dollie Llama (get it? ) the Claws/Invuln panda, and I was attempting to help the villains with the turrets on a couple of pillboxes, but 2 times that I counted I was instead attacked, even after I stated my intentions. Dunno why, stereotyping I guess? Other times, if I would announce I was clearing turrets at pillboxes for villains, some heroes would show up and capture the pillbox...
Can't really defend the actions of the other heroes in the zone, but don't lump us all together into the base-camping-ganker group.
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Can't really say what hasn't already been said. More heroes than villains in RV, but then, what else to heroes have to test? I'd wager a guess that ALOT of the villains are instead messing with Patron Power arcs and Mayhem Missions. I'm sure when more and more villains eventually hit 50 this will even out quite a bit. At least, I hope so.
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The only the the Heroes are testing is their mad base camping skillz. I have not once seen the 'Freedom Phalanx Reinforcements' gold letters show up.
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personaly i've been testing out my new possible RV build for my Ma/Regen and playing around in the only new thing for my Hero.
The Phalanc have shown up a few times but it was late night and we were letting the villains take a shot at the AV's. But it didnt last long since theres always a group that wont listen to everyone.
Boss thing was brain death sorry hehe
But yeah I captured numerous pillboxes and wanted to have some villains try to take me out...being a bubbler I wanted to see if maybe I was "the" pillbox command setup with my extra protection...
Unfortunately nobody could exit the base. Instead of letting the villains test themselves an the system the hero side is just crashing down upon them on test for their jollies.
It's test and being a jerk and being a ganker and basically seiging the villain base does nothing to help TEST the zone.
Hell do we even know if hero AVs will spawn?! Have the villains EVER had the zone?
Could they maybe, for test, set a limit like 2 heroes for every villain or a 1-to-1 ratio or soemthing? It's impossible to test the villain saide of things with ther heroes outnumbering them 5 to 1 an blocking them in the base...
we probably won't know about any RV bugs for a month because Villains will have to get 2x the number of 40s we currently have to stand up to the heroes...
Oh and by the way...I'd rather be one shotted by a Stalker than get taken down to 1HP and get one shotted by a mob giving me debt....as if getting debt from PvP zones when players drop your health 90% wasn't bad enough...
Can we PLEASE get a system with a check on damage before giving debt?! Mob does 50% damage then you get debt! See this works. It's crazy to punish me for a stalker ASing me to 1 HP....whoever asked for or implemented this musta been smokin some good stuff because all this means is uber debt griefing on squishies...
AND While under the affects of a player stun/immob/mez/sleep/hold no debt...
But yeah for testing purposes somebody needs to do something about RV...
ALSO... where are the contacts that give debuff an patrol missions in RV? I couldn't find one and went to another PvP zone and they still aren't giving Patrol missions...so the 40+ heroes are SoL for that badge?? I could swear somewhere a Red said they'd place a contact in there for 40+ heroes...
EDIT: Forgot to mention...AVs in RV...impossible. I had a Heavy. A Shivan. Control of a fully armed Pillbox...a team of 5...and a team of 8...all attacking and barely scratched the AVs...and we were concentrating fire on just Ghost Widow...14 heroes, a shivan, a heavy, a pillbox with 4 turrets, and untold number of pets and so forth mixed in with heroes...and barely scratched Ghost Widow....
I really am not enjoying the elude/hibernate zone.
well warburg was already like that
i didnt even get to see any of the robots or AV's in the 5 minutes i was there either
So why do villains not have FA?
T
I agree that the no end/health only helps the already winning group, and most of the other points.
To the people who think it is a bug, read the I7 notes. You can get there by clicking on the link in the updater while you are verifying files after your next crash. It says:
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City zones
In PvP zones, if a character releases to the Hospital, they will respawn with 1 hit point and 1 endurance. This is to enforce a short delay on all characters before they can get back into battle.
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Of course, this is only affecting the side that is already undermanned and dying, but, oh well.
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If not for the fact that heroes got absolutely nothing else to do in this issue I'd almost ask that RV be blocked off for a mont or two to atleast give villains a chance to get some levels.
As it is heros just camp outside the door or at the pillboxes and they outnumber villains 5 to 1 at any given time.
I don't see any reason for a villain with half a brain to even venture in there for another month...
All this together means that any rewards gained by heroes will be gained without and risk since it's like rewarding them for fighting greys at the moment :-p
I mean the pillbox turrets aren't even spawning higher than an orange boss to my lvl 40...maybe give them something similar to giant monster code so they're equal to everyone?
It's kinda sad that my FF/Energy Defender can waltz in and own the place but my lvl 40 Ice/Cold Curroptor can't even take a single turret out.
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I was on Test tonight and saw heroes and villains working together (with a few exceptions). We would only take half the pillboxes or vice versa to see who would show up. I think most of us were testing the signature AV spawns to check out the badges. Even got to see some of the new PPPs up close and personal I also had to test how many villians it took to take me down, just for grins
At first I thought the signature AVs were too tough, but considering they drop a badge EACH when you defeat them, I guess it's a fair trade.
The only thing I wish I could have done is try out a heavy. I agree that they need to despawn more so others can have an opportunity to pick one up. The pads were either empty or camped Finally got to control a pillbox at least - I'm used to playing a MM and the controls were exactly the same, which is to say good. Wish I coiuld try this as a MM, but my toon's too low ATM.
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Hell do we even know if hero AVs will spawn?! Have the villains EVER had the zone?
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Yes, and yes.
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Unfortunately nobody could exit the base. Instead of letting the villains test themselves an the system the hero side is just crashing down upon them on test for their jollies.
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This is about one-third of the reason I stopped testing the other day. The constant disconnects and the fact that there was always a crowd of heroes right in front of the villain base, meaning that the PVP action was in front of the villain base, meaning that the villains were resorting to "get the heroes into the drones*" tactics made it not so much fun. You can only punch so many turrets or fight so many undamageable AVs before you get tired of constantly losing teams to LCTMS.
* Completely justifiable, IMO. Fight near the base, expect to get droned.
I wish there were a "safe zone" to a certain distance within any base in any pvp zone, or some other way to discourage base camping. It drags the PVP down.
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I agree that the no end/health only helps the already winning group, and most of the other points.
To the people who think it is a bug, read the I7 notes. You can get there by clicking on the link in the updater while you are verifying files after your next crash. It says:
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City zones
In PvP zones, if a character releases to the Hospital, they will respawn with 1 hit point and 1 endurance. This is to enforce a short delay on all characters before they can get back into battle.
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Of course, this is only affecting the side that is already undermanned and dying, but, oh well.
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Yeah, the new twist on respawning in RV seems great on paper, but I'm not sure it works well in practice. This zone has the most militaristic set of goals and dynamics, love it like I wanted to love Bloody Bay's setup, but it's most often a struggle of attrition in RV. More elaborate respawning favors the side that depends on respawning least - CoH. Are there going to be buff/debuff PvE missions in RV?
If it's meant to be a bone thrown to people who primarily play CoH and scrounging around for CoH-slanted content in I7, I'm not sure if the devs should bother. Heroes don't need the leg-up, that ship has sailed, and CoH-ers are resigned to take a break or wait for I8 for attention. A fair fight is all that the CoH PvPer minority want, so lather up the base value for buff/debuff tweaks for CoV in RV a little and then consider going back to the current status quo in 6 months. Just saying.
People are correct in citing that the CoV entrance is a classic killzone corridor with no air cover if memory serves. I thought Recluse's forces got there first? Why would they choose that? Why wouldn't there be a couple of armed air transports providing overflight to the death corridor that Recluse chose? The Arachnos Heavies are positioned a hair closer to the villain base, so that's good. It's about the only perceived advantage the villains have currently.
So....any idea when a time limit will be implemented on the Heavies...as well as a limit on how many any one person can control at a time? I was just in RV, and all 3 Hero heavies were controlled by ONE person.
Believe me, it's become very apparent that both of those adjustments should take place.
If not for the fact that heroes got absolutely nothing else to do in this issue I'd almost ask that RV be blocked off for a mont or two to atleast give villains a chance to get some levels.
As it is heros just camp outside the door or at the pillboxes and they outnumber villains 5 to 1 at any given time.
I don't see any reason for a villain with half a brain to even venture in there for another month...
All this together means that any rewards gained by heroes will be gained without and risk since it's like rewarding them for fighting greys at the moment :-p
I mean the pillbox turrets aren't even spawning higher than an orange boss to my lvl 40...maybe give them something similar to giant monster code so they're equal to everyone?
It's kinda sad that my FF/Energy Defender can waltz in and own the place but my lvl 40 Ice/Cold Curroptor can't even take a single turret out.