Official Thread for Recluses Victory: PvP Zone
I think its a good idea personally. It means that its easier to go after a pillbox that the other side has already captured. ie, you will often need a defending force to help hold the pillboxes while your assault team takes others. Whats dumb about more strategic depth?
Thorizdin
Lords of the Dead
Old School Legends
Well, I was just in RV and we actually managed to take both Black Scorpion and Lord Recluse both down! Without the Heavies and with arouyn 30+ heroes, they were actually quite easy. Did they somehow debuff them without a patch because a few days ago it was nigh impossible to even put a scratch on them.
From the latest patch notes...
Recluse's Victory: Players can control Heavy units again. A character can only control one Heavy unit at a time.
Recluse's Victory: Alternative sally port exits have been placed in both hero and villain bases, to help alleviate front door camping. Each base has two new doors near the temporal portal on the ground floor. These are connected to 5 doors inside the zone, which will be randomly chosen each time a door is used. The outside doors are not guarded, so players use them their own risk.
In the hero base they appear as manholes, in the villain base they appear as sewer entrances.
Recluse's Victory: Fixed more bugs that caused captured Turrets to disappear or spawn in the wrong location.
I think the sally points will definitely prevent base camping. Though I expect people to complain about the random part...
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I think the sally points will definitely prevent base camping. Though I expect people to complain about the random part...
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Random as they can't camp the same sewer entrance instead of of the base... pfft.. let them complain. All I will hear is the soft buzzing of white sound.
Now all I need to be happy is to see the "Brute Fury Fix" while I mash heroes into a pulpy bean curd.
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From the latest patch notes...
Recluse's Victory: Players can control Heavy units again. A character can only control one Heavy unit at a time.
Recluse's Victory: Alternative sally port exits have been placed in both hero and villain bases, to help alleviate front door camping. Each base has two new doors near the temporal portal on the ground floor. These are connected to 5 doors inside the zone, which will be randomly chosen each time a door is used. The outside doors are not guarded, so players use them their own risk.
In the hero base they appear as manholes, in the villain base they appear as sewer entrances.
Recluse's Victory: Fixed more bugs that caused captured Turrets to disappear or spawn in the wrong location.
I think the sally points will definitely prevent base camping. Though I expect people to complain about the random part...
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Wait. Wait. Waitwaitwait, wait-wait....wait. OK. I just wrapped my brain around the devs implementing player ideas AND fixing bugs...AND while before the patch releases, not to mention to actually fix zone problems! Woo.
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From the latest patch notes...
Recluse's Victory: Alternative sally port exits have been placed in both hero and villain bases, to help alleviate front door camping. Each base has two new doors near the temporal portal on the ground floor. These are connected to 5 doors inside the zone, which will be randomly chosen each time a door is used. The outside doors are not guarded, so players use them their own risk.
In the hero base they appear as manholes, in the villain base they appear as sewer entrances.
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I have been harping on this for months in the zone PVP forums, and I made a case here in the RV thread. I'm glad to see they were actually able to implement it and I hope they can transfer that to the lower lvl zones as well.
Now we just need prestige for all PVP kills in RV, and then bonus prestige for whichever side controls the zone. With base raids in, this zone could be the king of prestige earning for groups that want PVP and a decent way to earn prestige on a daily basis.
Kudos to the Devs from LotD.
... that we have 6 doors to camp instead of just the base? I know where I'm setting up my deathtraps now. Bonus points for killing the opponent before they finish zoning.
Yea and then you have those laggers (which is most of my friends) that take a while to log in so they just kinda stand there. I think we should pop in just like the Teleports in our base work just totally random on the map not a spacific point.
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... that we have 6 doors to camp instead of just the base? I know where I'm setting up my deathtraps now. Bonus points for killing the opponent before they finish zoning.
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That's fine.. and the person you just death trapped will pop up the next time at another door and AS your camping behind.
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Yea and then you have those laggers (which is most of my friends) that take a while to log in so they just kinda stand there. I think we should pop in just like the Teleports in our base work just totally random on the map not a spacific point.
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At least for villains, the base teleporter always drops you at the same spot. Even for BB, it is not completely random, there are just no markers for the spawn points on the map.
If the door is in the same zone and works like Mayhem missions do, there won't be zone loading lag time.. just the animation lag from walking out of the door.
it's a nice turn of events on the test server today. Bajillions of villains everywhere and the heros running for the hills.
Every now and again you will see a well organized team of heros make a stand and start making headway....then BAM! They get zerg'ed by the army of elec/elec Brutes that are overtaking the server.
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From the latest patch notes...
Recluse's Victory: Players can control Heavy units again. A character can only control one Heavy unit at a time.
Recluse's Victory: Alternative sally port exits have been placed in both hero and villain bases, to help alleviate front door camping. Each base has two new doors near the temporal portal on the ground floor. These are connected to 5 doors inside the zone, which will be randomly chosen each time a door is used. The outside doors are not guarded, so players use them their own risk.
In the hero base they appear as manholes, in the villain base they appear as sewer entrances.
Recluse's Victory: Fixed more bugs that caused captured Turrets to disappear or spawn in the wrong location.
I think the sally points will definitely prevent base camping. Though I expect people to complain about the random part...
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Awesome. It may not make the zone all things to all people, but these changes do remove a fair amount of potential [censored] and moaning once this goes Live.
Shout out to Archon_Voss and his crew!
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it's a nice turn of events on the test server today. Bajillions of villains everywhere and the heros running for the hills.
Every now and again you will see a well organized team of heros make a stand and start making headway....then BAM! They get zerg'ed by the army of elec/elec Brutes that are overtaking the server.
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It's the Bloody Bay event all over again. Delicious.
The side ports are nice, but still.
Geez.
Rez with *half* health at least, or disable the timer. One of the two. Otherwise... rest for 30 seconds. :P
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About time I added my two cents...
1. First off I want to hand it to Cryptic for making a kick-[censored] PvP zone that puts every other zone PvE or PvP, to shame, NICE WORK. BUT there are a couple things...you know quid pro quos, etc...
2. The Signature Heroes and Arch-Villains are sweet, but the ones with defense and resistance are WAY off the walls, they need a major debuff towards their resistance and defense powers, and powers like Moment of Glory, Elude, Unstoppable, etc should have a MUCH longer recharge, currently once Captain Mako's health gets low he activated Moment of Glory and heals to full HP, by the time he is usually brought back down it has recharged and he is stuck in a cycle of never-ending battles.
3. Scrapper/Blaster holds need a decrease on their hold times, giving such hard-hitting Archetypes completely gimps hold resistance-less, squishy types like corrupters and dominators. AT least give them the 32 second recharge crap we get...
4. When the zone reverses it resets the skin/graphics to the hero ones, even if the villains controlled it last, is this a bug, or working as intended, if it's the later of the two then I think it should be re-thought. :*(
5. No mission contacts or patrols?
6. Why can't re-inforcements, like Siren's Call Longbow and Arachnos spawns guard captured pillboxes, right now they just seem...eh when there aren't heroes guarding them, which happens alot as groups move on to take other boxes.
7. No Paragon Police? :*(
8. Mini-Heavies...Eh, cool, but why teh two shotting of them?
9. Heavies...Hmm, please put them back once you're done datamining... Other than that make them less like zombies, I find it quite often my heavies take me on a most wonderful journey around the zone ending up with them stuck inside of objects
10. Patron Powers < Ancillary Powers when Posi said in an interview Patron Powers > Ancillary Powers... It makes me feel so gimped in high-level PvP...
11. Past the Patron Power V.S. Ancillary Powers thing and the scrappers and blasters being able to hold corrupters and dominators not carrying break frees without knowing anything other than all they have to do to win is hold + smash attack buttons...
12. Running out of suggestions...
13. Back to the signature heroes/av's, I don't see some of the smaller servers like triumph always having even a sliver of the numbers needed to take some of them, could we get a minor scaling change that gives them slightly more power when dealing with tremendous numbers in their general area, as compared to a very few?
14. I feel lonely and empty in this zone alot, can we boost the spawn numbers/groups of spawns and make it feel like a REAL warzone?
15. Increase the dimensional reversion timer by a few minutes minutes or something, its kinda anticlimactic to engage in such a great battle for what... A couple measly minutes of control?
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As to #13...Move to FREEDOM
sure, as soon as they allow server transfers
Just tried out the event at RV and holy cow it was so much for. I was playing in RV 2 as Rai the BS/Regen scrapper if anyone reconizes me
Was trying out a weird build that incorporated invoke panic into my build. Fearing people was quite awesome and sometimes I got entire groups with it. The fear effect doesn't last very long tho :/ Long enough for me to walk up and do a buildup headsplitter/disembowel tho. And regens have a problem dying apparently.
As for the actual zone, capturing the pillboxes is one wicked cool game. I joined a party shortly after entering, and we were zerging around finding pillboxes and taking time to deal with villains as they approached us.
We lost the first round, but managed to stop the zone from reverting somehow, then went on to win the second round.
Anyways, this was great fun, and I didn't even notice any bugs. Freakin 3 AVs spawning at once is crazy though. I got one shotted by one once, the signature AVs are just nuts.
Yeah... you were actually one of the easier targets to kill... not like that "exploit" guy, he was annoying as hell.
I'da stayed around to prevent that second capture, but I had to go eat...
Will be back for more, I've got a lot of builds to test still...
Off in another tangent.... I'm glad the Tankers were doing so well there... It's about time they got to actually *tank* in PvP again and be of use. Ufortunately They're still being totally overshadowed by certain Scrapper builds though. ...Methinks those Scrappers will be the FotM's again like they were in Issue-4 until they're "dealt with" again in Issue-8 as they were in Issue-5... either that or something will be put in to prevent them from "jousting" in and 2-shotting squishies so easily.
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Yeah... you were actually one of the easier targets to kill...
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Aww Well, I've never played a regen scrapper before, but that's all I got to my defense.
Who/what were you playing when you killed me?
EDIT:
I'd continue playing, but it's 12:50 am down here and I've gotta work tomorrow
I'm sorry but the Signature Heros/Villains are way overpowered. Not that I don't like them being powerful, but when one of them can tear through a full group and all the turrets of a Pill Box in less then a minute its a bit on the overpowered side.
Villain ATs just don't have the hp to stand up to Positron, Manticore and Statesman.
RV is fitting for 50's. And villains, if they coordinate, are every bit as powerful as heroes. I don't want to hear any more gripes. Overall the Devs did a great job with the zone. It was hectic and fast paced and full of excitement. I think it may have gotten a little too hectic at times, because the action did not stop. The whole no health/no endurance thing has got to go. It is just a hastle really.
I killed as a couple different "under powered AT's" so no one should be really complaining. I even killed as a fire/kin controller, so other trollers surely have a chance. Used an elec/elec blaster build too...not very useful. I think I was just not made for PVP; I just gotta go back when I hit 50. Definitely a cool zone.
Drawbacks: MM's rock if all the pets are thereand you are used to playing with them AND you can transport them, but if you can't transport them, you are absolutly useless. Tanks may be over powered. There were a bunch of villains already attacking this tank and I rolled up with my Thug/dark MM and all pets AND Gang War and it still took a while to kill him. Still fun though.
Overall: if the zone calms down just a little(due to everybody and their mama being on test) and the signature AV's /Heroes get tweaked, it could be an EXTREMELY addictive zone.
I'm REALLY enjoying the lack of inspirations in RV on test right now. I'd play in there on live often, on both sides, if they flat out banned inspiration use in PvP.
The entire zone feels balanced. Folks that are Eluding are almost impossible to hit. Got your 9th tier dam-res power up, you're NOT taking much damage and it WILL take several enemies to bring you down.
On the flip side, I ran a dom, 2 different builds.. was WAXED 6 times, and got one lucky kill on a hero squishie of some type. Maybe if villain squishies each have their own brute with taunt 6 slotted they'll be ok, but trying to play a squishie solo in PvP is a freaking suicide mission.
Be well, people of CoH.
Well. So far, Masterminds are useless in RV, and Dominators are as well.
Bodyguard, does nothing for MM's in this zone. Had a scrapper take me out in 10 seconds even though all six of my pets were on Bodyguard mode.
Dominators, well, we know that both Domi's and Controllers can't really use their Controls that well since everyone can use Inspirations to become immune to Controls. They are then left with their secondaries, which Dominator secondaries are not very useful without being able to immobilize or strip the travel powers of their oppoent. Controllers on the other hand can use their secondaries to full power.
Tankers, Scrappers, Defenders, Controllers, and Blasters are all able to useful in this PvP zone. (I assume Kheldians as well)
For the villains we only have Stalkers (Who are incredibly useful, but take time), Brutes, and Corruptors. Brutes do need backup to strip travel powers and such, but with Scorpions EPP, they can do that on their own.
I also noticed that someone controlling a Heavy can also use all of their normal powers, which seems, well, a little broken to have a Hero AND a lv 54 Elite Boss.
Oh, and last thing, Longbow patrols are still winning every fight against Arachnos patrols. (Due to longbow being more powerful, which is why they have an exp bonus). Arachnos, really needs to get boosted up to Longbow for any semblance of balance.
Damage Proc Mini-FAQ
Just noticed Damage Proc Mini-FAQ wasn't working with new forums, it's been updated.
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Yeah... you were actually one of the easier targets to kill... not like that "exploit" guy, he was annoying as hell.
I'da stayed around to prevent that second capture, but I had to go eat...
Will be back for more, I've got a lot of builds to test still...
Off in another tangent.... I'm glad the Tankers were doing so well there... It's about time they got to actually *tank* in PvP again and be of use. Ufortunately They're still being totally overshadowed by certain Scrapper builds though. ...Methinks those Scrappers will be the FotM's again like they were in Issue-4 until they're "dealt with" again in Issue-8 as they were in Issue-5... either that or something will be put in to prevent them from "jousting" in and 2-shotting squishies so easily.
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aw hulbert, that's not like you to be so shy. go ahead, call out those people that need to be nerfed.
Level 50 is a journey, not a destination.
▲Scrapper Issues List - Going Rogue Edition▲
im enjoying that AND the lack of EPPs
yeah apparently when a pillbox is taken the turrets respawn as lvl 50
pretty dumb huh