Official Thread for Recluses Victory: PvP Zone


Adam7

 

Posted

I don't think I'll be using Recluse's victory very often. I mean, it's fun and all, but I rather hate dealing with Stalkers.
I have two abilities that enable me to see invisible things, but the Stalker Hide still outsmarts them both.
Honestly, that's crap.
That, and I can never seem to hit one of those runts while they keep stripping away my armor and Rooted.
Now granted, I understand that there's supposed to be a form of balance between heroes and villains, but what I just described is not balance.
Stone Tank vs. Stone Brute, that's balance. That's a decent fight to watch.
Stone Tank vs. any Stalker: picture a mosquito killing a rhinoceros.
Now granted, root for the underdog and all that jazz, but we're not talking underdogs here, we're talking characters that are fighting each other with roughly the same levels of power.
Why can't I hit the stalker?
It has pretty much the same strength armor as a brute by that time, but I can hit a stone brute just fine.


My Stories

Look at that. A full-grown woman pulling off pigtails. Her crazy is off the charts.

 

Posted

your stone tank is beaten by a solo stalker? haha man that stalker is good and you must be bad


 

Posted

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blasters are all about burst dmg before someone can hold/kill them...i dont see a problem. pop some lucks instead of the breakfree, or pop the BF and a couple yellows (or buildup, OR aim, OR have tactics)

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Problem...when u pop the amount of lucks needed to make a difference..ud run out of breakfrees when the lucks wear off


 

Posted

if your blaster cant kill a troller during the 60 secs those lucks last, you should respec for pvp


 

Posted

unless ur lucky enough to have huge lucks...they last for 30 seconds


 

Posted

BU and AIM only last for 10, whats your point? you should unload your chain in those 10 secs and run whether your target's dead or not


 

Posted

Suppression not working in RV.

Anyone else notice this?


 

Posted

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This discussion has strayed from a discussion of break frees, but I'd like to make a small suggestion:

Have break frees dramatically lower accuracy. Their primary function should be for escaping overwhelming situations, not for plowing through holds and beating the neutered Dom/Controller down. Make break frees the escape inspiration, not the the attack with impunity inspiration.

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Sorry but this is IMHO a horrible and extremely biased suggestion
The fundamental problem with holds/status etc in the pvp game is that they are totally binary.
Thats flawed power design, and why PvP has become City of Inspirations.

(Almost) everyone's powers in pvp can be "nuetered" as you say - by inspirations.
Not to start a melee vs. ranged flame-fest, because thats totally not my intention - but I simply dont see as many melee or straight up damage dealing AT's complaining that respites effectively "nueter" thier ability to do damage.

But thats exactly what repsites do.


In my opinion whats killing both the immersion and balance in both PvP and PvE in this game is the over-importance of, and the over-dependancy players have on buffs, debuffs and healing.

This is why hero team's dominate in pvp - they can over-buff and surpass the "more offensive" villain AT's at "what they do best" the majority of the time and likewise why all corrupter teams are nigh-unstoppable.

The power levels of buffing and healing is totally out of control IMO.
Once *one* of these buffing/healing AT's show up they basically make thier side exponentially more powerful and difficult to defeat.

Hero or Villain side.

I dont see non-buffing / healing AT's making *that* caliber of contribution to teams in that dramatic of a fashion..ever.