Official Thread for Recluses Victory: PvP Zone
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7 months... and all we get for a lvl 50 pvp zone is a rehash of Atlas Park? What a joke. I'm glad I didn't renew my account.
[/ QUOTE ] so if you didn't renew your account why are you still posting here? and if you have villians but chose not to renew just your heroes...thats just silly.
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Where's the thread to start pushing for a FA nerf?
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im with you on that, boy nothing like wiffing against someone running elude and they just kick your butt while in retsu, funny thing how retsu and elude are the same power and with scrapper having 50% more hp's being unable to hide from them and they negating half your defense with a toggle, i felt like i was punished for killing all those unprepared noobs that had no tactics in the past.
the only scrappers i can officially pawn are Dark Armor ones, the rest totally were rocking me tonight. eh the tanks still sucked but what can they do besides taunt and take a beating. needless to say even buffs on a team didnt save my behind tonight, kin corruptors are cool and all but nothing can stop a scrapper running elude with FA except, well FA.
i guess if i had 5 sets of tactics running i could have done it, but tonight showed me my first complete A$S woopin in awhile.
fighting HO'd lvl 50 heros in WB = cake
fighting HO'd lvl 50 heros in RV = face in mud
i hate to say this but its about that time,
NERF FOCUSED ACCURACY NOW !!!!
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How can you guys even call for a nerf when you don't have your FPO's yet and aren't level 50... level out, get your enhancements, then if you still feel its needed cry nerf. But don't cry because you get owned when your fighting peopel that have had a longer time to get to where you will be soon enough.
A few things:
The heroes have more advantages than just slots and HO's:
Accolades, epic powers, and the 4 extra power slots make a huge difference. Also, just about all of the heroes are fully HO'd on test. due to the ease of duping them. On live when villains get their accolades, epics, and slots it will not be so 1-sided. Stalkers will have a field day in RV as long as they can get a teammate to grant invis. Some stalkers have already figured this out and were feasting on squishies last time I was on despite being vastly outnumbered. In 1 vs 1, ice and rad corrupters with web grenade will be demolishing meleers. With bodyguard, MM's will be disgusting when teamed. I still don't think dominators will be viable solo, but on a team they should be out-mezzing controllers by a longshot. Brutes with stuns and web grenade are very scary for just about every hero AT except the strongest scrappers and tanks. On top of this, every villain will have a pet. I wish they would give a level bump already because the rigged setup going on now isn't accomplishing much besides making villains whine and heroes get bored.
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I have a suggestion:
We all have seen how congested (read: laggy) Atlas Park can be with City Hall the epicenter of dozens of characters emoting. Those of us with 50's have trecked through this mess for mission only to be bombarded with tells begging for influence and or PL'ing.
Conversely, Galaxy City is usually comparitively empty and quiet.
May I suggest we move the entrance to Recluse's Victory to the Data office in Galaxy?
It would drive a little traffic to this underused zone, be gentler on low-end machines, and other-wise be easier on the level 50's who have to travel through the low zone to get there.
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Fantastic Idea or even better, have one in both, its a portal...like they can't have 2!
Also...why is there no official thread for "Heavies". I'm still having trouble finding out where to pick one up for a hero. I've seen the Villian Spider platforms...but can't find the hero location.
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Where's the thread to start pushing for a FA nerf?
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im with you on that, boy nothing like wiffing against someone running elude and they just kick your butt while in retsu, funny thing how retsu and elude are the same power and with scrapper having 50% more hp's being unable to hide from them and they negating half your defense with a toggle, i felt like i was punished for killing all those unprepared noobs that had no tactics in the past.
the only scrappers i can officially pawn are Dark Armor ones, the rest totally were rocking me tonight. eh the tanks still sucked but what can they do besides taunt and take a beating. needless to say even buffs on a team didnt save my behind tonight, kin corruptors are cool and all but nothing can stop a scrapper running elude with FA except, well FA.
i guess if i had 5 sets of tactics running i could have done it, but tonight showed me my first complete A$S woopin in awhile.
fighting HO'd lvl 50 heros in WB = cake
fighting HO'd lvl 50 heros in RV = face in mud
i hate to say this but its about that time,
NERF FOCUSED ACCURACY NOW !!!!
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How can you guys even call for a nerf when you don't have your FPO's yet and aren't level 50... level out, get your enhancements, then if you still feel its needed cry nerf. But don't cry because you get owned when your fighting peopel that have had a longer time to get to where you will be soon enough.
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10 levels and 18 slots or whatever it is, won't change my power selections or my playstyle, currently as it stands, alot needs to change in both the mentality of the players and the devs for pvp to achieve any kind of parity.
Right now as I see it:
Controllers need to be tweaked, less damage more squishy-With containment and debuffs they are putting up near scrapper damage consistently.
Can someone clear up how scrappers critical in pvp? I played as my scrapper and destroyed an entire villain team and seemed like I had a 25% chance to critical instead of a 5%. This seems true as well from being criticalled, over and over again on my villains.
We need more accurate and just plain more numbers on the PPP's to determine their viability(for example mag, resist %'s, debuff %'s etc). Currently the only power selections that seem viable to non-stalkers are the armors (depending on the %) and the -jump on the grenade type powers.
Brutes need their fury fix asap so that they can pose a real threat to other melee type toons who currently ignore the brutes and scatter or destroy the squishier toons ie doms and corrs.
APP's in general may need to be adjusted though its hard to say with all the buffage going on in RV right now where the powers end and the buffs begin to get a true idea of how much may need to be changed.
Villains need to change to though in order to be effective, and not just some power changes. We have to accept that as we stand now we don't have as much synergy between AT's as heroes do and that we will be fighting an uphill battle.
As it stands we need more brutes with slotted taunt to keep the squishies alive, we need more corruptors focusing on buffs and less on damage. We need MM's to buff/debuff and with bodyguard even start tanking (taking taunt/provoke). We need more dom's period. We have to rely on stalkers for our primary burst damage and they must start accepting that they need to team.
So basically we have to play like hero AT's ,but not be as good at it, to stand a chance until the dev's change their mindset on what pvp should be like.
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The heroes have more advantages than just slots and HO's:
Accolades, epic powers, and the 4 extra power slots make a huge difference. Also, just about all of the heroes are fully HO'd on test.
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My scrapper has ZERO HOs. He also doesn't have tactics, focused accuracy or conserve power. I see stalkers with nothing but Focused Senses.
I didn't even USE my dark mastery except against AVs in RV. The only villain that I couldn't rip through was an em/invul brute thanks to his high s/l dam-res.
Be well, people of CoH.
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The heroes have more advantages than just slots and HO's:
Accolades, epic powers, and the 4 extra power slots make a huge difference. Also, just about all of the heroes are fully HO'd on test.
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My scrapper has ZERO HOs. He also doesn't have tactics, focused accuracy or conserve power. I see stalkers with nothing but Focused Senses.
I didn't even USE my dark mastery except against AVs in RV. The only villain that I could rip through was an em/invul brute thanks to his high s/l dam-res.
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I couldn't kill anyone.
With all the lag I was getting along with being an Ill/Emp troller, solo'ing is nigh impossible.
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One thing that always turns me off to going to Warburg in CoH when Im leaving a toon in the 40-50 range...it takes so long to get there from pi. And my 50 is parked in the Hive, so thats a long hike too. This is one thing that was well done about CoV...all the gates to the PvP zones are in the according PvE zone.
Is there anyway we could do one of the following...
1. Make an enterance to RV in pi
2. Make a gate that takes us to atlas from pi
3. Move the RV enterance alltogether
Another complaint about having it in Atlas is lag, especially near the statue. Its like putting it in Talos.
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Ever try Base Teleporter Pads?
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ok to defend the OP on this... I'm not sure how you have a level 50 tank and not know that the Telepads in COH are crap compared to the Pads in COV. We have way more zones then they do, and our telepads only go to zones that are really crappy.
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Some people have CoV only for bases. I know a few people who have it and never played a villian; they just wanted to have base content.
And although the exits may be "crappy" for heroes, I'm not sure there's any way to go from PI >>> base >>> RV without a new beacon or something. You would have to go from base portal >>> base >>> Perez >>> AP >>> RV, which may or may not be shorter than taking the long way.
There is a base portal in RV, which means that you can go to and from your base in RV... once you get to RV. I suspect that the reason they put a base in RV is so you can RV >>> Base >>> Empowerment Station >>> RV.
Which makes me wonder... has anyone checked out the other PvP zones to see if base portals were added to those as well?
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Yeh you can TP to the hollows to get to Atlas, but what about the return trip?
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The return trip? Take the base portal in Atlas or RV, of course But it still depends on your destination (of course).
Any chance we could get a couple days where villains who want to test RV can get an automatic bump to 50 (and open an entire PPP and get fully slotted)? There just aren't enough villains in their early 40's, to say nothing of any who have filled out their PPP's, to really see this zone work properly. There's so much other villain content to test, we need an incentive to get more in there. It's always 10:1 odds for heroes, and from what I can see from the comments in the PPP threads, PvP in RV will be a joke if the hero APP's outshine villain PPP's so drastically.
Please, consider some events like you did with the old PvP zones during CoV beta.
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NERF FOCUSED ACCURACY NOW !!!!
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The only thing that needs to be nerfed with Focused Accuracy is the endurance cost. Any one toggle that costs more in endurance than all other toggles combined is ridiculous.
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/seconded.
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"Fare thee well on thine departure from CoX, and let not the door hitheth thee where the Good Lord hath spliteth thee. We look upon this not as the loss of a comrade, but rather as the gain of bandwith, and we shall not cry, but shall rejoice in this. All those present say Amen, and CYA!"
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AMEN Brother!
*much rejoicing*
On a more relevant note:
I am not a fan of PvP, to be perfectly honest, I despise PvP and I think it should never have been put into this game.
HOWEVER, Recluse's Victory might just change that. The cycle is too fast, but that might be because it is on test. I remember the giant monsters (Lusca et.al.) spawned alot more often on test than on live.
The pillboxes are way too easy to take.
The heavies are awsome. I almost wet myself from joy when I got one (Hero side). And I almost wet myself from joy again when I got wacked by a villain side heavy... That was ugly and boring though.
Move the force field barriers out to the warwalls, as it is, it is just silly.
I didn't have the "pleasure" of seeing the villains win the round this time, but I will most likely be back.
Regarding the heavies, they perform exactly like Mastermind pets, so read up on that in the help section. Once you get the hang of it, it is really easy... at least compared with managing 6-7 errant henchmen, all out to get you in trouble at the earliest possible opportunity.
The Heavies (Mastermind) pet AI seems a bit buggy though. The heavy was rather sluggish and (hah hah) heavy, but other than that a fun experience.
The signature heroes/villains spawn/despawn really needs to be changed. I saw a purple name in the far far distance a couple of times (Sirocco at least, and MAYBE Black Scorpion) but they vanished long before I reached them. Don't despawn them, at least not until all the pillboxes are under (to them) enemy control.
But as I said, the major issue is the cycle. It ought to take at least 5-10 minutes to take all the pillboxes if the effort is fairly organized. Then the side holding the pillboxes should have to hold them for at least another 10 minutes, before the zone reverses.
The "downtime" should really be more than 5 minutes too.
Main Hero: Flame Blade (Scrapper lvl 50; Katana/Regeneration)
Main Villain: Elenor Seahawk (Mastermind lvl 44; Necromancy/Poison)
My Arcs: #337278: Learning Curve
Fight my Brute: SMASH
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Any chance we could get a couple days where villains who want to test RV can get an automatic bump to 50 (and open an entire PPP and get fully slotted)? There just aren't enough villains in their early 40's, to say nothing of any who have filled out their PPP's, to really see this zone work properly. There's so much other villain content to test, we need an incentive to get more in there. It's always 10:1 odds for heroes, and from what I can see from the comments in the PPP threads, PvP in RV will be a joke if the hero APP's outshine villain PPP's so drastically.
Please, consider some events like you did with the old PvP zones during CoV beta.
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This would be nice, and not an outrageous request.
RV content is pretty much untestable.
Everytime I zoned in it was 15 over-buffed tricked out lvl 50 heroes team-ganking 1-2 lvl 40 villains.
"..LET THE VILLAINS WIN"
Was consistantly repeated in /broadcast.
Im probably being wildly optimistic at thinking this will change somewhat when I7 goes live.
The heroes can simply out-buff, out-heal and out status-jack the villains.
Villain offensive capability cannot currently match hero defensive and buffing capability - which also enables them to increase thier offensive capability dramatically.
And since every issue seems to make buffing and healing more critical to success ( monster, elite boss and AV changes for example) it puts the villains farther and farther down the power-level scale.
"Just get a lot of corrupters.." isnt a solution.
Please address this?
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i am still crshing when i enter/exit recluse's victory, happens when it enters the loading screen, then have to restart my pc cause it bugs my pc out from the crash =/
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Yes, I am too. Even after turning ALL graphics options to the MINIMUM allowed by the program...it loads to 1/5th or 1/4th...then my video driver stops responding! Really hope I7 won't do this too
{Edit} This is happening from both Hero AND Villain sides!{/edit}
{2nd Edit} This also includes starting the program for a toon who tried to zone to (and presumably is in) Recluse's Victory: when choosing that toon, the bar does the same progress, then WHAMMO{/2nd edit}
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This was a regular occurrence for many people in the early stages of CoV beta. Hang in there...they'll fix it!
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Well, yeah, but during Beta, turning all the graphics to the minimum worked...oh well, so long as I get to have fun in RV when I7 hits
lol i thought id never see the day where onslaught was brought to COH/COV
I believe in quality, not quantity. also i have a short attention span...
Guardian
Main: Goomba: 50-Tank Inv/stone...2892 hours
33-Brute
Pinnacle
Secondary Main: Captain Battleship: 22-Tank Inv/SS
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Also...why is there no official thread for "Heavies". I'm still having trouble finding out where to pick one up for a hero. I've seen the Villian Spider platforms...but can't find the hero location.
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There are three of them strung out in an arc from the Hero base along the western side to the south wall. Players with Heavies keep them after a zone reversion if they haven't died, so you rarely see a hero Heavy pad with a Heavy on it. Also, players can snag more than one Heavy at a time.
Actually, I think that players should be limited to one at a time, and perhaps lose the Heavy after a zone reversion - just to keep things fresher.
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Actually, I think that players should be limited to one at a time, and perhaps lose the Heavy after a zone reversion - just to keep things fresher.
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I agree with players only having one at a time: absolutely should be changed to this; but rather than losing it with zone revision I'ld like to see a timer of some sort. Say half an hour.
Got my hands on a Heavy the other night and must say they are powerful. Do see a problem with them though. I was able to fly around bringing death and destruction to Aracnos forces with impunity. The mobs aren't large enough to bring any danger to the Heavy. So its very little risk for exp. with one of these things.
Just think this might need some looking into.
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Can someone clear up how scrappers critical in pvp? I played as my scrapper and destroyed an entire villain team and seemed like I had a 25% chance to critical instead of a 5%. This seems true as well from being criticalled, over and over again on my villains.
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I would also like to be reassured on this one. I have raised this concern before, but with no response. I have a very strong feeling it is more in the range of 15% rather than 5%, which is fine I guess though I would like confirmation. I rarely go a fight with a scrapper when I don't get hit by at least one critical. It sure doesn't take a scrapper an average of 20 attacks to kill me either. More often they only hit me about 3times whether they win or lose. With no lag they lose, with lag they will beat my corruptor senseless because I can't kite.
My general impressions of RV:
-I cant speak for any other villain ATs but;
-awesome, loving the whole zone
- my corruptor still absolutely destroys in most 1on1's and even
some 1on2's (outside of lag that is)
-can't wait to get my -jump powers, I will make lives so miserable for heroes they will all change over to TP
-lag was horrendous, but there was about 100 heroes and a good 50 villains.
-FA doesn't seem to affect my corruptor's performance as I stopped using Rad infect for the tohitdebuff awhile ago, now I use it primarily for the defdebuff (though if people miss I don't mind). Like I say with -jump, lingeringrad, and other ice attacks they won't be closing on me and their powers don't recharge.
-controllers have definitely become a major threat, rather than my corr's main annoyance. Not being able to mez them certainly has its downsides.
-blasters are even better melee masters with FON going and pff to retreat to when things hit the fan.
-tanks never were or are now a threat (except if an /em gets you by surprise) and unless you have half an hour, or another player with me, I just ignore them (keep on hibernating tanks it makes me smile every time)
Overall: the APP's that heroes have don't really affect my corruptors abilities. Some targets got harder to kill, but some will get sooooo much easier to destroy with the jump + LR. All I can suggest is that you dont stray far from you precious hero huddle, or be prepared to spam the HELP! Key a whole bunch
Assuming the zone has the playable level of lag that the other pvp zones do once it goes live I am very much looking forward to it.
Frosticus
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Move the force field barriers out to the warwalls, as it is, it is just silly.
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I think the shrunken size is to cut down on battlefield sprawl, and to keep the invisible structures that change less noticeable (for example, the Atlas/Recluse statue area).
Realistically, after the first month or so when I7 goes Live, RV will be like most PvP zones with far less traffic usually - no need for all that space inside the warwalls. Also, when the zone changes to the villain theme, there is lot built on the outsides of the buildings behind the barriers that appear. All that stuff is there before the change occurs and has boundaries in the physical space, but is invisible. Fencing off that area allows for elaborate construction as in the Rogue Isles, without having a bunch of invisible architecture in which to get tangled up.
And, yes, the cycle seems a little fast.
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Actually, I think that players should be limited to one at a time, and perhaps lose the Heavy after a zone reversion - just to keep things fresher.
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I agree with players only having one at a time: absolutely should be changed to this; but rather than losing it with zone revision I'ld like to see a timer of some sort. Say half an hour.
Got my hands on a Heavy the other night and must say they are powerful. Do see a problem with them though. I was able to fly around bringing death and destruction to Aracnos forces with impunity. The mobs aren't large enough to bring any danger to the Heavy. So its very little risk for exp. with one of these things.
Just think this might need some looking into.
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A timer might work well. You bring up a good point about xp soaking with a Heavy in tow. Having a Heavy around does diminish demonstrably one's vulnerability in the zone from PvP threats and PvE threats alike. There's a potential xp exploit here once I7 exuberance cools.
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I have a very strong feeling it is more in the range of 15% rather than 5%
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Many of the tier 9 attacks in scrapper primaries have a higher chance to crit. Almost positive that headsplitter has a 25%, for instance.
Im guessing the 5% is rounded from the entire line.
got a question about taking pillboxes: If a defender is phased or invisible do they count as being around for stopping a pillbox transfer? I imagine two people with phase shift or even a stalker at stealth cap lurking near a pillbox making it untakable
My favorite quote from a hero in the zone so far:
"Hey, I haven't been AS'd yet! And I've been here for an hour!"
BTW, I play a stalker and while I have gotten a few off it was pretty much only noobs stading alone on top of Atlas or afk people.
As I suspected the zone is curbing most of what people feared in Siren's about Stalkers. Everybody see's me and nobody misses me. :P
A player who wants to just cause problems for his side can take over the turrets of a friendly pillbox and dismiss them, destroy all of them and leaving the pillbox defenseless.
I recommend removing the dismiss command for turrets.
My Going Rogue Trailer
Virtue (blue) - Wes The Mess
Virtue (red) - Jess The Best
@Razoras
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NERF FOCUSED ACCURACY NOW !!!!
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The only thing that needs to be nerfed with Focused Accuracy is the endurance cost. Any one toggle that costs more in endurance than all other toggles combined is ridiculous.
Shard Warrior - 50 MA/Regen/BM Scrapper
Founding Member and Leader : Shadow-Force
Co-Leader: Council of Heroes
"Whatever evils come this way... we will be there to stop them."