Draft: PvP Community Wish List
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Placate is bugged and occasionally wont work.
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Placate is insanely overpowered and is an instant escape in small fights. It needs to be resistable or more resistable (not sure if you can). Maybe require a to-hit. Though most Stalkers don't need it especially.
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Tanker Taunt and Scrapper Provoke also are Auto-hit, so it works the same way in reverse. In addition, Placate is not AoE and is Single-Target only. Therefore, Stalker AS->Placate->Follow Up Attack could be interrupted at any point by someone who is paying attention and either a) KD/KU b) Confuse/Fear c) Do enough damage to kill them d) Taunt by an outside party.
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Taunt and provoke are auto hit in PvE only. In PvP both have a tohit check.
Any more opinons on if placate's overpowered and needs a tohit check? If there's consensus I can add it.
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as a single target it's not overpowered as an auto-hit for what it does (by the time they wave at me, I'm normally off in another direction anyway), if they ever wanted to make it multi-target then it should require a to-hit check similar to taunt.
BAxe Taunt, EM Taunt, etc... Red Tomax needs to update his site then.
Sure, add a ToHit check, drop it on Test, run the post count on the Stalker forums, then on all the Squishie's forums, see who has the larger numbers of Kudos vs. Decrying (or the K ratio) and make it permanent based on the disparity.
Yeah, the reason you can slot acc is because it's not auto in PvP.
/agreed that there would be too much controversy about nurturing placate.
VERY good post. I can quibble with some things (decreasing npcs in zones -- thats what arena is for), but overall very extremely good, particularly in revealing the loc of the arena map problems and related exploits.
My top priority (by far):
* The difficulty of leveling and equipping toons decreases the number of people who can get involved in competitive PvP. Make a paid PvP expansion where you can auto level to 50 and get unlimited loot for a toon, but can only play in the arena and PvP zones.
Especially considering there are only two ways to get back into Hide for crits:
<ul type="square">[*] Placate[*] Wait 10 Seconds without getting Hit... by anything[/list]
Making Placate have a ToHit check, in addition to all the others damaging powers having a ToHit check, 95% Defense to All, and the amount +Per available in SC, I'm sure will make Stalkers less desirable to play.
That seems to be the ultimate goal for alot of the crusades to nerf anything Stalker-based. People hate fighting them and will do anything to cull the population, even to the point of neutering them.
[EDIT: This thread is definitely not the right one to argue the italicised point, if you want to discuss it with me and others, please start a new thread.]
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From a vill perspective only and not requiring mass programming changes.
How about upping the dmg for vill ats in pvp only similar to the 30% unresisted dmg or 100% unresisted crits in pvp only blasters and scrappers enjoy.
We need a villian version of a blaster. Make a corruptor the same base dmg as a blaster and remove blaster unresisted dmg in pvp only. The reason that put it there is long since gone. Blasters will still get their 162% dmg boost from aim and bu so they won't cry, oh and match corruptor aim to at least defender aim if not blaster aim.
Domintator should get a dmg boost on thier secondaries. It's dmg for goodness sake, .65 is way too low. Bump them up to corruptor dmg level to match defender ranged attacks. Also please give them a the same acc as a controller. Dom holds miss even with domination up.
Corruptor debuffs should be unresisted the same as defenders and do the same percentage as defenders. Why make their primaries so defender like then gimp them with controller secondaries?
Brutes should match tanks on dmg base. Fury is broke in pvp, period. You have had ages to fix it and you cannot seem to. Just make them the same as tanks and be done with it.
All of these are simple number changes and small changes to heroes (just removing unresisted dmg - because the reason for it is long since gone). These alone would go a long way to making the zones more balanced and have little affect on hero v.s. hero arena and would even encourage viable hero v.s. vill arena pvp.
Excellent work on compiling the list... something like this has been necessary for a while, at least for discussion purposes, and in many cases for the sake of making changes a reality.
...That said, not to be a downer, but there are a lot of things on the list I disagree with, not because of the basic ideas behind them, but rather because of the effects they would cause. Whether it's smaller issues like giving cameras +Perception or larger issues of normalizing the "affecting self" timer and giving resistance to cage duration, I see a lot that I don't agree with.. and some things I do, like cross-server arena, fixing power bugs, etc.
Since I just realized that this thread is for discussion of these issues more so than a finalized list, I guess I'll post more later when I have time
Side note, I've never *not* had the /ai -> teleport to arena thing work when it's done in the following fashion: one player creates match, then lists it before any arenainvite, THEN arenainvites the person needing a teleport. I've done this plenty of times without fail, sometimes just to move a lowbie from Mercy to Port Oakes in a few seconds.
Absent from your Zone bugs list was the map holes in Siren's Call. GJ on the list though!
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Excellent work on compiling the list... something like this has been necessary for a while, at least for discussion purposes, and in many cases for the sake of making changes a reality.
...That said, not to be a downer, but there are a lot of things on the list I disagree with, not because of the basic ideas behind them, but rather because of the effects they would cause. Whether it's smaller issues like giving cameras +Perception or larger issues of normalizing the "affecting self" timer and giving resistance to cage duration, I see a lot that I don't agree with.. and some things I do, like cross-server arena, fixing power bugs, etc.
Since I just realized that this thread is for discussion of these issues more so than a finalized list, I guess I'll post more later when I have time
Side note, I've never *not* had the /ai -> teleport to arena thing work when it's done in the following fashion: one player creates match, then lists it before any arenainvite, THEN arenainvites the person needing a teleport. I've done this plenty of times without fail, sometimes just to move a lowbie from Mercy to Port Oakes in a few seconds.
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Hmm, maybe it's not listing the matches and ai-ing first that causes the bug? If we could nail down exactly what does it (because there've been plenty of times I've not gotten tped and had to trudge places).
For camera +perception, we were thinking the best possible thing to do would be to have it as an option that could be toggled on and off. It's something that a lot of people have frequently requested, but at the same time it's something quite a few people are wary of because they don't like the idea of the other team having spies following your stealthed toons. Do you think it's a bad idea to include it even if it's able to be turned off? I think the language on it maybe got watered down when we were trying to edit down the length of each item. Perhaps we should say camera +per should default to off but there should be an option to turn it on?
I think cage resistance is something that warrants enough discussion to be a side thread. I'll start one and we'll see how most people feel.
Why wouldn't you want to normalize the OAS timer to a consistant value? O.o
First off, a bit of background on me: I don't consider myself a PvP'er in CoX. I like PvE and do it most of the time, I rarely PvP and then mostly just with friends and SG mates. This was not the case in other games - for instance, I played WoW for a while and loved the battleground PvP there.
I joined the original discussion that resulted in this list because I felt that it would be useful to have the perspective of someone from the non-PvP mainstream of CoX.
That said, here's the stuff I'd list as my top ten (with minor commentary as to why):
1. Participation rewards: There arent any meaningful rewards to encourage participation in PvP. Add zone rewards that are for PvPing, not for doing PvE activities in PvP zones. & The current rep and bounty system doesnt reward new and learning players. Look at changing the reward system we already have to one where you gain just for participating but still gain more for winning. I'd remove the word "zone" from "zone rewards", myself. Any activity where you actually are PvP'ing should generate some kind of reward, no matter where it happens. I have some ideas on how to do this but I'll not clutter up this thread with 'em. This is important from my perspective because it brings more people into the PvP world. The more people doing PvP, the more likely PvP concerns will become a priority.
2. Instanced PvP missions: There are no true instanced PvP missions. A popular suggestion is Hero vs. Villain in PvP enabled Safeguard/Mayhem. This is important because it could be the catalyst to get more balanced PvP activities that people enjoy. (In this context the term "balanced" speaks to the number of players on each side.) PvP zones have interesting things to do, but are rarely (if ever) evenly balanced on both sides. Team arena matches are usually balanced but there's nothing to do other than blast each other.
3. New PvP player imbalance: New PvPers feel overwhelmed as they try to get the hang of things. Consider adding a newbie friendly zone with debuffed damage, debuffed movement, and buffed resistance so players can learn basic mechanics at a slower pace. I completely agree with the first sentence, but don't agree with the solution in the second. It's important to have some way to get new players involved in PvP without them being incapable of winning. Note the wording there: "incapable of winning" rather than "always losing". I'm not saying newbie PvP'ers should be killing veterans, only that they should have a fighting chance. The current PvP zone setup, the imbalance of power sets, the massive advantage granted by a PvP-spec build over PvE specs - all these things make it nigh impossible for new PvP players to have any chance at all.
4. Cross-server: While we know it might be impossible until a server-less configuration, cross-server zones are very, very high on player wish lists. & Very few people use the arena on live because of the lack of competition there, while test server arena is filled with people. Allow the arena to be cross-server. Similar to #1 above, this is important because it promotes additional participation in the system.
5. PvE vs PvP builds: A good PvP build can be very different from a good PvE build. Allow players to toggle between build so they can use the same toon to be good at both PvE and PvP. I completely agree with the first sentence, but don't agree with the solution in the second. Rather than allowing toggling between builds, the gap should be narrowed between a "PvP build" and a "PvE build". This might mean some nerfs, and that's OK within reason. If I want to spend the time to tweak my toon for PvP, I should be better than someone that doesn't spend that time - but not so much better that it becomes almost impossible for them to beat me. That's the scenario today, and it's a major reason that the majority of CoX players rarely (if ever) PvP.
6. Dev involvement: Having no PvP contact on the dev team makes feedback unnecessarily tricky. Tell us who we can talk to and what they want to know. Communication is the key to resolution of any issue (or in this case, list of issues). This may not happen unless a lot more people start getting into PvP, because the Devs have to focus on the things that are important to the majority of players. This is one reason it's so important to get more people involved, as I've stated above.
7. Map holes: There are places in the Perez Park map where you can get behind the trees. & There are holes in the Eden map where you can fall and end up in total darkness at 1 HP. Stuff like this is just silly to find in a mature game. Should be a pretty easy fix, too.
8. Powerset Balance: Hero and villain combat is not balanced, especially in the 40+ game. The most popular suggestion is to open up a set of APP for villains and allow them to respec out of their patron pools to get those. I don't agree with the wording on this but it is part of the larger problem, which is that there's imbalance across power sets. Some sets are so much better than others that just choosing the set at character creation gives you a giant advantage in PvP. Sometimes it's just a particular power in a set, sometimes it's more. There are multiple possible solutions and I won't clutter the thread with them all, but I will say this - fixing this problem is going to require some nerfs as well as buffs.
OK, that's only 8 but some referenced multiple list items. I know a lot of you reading this are avid PvP'ers, and I know some of my list aren't top ten things for someone already involved in PvP. But keep in mind that the majority of CoX players don't PvP much if at all, and I believe these are the things that would be steps in the right direction to get those people involved.
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Excellent work on compiling the list... something like this has been necessary for a while, at least for discussion purposes, and in many cases for the sake of making changes a reality.
...That said, not to be a downer, but there are a lot of things on the list I disagree with, not because of the basic ideas behind them, but rather because of the effects they would cause. Whether it's smaller issues like giving cameras +Perception or larger issues of normalizing the "affecting self" timer and giving resistance to cage duration, I see a lot that I don't agree with.. and some things I do, like cross-server arena, fixing power bugs, etc.
Since I just realized that this thread is for discussion of these issues more so than a finalized list, I guess I'll post more later when I have time
Side note, I've never *not* had the /ai -> teleport to arena thing work when it's done in the following fashion: one player creates match, then lists it before any arenainvite, THEN arenainvites the person needing a teleport. I've done this plenty of times without fail, sometimes just to move a lowbie from Mercy to Port Oakes in a few seconds.
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Hmm, maybe it's not listing the matches and ai-ing first that causes the bug? If we could nail down exactly what does it (because there've been plenty of times I've not gotten tped and had to trudge places).
For camera +perception, we were thinking the best possible thing to do would be to have it as an option that could be toggled on and off. It's something that a lot of people have frequently requested, but at the same time it's something quite a few people are wary of because they don't like the idea of the other team having spies following your stealthed toons. Do you think it's a bad idea to include it even if it's able to be turned off? I think the language on it maybe got watered down when we were trying to edit down the length of each item. Perhaps we should say camera +per should default to off but there should be an option to turn it on?
I think cage resistance is something that warrants enough discussion to be a side thread. I'll start one and we'll see how most people feel.
Why wouldn't you want to normalize the OAS timer to a consistant value? O.o
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Eh, I'll post later for my thoughts (if anyone cares to read ) on specific issues, when I have more time, but in quick response...
Yeah, you're probably right about the /ai -> teleport issue. I heard a rumor a long time back that NOT listing the match first could lead to no teleport, so I've always listed then /ai'd.
Yes, I'm one of those people wary of camera spies if you give the camera +Perception. Good example is the one match between JAL and FoL on Skyway City map.. as sucky as it was for me as a spectator not to be able to see anything, if the cameras had had +Perception, those of us in spectator could've scoured the map and pinpointed the Freaks' location, essentially shooting their stealth tactic to hell. It just seems to turn fights with stealth tactics into a battle of who has more camera spies. Not to mention a stealthed blaster running over for a quick nuke at the start of a match could easily be foiled by one camera spectator.
My objection to the "option" is 1) when would it actually be turned on? I can't see SGs consenting to this unless it would benefit themselves at the cost of their opponents, in which case their opponents wouldn't consent, and 2) many of the suggestions outlined in this list could be turned into in-game "options." If we're going to option-ize everything... I don't know, I just don't like the idea of that.. it's a pain enough to set up 10 minutes, 2 teams of 8, no spectators and no stealth for spike practices, everyone on the right team, et cetera.. without having to worry about even more options.
What's the rationale for normalizing the OAS timer? The way it stands now, it at least provides some protection for the player in OAS and adds some unpredictability to matches. If I'm playing kin and everyone's buffed, my goal is disruption, which often includes throwing sleep + knockback combos at the last player who died, since there's a good chance they won't have CM yet. However, sometimes they came out of OAS early and got CM already, and sometimes they're still not out. If I knew it'd take exactly 10 seconds to leave OAS every time, you can bet I'd be throwing Will Dom 10 seconds after each kill in order to detoggle and disrupt.
Even in duels, it's a nice variable. If you die and happen to get out of OAS quickly, you can catch your opponent by surprise... or if you get out of OAS late, your opponent might get overzealous and waste their best attacks on you while you're still OAS.
The OAS timer just needs a minimum time set. 3 seconds is too short. And I could swear I've respawned without even being put into OAS.
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Most of the complaints I see about Placate/AS being overpowered are by folks who refuse to adapt the "keep moving"
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No, most of the complaints you hear are from people who get 2 shot. The first hit disorienting them and making them "keep moving" meaningless. EM Stalker here. Placate makes you able to kill anyone 1v1. Because you can hit it and set for AS. Most ATs in the game can do absolutely nothing at that point.
Moreover, even if they hit with something that doesn't drop you, you still take a crit, and you're saying that as soon as you get hit by a Stalker you need to run. Because if you try and fight he'll just placate and AS then follow-up. That's going to kill almost anyone.
No, the complaints about Stalkers in general are that you need a team to kill them. A team to spot them (and even in SC with 3 stacked Clear Minds I still can't see most Stalkers, so let's not cry about perception).
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Making Placate have a ToHit check, in addition to all the others damaging powers having a ToHit check, 95% Defense to All, and the amount +Per available in SC, I'm sure will make Stalkers less desirable to play.
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Well Stalkers make up about 75% of the BB/SC crowd I'd guess. If they are less desirable, that seems like a positive step in the right direction.
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That seems to be the ultimate goal for alot of the crusades to nerf anything Stalker-based. People hate fighting them and will do anything to cull the population, even to the point of neutering them.
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The most fun in any game is a challenge (unless you're one of those weirdos that likes to cheat on single player games). Fighting a Brute with my Peacebringer, that's a challenge! Fighting a spines Scrapper with my EM stalker is a challenge. But fighting just about anyone else with my Stalker is mega easy. And fighting Stalkers with my heroes is not a challenge as I can't do anything to them. Just float around in SC/BB and watch it. It's always GROUPS of heroes vs. single Stalkers. I mean, come on, that's got to tell you something. If whole ATs are forced to group just to have a modest chance of beating one guy, that's pretty clear.
My Stalker is boring in PvP because it's too easy. I don't want to see Stalkers neutered, but like everyone else, they should have a counter. Setting up 6 guys with Spectral Terror, Hurricane, Caltrops, and Ice Storm shouldn't be the counter to one person. No one else has to do that.
Hide/Invis/IO/Stealth
Placate
Mega Burst Dmg
Phase shift
All conspire to make Stalkers not fun to have in PvP for those who fight them. And that's the bottom line: they aren't fun.
I'm not exactly sure the way to balance them, but an IDEA like using AS supressed movement powers (and Phase Shift -- or that just needs its own thread) for like 6 seconds, it would do a lot. It would make Stalkers need to team up more (or at all), or have a buffbot teleporting them... Lots of ATs can do some pretty amazing stuff. Being Dominated sucks, fighting a Rad Corruptor is hell, but you don't see 1/10000th the complaints on them. So either the universe is just petty and hates Stalkers for no good reason, or maybe, just maybe, the players know what they're talking about.
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Please delete this post and put it in this thread. It has no place here.
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You just linked to this thread. Though the post belongs here anyway.
Correct link and no, it doesn't.
Awesome work Putz and thanks for the credit. My input was minor compared to yours.
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
Overlord of Dream Team and Nightmare Squad
I dont know if someone has posted this in here yet, but I remember someone saying somewhere that being able to change the distance of your teleport, possibly with the scroll wheel, could make it much more viable as well.
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1. While some people dislike that the hundreds of millions they spent on an inventions don't give them even more of an advantage in lower level zone PvP, others argue that having their effects minimized via the current system is actually a good thing. IOs are very poweful, newer players often already complain about having to fight IO'd opponents as is, and the people with twinked IO'd builds aren't generally the ones who need more help. If there's widespread agreement that the impact of IOs in lower level zones should be altered and that the haves really ought to get more, everyone should go ahead and speak up.
2. The speed of combat is one of the things many people really like about this game. There's not widespread agreement about reducing it.
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Wouldn't be the only things on the list that are issues with no unanimous agreement about addressing them.
specifically, though, on the IOs... it's already possible to get max set bonuses. it's just a royal pain to slot for 1 level zone only, and to have it not match your level 50 slotting. Making it generally easier for everyone to do that wouldn't increase the cap, it'd just make it easier for casual non-PVP builds to be at the same power level as the dedicated builds.
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3. Removing the three second hover period on TP in PvP zones would harm what people currently use tp for, namely as an escape power and for moving across large distances. Falling to your doom every time you try to tp some place is going to be annnoying and debtful. TP may need some sort of a buff, but as is it's pretty powerful and reasonably popular for PvP. It's the only travel power out there with absolutely no counters.
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This is partly what I get for typing quickly to get on to other things in the morning, and partly you forgetting what the original discussion was that I was summarizing.
The point is to remove the Hover when you teleport onto the ground. Obviously I'm not asking for people to be dropping out of the sky as they go across the zone.
as for the other post saying that TP can never be viable... I don't buy that, and neither do my 2 Kheldian characters. There has to be some way to address it. Such as, oh, half an idea... have the Hover turn off if you attack or try to move, so you can pre-empt it instead of waiting. Maybe combine that with the drop location not being 2 feet above the target spot so that when it does expire you don't wait a moment to hit the ground.
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4. The way movement works in PvP is something that's absolutely beloved by many people who PvP. It's also one of the things that makes CoH PvP unique, and the reason several old timers have started to return. There's no other MMO out there that's as fast paced or that lets you move like this. Lots of people like jousting, lots of people would hate decreasing all movement buffs or increasing the end cost of all travels.
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Again, details of solving it can be addressed. but the point remains: people are exploiting the lag between moving speeds and attack speeds. If suppression would stop a jouster dead in their tracks within melee range of the person they're jousting, then I don't know if it matters how fast they closed in to that distance. maybe it's simple enough to say suppression is not working optimally, though others suggest removing suppression complete so I'd like to hear how they would offer a solution to jousting.
In general, though, PVP movement speed is too binary.
It's too easy to hit the move cap, so it's a matter of are you there or not. If there was a bit more difficulty in reaching it, with lower move buffs, then it would matter more to builds. It would have more of a cost of getting there, or would value thing like Speedboost for their movement. It would also create a wide spectrum of move speeds, instead of the entire zone moving at the cap speed.
Not saying reduce the cap, just saying that it's way too trivial to build to it as we have it. Imagine if the damage cap was as easy to reach, how would that over-simplify builds?
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5. I'm not quite sure what "no PK" means, but there are several issues at the list aimed at trying to increase overall zone population and cross-server zones (which would increase the number of people in each zone).
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Another suggestion to help fix that, which got a bit of discussion earlier, is to have NPC PVPers. So not AV's, they regen too fast, and not EBs, they're too weak. But NPCs of exact PC stats, resistances, regen rates, etc, affected by powers as if they were players (eg less end drain on them), and that give Rep instead of XP.
That would then populate the zones a little, so there would be no dead-time. They could also be good for new PVPers to practice against. And you could pad Arena matches with them, maybe even making the arena usable solo.
Unfortunately, it's maybe a big project to get their AI to act like a player. but the programmers may have someone on the team who'd love a project like that.
(ps - "No PK" = "No player-kill", what some people keybind for when they're not there to PVP.)
What if you had 4 seconds of fly instead of 4 seconds of hover at the end of a teleport?
I know I have often tp'd my self just to the edge of a building and not quite been able to make it to the edge and I think fly would have given me the extra oomph to make it.
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
Overlord of Dream Team and Nightmare Squad
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What if you had 4 seconds of fly instead of 4 seconds of hover at the end of a teleport?
I know I have often tp'd my self just to the edge of a building and not quite been able to make it to the edge and I think fly would have given me the extra oomph to make it.
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That would bring us back to making Fly viable in PvP
My top 13. (I couldn't figure out which of these three to drop off to get to 10)
Fury does not build as intended.
Fly is not a viable PvP travel power.
The difficulty of leveling and equipping toons decreases the number of people who can get involved in competitive PvP. Make a paid PvP expansion where you can auto level to 50 and get unlimited loot for a toon, but can only play in the arena and PvP zones.
A good PvP build can be very different from a good PvE build. Allow players to toggle between build so they can use the same toon to be good at both PvE and PvP.
People often have to reset matches multiple times to get an acceptable map. Add selectable maps, as well as the ability to eliminate maps from the selection while still having a random pick.
The buggy system generated matches are confusing and no one uses them. Remove them from the terminal.
Very few people use the arena on live because of the lack of competition there, while test server arena is filled with people. Allow the arena to be cross-server.
If you are killed, youll sometimes get a bounty dot on the map where you died. This can lead to having multiple dots on the map and being unable to distinguish your true bounty.
Allow players to choose between Tier2 inspirations and SOs if they have over 6000 bounty.
Its annoying to have to trudge through multiple zones to find out where the greatest amount of PvP is happening. Add a /pvpcount or other slash command that would give a count of heroes and villains in the various pvp zones. If possible include people on /hide in the count.
The lethality of NPCs in the PvP zones means dealing with debt is a penalty of PvPing while on your way to 50. Decrease the number or level of NPCs in the zone.
A player can do most of the damage to another player and still get no reward if an off team player kill steals him. Award partial credit for Bounty based on damage, as is done for XP when 2 different unteamed players defeat a mob on the street.
While we know it might be impossible until a server-less configuration, cross-server zones are very, very high on player wish lists.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Here is my top ten, in priority order. I cheated a little by folding some related items together.
Cross server PVP - or the general serverless environment
Ingame rewards for both zone and arena - probably an easy one to do would be sirens bounty system in all 4 zones with boosted rewards
New PVP content - new arena battle types (CTF or king of the hill or w/e the devs like), new zones, new minigames in the existing zones (esp. Warburg or Bloody Bay)
Unlockable, toggleable second build - if OK balance wise, no need to make it PVP specific, why not let nonPVPers select among two builds also
Novice friendly zone including tutorial
Hero/villain balance fixes.. a complex subject
Make fly workable for PVP
/pvpcount command to show total number of heroes and villains in each PVP zone but not their names, including players in Pocket D and in /hide - this one would give tremendous bang for the buck, easy to do (I hope) and so helpful
Selectable arena maps, including option for "random but not these that I specify"
Clean up arena respawn: normalize arena respawn timer - a little variability is OK but there is too much - and fix ability to do anything to unaffecting players while they are respawning
Not sure if this was mentioned... TK falling bug. Probably will be difficult to fix.
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Placate is bugged and occasionally wont work.
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Placate is insanely overpowered and is an instant escape in small fights. It needs to be resistable or more resistable (not sure if you can). Maybe require a to-hit. Though most Stalkers don't need it especially.
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Tanker Taunt and Scrapper Provoke also are Auto-hit, so it works the same way in reverse. In addition, Placate is not AoE and is Single-Target only. Therefore, Stalker AS->Placate->Follow Up Attack could be interrupted at any point by someone who is paying attention and either a) KD/KU b) Confuse/Fear c) Do enough damage to kill them d) Taunt by an outside party.
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Taunt and provoke are auto hit in PvE only. In PvP both have a tohit check.
Any more opinons on if placate's overpowered and needs a tohit check? If there's consensus I can add it.