Caging: Wish List Discussion
While a part of me likes the idea of a resist after being caged, a part of me also likes #5. Being stunned/killed/held/disoriented the whole time also would suck. Yet with a skilled support character, you can avoid most of those during a match. Why should some AT's powers be totally negated or shrugged off the majority of the time because you are ID'd/CM'd the entire match?
I don't play at the level you do (so therefore at your level my opinions could be very well invalid), but when I'm up against a player on my troller and layering hold after hold after hold on them and never having it hit frankly to me is infinitely more frustrating then being caged. I'm glad there is a power some ATs can take that is unresisted so that I can get away from the stalker that just ASed my "not killing anybody" /sonic troller in SC.
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How about doubling or even tripling the recharge timer on Cage powers?
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They already cut the duration in half.
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How about doubling or even tripling the recharge timer on Cage powers?
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That's just a gigantic decrease in the effectiveness of caging at all times.
On the other hand, buffs that require the other team to give something up (be it a spot to a stormie on what would be a jump team or AB on a suboptimal choice) provide some sort of counter, but one that might not always be worth it.
Cage suppression isn't a nerf to caging in itself in terms of second per second you can still keep the same number of players caged, it's just a way for the devs to nerf the tactic of permacaging a single player.
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How about doubling or even tripling the recharge timer on Cage powers?
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They already cut the duration in half.
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To be fair, it was always supposed to be 15 seconds according to the pigg divers and the devs themselves when they fixed it. They just didn't have the if target = player set up correctly. Cage lasting 30 seconds was just a longstanding bug.
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If they are hitting with base damage and can't use Inspirations, Enhancements, Buffs, or BU+Aim then melees are still affected.
The caged player is also still fully targettable, they are just unaffected if damage/debuffs are being thrown out. With this change, it becomes a force multiplier like any debuff.
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Hmm, soo, target would be unaffected by buffs/debuffs, including SO's and BU, which would limit them to base damage only?
Also, target would also be untargettable by opponents or allies, and get a -ranged to limit them to melee range?
I'd vote for that. Except might want to make it base damage -50%, being untargettable is a pretty hefty buff, especially for naturally high damage dealers like scrappers or blasters.
Maybe a better way to handle it would be eliminate armor effects and just give a straight +75% resist and +mez, protection. Makes the target hittable, like a partially phased opponent.
i vote to restore cage to 30 sec
or i vote 5 leave it.
i dont think counters are needed. anything too drastic will
essentially nerf cage and we will have one less AT on the
field and i happen to think sonics (& bubblers) are awesome so i wouldnt want that.
caging is just another tool/strat, and is by no means
an i win button.
Being perma caged is a compliment.
i run a few sonics, even though i've never seriously pvp'd with them except in an arena match or two...
my two cents: leave the cage as is and allow perma-caging with two sonics. allow other team sonics to cancel out cages with clarity. add another level of complexity to sonics interactions in the arena... more fun... more skill required.
6) 4 orange inspirations to break. It would be the onus of the players being caged to decide how important it would be to get out, and it from the offensive players team it still serves as a good disruption tool, afterall if blasters start carrying 12 oranges, then that is a lot less reds they can carry, which slows down how much damage they can do at one burst, and if someone goes all 20 oranges, then the other side has done a good job of disrupting their insps choice (which is part of match strategy anyway).
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6) 4 orange inspirations to break. It would be the onus of the players being caged to decide how important it would be to get out, and it from the offensive players team it still serves as a good disruption tool, afterall if blasters start carrying 12 oranges, then that is a lot less reds they can carry, which slows down how much damage they can do at one burst, and if someone goes all 20 oranges, then the other side has done a good job of disrupting their insps choice (which is part of match strategy anyway).
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scrap my previous post.
me likey.
5.
What KoC said.
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6) 4 orange inspirations to break. It would be the onus of the players being caged to decide how important it would be to get out, and it from the offensive players team it still serves as a good disruption tool, afterall if blasters start carrying 12 oranges, then that is a lot less reds they can carry, which slows down how much damage they can do at one burst, and if someone goes all 20 oranges, then the other side has done a good job of disrupting their insps choice (which is part of match strategy anyway).
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5
do those of you voting 5 think 3 would break cage to the point of it being obsolete?
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do those of you voting 5 think 3 would break cage to the point of it being obsolete?
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voting 6...
but yar.
it's essentially akin to making cage into the crappiest hold in the game.
adding 10 second suppression? how does that make it crappy?
It's exactly as powerful in terms of second per second caging. The only difference is that you have to pick two people to take out half the time rather than one person to keep out all the time.
okay basic comparison:
assuming a hold hits an emp and breaks acro => you can follow through and have them for dinner before suppression starts.
assuming a cage hits an emp and breaks acro and supression kicks in aftwards => same as a hold except you can't touch the squishy, which just makes you hope you had the emp held and killed instead of caged...
note that i'm thinking small arena matches, not a full team sort of encounter here where multiple emps are running around and the crunchies resist holds and such.
I'd prefer 3, and this is coming from someone with a cager.
The big problem with cages is that unless the cagers are taking themselves out of the match (and they likely aren't) then you're running an 8 vs. 6 or an 8 vs. 7 instead of an 8 vs. 8.
The game is already pretty crazy with the amount of damage that flies around and the buffing and so on. Where things get a little dicey is where you can get multiple cages on one character (I think Grav/FF can do this, Dark (lol dark) can probably do it as well).
I'm going to stop beating around the bush for once:
i)We're going to have a lot of new people PvPing on test in January. If a bunch of them end up in a bubble for 10-15 minutes, they'll get pissed off and just go back to zones or complain about how stupid cages are.
Does this need to be a HUGE concern or a concern at all? Probably not given the # of people on each team then.
ii)I'm not a fan of limiting stuff despite how absurd stacking is as far as debuffs and such are concerned. I'd prefer a "suppression" timer if a change HAD to be made. Or the kitty's idea about orange insps countering cage.
I'd just hate this to become...ok cages are annoying...aah but Neuronia storms are annoying too! So is X...what then?
Worse comes to worse just limit the # of cagers per team if it's that much of an issue (which I don't think it is personally).
PvP's gotta evolve somehow, I love the PvP and I love the people who PvP but I've got a feeling that when the servers go down we'll be seeing the same kind of lineups.
Kind of rambled there, sorry guys.
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Cages are [censored] stupid so i vote 3
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Cages are [censored] stupid so i vote 3
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awww... bitter one i see.
snowstorm is stupid.
RI is stupid.
nerf autohit toggles!
This thread isn't talking about snowstorm or RI.
to quote a wise man:
i do what i want.
i think dying is annoying and ruins my fun ( i pay to play ) so
the DEV should make death suppresion so no one can kill me
more than once per 3 minute or add death +res to oranges
thanks.
If they are hitting with base damage and can't use Inspirations, Enhancements, Buffs, or BU+Aim then melees are still affected.
The caged player is also still fully targettable, they are just unaffected if damage/debuffs are being thrown out. With this change, it becomes a force multiplier like any debuff.