PvP Community Wishlist - Finished Copy
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FWIW, we reverted out the "Not affect players" change to TK, and changed Break Frees to 50% Repel Resist, and 100% resist for Medium and Large inspires.
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<- approves.
this whole thread is fail ....its just gives lolvillians a new meaning
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FWIW, we reverted out the "Not affect players" change to TK, and changed Break Frees to 50% Repel Resist, and 100% resist for Medium and Large inspires.
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I think 33% for Tier 1s, 66% for Tier 2s and 100% for Tier 3s makes more sense. That way it takes 3 smalls, 1 small 1 med or just 1 large. Mediums are too easy to come by making 100% res for 1 min ridiculous. I realize the durations would cause a problem though, but 1 med and 2 smalls would give you 1 min TK res rather than 8 smalls like it is now.
Also, in terms of nerfing the power, I still believe that making it a 10-15 second click would make it less powerful while still being a threat. That way at least you can -recharge your way out of it.
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FWIW, we reverted out the "Not affect players" change to TK, and changed Break Frees to 50% Repel Resist, and 100% resist for Medium and Large inspires.
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That being the case, is there any chance you might consider please un-nerfing Hurricane now? At least for PvE?
Edit: Sorry, realized after posting that this was kind of an immature threadjack on my part. Re: breakfrees vs. TK, I like the proposed solution.
all i have to say...even if it is late..signed....
Thanks for listening Castle.
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Castle, can you go into more detail on the cage suppresion nerf, thanks.
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It operates exactly the same as Hold suppression. Initial Cage will take full effect. Any additional cages will not take effect until the "suppression" period ends.
EDIT:
FWIW, we reverted out the "Not affect players" change to TK, and changed Break Frees to 50% Repel Resist, and 100% resist for Medium and Large inspires.
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This post is the winner.
Now please be kind to Acro. KB = instant death in PvP.
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Castle, can you go into more detail on the cage suppresion nerf, thanks.
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It operates exactly the same as Hold suppression. Initial Cage will take full effect. Any additional cages will not take effect until the "suppression" period ends.
EDIT:
FWIW, we reverted out the "Not affect players" change to TK, and changed Break Frees to 50% Repel Resist, and 100% resist for Medium and Large inspires.
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Awesome awesome AWESOME! Perfect change Castle! Thanks so much for listening! I'm honestly quite impressed, kudos
Now, back to the acrobatics thread lol, don't listen to all the whiners btw
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Castle, can you go into more detail on the cage suppresion nerf, thanks.
[/ QUOTE ]
It operates exactly the same as Hold suppression. Initial Cage will take full effect. Any additional cages will not take effect until the "suppression" period ends.
EDIT:
FWIW, we reverted out the "Not affect players" change to TK, and changed Break Frees to 50% Repel Resist, and 100% resist for Medium and Large inspires.
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Thank you,
Much appreciated.
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Castle, can you go into more detail on the cage suppresion nerf, thanks.
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It operates exactly the same as Hold suppression. Initial Cage will take full effect. Any additional cages will not take effect until the "suppression" period ends.
EDIT:
FWIW, we reverted out the "Not affect players" change to TK, and changed Break Frees to 50% Repel Resist, and 100% resist for Medium and Large inspires.
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cool!!
so that means with the powers already on my scrapper and tank i will will be at i believe almost 90% repel resistant which means I no longer will be effected by those powers much at all.
Excellent...that means those squishes will again have no chance....great change....my primary targets become easier every pvp change.
I am hoping that will sort of carry over to pve as well...since certain archvillains and heros give me trouble with those powers as well.
DUAL BUILDS PLEASE
DUAL BUILDS PLEASE
DUAL BUILDS PLEASE
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By the way, since we're now balancing for 1v1 I'm looking forward to nerfs to Ice/Rads, Blasters, and Ice Tanks and anything else that is almost unbeatable in the hands of a good player even WITH 20 insps in the opposing tray. Thanks!
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QFT
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But ya, jokes aside, <3 Castle.
Castle, you said that it was unlikely to ever happen that,
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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.
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Can you go into more detail why? Is it because it would be too hard to do/implement?
On a follow up castle (and also thank you for responding to my post), has there been a starting idea for how long the suppresion will last? I think 5 minutes is fair, but I also hate how cage has evolved recent test pvp so i'm biased.
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Castle, can you go into more detail on the cage suppresion nerf, thanks.
[/ QUOTE ]
It operates exactly the same as Hold suppression. Initial Cage will take full effect. Any additional cages will not take effect until the "suppression" period ends.
EDIT:
FWIW, we reverted out the "Not affect players" change to TK, and changed Break Frees to 50% Repel Resist, and 100% resist for Medium and Large inspires.
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cool!!
so that means with the powers already on my scrapper and tank i will will be at i believe almost 90% repel resistant which means I no longer will be effected by those powers much at all.
Excellent...that means those squishes will again have no chance....great change....my primary targets become easier every pvp change.
I am hoping that will sort of carry over to pve as well...since certain archvillains and heros give me trouble with those powers as well.
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...... do you even pvp? PvP as been range favored for a LONG time.
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Castle, can you go into more detail on the cage suppresion nerf, thanks.
[/ QUOTE ]
It operates exactly the same as Hold suppression. Initial Cage will take full effect. Any additional cages will not take effect until the "suppression" period ends.
EDIT:
FWIW, we reverted out the "Not affect players" change to TK, and changed Break Frees to 50% Repel Resist, and 100% resist for Medium and Large inspires.
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Nice work, ty for listening and compromising it is very much appreciated.
Good going, Castle!
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On a follow up castle (and also thank you for responding to my post), has there been a starting idea for how long the suppresion will last? I think 5 minutes is fair, but I also hate how cage has evolved recent test pvp so i'm biased.
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5 minutes suppression, so two 15 second cages for a ten minute match. Thats funny.
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On a follow up castle (and also thank you for responding to my post), has there been a starting idea for how long the suppresion will last? I think 5 minutes is fair, but I also hate how cage has evolved recent test pvp so i'm biased.
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5 minutes suppression, so two 15 second cages for a ten minute match. Thats funny.
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Anyone who's ever been perma-caged not just for one match, but every match they played *cough*Lab*cough* will recognize that statement as half joke, half wishful thinking.
hence why i said it was funny
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Can we fix Hurricane so that it ticks every .25 seconds again then, please?
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Yeah was only having wishing he would think I was serious. I would think 1-2 min would be fair though, no? And I was under the impression that the cage suppresion would only be for the person previously caged, not on the cager's cage.
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Castle, can you go into more detail on the cage suppresion nerf, thanks.
[/ QUOTE ]
It operates exactly the same as Hold suppression. Initial Cage will take full effect. Any additional cages will not take effect until the "suppression" period ends.
EDIT:
FWIW, we reverted out the "Not affect players" change to TK, and changed Break Frees to 50% Repel Resist, and 100% resist for Medium and Large inspires.
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I'm glad you went with a more modest change, however I still think you need to then look at the End costs of the power if it is not going to be as powerful/more easily negated.
Dominators don't need mitigation from their secondaries. Even if they did, there's ice (slows), psi (-recharge), and fire and elec (death).
-Talen_Lee commenting on Energy Assault's Utility
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Castle, is there any way that you can allow people to choose to have the "hover" effect or not in Teleport and Team Teleport in Options?
Please please please. This is REALLY important to me. In PvP, I don't like the hover effect but in pve I do. Is this too complicated to make it as an Option?
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I don't understand why they don't simply make the Hover effect end as soon as the player pressed a movement key.
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That would work too. I just want to have a choice in having "Hover" effect or not!
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.