PvP Community Wishlist - Finished Copy
/signed
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Surprisingly accurate critique of history found in a PvP thread. Awesome.. seriously
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QFT. "In a pvp thread" being the most surprising.
- Dual Blades Stalker Guide
- Mastermind guide to Pain Domination
Well, looks like they addressed some of the issues on this list:
Fury
Teleporting
Perma caging
Telekinesis bugs
Perception in O2 boost available to villains.
Those are the ones off the top of my head.
Yes, they made other changes as well.
Confuse
Acrobatics
I'd be interested in seeing a revised list.
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
Teleporting got fixed?
22 50's in Bio
@Siphonic
RIP PX, GMW, and the game that used to be fun.
Still playing for reasons unknown.
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Fury got fixed?
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They "fixed" it, according to Castle, but I haven't heard anything about how it is actually performing in PvP, so it really could turn out to suck.
22 50's in Bio
@Siphonic
RIP PX, GMW, and the game that used to be fun.
Still playing for reasons unknown.
I don't have a PvP brute. But that's what I heard. I have a friend who likes to PvP on his brute and he was loving the changes.
Fury built faster and held steady longer against players and higher ranked NPCs.
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
Congratulations, brutes are now... okay, still dead last AT-wise. "A" for effort though.
Come back when you get some slow protection*, unresisted damage, or range.
* lol elec's slow protection
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still dead last AT-wise
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Kheldians?
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still dead last AT-wise
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Kheldians?
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Can't speak for Warshades, but PBs are generally more survivable when played correctly, and even though they can't kill [censored] they still get ranged attacks and the ability to heal others as well as self. lol
But yeah, kinda meant non-epic-ATs when I originally said that.
I just wonder what goes with our Devs about many matters on the big list. Those issues and suggestions don't seem to be hidden or elusive; nor silly at all, some are out there for long, and apparently not a lot has been accomplished.
I mean, a Capture the Flag while interesting might be very time consuming. But what about making some sets more able to compete? If the determination of sets how it is currently renders most of them very lackluster on pvp, why cant we have a revamp on them?
I wish PvP was more on their priority list.
- Dual Blades Stalker Guide
- Mastermind guide to Pain Domination
I think PvP is very much on their radar now. . . . for better or worse. Castle's and the other dev's ideas about how to make PvP more inclusive may alienate as many as it brings in.
We'll just have to wait and see.
Another perfect case study in "be careful what you wish for."
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
How's about giving the villains something equivalent to epics?
FA on tanks and scrappers yet stalker and brutes get attacks that are practically useless in pvp.
Nerfing slows, debuffs and buffs would also bring new blood into pvp.
Not being able to auto-hit with powers that trivialize armors, buffs that trivialize smashing and lethal damage and make closing into melee range virtually impossible would also introduce some new choices into the mix instead of having to resort to the dumbed down list of optimal AT's that so many play because the odds are so ridiculously stacked in thier favor.
Yeah, I know; not every AT can be good at PvP all the time reguardless of power selection.
I think everyone in the community is already aware of this simple fact, but that simple fact shouldnt translate into the absurd polarization that we current have between optimal and non-optimal AT's for PvP.
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They "fixed" it, according to Castle, but I haven't heard anything about how it is actually performing in PvP, so it really could turn out to suck.
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This "fix" is complete garbage and not even that useful.
Fury doesn't build reliably and to really "fix" fury they'd have to make it degrade a lot slower. Travel supression works against you, so by time you get close again for the 2nd attack your fury is back to 0, doesn't really make a difference if it add an extra 2 points of fury.
Is a real fix coming down or was this some sort of sham to say "hey we tried so there you have it, we "fixed" fury" ?
...Granting a big Fury bonus per use of Taunt in PvP could work since it's the one Ranged power that ALL brutes get access to. Multiplying Fury by the duration of the Enhanced Taunt duration could be used to make it more appealing to fully slot out as well.
02 bosst grants + perception
So what all has been fixed? We can prolly get ex to edit the post for whats fixed.
Bah.... let's just procrastinate till issue13 ...I'm sure the list will be even smaller by then
Not enough has been done to make an update worthwhile, IMO.
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So what all has been fixed? We can prolly get ex to edit the post for whats fixed.
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Most of this list wasn't on the board to be re-worked/looked at by the devs until i13 at the earliest. Last comment I heard from the devs concerning this was sometime mid-late 2008 (ie i13-i14).
I had a convo with pohsyb during i12 closed beta and he said that looking at the arena interface and selectable maps was something the devs were going to talk about, and possibly for i13. Of course he couldn't confirm anything else other then it was tabled for discussion.
I think selectable maps is one of the first things we will see done from this list since it falls under pohsyb's plate and he finished alot of the "other" quality of life issues in i12.
Selectable maps, oh GOD YES.
And for the love of god, rework the arena UI?
It definitely needs an overhaul.
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A good PvP build can be very different from a good PvE build. Allow players to toggle between builds so they can use the same toon to be good at both PvE and PvP.
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One thing we've talked about doing on and off again since before COV launch was to enable "secondary builds" of a character for PVP. Essentially, you would have a second power list, with separate slotting, which you would use for PVP encounters. This idea is still something we want to investigate.
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I posted on this topic and someone led me to this thread.
For the past couple months I have been using respecs like crazy...switching back and forth from my pve build to my pvp build. I'm WP/SS and the reason i have to do respecs for pve and pvp is because in PvE I take the powers Taunt and Footstomp...for PvP I replace them with Hasten and Conserve Power.
I basically ran out of money and respecs so I decided to just roll up another WP/SS that I can use for PvE and keep the 50 I already have for strictly PvP.
It's getting pretty rough leveling up the same character again, especially with not being able to find teams all that often in the lower levels.
So I'm wondering...will we ever see the feature of having two separate builds...one that is for PvE and one that is for PvP?
-or is leveling up the clone of the 50 the only way this will ever be done?
As a casual PvPer, I'll just add a /signed.
This is a great list. The instanced PvP missions would be awesome. Much more so than base raiding IMO.
To add to the instanced - a co-op/PvP zone would be cool I'd love to be able to ally with the other side in Warburg when nuke hunting. Instanced missions with co-op teams against Arachnoids and Rogue Arachnos would be fun too, heck, instanced villain missions against Rogue Arachnos too.
@Oroborous and @Oroborous2
Avatar by HeroPortraitStudios
From the Groundhog Day Attempt at Citadel: GM, "There's no badge for breaking a TF."
odd random thought here... reading back on red posts in this thread led me to wonder about the KB + TK anomoly... wouldn't a reasonable solution to this problem be to have a timer on KB where when the timer completed, the KB ends even if you haven't landed on a solid surface yet. This would fix the infinite falling problem. I'm not sure how easy it would be programmatically to add that timer though, or what a reasonable length of time would be :\
I imagine the time would need to vary based on the KB strength (since KB can be slotted up)