PvP Community Wishlist - Finished Copy
to make trollers overcome forts invis? anything else? let's make tanks to stalkers..for real /headdesk
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I know somewhere small NCSOFT can start:
Adjust Superior Invisibility so it actually gives the +1000ft bonus it says it should give to the controller. WTF. It should be better than hide if going by the power's description. I think illusion trollers deserve it.
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I totally agree. Superior Invisibility should be superior to all other forms of -Per.
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Yeah, let's give Controllers the same stealth cap as Stalkers. Sure seems balanced to me!
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
And I wanna crit with blind.
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And I wanna crit with blind.
[/ QUOTE ]With a x8 damage scalar and a 60% chance to placate.
The funny thing is, even though you seem like one of the whiners that got the changes made in the first place, you're probably still bad..------Macskull on Crop_of_shaolin
http://ravens-wins.mybrute.com
Capture the Flag, King of the Hill, Territories.
One or all of the above would be acceptable and have more people PvP.
So it's been exactly a year since I13 went into beta, and what do we have to show for it? Not a ****** thing.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Yep, makes me sad. I really really miss going into pvp zones and having fun.
Here are a few suggestions to improve, along with comments on what was, what is, and what could be. So, with respect and a sincere desire to just improve on what we may have, and expecting respect in our interaction in the forum, here I go.
Changes to PVP
I do not agree with many changes hereby proposed by Bitter, and I do agree with the spirit of some. Here are my suggestions:
PvP Merits:
Just increase the drop rate significantly, independent of Rep. There is nothing to lose here by doing this. The players involved in PvP are reduced even more already, and, collectively, that puts a dent in the drop rates as well. It's too low as it is now.
Damage tier calculations:
No, I don't want it to be solely by tier, due to some zones which differ in levels. Boost Ice blast dmg a bit more.
Global Resists--
Eliminate the resists which are added by the zone or which are added by the arena. If the squishies take their resist shields, fine, otherwise they should not have any added resists at all.
Diminished Returns:
I would say to get rid of it, but for the sake of helping defense based toons able to compete better in PvP, cap the To Hit value any given power may grant and cap the Global accuracy as well. Resists, in PvP, has a major trump over Defense in PvP and with the reduction of Elusivity it's taken quite the toll. Even when i13 first came out, defense vs resist toons who had great global acc and some sort of to hit buff powers, those defense-based toons were fighting an uphill battle.
Buffs:
Please remove the cap placed on the effectiveness buffs have. Buffs should function as intended. This is also in harmony with removing the global resistances added by the game. Make Vengeance unusable in zones, just like Ouros portal.
Elusivity--
This was a brilliant and great mechanism for defense-based toons. In i13 this was only a problem when toons did not have enough global accuracy. People either built their toons for as much recharge, or +global dmg, or +health, or kb protection, or +global accuracy, etc. Having played and watched fights of defense-based toons vs other types. I know that defense-toons who lost or had a very difficult fight faced toons with solid global accuracy in their builds. I know blasters with great global accuracy who were beating consistently, in i13 Forts and other defense based toons because of their builds, and spines/regen scrappers who were beating Forts as well. Since those players had great accuracy and had great tools to mitigate for the incoming damg and the Forts did not have damg mitigation tools to save them from defeat. Let’s not even talk about SS/resist based builds who faced vs defense based toons. That was too easy. I think the Devs should not have fixed people’s problem with defense by giving the solution to them on a platter. Players should have a choice of what they want in their build and pay the price for their weak side. For example: If you pack a lot of KB prot and dmg buff from procs or other means and you end up with not enough global accuracy, then when that player faces someone with very good defense, he has to live with the consequences and try to get by with what he has. The examples may change but I hope the point is made that players should figure what they want from their builds and if some things were left out willingly, don’t ask the Devs for providence. If the Elusivity is not restored fully to what it was in i13, then add at least half of the amount nerfed after i13, or cap the global accuracy and to hit bonuses possible.
Stalkers-
This is a pain. For PvP balance issues this whole AT is a problem. On the one hand, they are (as of now) impossible to see, unless the stalkers attack or enter an area in which dmg will unhide them, and they do a devastating amount of UNRESISTED dmg from either critical hits or AS. On the other hand, while being visible, their survivability is dubious. This, IMO, was a mistake to bring to the game and now the matter is a tough one of what to do with it. 3-4 Spines stalkers coordinate one target, while completely unseen, Crit Impale, target gone, and move on to next. How to counter that? Well, exiting the zone is a great way to do it. Gone Rogue will have Stalkers on both sides and have VEATS on both sides. VEATS, who have higher perception cap, will be sought for that perception, among other things. This will turn VEATS into prime targets for the stalkers, all of them. Gone Rogue might turn into VEATS Gone… Farmed. Who knows? So, this is a matter for us to wait and see how GR will affect this AT.
Blasters--
Fix the Proc or change the utility of the Proc completely if you can not fix it. We all know the Proc, which every Psy blaster uses (or most of them) is broken. Fix or change it.
Help Ice Blasts, and help every other Blast sets so their animation, activation, secondary effects, and dmg can compete with each other, at least at a closer distance from each other.
Dominators and controllers--
Here’s another difficult issue, to fight statues or not. I feel that Doms were so powerful pre i13 that only pure, raw and powerful dmg and other controllers and dominators could compete with them, especially the case with Mind/ doms. This is also why Fortunatas were so good vs most, if not all controllers/dominators, they had the dmg and holds of their own and were protected from repel, and solid defense, especially vs Psy. Props to Guild Wars which has no hold type powers at all in their PvP. This issue is another difficult one to tackle for the sake of PvP balance. For the sakes of not fighting statues in PvP, the change made in i13 is very reasonable. If holds go back to what they were pre i13, then make powers which protect from being Mez'd even more powerful, increase their protection 4-5 times the current Mag or just render them immune from holds in PvP. Make it really difficult to be able to fight statues or do not let it be at all. Perhaps, and this is as far as I would like to compromise, make all hold powers become like sleep powers, any damage at all will free you from the hold and all holds then become suppressed for 20 seconds or more. I am in favor of not fighting statues at all nor of having a battle of break frees, which was the issue the majority of the time in pre i13 PvP.
Domination--
What to do about this? Dominators already have a great dmg boost given by the devs. I also do not want a break free fight nor a fight vs statue. In PvE, this is a great tool, but in PvP it is clear it should not work the way it works in PvE. I would suggest giving Domination, for PvP, a different utility. Have Domination grant a great recovery rate for Dominators in PvP, so much so that it can overcome recovery debuffs. Having said that, increase the base recharge so it is not possible at all, even w/out DR, to have it permanent or give it a forced cool down time of 2 minutes, like you give phase.
Containment--
For practical purposes, does it exist anymore? Give controllers a dmg boost, like the ones given to dominators. Containment is practically non-existent in PvP.
Defenders--
No hibernate in their Epic pools, no unresisted debuffs/buffs, sub-standard dmg. My suggestion: significantly increase the strengths of their debuffs/buffs by 20 percent or give their unresisted debuffs/buffs back, or, make their buffs irresistible and allow them to ignore DR, if DR is not removed. ***Another alternative: if you are under the effect of a Defender debuff, a Defender’s dmg vs you increases dramatically or doubles. Similar to what containment used to be for controllers.***
Melee--
In i13, those who thought Melee was LOL at PvP and underestimated it, became the objects of LOL in the arena. Travel suppression definitely did help with that. Then came the nerf to the dmg melee toons were dishing out, and also came the introduction of no travel suppression in Arena. No range toon or hardly any will choose travel suppression when fighting a melee toon. Range vs melee is also a very difficult issue for any game developers for PvP balance. It’s easy to swing the balance too much in favor of one side or the other. It becomes a bigger problem, for melee, when the vast majority of people decide to abandon playing melee consistently thereby impairing their judgment when it comes time to suggest objective solutions for the pvp balance problem.
My suggestions to help melee overcome the disadvantage they have right now are:
a. Keep the range debuff on Taunt. Make any melee attack dealt by melee toons suppress the travel of any toon they hit for 2-3 seconds, this is in addition to the suppression all toons have when they attack. The melee attack will suppress travel regardless of the buffs that opponent has. It’s bad enough squishies have those global resist added. Make the melee attack count even more now. Or…
b. Keep the range debuff on Taunt. Make the speed of all melee toons significantly faster than range toons. So, cap the speed of range toons, if you have to in order to reach this objective. Or…
c. Make Taunt a power which suppresses the travel of any range toon for 2-3 seconds as well as keep the range debuff on it.
The activation and animation time of fossilize is long enough for me to justify the greater dmg output than the other range attacks. Given the resists and range advantage squishies have, I was never agreeing to debuff the dmg of any range attack given to melee toons, while at the same time introducing the no travel suppression option in arena. If the range dmg is debuffed more, then have the game introduce a -resist debuff on all range toons vs melee attacks from melee toons of 25% - 35% at the same time as making melee dmg from melee toon suppress all travel for 2-3 seconds.
VEATS--
If global resists are still on the game, then unresisted criticals for Banes and NWs. Add elusivity to any and all powers which grant defense. Increase base Fort dmg by half of what was nerfed.
Repeat Offenders forever !
Make all IO's available in Paragon Market! NCSoft, the chinese are making BIG money selling influence and other stuff in the game. Best way to stop them = make the paragon market a place to buy all IO's and perhaps other things as well.
the devs don't care about pvp, lists and suggestions are a joke. pvp fails in this game. It was once fun, but now is sad.
This is an interesting post. Here is an idea! Since we are going ROGUE, we will have access to both Hero And Villain Archetypes on both sides of the PVP zones. Here is the kicker .... allow all of the Pre-I13 issues of PVP to return in ROGUE. Reason why? Well there will be a balance between both sides and while everyone is HAPPY with the new content (ROGUE), even abliss will be with Pre-I13 issues. But allow the non-toggle drop when mezzed remain in the system as well. Drop "Travel Suppression"(except for the attacks of Melee Archetypes) and the DR really is a NO-Brainer but the neeeded brain to calculate the unnescessary differences in the details to make it an "Accurate" caculation by default or in other words, to be mathematical correct for so to say in speaking.
Goon keeping it Gank-u-ster
I cant comment on the (numbercrunchy) problems with PVP, but I will say that I had just started getting into zone pvp on pinny in i12 and was starting to like it alot. I didnt have uberbuilds and yes I died a bit.
I mostly played an Emp on a team. I enjoyed that more than scoring kills. Occasionally Id take my tank in and goof around. After i13 all that changed. All of those changes then, and since, make zone pvp just unenjoyable.
Now, just to help underscore why this should even matter to the Dev's , or maybe more importantly, to the beancounters who employ the devs; By the time i started to get into zone pvp, I was bored with CoX. I didnt have to run every mish and make every power combo for every AT to discern the tedious repetition of the game. Running more toons to 50, in every possible combination, was never going to change THAT component of the game, EVER. So Zone pvp, at 2+years, was me finding something NEW to do and keep me IN the game. Something unpredictable and engaging.
Then i13 came out. I felt like something had been stolen from me;namely fun. I lingered in and out of the game pondering a replacement for CoH until AE came out, and I hooked up with some freinds to make a Troll SG (thats another story). AE has its uses, depending on who you ask. Thats another debate.
PVP *can* be the mechanism for keeping the playerbase in the game, IF you can keep, scratch that, if you can RESTORE the fast paced action of PVP. Most of the DR and Travel "changes" should be rolled back, or word it however you like to hide the fact you *are* rolling it back. Buffing the survivability of support toons means NOTHING if youve taken away\overdiminished their whole purpose for being there. There no real reason for a support toon to go into a zone for pvp because any team that *is* in there is built to target-stun-kill. Rinse and repeat as many times as there are targets. Being a Life support system for Clear Mind and dodging AS attacks is not fun. Oh, support AT's were givn more resistances? Yeah, thanks alot. Now the big orange number signaling my death is just as orange as it was before.
PVP *can* be the endgame content, or a part of it, if it is simplified; not mucked up more and more by trying to make things "equal" for all. What good would having a gold. silver , and bronze medal be to the Olympics if you made everyone run the same speed around the track? But it doesnt end there, as the one real "reward" removable from the pvp zones (PVP recipes) have been made a crapshoot at best. I have better chances at Roulette in Vegas. Imagine running the same race as everyone else and you all cross the line at the same time but someone randomly gets the medal ? How many people would WANT to watch the Olympics then? Hell, Who would want to compete their either?
PVP has gotten TOO restrictive and TOO complicated for the other 90%ish of the playerbase to bother with. More Proof? Why was it deemed necessary to create an entirely new pvp recipe set with bonus's that only work if youre in a pvp zone? Thats a rhetorical question , because only the devs, enmasse, could ever answer it definitively. Supposedly it was a carrot to get more people to pvp. But really? Why would I want to run in a race for a random chance to get the medal, no matter how much harder I worked to finish said race?
The race rules need to be corrected, not introduction of new lottery rewards.
I understand that there need to be a *few* changes in how things work between pve and pvp. However, you need to make things simpler (as less restrictive, and different from pve), not more COMPLEX (as more restictions, then buff to compensate for restrictions, and also introducing sets whcih further highlight the disparity between pve and pvp, oh and lets not forget the lottery effect).
The very true perception that you need to spend Billions to have FUN in a pvp zone (since dying faster than the timeout counter and tick over is not "Fun") needs to change. THEN you will see much more of that non pvp playerbase sticking aorund and shelling out money even in THESE financial times, for longer periods of time.
Pinnacle: Sgt. Major - L50 ARDevicesElec Blaster ,Sgt. Medic - L50 IllusionEmpathy Controller, PootyButt - L50 DarkDP Defender Skunk
Virtue: Rockford Pennington - L50 StoneSS Tank, L50 WPSS Tank, L40 ElecDM Tank, L37 DADM Tank, L50 EmpRad Def, Zoom Jr - L50 FireDev Blaster
Different from my last post entirely, and hopefully not another wall of text.
Event:King of the Mountain PVP
Location:Those giant floaty useless rocks in Oroboros? Certain Floaty islands in Fire Base Zulu? (Imagine KoTM on one of the deathstars in FBZ!)
Gameplay:
KB powers only, with all dmg turned off.
KB resist powers allowed.
PVE mechanics.
SJ/SS/Flight/Tp turned off.
If you fall off within a certain distance of the floaty thing your fighting for, you are tp'd back the base of said floaty thing.
Make Locations Co-OP, like RWZ. (Kinda silly having two different Oro's when code already exists that can differentiate between hero an villian in game.)
Scoring:Rep for Who can hold the peak longest.
Rewards:Pvp recipes, merits, whatever.
Event: Kickball PVP
Location:New Giant Arena in a zone unto itself and Co-op.
Gameplay:Well your "Referree" has the ability to randomly wormhole in an object of at least a certain size like a "car" and the teams have to knock it through the goal. Simple!
More options: Added would be an option for slows, stuns, and holds to be allowed or not. To add a twist, Bluewall off the gamefield so spectator can watch like at a real event.
(Yeah I already hear the arguments about multiple teams playing at once blah blah blah. )
Solution:Teams playing can choose to allow their match to be one chosen at random to be played on the main field. During Special Events , like Playoffs, The entire match of the playoff teams would\could be auto-set to play in the big arena.
Travel powers would be in full effect, the ball would be targetable but indestructible, but all player damage would be turned off.
Scoring:Goals!
Rewards:Pvp Recipes, Merits, etc
Other ideas:
Make the HIVE a CO-OP zone as well as Fire Base Zulu. Actually, certain zones in FBZ would make Great PVP zones. As it is, RV is the only place where 50's (aside from Arena) can truly flex their muscles. Need more End Game Zones. CO-OP Hamiraids would be fun. Nuff said bout that.
Pinnacle: Sgt. Major - L50 ARDevicesElec Blaster ,Sgt. Medic - L50 IllusionEmpathy Controller, PootyButt - L50 DarkDP Defender Skunk
Virtue: Rockford Pennington - L50 StoneSS Tank, L50 WPSS Tank, L40 ElecDM Tank, L37 DADM Tank, L50 EmpRad Def, Zoom Jr - L50 FireDev Blaster
We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13. |
I'd like to see the game connect the servers into one arena interface, kinda like what the devs did with the market recently. It would expand the pool of players to pvp with and make a live league more viable, especially since the Test server is unreliable. I've been hearing rumors for awhile now that someday cross-server teaming options will be implemented for pve, so why not for pvp too?
Apologies if this has already been suggested.
Hmm...Might seem odd as I'm still relatively new coming into this.
Though it's been a few years, one thing that I noticed is that there are a few of these issues that have actually been addressed. Granted, progress is a bit slower than any of us would like it to be...But it's a sense of hope, even if it is a naive one at that.
I find it amusing that this thread's 11 pages long, yet 10 of those 11 pages were posted in the eight months between the OP and I13 dropping and there've been barely a dozen posts over the following two years.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
It's not, though, that's the thing.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
please unsticky this thread...they don't care
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I know somewhere small NCSOFT can start:
Adjust Superior Invisibility so it actually gives the +1000ft bonus it says it should give to the controller. WTF. It should be better than hide if going by the power's description. I think illusion trollers deserve it.
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I totally agree. Superior Invisibility should be superior to all other forms of -Per.