PvP Community Wishlist - Finished Copy
I believe the arena server and the market server ended up being linked somehow, and that's how/why the arena crashes got fixed. It was also tied in with the base crash bug.
There was a glorious, glorious day in i9 closed beta where the market was completely down and no arena matches would load. It was okay though, because there was like a 50% chance of loading into someone else's mission with PvP enabled.
So good.
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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.
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Must say I like that idea a whole lot. This would also be a very useful feature for people to test out builds without having to copy a toon to the test server dozens of times and use respecs. This is how others are doing it.
Nicely organized list. Hope it gets some well deserved attention.
Shard Warrior - 50 MA/Regen/BM Scrapper
Founding Member and Leader : Shadow-Force
Co-Leader: Council of Heroes
"Whatever evils come this way... we will be there to stop them."
Any news on this wish list?
Hey guys, just wanted to address a few things from the wishlist, as best I can. A lot of things are outside the scope of issue 12, and venture into the realms of future stuff I can not talk about, but from my end, here are a few specific things I can answer.
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Combat logs are incomplete and a substantial percentage of incoming damage doesn't show up.
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The new powers guys are working on adding combat spam and correcting the help text for all hero and villain powers as I type this.
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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.
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Unlikely to ever happen. I could be wrong, since I'm not in charge of such things, but that would be my guess.
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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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Placate is bugged and wont work if an effect from a previous attack (a stun, a dot, etc) is still effecting the person youre attempting to placate.
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Code issue. Hopefully this will be fixed when we do some work on Stalkers between issues.
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If you tk someone with no knockback protection from high in the air, youre able to create a knockback which lasts for quite a while. The tkd person will be unable to do anything (including popping inspirations, hitting powers, etc) for the duration of the tk.
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This should go away with Issue 12. TK's Repel will no longer affect players.
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Many feel that cage suppression or some other mechanic to prevent permacaging should be added. Currently, cage has no specific counters and a single IOd sonic can keep another player intangible for 90% of a match. Some like cage as is, and discussion about it is available here.
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"Cage" Suppression is being added in I12.
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TP is not viable as a solo travel power or for combat motion. Suggestions include changing the hover after tp to fly, decreasing activation time, removing the hover when tping to the ground, or allowing people to change how far theyre tping.
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The "Hover" was added to make TP viable as a PVE travel power -- removing it is not really an option. Suppressing the Fly attribute if near ground may be viable, I'll investigate that. Changing how far you can teleport is a UI nightmare, and unlikely to be changeable in a fashion that would meet PVP needs.
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Many people feel that the balance of irresistible effects in PvP needs to be reconsidered. Changing irresistible effects might be another way of balancing heroes and villains.
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The reduction of Blaster Irresistible damage shows that we aren't averse to doing this. I'll add it to the list of things under discussion.
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Brutes, tanks, and scrappers are entirely absent from high end team PvP. Consider adding resistance or protection to Cage to some of the sets that arent as good in PvP (invuln, stone, ea) and make taunt less easy to shake.
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As mentioned before, Caging will be suppressed, so that may alleviate the issue somewhat. As for Taunt, it's current state is the result of testing. It's possible (likely, even) that it was overly restricted. It's something that we'll look at when we do a more thorough pass on PVP in general.
o: hawt @ cage suppression and personal yay @ lol tk
tk will no longer affect players? sucks balls for me
tk will no longer affect players?
wait wait.
what about force bubble?
before i go off and throw a fit.
I support this nerf cuz I never abused it
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I support this nerf cuz I never abused it
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Using TK wasn't an abuse.
Thanks Castle, good to know you're listening
And Castle said only the repel portion of tk will not effect players.
GOD bless,
Shem
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Thanks Castle, good to know you're listening
And Castle said only the repel portion of tk will not effect players.
GOD bless,
Shem
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The Repel portion of TK was the only part that EVER affected players.
The hold on TK is 1.5. Aka none.
Lies, my storm/dark/psy build on live could TK + Dominate and not have to follow up with Mass Hypnosis to drop Acro.
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tk will no longer affect players? sucks balls for me
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The hold will still affect players; the repel will not.
Useless.
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tk will no longer affect players? sucks balls for me
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The hold will still affect players; the repel will not.
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so tk is useless now?
err..
they just had to changed the mag on the repel. that's it. make it so that it requires one break free to get out of, 2 in domination.
not that hard.
what is tk good now for?
it's retarded in pve.
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Lies, my storm/dark/psy build on live could TK + Dominate and not have to follow up with Mass Hypnosis to drop Acro.
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3 + 1.5 = busted acro.
Duel me.
I will work on my sig pic more when I have time.
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tk will no longer affect players? sucks balls for me
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The hold will still affect players; the repel will not.
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what about other repel powers?
thoughts behind the change?
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tk will no longer affect players? sucks balls for me
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The hold will still affect players; the repel will not.
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Translation. TK is useless
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tk will no longer affect players? sucks balls for me
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The hold will still affect players; the repel will not.
[/ QUOTE ]well that's all mind had going for it, mind has no pets, I mean sure mind can hit through positional defense but that will be fixed probably. Mind has nothing going for it. Only primaries of real use in pvp now are ice and fire.
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Lies, my storm/dark/psy build on live could TK + Dominate and not have to follow up with Mass Hypnosis to drop Acro.
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3 + 1.5 = busted acro.
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Yes that's what I meant.
Well, with the impending nerf of Acrobatics Mind isn't completely screwed. I'd trade TK's Repel for Levitate affecting more targets. Honestly, I only used TK to try to keep melees out of melee range anyway.
I hope Repel not affecting players applies to *all* Repels though, not just TK. You can also trap people into corners with Force Bubble, for example.
Gothika (Grav/Kin) Marionette (Ill/Rad) Terra Firma (Earth/Storm) Alana Dale (Arch/Nrg)
Iceblink (Ice/Dark) Fantasia (Mind/Fire) Shadow Minx (Claws/Nin)
--Virtue
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tk will no longer affect players? sucks balls for me
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The hold will still affect players; the repel will not.
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Isn't the Hold suppressed if something attacks the target, though?
Gothika (Grav/Kin) Marionette (Ill/Rad) Terra Firma (Earth/Storm) Alana Dale (Arch/Nrg)
Iceblink (Ice/Dark) Fantasia (Mind/Fire) Shadow Minx (Claws/Nin)
--Virtue
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they just had to changed the mag on the repel. that's it. make it so that it requires one break free to get out of, 2 in domination.
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Yes.
Best bug ever.