PvP Community Wishlist - Finished Copy
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This should go away with Issue 12. TK's Repel will no longer affect players.
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Nice. Now to address Dominate and Mesmerize hitting through everything...
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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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Unless they roll back the acro change or nerf levitate lev is now the only reason to have mind.
Seems like there has to be a better solution than the respel no longer affecting players. With it being a pvp only fix they should really consider some other change. Make tk only up for so long and a longer rech or something , but not working at all is just kinda silly.
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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TK is a continuous hold and a continuous repel. Only the repel part is being removed for PvP. At this point, it will take actual player testing to see if that makes TK 'useless' in PvP. If it does, then ask for a re-buff short of continuous repel, e.g., a limited Knock Down.
As it is, TK was definitely being exploited. This is only the beginning of nerfs to overpowered exploits in PvP. For those exploiting, they will complain loudly. But we need to remember that the PvP community has been asking for balance to such exploitable powers. You're starting to get what you're asking for. The "I Win" buttons are being disabled.
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but if tk is useless..then how else will villians drone heroes?..besides tp foe that is
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im rolling a grav/elec with i12.
since we're gonna be camped permanently by heroes, im just gonna give up pvp go and go into rping im twixt.
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This should go away with Issue 12. TK's Repel will no longer affect players.
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Nice. Now to address Dominate and Mesmerize hitting through everything...
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Yes, let's remove *any* reason to have Mind in PvP. Being vulnerable to a select few powers just means there's actually a paper to your rock.
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.
[/ 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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Unless they roll back the acro change or nerf levitate lev is now the only reason to have mind.
Seems like there has to be a better solution than the respel no longer affecting players. With it being a pvp only fix they should really consider some other change. Make tk only up for so long and a longer rech or something , but not working at all is just kinda silly.
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exactly.
long recharge + toggle drops like with phase.
this is the most retarded "fix" i've seen in a long time.
15 minutes of brain storming have resulted in 3 alternatives that would have been far more balanced.
Thanks for the update, Castle, though I imagine many people won't like the change to TK. Is this to address the rag-doll lock problem? If it's not that, would you consider reinstating the repel against players, but change it so less break frees are needed to escape it?
Not Putzing is going to be mad all her work is getting some attention just a few days after she's left the game... or is this just to get her back?
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but if tk is useless..then how else will villians drone heroes?..besides tp foe that is
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have TP Foe not affect players....
*sneaks out*
If they made all repels not effect players, wouldn't that then Nerf Energy Aura also?
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tk will no longer affect players? sucks balls for me
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TK is a continuous hold and a continuous repel. Only the repel part is being removed for PvP. At this point, it will take actual player testing to see if that makes TK 'useless' in PvP. If it does, then ask for a re-buff short of continuous repel, e.g., a limited Knock Down.
As it is, TK was definitely being exploited. This is only the beginning of nerfs to overpowered exploits in PvP. For those exploiting, they will complain loudly. But we need to remember that the PvP community has been asking for balance to such exploitable powers. You're starting to get what you're asking for. The "I Win" buttons are being disabled.
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Power Boost/Power Buildup better be on that list.
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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but if tk is useless..then how else will villians drone heroes?..besides tp foe that is
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have TP Foe not affect players....
*sneaks out*
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This is needed more than a nerf to TK, imo.
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
Break Free offers 25% resistance to Repel. Escape offers 100% resistance to Repel. I could make Break Frees grant resistance anywhere from 25% to 100%. Where is the acceptable breakpoint?
25% = 4 BFs needed to obviate the effect.
33% = 3 BFs needed to obviate the effect.
50% = 2 BFs needed to obviate the effect.
100% = 1 BF needef to obviate the effect.
Once 100% resistance is reached, you can't be Repelled unless the effect is irresistible. This will apply to Force Bubble, Hurricane, and other Repel type powers as well.
I'd say 2
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k
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Break Free offers 25% resistance to Repel. Escape offers 100% resistance to Repel. I could make Break Frees grant resistance anywhere from 25% to 100%. Where is the acceptable breakpoint?
25% = 4 BFs needed to obviate the effect.
33% = 3 BFs needed to obviate the effect.
50% = 2 BFs needed to obviate the effect.
100% = 1 BF needef to obviate the effect.
Once 100% resistance is reached, you can't be Repelled unless the effect is irresistible. This will apply to Force Bubble, Hurricane, and other Repel type powers as well.
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if tk is allowed to affect players: 1 bf breaks repel seems good. 2 under domination.
if this can't be done because resistance values are percentages not mags, 2 bfs break every repel effect in the game.
4 is excessive indeed.
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Break Free offers 25% resistance to Repel. Escape offers 100% resistance to Repel. I could make Break Frees grant resistance anywhere from 25% to 100%. Where is the acceptable breakpoint?
25% = 4 BFs needed to obviate the effect.
33% = 3 BFs needed to obviate the effect.
50% = 2 BFs needed to obviate the effect.
100% = 1 BF needef to obviate the effect.
Once 100% resistance is reached, you can't be Repelled unless the effect is irresistible. This will apply to Force Bubble, Hurricane, and other Repel type powers as well.
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If those are the stats for the small version of the insp, then I'd say each small should be 50%, a medium should be 75% and a large 100% resistance to Repels.
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
imo 2 is good. 4 was way too many to force someone to chug.
Actually, I would prefer you give Sturdies 100% repel resist. Make people think a bit more about what load out they should bring. But that may be too overpowered to require melee to bring less BFs to a fight vs mind doms/trollers.
castle, since ur actually reading this, please dont nerf acrobatics. with the new psy blast set having tk blast and a permeable power boost, your dooming any chance of high end pvp in this game.
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Having breakfrees work is a much more sensible solution than simply breaking the power (a toggle 1.5 hold is virtually useless on its own, and if they can come up and smash in your head then you won't get to stack). 2 Breakfrees should offer complete resistance to Repel for their duration.
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Break Free offers 25% resistance to Repel. Escape offers 100% resistance to Repel. I could make Break Frees grant resistance anywhere from 25% to 100%. Where is the acceptable breakpoint?
25% = 4 BFs needed to obviate the effect.
33% = 3 BFs needed to obviate the effect.
50% = 2 BFs needed to obviate the effect.
100% = 1 BF needef to obviate the effect.
Once 100% resistance is reached, you can't be Repelled unless the effect is irresistible. This will apply to Force Bubble, Hurricane, and other Repel type powers as well.
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If those are the stats for the small version of the insp, then I'd say each small should be 50%, a medium should be 75% and a large 100% resistance to Repels.
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75% is indistinguishable from 50% for these purposes.
I'd have to say 2 also. Or is there some kind of tk supression? Since cage is getting it maybe after a player has been affected by a repel effect for so many seconds they become immune for so many seconds. That would make TK less of a pain while still giving the less of a pain hurricane some protection to the user if they move in and out.
Yes Castle instead of nerfing tk's repel aspect just make it so you pop 2 BFs to negate the repel effect, that would be more reasonable and make people less angry (You can also go with the 1bf breaks repel approach also. The issue with tk isn't really the repel, it's just the bug that causes KB to be perma if tk is used with a kb power, if you can fix that instead then it will be golden.
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Break Free offers 25% resistance to Repel. Escape offers 100% resistance to Repel. I could make Break Frees grant resistance anywhere from 25% to 100%. Where is the acceptable breakpoint?
25% = 4 BFs needed to obviate the effect.
33% = 3 BFs needed to obviate the effect.
50% = 2 BFs needed to obviate the effect.
100% = 1 BF needef to obviate the effect.
Once 100% resistance is reached, you can't be Repelled unless the effect is irresistible. This will apply to Force Bubble, Hurricane, and other Repel type powers as well.
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If those are the stats for the small version of the insp, then I'd say each small should be 50%, a medium should be 75% and a large 100% resistance to Repels.
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75% is indistinguishable from 50% for these purposes.
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Ok, but it looks good. For some reason in the back of my mind I was thinking "ok, a small and medium would break free of Repel" but yeah, so would two smalls. In that case just make it small = 50% and mediums and larges = 100%.
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
but if tk is useless..then how else will villians drone heroes?..besides tp foe that is