PvP Community Wishlist - Finished Copy


1_800_Spines

 

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If you tk someone with no knockback protection from high in the air, you’re able to create a knockback which lasts for quite a while. The tk’d 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 IO’d 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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Grr. My mind/ff controller does not like you.


 

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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.

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I agree with you there, why not make repel have suppression?


 

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Somebody mentioned Sturdies.

If BFs were on 50%/75%/100% for sm/med/lrg, have every size of sturdy provide 25% repel resistance. That way you could get to 100% Repel resistance by using one medium BF and a Sturdy (ie., so medium BFs weren't pointless).

It wouldn't get abused, because to have Sturdy get to 100% you'd have to eat 4. Plus the name fits - if you're sturdy, you're unlikely to be sent flying.


 

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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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Well, that should be fixed in I12, too. A lot of powers which Knockback Suppression is missing on are getting it added. That doesn't completely alleviate the issue, though, which is why I added the exclusion flag to TK. I'm willing to grant that that was a bit of overkill, though, which is why I'm posting here.

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I agree with you there, why not make repel have suppression?

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It's a toggle. It'd suppress itself after the first tick! It truly would be useless then!


 

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I'd say make BF's more effective in the realm of needing just one (maybe two) to stop repel. To remove the repel factor from TK completely will massively damage the Mind control set in PvP.


"the reason there are so many sarcastic pvpers is we already had a better version of pvp taken away from us to appease bad players. Back then we chuckled at how bad players came here and whined. If we knew that was the actual voice devs would listen to instead of informed, educated players we probably would have been bigger dicks back then." -ConFlict

 

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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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Well, that should be fixed in I12, too. A lot of powers which Knockback Suppression is missing on are getting it added. That doesn't completely alleviate the issue, though, which is why I added the exclusion flag to TK. I'm willing to grant that that was a bit of overkill, though, which is why I'm posting here.

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you're listening to us?
<3
wow.
i think i like you again.


 

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I'd say 2

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A lot of powers which Knockback Suppression is missing on are getting it added.

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Awesome.

Anyways, I'd prefer one breakfree gives repel immunity, but I guess I'd be okay with 2 as well. Or maybe 2 breakfrees gives repel immunity and so does 1 small orange.

I'd also be okay with just the original nerf to TK, but I can understand why people don't like that.

It's too bad you can't make TK shut off after 30 seconds or so when used against players only. That'd be the closest thing to suppression.


 

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It's too bad you can't make TK shut off after 30 seconds or so when used against players only. That'd be the closest thing to suppression.

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pretty sure it can be done.

make note of hibernate and phase's mechanism for toggling and detoggling.


 

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I'd say 2

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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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Well, that should be fixed in I12, too. A lot of powers which Knockback Suppression is missing on are getting it added. That doesn't completely alleviate the issue, though, which is why I added the exclusion flag to TK. I'm willing to grant that that was a bit of overkill, though, which is why I'm posting here.


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Well, that's definitely a one-two punch on Mind if you're adding suppression to Levitate. Making either Breakfrees or Sturdies more effective against Repels would be a better approach at this point, imo. If further steps need to be taken when the more comprehensive PvP pass is done, then it could be readdressed then.


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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It's too bad you can't make TK shut off after 30 seconds or so when used against players only. That'd be the closest thing to suppression.

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pretty sure it can be done.

make note of hibernate and phase's mechanism for toggling and detoggling.

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Yeah but those always detoggle after 30 seconds. The key is making it only detoggle after 30 seconds if the anchor is another player, so that it doesn't nerf TK for pve.

Honestly, though, I'd be okay with just having it turn off after 30 seconds in general, although they should maybe lower the end cost a bit if they do that.


 

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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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agree


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It's too bad you can't make TK shut off after 30 seconds or so when used against players only. That'd be the closest thing to suppression.

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pretty sure it can be done.

make note of hibernate and phase's mechanism for toggling and detoggling.

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Yeah but those always detoggle after 30 seconds. The key is making it only detoggle after 30 seconds if the anchor is another player, so that it doesn't nerf TK for pve.

Honestly, though, I'd be okay with just having it turn off after 30 seconds in general, although they should maybe lower the end cost a bit if they do that.

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They would have reduce the end cost a *lot* if they did that. Total Domination can already have a duration of over 30 seconds and you only need to click and pay endurance on that once.


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 would have reduce the end cost a *lot* if they did that. Total Domination can already have a duration of over 30 seconds and you only need to click and pay endurance on that once.

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But TK has a base recharge of 60 to TD's 240, so I think a significant end cost is still justified.


 

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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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agree

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Disagree, Acrobatics has long needed a nerf. No power boost type power should affect KB though (or anything that's not a 'real' mez), imo. A Blaster using Power Boost + Power Thrust getting a 35.5 mag KB with 0 enhancements in the power is just silly.


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 would have reduce the end cost a *lot* if they did that. Total Domination can already have a duration of over 30 seconds and you only need to click and pay endurance on that once.

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But TK has a base recharge of 60 to TD's 240, so I think a significant end cost is still justified.

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TD's recharge is 62 seconds on my Dom so no, it wouldn't be justified. The power would be nigh useless if it detoggled automatically after 30 seconds, actually.


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 would have reduce the end cost a *lot* if they did that. Total Domination can already have a duration of over 30 seconds and you only need to click and pay endurance on that once.

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But TK has a base recharge of 60 to TD's 240, so I think a significant end cost is still justified.

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TD's recharge is 62 seconds on my Dom so no, it wouldn't be justified. The power would be nigh useless if it detoggled automatically after 30 seconds, actually.

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With that amount of recharge, you'd have tk back up in 15 seconds... 75% uptime. How is that nigh useless?


 

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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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agree

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Disagree, Acrobatics has long needed a nerf. No power boost type power should affect KB though (or anything that's not a 'real' mez), imo. A Blaster using Power Boost + Power Thrust getting a 35.5 mag KB with 0 enhancements in the power is just silly.

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how about a dom lifting/levitating you for mag 34.

without powerboost.

add in powerboost, goes to what, 68...


 

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They would have reduce the end cost a *lot* if they did that. Total Domination can already have a duration of over 30 seconds and you only need to click and pay endurance on that once.

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But TK has a base recharge of 60 to TD's 240, so I think a significant end cost is still justified.

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TD's recharge is 62 seconds on my Dom so no, it wouldn't be justified. The power would be nigh useless if it detoggled automatically after 30 seconds, actually.

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With that amount of recharge, you'd have tk back up in 15 seconds... 75% uptime. How is that nigh useless?

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Because I'm talking about PvE and in that 15 seconds whatever it was you needed to pin out of reach just killed you.


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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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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agree

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Disagree, Acrobatics has long needed a nerf. No power boost type power should affect KB though (or anything that's not a 'real' mez), imo. A Blaster using Power Boost + Power Thrust getting a 35.5 mag KB with 0 enhancements in the power is just silly.

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how about a dom lifting/levitating you for mag 34.

without powerboost.

add in powerboost, goes to what, 68...

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Domination doesn't affect KB. Vanguard Medal and Megalomaniac Accolades do, however. Imo Castle should just change all power boost effects (including power buildup and the accolades) to do this:

# +100% Stun Enhancement to Self for X seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster
# +100% Sleep Enhancement to Self for X seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster
# +100% Confused Enhancement to Self for X seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster
# +100% Terrorized Enhancement to Self for X seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster
# +100% Immobilize Enhancement to Self for X seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster
# +100% Held Enhancement to Self for X seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster

And that's it. No buffs, no debuffs, no heals, nothing else. X would be whatever duration he wants.


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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The "Hover" was added to make TP viable as a PVE travel power -- removing it is not really an option.

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Maybe this is a good time to bring up the old QoL feature that PvE Teleporters have been asking for (on and off) for years: have the hover cancel instantly upon pressing a movement key.


 

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I thank you for addressing all of these concerns from the player base.
My question is would it be easier or less game changing to add "Repel Supression" as you say you are adding "Cage Supression"? I do not know if it is in the form of IO's or buffs to powersets or what, but it seems that the IO route would be a fun way to do it to help offset the break free "cost".


 

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I thank you for addressing all of these concerns from the player base.
My question is would it be easier or less game changing to add "Repel Supression" as you say you are adding "Cage Supression"? I do not know if it is in the form of IO's or buffs to powersets or what, but it seems that the IO route would be a fun way to do it to help offset the break free "cost".

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He can't. Since Repels are toggles they'd almost instantly suppress themselves.


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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Gothika-
Can you explain that to me please. Hate to sound so noobish but I don't understand why that would work that way.