PvP Community Wishlist - Finished Copy


1_800_Spines

 

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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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Please, for the love of sweet baby jeebus, investigate allowing us to "break" TP's inherent "hover" if we use the movement keys. For those of us competent with the power (or at least have taken Hover from the Flight Power Pool), it's a nuisance at best.

Also, could you also investigate easing up a bit on the threshold of "illegal" teleport destinations? Sometimes (actually, fairly often) there only seems to be an arbitrary pixel difference between where we can port and where we can't. Frequently it appears to follow no rhyme or reason.


 

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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.



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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PLEASE do this. I have wanted dual builds for a long time as I hate having to sacrifice pve for pvp. This would bring a lot of casual pvp'ers back into pvp zones.

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Yes DO EET


 

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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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Please, for the love of sweet baby jeebus, investigate allowing us to "break" TP's inherent "hover" if we use the movement keys. For those of us competent with the power (or at least have taken Hover from the Flight Power Pool), it's a nuisance at best.

Also, could you also investigate easing up a bit on the threshold of "illegal" teleport destinations? Sometimes (actually, fairly often) there only seems to be an arbitrary pixel difference between where we can port and where we can't. Frequently it appears to follow no rhyme or reason.

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I second this


 

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Wasn't the biggest problem with TK the fact that you could be near perma repel-held (stuck in rag doll), and therefore unable to even use insps at all? a breakfree change wouldnt really help at all.

Why not just make TK grant the target lots of KB protection?


 

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Castle,

Just throwing this out there: Can you combine power selection to costume selection? Meaning your first costume slot could be your PvE general build, your second costume slot could be your PvP build, your third could be your TF/AV fighting build, etc...


Scrapper Slotting Basics
Brute Slotting Basics

 

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Even better how about you make an actual contribution to pvp in this game and let us have selectable arena maps. Heck Id settle with you just removing the stupid pocket D cage map. Im probably asking for something way too brainbusting for you to accomplish though.

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Hey Castle, I just want to apologize for some of my fellow players like this doush here.

Thanks for the heads up that you're looking into pvp issues and for being willing to listen to our suggestions.


 

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moar bug fixes to cusion repeated bad changes (also badges), plz.


 

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Even better how about you make an actual contribution to pvp in this game and let us have selectable arena maps. Heck Id settle with you just removing the stupid pocket D cage map. Im probably asking for something way too brainbusting for you to accomplish though.

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Hey Castle, I just want to apologize for some of my fellow players like this doush here.

Thanks for the heads up that you're looking into pvp issues and for being willing to listen to our suggestions.

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i apologize for this posters apparent lack of knowledge in the case and second fel's request for selectable maps.

also second the willing to listen to our suggestions part tho.


 

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you know they are just doing this cause heroes cry too much first they let blasters attack while mezed now they want to let heroes pop bf's and come get a mind dom tk was what they used to keep em away to kill this is lame i dont even play a mind dom and i think this unfair
smh why do devs favor heroes so much?


 

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i'm pl-ing a grav/thorns double drone build as soon as i get home.

stay the [censored] away from the villain base.

kthnx.


 

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you know they are just doing this cause heroes cry too much first they let blasters attack while mezed now they want to let heroes pop bf's and come get a mind dom tk was what they used to keep em away to kill this is lame i dont even play a mind dom and i think this unfair
smh why do devs favor heroes so much?

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???

You realize that there are mind CONTROLLERS in existence right?

Also I agree with the general atmosphere: GG Castle.

Looks like not being the ONLY powers guy for 3 issues anymore is freeing up some of his time.

Thank GOD!


Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!

 

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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?

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lol.

moar changes that benefit my dom in teams plz (i don't duel much anyways)


 

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you know they are just doing this cause heroes cry too much first they let blasters attack while mezed now they want to let heroes pop bf's and come get a mind dom tk was what they used to keep em away to kill this is lame i dont even play a mind dom and i think this unfair
smh why do devs favor heroes so much?

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???

You realize that there are mind CONTROLLERS in existence right?

Also I agree with the general atmosphere: GG Castle.

Looks like not being the ONLY powers guy for 3 issues anymore is freeing up some of his time.

Thank GOD!

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Overall I'm VERY pleased that TK's issues are being addressed. It's been overpowered and out of balance for WAY too long.


I'd suggest that "2" BF's are required to "break" TK's repel though. Just don't remove TK's repel in pvp altogether, that really wouldn't be right.


 

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Castle, can you go into more detail on the cage suppresion nerf, thanks.


 

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I'd suggest that "2" BF's are required to "break" TK's repel though. Just don't remove TK's repel in pvp altogether, that really wouldn't be right.

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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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What if the suppression kicks in after a 10 second delay? Only issue I see (that can be balanced accordingly) is that if the toggle is active for 10 seconds, the suppression will end up being 10s + Last Suppression Duration, in theory, up to 25 seconds. It actually sounds appealing that the suppression be longer the longer the toggle was used on you.

Only issue I see is a potential griefing where some one may get an enemy alt (hero gets his dominator) to Tk him and perma kick in supression after 10 seconds go through. I guess other options to prevent his can be implemented.


 

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I think a better solution for telekinesis is to have so many ticks have repel effect and so many where it doesn't repel. For example, if it was repel for 5 ticks and end repel for 5 ticks. Then the sequence would be repel tick tick tick tick tick, end repel tick tick tick tick tick, repel tick tick tick tick tick, end repel tick tick tick tick tick, so on and so forth. This would benefit both parties. Yes, the caster of telekinesis would have something taken away but the power wouldn't become useless. And the defender of the telekinesis power would be given a chance to take action to run away or attack the caster before the repel ticks turn on again. Of course the number of tick for repel on and repel off will probally be different then 5 ticks for every change.


If it ain't broke set it on fire, then say it was a fault in the design.

Main:50 Force Encephalon Mind/Kinetic Controller, Protector Server

 

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I'd just like to chime in for a moment on the TK/repel issue. I'm not gonna comment of the numbers and systems ideas for keeping it from being abused, because I don't have a character with the power and I don't PvP much, so I don't have much knowledge in that area... What I do know, is that when I've seen it used, even when it was used on me (which was quite frustrating, heheh) it was a really cool effect. I'd hate to see the cool effect portion sacrificed because of a bug...

That's all... back to your discussion...


Dear NCsoft, if you go through with this shutdown you've guaranteed you'll not see another dime from me on any project you put out, ever.


http://xx-starhammer-xx.deviantart.com/

 

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Lemme just chime in to say it's terrific to see Castle seriously addressing PvP issues. Keep the dialogue going!


 

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Lemme just chime in to say it's terrific to see Castle seriously addressing PvP issues. Keep the dialogue going!

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i agree to a point.
1. i think he's swinging the nerf bat way too hard, nearly statesman-ish.
2. the fact that there's a dialogue happening is teh rock.


 

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I agree.

Thanks very much, Castle...haven't seen an actual Dev talk to and listen to PvPers in a while.

(Careful with the nerf-bat power, though!)


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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What about making TK act as a jump and run debuff, while it is active on another player or critter? That should not interfere with any repel aspect, and should at least make TK noticable to someone with status protection.


 

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If pinned in a corner, you can get away from force bubble and hurricane but not TK. I'd like to see it auto-off after X amount of time or maybe start off low end cost but it slowly increases the longer you have it on. (kinda like the phase toggle for warshades)


 

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I agree.

Thanks very much, Castle...haven't seen an actual Dev talk to and listen to PvPers in a while.

(Careful with the nerf-bat power, though!)

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I think it is the smart thing to do. All in all there will be less yelling if he is overly harsh and then lightens up as opposed to putting in a nerf that is light and doesn't work and then having to nerf it further.