Live Feedback: Issue 13 : PvP Revamp (POSITIVE)
You know, I have been giving MasterGabriel's idea a lot of thought and come to realize that it actually does have merit. It would certainly keep people fighting longer, and possibly keep everyone from becoming schizophrenic jumping beans. (Though to be fair, I have seen such behavior on other MMORPGs, so it's nothing new.) Now, while I say the idea has merit, I am not sure if it would really implement well into the game. As much as I loathe to admit this (because it means I agree with certain other people that will remain nameless here,) PvP zones are designated PvP for a reason. By going into one of these zones, even if it is for some reason besides fighting another player, you accept the chance that you will run into a villain/hero (or if you are in Warburg, just another player) who might try and fight you.
It happens. Not all of them are going to ask you for permission to attack. They just will. (In fact, I would be kind of surprised if somebody did that outside of offering a challenge for a duel...)
It's the nature of the game.
Now, i13 has made it a lot easier to run away from unwanted fights (or at least that what I have seen anyway... Maybe I'm wrong...) Does that mean that someone who really wants to get you can't follow you? Nope. Anyone with enough persistence will be able to nab a potential target. Sometimes it just takes some effort (god forbid!)
Okay, enough on that...
Since my last post, I have PvPed some more, and I have a few more comments to make on it. Generally speaking, i13 PvP still seems a lot more 'user friendly' then i12. I am still getting my tail handed to me, (especially when I am up against a VEAT) but not nearly as much as I used to. And at least I can usually put up a decent fight!
From what I can see, the people that are whining and groaning the most about the differences are the people that can no longer single handedly drop an opponent in 2.34 seconds.
Again, it actually takes a little effort to defeat another player (again, god forbid you have to actually put a few ounces worth of work into killing someone!)
Okay, I'm done now, before this turns into a rant about peoples behavior rather then just PvP.
"The part of me that is leaving... is going to miss the part of me that is staying..."
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Now, i13 has made it a lot easier to run away from unwanted fights (or at least that what I have seen anyway... Maybe I'm wrong...) .
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How can you run away when you are hit with travel suppression when someone attacks you? You can't.
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Arc 22832: And Hell Hath No Fury (extreme)
Will you be the key to the Knives of Artemis' survival? or the instrument of their destruction?
Maybe I'm wrong, but when I get hit with a travel suppression power, it doesn't last very long. Perhaps it depends on what travel power you have. A character using flight who gets travel suppressed /will/ drop out of the sky, but does that prevent you from turning on Sprint and continuing to run away?
Maybe it's my build and the enhancements I have on that factors into things as well.
I'll freely admit if I am wrong on this since, as I have said, I am not an expert in all things CoX, but as ransim up above has said, suppression doesn't seem to make /that/ huge of a difference.
"The part of me that is leaving... is going to miss the part of me that is staying..."
Unless they changed something, fliers stay hovering. If someone continues attacking you, you stay suppressed. Sprint doesn't count as a travel power, but if that's what you meant, I suppose, yes, you can try to jog away. Travel suppression turns off SJ, SS, and fly.
Arc 185502: Who Killed Snow Globe? a mini mystery Put together the clues to solve the case!
Arc 22832: And Hell Hath No Fury (extreme)
Will you be the key to the Knives of Artemis' survival? or the instrument of their destruction?
[ QUOTE ]
I mistakenly put this out there on the PvP Negative forum. but as an alternative to travel suppression what if activating a travel put you in only affecting self status for the duration of that toggle running or for TP for a short time afterward you could only affect self. You could still move flee etc... but you can't fight. You would have to turn off travels to fight so you couldn't run and gun.
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Because the travel powers do still make PVP fun. There is nothing,a t least to me, quite like leaping into the air on my Katana scrapper and doing a soaring dragon in midair on an opponent.
Or flying and fighting other flying opponents.
I wouldn't want to take the travel powers completely out of PVP. I think with the changes now people have a higher chance of escape, its not insta death once you've been held or attacked and the suppression isn't that extreme.
Just try it in the arena. Do a match with suppression then do one with suppression off. I did it myself, its not that massive of a difference.
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