PvP i13 forward


Alpha_Zulu

 

Posted

Assuming all the [censored] and whining about what it is now is doing no good whatsoever and that the *revert to i12* calls are falling on deaf ears, how do we proceed?

Knowing now what they don't listen to, what's left? Where do we go from here?


@Bonker Guide to Base Building for the Small SG
Present project: Solo Everything Project
Remaining: Lusca, Sewers, Eden, Kahn, States, HeroSpec2&3, Apex, Tin Mage, Moritmer Kal, Tesseract, Recluse, 'Cuda, Quarry, Stropharia, Thorn, Arachnos Flier, Deathsurge, Caleb, Seed of Hamidon (Villrespec2&3, Hami, CoP, Incarnates)

 

Posted

Not sure we need to go anywhere...

I spent the longest amount of time in a PvP zone ever this weekend - actually PvPing and had fun. I died, I killed. It felt about right. I'll be back. I've tried before and never said that.


City of Heroes was my first MMO, & my favorite computer game.

R.I.P.
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Posted

Looking for new fotms and farm farm farm till next nerf?
I think fixing some current bugs would help =.=
I asked Castle if it was possible to separate heal decay option and DR option on arena but he said: it is hard, no
With this attitude i doubt many things gonna change sry..:x


 

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Looking for new fotms and farm farm farm till next nerf?

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We get what yer doing, bro (oh hai! srry should i call you sis?) but have you any interest in the health of the pvp game from here forward?

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I think fixing some current bugs would help =.=

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Which *bugs* in regard to pvp do you think would be best solved *right now*, to improve the health of the pvp part of the game?

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I asked Castle if it was possible to separate heal decay option and DR option on arena but he said: it is hard, no

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Bummer. So, heal decay reversion is out, unless we can come up with a better way of suggesting a change, or prioritizing its importance to the health of current PvP directly to castle than your PM.

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With this attitude i doubt many things gonna change sry..:x

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Oh, so you tried, via some PM, and therefore all hope is lost.

Gotcha.

Thnx fer yer input.


@Bonker Guide to Base Building for the Small SG
Present project: Solo Everything Project
Remaining: Lusca, Sewers, Eden, Kahn, States, HeroSpec2&3, Apex, Tin Mage, Moritmer Kal, Tesseract, Recluse, 'Cuda, Quarry, Stropharia, Thorn, Arachnos Flier, Deathsurge, Caleb, Seed of Hamidon (Villrespec2&3, Hami, CoP, Incarnates)

 

Posted

yeah i am pessimistic person....=.=

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We get what yer doing, bro (oh hai! srry should i call you sis?) but have you any interest in the health of the pvp game from here forward?

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pretty much..CO doesn't look like anything i wanna play in the future and CoH is only one on market that offers certain interesting features...
and hai btw ^_^

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Which *bugs* in regard to pvp do you think would be best solved *right now*, to improve the health of the pvp part of the game?

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fix combat attributes numbers they are still wrong...
it rather belongs to suggestion forum but i would remove some res from squishies if we run DR off matches just to avoid heal decay...
i think placate is still bugged...
hiber+phase still works somehow...
getting stuck in KB animation....

Maybe i shouldn't have expressed it as bugs but rather things that could be pollish if devs still want to keep i13 system (but again it would belong to suggestion forums and list would be probably long and subjective)

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Bummer. So, heal decay reversion is out, unless we can come up with a better way of suggesting a change, or prioritizing its importance to the health of current PvP directly to castle than your PM.

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maybe...

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Oh, so you tried, via some PM, and therefore all hope is lost.

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It wasn't only based on PMs or own experience but rather the whole story about i13 testing and communication between devs and pvp'ers...

Maybe it is good idea to post this thread ..if you don't try you would never know...it is hard to be enthusiastic though, sry


 

Posted

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Knowing now what they don't listen to, what's left? Where do we go from here?

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Don't take this joke of a game too seriously, because trying to actually be competitive in a game clearly designed to deter competition is.....well...just silly. What's left is to just mess around in zones and pwn nubs. Ironically, I came to this realization over a year ago, when PvP in this game was a far lesser joke than now.


 

Posted

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Which *bugs* in regard to pvp do you think would be best solved *right now*, to improve the health of the pvp part of the game?

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Maybe I'm being snarky, but every time I go into a PvP zone I /bug heal decay. Travel suppression on self-buffs is stupid (when I'm chasing someone down on a Stalker and I hit Build Up, wtf am I getting suppressed for? All that does is let my target get away).

If you want to start fixing "bugs" though, start with these:

*Mezzes with a KB component (like Knockout Blow) will punch through melee KB toggles like they're not even there. Click and passive KB protection seems to work fine - it's stupid having to slot -KB IOs on a character with in-set KB protection.

*The duration on the Devastation: Chance for Hold proc is ridiculously long (I think 8 seconds base). Same for Seismic Smash from Controller Stone Mastery.

*NPCs in zones are sometimes more dangerous than player enemies - with no mez protection and NPCs still using pre-I13 mez durations, it's a wonder people bother to go into zones anymore. The hero heavy's autohit AoE hold patch has messed me up more times than I can count - standing there puking, defenseless, while a terrible PvPer slowly kills me is just stupid.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

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Don't take this joke of a game too seriously, because trying to actually be competitive in a game clearly designed to deter competition is.....well...just silly. What's left is to just mess around in zones and pwn nubs. Ironically, I came to this realization over a year ago, when PvP in this game was a far lesser joke than now

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Ahh, a man after my own heartÂ…though I never took it very seriously (despite my desire to have a real ranking system in place).

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(from macskull)Maybe I'm being snarky, but every time I go into a PvP zone I /bug heal decay. Travel suppression on self-buffs is stupi

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Hilarious!


 

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stuff

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Couple comments on mac's post.

1. BU doesn't cause suppression. At least I never noticed it. But firey embrace does, for no explicable reason.

2. It's not just the hold proc that's bugged. It's ALL mez procs. I have a stun proc in my snipe that has a 8 sec stun on it. Basically those procs were so seldom used in PvP, they probably simply forgot they existed, and never bothered adding the I13 mez code to them. I see no possible chance of it being intended. A proc that lasts twice as long as a troller/dom's primary hold? LOL!


 

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1. BU doesn't cause suppression. At least I never noticed it. But firey embrace does, for no explicable reason.

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Oh, I've noticed it. Hell, using inspirations causes suppression. It's not a long timer but it's there nonetheless. Suppression on self-heals like Warmth is stupid too. I'm low on HP, Phase/Hibernate is down, and I have an angry squad of heroes after me - but if I try to heal myself up I'll get suppressed and they'll be on top of me in a split second. So at that point I basically have 3 choices (this is assuming zone, where I am the only support available on my team) - keep running and hope they don't get into range to suppress me and kill me (so basically cross my fingers and hope I don't die); try and heal and hope I can get moving again before they get too close (again, hope I don't die); or get lucky and find obstacles or NPCs to evade through and break LoS (and again, hope I don't die).

So at that point, unless I get lucky, I'm dead. I'm sure that's how the devs intended it to work (all this "getting away from a fight alive" stuff must not pertain to a videogame, I guess) but it's just stupid. And don't even get me started on heal decay.

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2. It's not just the hold proc that's bugged. It's ALL mez procs. I have a stun proc in my snipe that has a 8 sec stun on it. Basically those procs were so seldom used in PvP, they probably simply forgot they existed, and never bothered adding the I13 mez code to them. I see no possible chance of it being intended. A proc that lasts twice as long as a troller/dom's primary hold? LOL!

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I sometimes forget those exist too, so all of a sudden I get pegged by something and then suddenly I'm held, going "WTF" and waiting to press Hibernate because otherwise I know it's over. Damn things need to be 2 seconds just like (almost) every other non-control-AT mez.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

I agree. But I still think there's no suppression on BU. The one on insps is definitely there...it's very noticeable. But when I use BU in midair or something, I don't seem to drop out of midair, like with suppression.

And yes, that is exactly what the devs wanted. Any time anybody gets attacked by anybody else, they want at least one person to die. That's why they did everything possible to make sure nobody can get away from any fight.


 

Posted

Build up causes suppression as does, casting Forge. Funny, if you're on an emp and you buff someone with Fortitude, no suppression. Switch to a corruptor and buff someone with Forge, you get suppressed.


 

Posted

Ally buffs weren't supposed to suppress (and, IIRC, didn't at i13 launch) but went back to doing so in some patch before i14. Supposedly a bug but who knows how long it will take to fix.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

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Knowing now what they don't listen to, what's left? Where do we go from here?

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Play another game.


 

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And yes, that is exactly what the devs wanted. Any time anybody gets attacked by anybody else, they want at least one person to die. That's why they did everything possible to make sure nobody can get away from any fight.

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why not sit and fight, i mean thats what pvp is. Fighting to the death. theres no harm in getting killed. You go back to the hospital and get back up and fight again. Its just a game. I mean come on.

Im no fan of i13 pvp either or of TS, but this statement is so bogus. Its pvp people we are suppose to fight, if you die just get up and fight again. Its not like you lose xp for dieing by the hands of a player.


 

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devastation proc hurts...it is funny it lasts longer than troller/dom hold lol


 

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why not sit and fight, i mean thats what pvp is.

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No, that's what fiteklubbing is.

Movement was one of the best things this game's PvP had going for it - if you got into a sticky situation you were able to escape if you were good. Now that doesn't really happen. If things go south it's phase or die - there's no more evasion, only phasing or getting lucky.

You're right, though, there's no harm in getting killed, but if you can avoid dying, why should you not do that?


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

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why not sit and fight, i mean thats what pvp is. Fighting to the death.

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I agree. However, I feel it should be the other persons death, not mine. If running away means I can regroup and find another way to win, then by all means I should be able to do that. There is more to PvP than button mashing till somebody drops. It's called tactics. Even if you've never employed it, I'm sure you must have heard of it by now.


 

Posted

ive employed it and i beleive yes in arena there is a problem with dieing because it could go against you. But in a zone theres nothing that happens because of it. Tactics would be break LOS or a stalker getting out of sight to go back into hide to get a AS off.

What im talking about is someone almost dead running back to the base behind drones so they dont die. You have to say thats not tactics and thats not pvp.

Like i said before im no fan of TS, i loved the fast paced days of i12. It brought a whole other skill level to the pvp game. What im saying is running away from a fight because you dont want to die (again not tactics but trying to get to the base as fast as you can) is not pvp.


 

Posted

also the person i was referencing said "thats why they did everything possible so a PERSON WOULDNT GET AWAY FORM A FIGHT" not made it possible not to have tactics to come back in and get the kill.

The way i read it was that they didnt want to get killed in the first place.


 

Posted

I say it is PvP.

There are two basic objectives when in a PvP zone. One is to kill your opponent. The other is to make sure he doesn't kill you. In the event that objective one is not a current possibility, you prioritize objective two until you are able to complete objective one.


"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

 

Posted

i agree with this, but say use whats available to you to acomplish this. If your fighting a blaster jump out of his range. thats not running away thats being smart. use hoarfrost, hibernation, phase, aid self, etc.... And then if you lose then obviously your toon wasnt up to par and accept it.

But dont run back to the base rest and then come back or hide behind a drone and tp your foes (unless there being anoying ) back to the drone for a kill. May be fun yes, But is it pvp No.


 

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So long as you're allowed to click on a player and attempt to attack it and the other way around, it's PvP.


 

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If they follow you to the base, then by all means, go to the base. This is a tactical advantage as well.

At your base, you'll have the NPC advantage as well as having your opponents near your drones and far away from their base. In a one on one situation, if the opponent keeps you in eye view long enough to see you enter your base (provided you couldn't beat them before), then you can use your NPC's to your advantage and get your kill. Alternatively, you could drone them, which has the effect of allowing you time to change your position and prepare to ambush them shortly after.

In a team vs you scenario, attempting to pull an aggressive team too close to your base so that they drone themselves (always funny) can cause their team make-up to crumble and allow you to get a kill or two in before having to retreat. With your NPC's backing you up, your base becomes your team to even out your numbers. If the enemy doesn't want to face that risk, they need not pursue you all the way to your base.

And if they don't pursue you that far, then running to the base or not isn't really an issue, is it?


"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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why not sit and fight, i mean thats what pvp is.

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Others have pretty much covered it, but I'll just give a quick analogy.

When you have 2 boxers fighting in the ring, they don't just stand there like idiots, punching each other in the face. They move around and try to not get punched. If one lands a good punch, the other guy tries to back off and recover. He doesn't just keep standing there, waiting for his opponent to land another shot that will knock him out.

It's a pretty simple PvP concept. People with skill can use better tactics to give themselves a tactical advantage. I13 was designed to take this away.