An open letter to the Devs, re: PvP
No thats not what I meant, you made it sound lik there was still something decent in the game to you to stay ^^ I was confused! :P
I'm wondering if the dev's are even looking through this thread?
Maybe the dev's should read this and reconsider all the pvp nerfs they made. After all don't they want the customer's who pay their bill's to be happy?
Happy = $$$
Sad / Angry = No $$$
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"A coward dies many times before their death, the valiant taste death but once." - William Shakespeare
Learn it... OWN IT!
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I'm wondering if the dev's are even looking through this thread?
Maybe the dev's should read this and reconsider all the pvp nerfs they made. After all don't they want the customer's who pay their bill's to be happy?
Happy = $$$
Sad / Angry = No $$$
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The really don't care. If they did, they would have rescinded the changes before the mass exodus before i13.
22 50's in Bio
@Siphonic
RIP PX, GMW, and the game that used to be fun.
Still playing for reasons unknown.
You need to check the main index again. I think there are a couple of PVP threads you have not trolled in.
--- Before I begin: the TL;DR version is in bold italics. ---
Well, here we go. Im going to post this with the full knowledge that it will probably never land on someones desk, or that no redname other than a moderator will set eyes on it. But Im going to post it anyways. Why? Because I care. I like this game and its players I may not like the decisions of the developers within the last six months or so, but the people I play the game with are important, moreso than the game itself. I sent off this post as an email to NCSoft as well I think its time I made my voice heard. We have been told several times now that the developers consider post-I13 PvP (new PvP) to be less flawed and more fun than the old system. Problem is, we havent been told why. Do the developers themselves consider it to be more fun? Is this input relayed from players or surveys? Heres where the first problem arises. This problem is simple: when you decided to forge ahead with these PvP changes, you knew at the very beginning that you were not designing this new system with the current crop of PvPers in mind. From the very beginning of this idea, it was a poorly-formulated one what kind of business plans a major overhaul to a small segment of its consumer base while completely disregarding that very segment? You were warned by your colleagues and your early playtesters that the changes would likely not go over well but you followed through anyways. When Issue 13 went into open beta and everyone got to see for themselves what the changes were, it was a mess, and rightly so. Whats worse, up until Lighthouses now famous post about the PvP segment, you continually told the existing PvP population that you were working with them on implementing their suggestions into patches both during open beta and after issue launch. Very little, if any, of those suggestions were actually implemented even remotely similarly to how they were suggested. The PvP changes in I13 nearly caused the death of high-end organized PvP. For an overhaul that was supposed to increase the popularity (and population) of PvP, that should have been a first sign that something was very wrong. Almost every test ladder team disbanded and hundreds of subscriptions were cancelled in the month or so after open beta began. PvPers were upset, and rightly so they had spent years without any official support forming ladders, making rules, setting up matches, and making detailed and comprehensive lists of suggestions to better the system. When I13 was released those PvPers were dismayed to find almost nothing they had asked for, and almost everything they hadnt. Some of the best players in the game just gave up everything theyd spent years on and left. The ladder is just beginning to get back off the ground again but for what? Will you go through a few months from now and make more seemingly willy-nilly and unasked-for changes, and then keep telling the players youre listening to their feedback while youre actually doing just the opposite? For the future of this games PvP and this game in general, I hope not. Anyways, Id like to begin by taking a look at the post that sparked this all. At the onset, we have: Quote:
You are correct in that the basic core systems are mostly the same heals still heal (for a while, but then when theyre needed the most, they cant be relied on), attacks still deal damage (kind of and some of those attacks are just crazy), and holds still hold (for a few seconds). Its what you did to those systems that is causing so much hostility and animosity. You also mention that the changes make PvP more available to different ATs and skill levels. Problem is, you accomplished that goal by essentially eliminating what makes each AT unique, and by leveling the skill field to where no skill aside from button mashing is really required. Now, on to the meat of Castles post. Lets start with diminishing returns (DR). Quote:
This change seems based on the misconception that you needed IOs to PvP several of my characters PvPd on SOs before I13, and with DR in place I have no real drive to IO my characters except maybe for +HP set bonuses (since HP doesnt diminish). Giving PvPers access to purples, PvP recipes, and other high-end IO sets, and then reducing the benefits those items give, isnt a good way to encourage participation or usage of those IO sets. You say theres no way to differentiate between IO bonuses and other buffs I say there should be. If you are going to make a full-time commitment to PvP from now on as you said you were at the I13 launch, you need to start listening to the players who still PvP, before you lose even more of them. This change also seems to be based on the assumption that having a few people buff one character to near-tankmage status is a terrible thing that should not happen but I propose that this happens in PvE as well. Should you also implement diminishing returns to buffs in PvE content? For the sake of consistency, I think you should. That will go over very well with the playerbase, I assure you. The DR caps for some aspects are terribly strict for example, my Mastermind cant seem to push above 20% defense without extreme effort (even Power Boosted Vengeance normally 40% how I have it slotted - adds a measly 4% on top of the 15% hes got in PvP, which is half of what he has in PvE). My 50% defense on my SR gets reduced to maybe 30-35% in zones, and his 95% defense debuff resistance is closer to 70%, after factoring in the free debuff resistance that all melee ATs get in PvP now. More importantly, even the free stuff added to your stats in PvP zones (base resistances, debuff resistance, etc) is subject to diminishing returns so youre adding to that character, but they cant even take full advantage of those buffs? That doesnt make sense to me. The fact that sturdier ATs like Tankers benefit more from external buffs than do their more fragile counterparts like Blasters confounds me Tankers are already ahead of the game in the survivability department simply because of their higher base HP and stronger defense/resistance values. But now you tell me that they should benefit more from external buffs than do the lower-HP ATs with weaker defenses? Maybe Im missing something here. I propose the DR curves be cut in half, and at the same time cut in half the amount of base resistances squishies get in PvP (40% is a bit ridiculous but go figure, even with that and my patron shield, Im only at 39% after DR, and Sonic or Therm buffs add almost nothing). This provides a real reason for PvPers to invest their time in obtaining IO sets, because they will be more useful again not saying they arent now, just that theyve lost much of their appeal since I13. Additionally, the real numbers display needs to accurately reflect DRd values of [u]all[u] attributes. I know when I go into a PvP zone on my Warshade that I dont actually have perma-Hasten (the equivalent, in his case, of about 185% global recharge) but the real numbers readout says I do. And last, the most egregious issue in my opinion: diminishing returns nullifies the roles of some buffers. Want to bring a Sonic to a match? Sure, but all theyll be good for is caging and the res, since Clarity barely makes a difference and is only really good for the +perception now, the shields add only a few percentage points of resistance to the ATs that could most use them, and the large bubble no longer grants mez protection and offers very little resistance benefit. Want to bring an Emp? Sure, but CM is only useful for the +perception, Fortitude might be worthwhile for a bit of +def (but that gets DRd) on a resist-based character, or a bit of +tohit (again, DRd), but mostly for the +damage, since that seems to be what everything is balanced around now. Same thing for a Therm shields arent worth much for the ATs that need them most, Forge is mostly useful for the +damage, Thaw is worthwhile for the slow resistance, but that gets DRd too. Kins are useful for the KB in Increase Density (but that gets DRd), and not so much for Speed Boost or Inertial Reduction, because everything gets suppressed (unless you turn suppression off, in which case theyre not needed either). Need I go on? Next, lets talk about travel suppression. Quote:
I realize the list I quoted above is no longer entirely correct (for example, buffs dont suppress anymore at least not some: Forge causes suppression, Fortitude doesnt, for example). But, lets ask this question: Why was suppression, in this form, considered necessary? I can think of two reasons. First, to give melee ATs a better chance at getting kills against ranged ATs, and second, to ensure that once a fight starts, someone dies. You failed spectacularly at the first point kind of. You succeeded in that most of the people in PvP zones these days are Tankers, Scrappers, Stalkers, and Brutes, but failed in that the current favorite powersets for those ATs are once that bring ranged attacks to the table Spines and Super Strength, notably. Even on characters with no in-set ranged attacks, they are practically required to take ranged attacks from an epic or patron pool just to be competitive. The problem with this is that the duration of suppression from being attacked is too short compared to the duration of suppression for making an attack, even a melee one. Two seconds of suppression on your opponent doesnt help close the distance if you are suppressed for three seconds. I propose that the I13 suppression system be thrown out the window and replaced with one similar to what TribHavok suggested during the I13 beta (by the way, PvPers were told you were going to implement that system, and it never happened). That is: * Suppression functions identically to PvE suppression, except: * Being hit by a melee attack from a melee AT (not a ranged attack, such as Spirit Shark, Hurl, or Impale, from those ATs) causes two seconds of suppression. This, combined with the autohit -75% range in Taunt/Confront, will help ensure both that ranged ATs will need to stay fairly close to the melee ATs, while allowing the melee AT to close distance with the ranged attacker more easily. Next, lets take a look at the control powers changes. Quote:
The other problem I see coming from this is essentially the normalization of all ATs. By drastically reducing the control ability of Dominators and Controllers, and by increasing the damage on their mezzes, youve basically turned them into Blasters with less HP, removing one of the unique aspects of those ATs. The change of focus from dynamic team roles to damage damage damage destroys team balance and makes PvP more like a free-for-all slugfest. Support cant support, control cant control, healers cant heal about the only thing anyone is good for is a bit of debuffing and damage. Next, heal decay. Quote:
On to damage powers and damage calculation. Quote:
Additionally, some (but not all) AoEs got hit upside the head with a baseball bat during this damage rebalancing, which is amusing because AoE attack powers play very little role in PvP (Fire Blasters used Fireball because it did damage comparable to Fire Blast, making it another useful attack). Now, you might as well use Brawl instead of Fireball. Heck, even tier 9 nukes got neutered. Its not a sign of good knowledge of the system if the damage on rarely-used powers is lowered to the point where theyre not even worth using, period. At least dual builds will let us take Flurry and skip Blaze on our PvP build, and skip Flurry and take Blaze on our PvE build. One of your stated goals of the I13 changes was to encourage diversity, but these examples directly counter that. Everyone taking Flurry and Kick and ignoring their set powers isnt diversity, its stupidity - yet thats exactly whats happened. Last but not least, base resistances. Quote:
I do, however, agree with the everything grants resists to everything idea because it means you can focus more on the flavor powers in an APP/PPP pool without having to worry whether or not the armor in that pool will be adequate. However, this comes at the expense of some sets losing their unique properties WP and Stone had some protection from Psi damage, for example, which made those sets unique in that regard. Ice Armor had slow protection. So did SR. Now every melee status toggle/click power has those debuff resistances and every set has protection in some form against Psi damage. In closing: perhaps the biggest problem of all with the I13 changes it that while they were designed to bring new players into the fold, there was nothing done to inform the players of the new PvP rulesets in the game. Sure, there were the forums and word of mouth. If you are committed to PvP, and want to see it succeed, then YOU need to take the steps to ensure that it does document these changes in the game so new players arent wondering why things work differently. Give organized PvP developer support. And most importantly, listen to player feedback dont be stubborn and say Sorry, this isnt negotiable. Be willing to compromise and REALLY take player feedback into account. After all, you could have access to all the data in the world, but if you interpret it wrong, it doesnt do anyone any good. The ones who know the system the best arent the ones that have all the data, but those who spend their time actually using the system. |
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
Overlord of Dream Team and Nightmare Squad
It sure would ne nice to come back one activation weekend and be surprised by the PvP changes that should've been. I'd resub. Hi to everyone and a special thanks to mac (among others) for being a voice for those of us that finally gave up after fighting for so long. <3's!!!
great post, I love pvp..just not in this game any more. Thanks to the free re-activation weekend I can see that nothing has changed. I have to hurry back to leveling at pvp now, I don't want to miss any of the fun , but heck theres a pvp match going every 5 minutes 24/7 anyways.
is pvp dead horse for devs now? I wonder if i make pvp events to bring all this RPers to do matches and see how bad pvp is and cry to devs, would something change? Because apparently devs are very very interested in listening to RPers.
What is this pvp you speak of?
/signed
Just found this thread,
/SIGNED!
/Signed x 10000000000000
Devs need to listen, they lost a lot of PvPers with the new system and in reality a lot of subscribers...
"PvP Messiah"
AWESOME letter!! I agree mostly with the part that it did not end up on a devs desk. Delete is likely what happened. It is really a shame man. I actually left after i13 myself due to everything you mentioned. I applaud you sir for your wonderful wall of truthful text. For what its worth, /signed X1 billion
In the future, after this game is long gone, maybe developers for generations of games to come can take queues from this game on how to destroy something great and fun LISTEN TO YOUR PLAYERBASE PEOPLE!!!
/signed
We lost more than 3/4 of pvpers on Vigilance the past year.
totally /signed !
/signed
/signed
Champion/Freedom Servers
@Orion Zidane
@Orion Zidane2
I like the new pvp system it iust totally screwed half of my pvp toons and now I have only a few toons I can pvp with. I agree completely with mac. And of course, /signed
@KoolVirus
/signed
Originally Posted by War Witch
Our Community Relations team is amazing. They're in the game running events and on the forums talking to the players. They keep the development team in the loop and they get to work with [the] player community...
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The rest of it can be found here: http://www.mmorpg.com/gamelist.cfm/g...re/3946/page/2
An interesting sentiment. But one which may not have been the case when it comes to the PVP community. (Or the base building community...)
I'm hoping that this mission statement from War Witch is a sign for the future. I hope it shows that the new lead designer of COH will listen to what is left of the PVP community. Going Rogue will bring a lot of new blood to the game, PVP can be fixed.
Heck if you're looking to hire more people from the game then I suggest you start with a PVPer. Fearghas/Dr. Aeon is making waves in the AE. Let a PVPer do the same.
-Xan
All for it brother! Al the things you are saying is the reason i gave up zonal and moved to Fighclub! Im with you 100%
I dont really know what to say
Electric Armour and the Soft cap
Electric Armour and the 1st 20 levels
Thundra Knight
click here for You want the best TANK!? I'll let you decicde!
OK so now it's a new year and we have a new lead dev. Is there going to be any feedback publicly about how well these PvP changes have gone over?
Let me see, in the time that the PvP changes have come out, Justice PvP has totally died. Everyone who PvPs has migrated to Freedom. Even our PvPEC League event is being held on Freedom. Calls for PVP support have died. Justice couldn't even muster a 4v4 8 team Tourney and had to scale back to a 2v2. Justice is the third most busy server so I shudder to think what the other servers below Justice have gone through.
Most marketing and other sales successes usually make statements about how much changes or new products have done over the past few months. Eg. Freem, now with 20% moar mewbs!
A direct example of this that everyone will be familiar with is here: (emphasis is mine)
...one of 39,000 authors currently taking advantage of the new system, introduced in April 2009, that lets players directly shape the world they inhabit...Instantly popular and widely praised...Once players were handed those tools on live servers, they immediately went crazy with their creations. |
And with 62,000 arcs currently live in the system and more added each month, there's no shortage of quality examples to choose from. |
Unfortunately I have seen ZERO posts supportive of i13 PvP changes in this thread. Everyone has agreed with Macskull, which itself is a rare occurrence.
I'd like to see some kind of statement of the population increases in the relevant PvP zones and arena matches to demonstrate how well the changes have gone over. I would love to see a direct statement saying "We've seen Protector RV populations go up 25% since PvP was introduced relative to the rest of the PvE population on Protector."
I would bet the only server that could possibly have any growth in PvP would be Freedom, since anyone of consequence in PvP is there now*. I haven't seen any statements regarding PvP being better now other those that are anecdotal at best, or personal claims that cannot be verified or may be fringe views.
Since we cannot ask for polls and we cannot call out the devs, I would just like to say that I think that PvP has been critically important for this game even though most of the PvE population has rejected PvP and PvP players.
If there is no way that the devs can prove that PvP has gotten more popular since the i13 changes, I would suggest that they listen carefully to all the experienced PvPers who are suggesting reversions to the least appealing aspects of the i13 changes.
*Text Fighting in Virtue Pocket D doesn't count.
I wouldn't have it linked in my signature if it wasn't so good. Thanks again, Mac. <3's!!!
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Yep, without Elude running, my Widow is now dead in 3 shots. This is after I IOd the hell out of it (without buying any purps).
In the PvE game he has 55% melee, 60% range and 48% AoE defense. Those numbers drop 20-25% as soon as I enter a PvP zone. Don't even get me started on the 15% damage nerf. It takes me 10 hits to kill a squishy now and that's if they decide to be nice enough to stand around and let me wail on them.
In return out of Elude I'm dead in 3 hits. With Elude running it's 6 hits or less.
With the amount of +Acc and +Tohit you can get blueside my widow is now collecting dust along with my kat/sr scrapper and any of my support toons since all these stupid changes to PvP were implemented.
Way to [censored] up the only thing that was keeping me playing the game Devs.
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I could have sworn you said you'd already cancelled :P
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I did. All 3 of my accounts were cancelled but this one I'm on is valid until November. Guess you just have to wait till then to get rid of me.