Tsoo Bosses in Sirens Call need holds reduced!
The answer Castle gave in i14 beta (not to me, but what I heard ) was something like "we can't do this right now, it's hard to explain" which I take as they'd have to make normal mobx and PvP zone mob X for every critter and that's too much work.
Infinity and Victory mostly
dUmb, etc.
lolz PvP anymore, Market PvP for fun and profit
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Though I've sent this in as a petition, this needs to be stated here as well (lol, at least according to NCSoft responses).
Several times since I14 introduction I have been perma or near-perma held by Tsoo bosses, specifically those with Gravity type powers in Sirens Call. This is inconsistent with actual player ability in the zone, and has resulted in my character's demise more than 75% of the time at the hands of NPCs. I don't count death by PvP hand, since that's to be expected of the opportunits that bound around in the zone.
Since no contr/dom/def/corr have the ability to perma or near-perma hold opponents, this is a techinical issue that needs to be dealt with!
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We've asked for it dozens of times (Slax's response was Castle's reply directly to my request during I14 closed beta). Nothing has come of it.
Good luck though! Isn't the new system great!?
"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."
You think the tsoo bosses are bad... go to Recluses Victory and have some Mus hold ya. Agreed all NPCs need fixing big time in the pvp zones.
More like PvP needs to be fixed.
On my fire tank, I got feared for OVER A MINUTE by a Tsoo boss of some kind in sirens. That's right...over 1 minute, standing there cowering, unable to take any action. 20 Sec holds are annoying...but a fear is practically the same, and lasts 5 times longer.
This is in a game where actual players can mez for TWO SECONDS.
If it's not a game breaking bug, I don't know what is.
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This is in a game where actual players can mez for TWO SECONDS.
If it's not a game breaking bug, I don't know what is.
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your absolutely right they should revert the mez changes they did in i13 and let mezzers actually pvp again! i'm glad you said it first mate, as i was a little intimidated to go out on that ledge.
Well, personally I'm not against the mez changes. There are pluses and minuses to both mez systems, but I can live with the current one.
It's just that half the stuff is flat out broken. NPC's are very clearly broken, as are mez IO procs, which mez for 8 seconds base (compared to a troller/dom mez of 4 secs)...and any AT can use these IO's. Again, game breaking.
thats why controller/domi mezzes should be like 2 minutes, so nothing is better at mezzing.
Devs hate pvp, they dont care any more
Does Amy Johnson's CM still grant mez protection in PVP? - she is also not subject to heal decay or DR
No pets are.
"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."
Though I've sent this in as a petition, this needs to be stated here as well (lol, at least according to NCSoft responses).
Several times since I14 introduction I have been perma or near-perma held by Tsoo bosses, specifically those with Gravity type powers in Sirens Call. This is inconsistent with actual player ability in the zone, and has resulted in my character's demise more than 75% of the time at the hands of NPCs. I don't count death by PvP hand, since that's to be expected of the opportunits that bound around in the zone.
Since no contr/dom/def/corr have the ability to perma or near-perma hold opponents, this is a techinical issue that needs to be dealt with!
"It is that balance, the ground between EB and AV, where the PvP struggle should exist. Where a 1v1 becomes a struggle of equals, and 1vMany gives the benefit to the 1."
Freedom: Fireocity, Electro Imp, Gotya
Infinity: Meteor Storm, Mutai Kid, General Bot, Da Smasher