Can We Please FIX PVP
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I disagree completely.
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As a general rule, when you're in a group of, say 100 people, and 99 of the people say one thing while you say the exact opposite, in most cases, you are the one that's crazy. Not the 99 others.
Maybe what you say can fly in PvP zones, where most people are clueless, but on the forums people are actually knowledgeable about the game. Saying things that are the exact opposite of the truth isn't gonna win anybody over. That's right, not even if you make 10 posts in a row.
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I like the new pvp. *braces for impact*
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I don't think most people here would fault you for saying you like it. It's when people say "omg it's so much better than I12!" and either give no reasoning or just flat-out wrong reasoning that people start to reach for their torches.
For a perfect example, see The_Reactor's posts - sometimes he only says "lol this is so much better!" and other times he gives (very wrong) reasons for why it's better.
"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."
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Travel powers in combat were OVERPOWERED before, they aren't UNDERPOWERED now. I-12 PvP was a joke as the players that got a lot of kills weren't all that good, they just thought they were.
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Are you really trying to say that it was the movement powers that allowed people to get a lot of kills and not skill?
Really?
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Yep, I used Super Speed and that's all...no other powers...just ran over the person over and over again until they were dead.....ultimate pwnage....
Globals:
@Animorph
@Animorph 2
Also known as;
Maverick, Living Phantom, Role-Player, Live-Wyre, Eagle Eye, Toy-Man, Cartoon, Jetfire, Reflex, Mer-Man, Spartacus, Step, Reaver...
In I12 PvP there were more of the same AT's in the zone and people had to build a FoTM to get some wins. In the new PvP i seen a lot of AT's and powersets in the zone and I think that is what the devs were trying for.
lvl 50 - Elec/WP/Mu Mastery Stalker, lvl 50 - Dark/EA/Soul Mastery Stalker, lvl 50 - EM/Nin/Soul Mastery Stalker
New Toons
lvl 21 - StJ/WP Stalker
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Are you really trying to say that it was the movement powers that allowed people to get a lot of kills and not skill?
Really?
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I said nothing of the kind.
I said the way travel suppression 'used' to work was overpowered. The new travel suppression is much better.
As for skill: I said the FoTMs were not as good as they thought they were. They might have had skills, but there were plenty of crappy players that 'looked better' because they rolled an FoTM. There were other players that were good that didn't roll an FoTM that played around the lack of advantage of playing without an FoTM build.
Next time read what I wrote and stop trying to twist my words.
Nothing stopped those people from bringing non-FotM builds into the zone and getting wins before.
"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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Travel powers in combat were OVERPOWERED before, they aren't UNDERPOWERED now. I-12 PvP was a joke as the players that got a lot of kills weren't all that good, they just thought they were.
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this is exactly word for word what you said about travel powers. there was no travel supression before i13. so in your current rant you are wrong in that respect also.
In I13/14 there are more of the same ATs in zone and people must build a FoTM to get some wins. In I12 PvP there were a lot of different ATs used and I know that the Devs will lose more customers when CO releases if this is not fixed.
A very sad story about War Witch and the neglected kitty. http://boards.cityofheroes.com/showthread.php?t=219670
Originally Posted by Black_Barrier
Guess it's hard to click while actively trying to keep the drool away from the keyboard...
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what i saw alot of pre i13 was def, trollers, blaster, dom's and stalkers. the current PvP system opens up the zones to more AT's. while troller/dom holds shouldn't have been given the shaft as far as they got it, it was needed. in fact i can think of 1 AT right now that needs to be looked at and a few debuff powers that need to be looked at and tweaked not [censored]. i like the fact that the dev's have tried to open it up to more at's and less experienced people, but if the idea was to draw new players, adding rewards has totaly turned that around.
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In I13/14 there are more of the same ATs in zone and people must build a FoTM to get some wins. In I12 PvP there were a lot of different ATs used and I know that the Devs will lose more customers when CO releases if this is not fixed.
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Are we talking about the same game? I was talking about CoH (City of Heroes) and CoV (City of Villains). I think you are confused.
lvl 50 - Elec/WP/Mu Mastery Stalker, lvl 50 - Dark/EA/Soul Mastery Stalker, lvl 50 - EM/Nin/Soul Mastery Stalker
New Toons
lvl 21 - StJ/WP Stalker
Are we talking about the same game? I was talking about CoH (City of Heroes) and CoV (City of Villains). I think you are confused.
A very sad story about War Witch and the neglected kitty. http://boards.cityofheroes.com/showthread.php?t=219670
Originally Posted by Black_Barrier
Guess it's hard to click while actively trying to keep the drool away from the keyboard...
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Long live Fight Club!
lvl 50 - Elec/WP/Mu Mastery Stalker, lvl 50 - Dark/EA/Soul Mastery Stalker, lvl 50 - EM/Nin/Soul Mastery Stalker
New Toons
lvl 21 - StJ/WP Stalker
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In I12 PvP there were more of the same AT's in the zone and people had to build a FoTM to get some wins. In the new PvP i seen a lot of AT's and powersets in the zone and I think that is what the devs were trying for.
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Really? I've seen less.
"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."
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In I12 PvP there were more of the same AT's in the zone and people had to build a FoTM to get some wins. In the new PvP i seen a lot of AT's and powersets in the zone and I think that is what the devs were trying for.
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Really? I've seen less.
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It must be my server then. I remember being on a hero team with 4 blasters(Fire/EM) ,2 scrappers (Spine/Regen) and 2 Defenders (emps) in I12 PvP and on villains I was on teams with Doms(Mind/Fire) and Stalkers (EM/Nin). Now I get in on heroes side I teamed with a Blaster(Psi/Dev), Troller(Mind/Thermal), Tank (WP/Stone), 2 Scrappers (Katana/Regen & MA/Shield), 2 Defender (Dark/Sonic & Cold/Elec) and a Peacebringer. Just IMO it seems to be more of a mixed team nowadays, however other servers may be different.
lvl 50 - Elec/WP/Mu Mastery Stalker, lvl 50 - Dark/EA/Soul Mastery Stalker, lvl 50 - EM/Nin/Soul Mastery Stalker
New Toons
lvl 21 - StJ/WP Stalker
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the current PvP system opens up the zones to more AT's.
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Are we talking about the same game? I was talking about CoH (City of Heroes) and CoV (City of Villains). I think you are confused.
A very sad story about War Witch and the neglected kitty. http://boards.cityofheroes.com/showthread.php?t=219670
Originally Posted by Black_Barrier
Guess it's hard to click while actively trying to keep the drool away from the keyboard...
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NO ... they think pvp is great cause the numbers from arena say we have an increase. Lawl....
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and when they figure that one out, expect another angry Posipost.
Infinity and Victory mostly
dUmb, etc.
lolz PvP anymore, Market PvP for fun and profit
READ AND BE SAVED!
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--- 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:
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We began by looking at the disparities that existed, and discussed how to address them. Ultimately, we decided that in order to allow better competition between the AT's and powersets, we needed to take some drastic measures. We decided that a different rule set needed to apply in PvP than in PvE. By changing the basic rules, we hope to encourage a greater variety of character builds in Arena PvP, and ultimately in Base Raids and Zone PVP.
At the core, many of the power effects are the same: Heals still heal, attacks still deal damage, and holds still hold. However, the new system makes a number of adjustments that should be friendlier to a wider range of AT's and skill levels. The goal is for players to be able to bring any AT and powerset combination into PVP and to be competitive and have fun! Furthermore, with the Issue 13s Multiple builds feature, players can design a PvP specific build and not have it affect their normal character.
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I think the people that were best-qualified to say what tweaks and changes PvP needed were those that spent almost all their in-game time PvPing. Yet those lists were largely ignored, and some heavy-handed rules were implemented with very little player feedback taken into consideration. First, you assumed that there needed to be competition between ATs and powersets. Does this same competition need to be there in PvE? Is it unfair and unbalanced that Tankers have more defense or resistance than Defenders? Is it unfair and unbalanced that Blasters outdamage Controllers? Each AT has its own specific role in PvE, and the same should apply in PvP. You hoped these changes would promote greater variety in arena PvP instead, the opposite has happened. Just prior to I13, the hero and villain test PvP ladders were blooming people had roles for many powersets (not all, mind you, but thats due more to the design of those powersets for example, when you want to solo large groups of enemies really really fast, do you bring along a single-target character? No but does that mean you need to completely readjust those enemies? Also no). People were using Storms, Rads, TAs, Poisons, Kins, Sonics, Therms you name it, it was probably used at some point. Now, thanks to the options put in place and the kludgy way the system works, theres one lineup that has become the gotta find a counter to this! team. When a particular powerset or even AT is being used in a match because of only one power, there might be something wrong.
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).
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Nearly all attributes characters have are now subject to Diminishing Returns. The specific numbers vary from attribute to attribute, and from class to class (it's easier to Buff Resistance and Defense on a Tanker, than on a Blaster.)
* In general, a single buff will have near full effect, while additional buffs begin to offer less and less benefit. Example: Under the old system, Aim + Build up might provide a combined 67% To Hit buff, while under this system it provides a combined 49% To Hit Buff.
* The calculation is based on the sum of all buffs, so the order the buffs are applied in does not matter.
* It is important to note that the Real Numbers tool will not always report the results of diminishing returns accurately, at least initially. This is specifically true of Damage Buffs, which always display the Pre-Diminished value.
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First why was this particular change needed? Some of the given reasoning was that it would help close the gap between SOd builds and high-end purpled builds. However, given the implementation of PvP IOs in Issue 14, this seems to be a bit of a double-standard. What is the point of giving PvPers the ability to have PvP-only set bonuses if those bonuses dont even grant their full effectiveness in a PvP environment? I can somewhat understand diminishing returns applying to outside buffs, and that makes sense to me to a point. What I cant understand, however, is why you would make diminishing returns apply to someones own set bonuses. Thats like saying Sorry, we dont care that you spent a billion inf on your build to make it the best it can be. People complained so now were going to bring you down to their level.
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 all 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.
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* PvE Travel Suppression continues to work as it has since it was introduced. PvP Travel Suppression will be handled differently, however (see below.)
* All Teleportation and Summonable Teleportals are Disabled while PvP Travel Suppression is active.
The Duration of Movement Suppression in PvP is now variable based on the most recent suppression event applicable to the character. In case of multiple events applicable on the same server tick, only the longest value is applied.
Suppression events are:
Activating a foe TargetedRange (range > 7') damaging Power: 3s * Sum of damage scales.
Example1: Power Bolt has a damage Scale of 1.0 (0.1 + 0.9) resulting in a Suppression Duration of 3 seconds.
o Example2: Power Burst has a damage scale of 2.12 resulting in a Suppression Duration of 6.39 seconds.
* Activating a foe Targeted Melee (Range >0' && Range => 7') damaging Power: 2s* Sum of damage scales.
o Example1: Swipe has a damage scale of 0.76 resulting in a suppression time of 1.52 seconds.
o Example2: Eviscerate has a damage scale of 1.99 resulting in a suppression time of 3.98 seconds.
* Activating a foe targeted Range debuff or control power: 3.5s
* Activating a foe targeted Melee debuff or control power: 2.5s
* Placing a Location Based Entity: 4s
* Activating a self or friend targeted Heal power: 4s
* Activating a Friend targeted Buff power: 4s
* Being the target of an attack: 2s
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This, more than anything else, is what drove away many of the hardcore PvPers. This game had one of the most unique (not necessarily the best, mind you) PvP engines in the industry simply because of the pace of combat. Travel suppression killed that, and it killed the open feeling that PvP zones gave you had a huge battleground that you could engage opponents on, dodging around buildings, into tunnels, through forests, anything like that. Now, due to travel suppression, a fight is confined to a smaller area unless someone has phase. Previously, if you were facing difficult odds, you had the option to retreat to regroup with your teammates, or try to tactically outsmart the opponents. Those aspects are now gone all your pursuers have to do is keep pegging you with attacks, ensuring youre permanently suppressed, until they can all gather up on you to kill you quickly. At that point youd better hope Phase or Hibernate is up, or youre dead. Lets say Im on my Therm, and things start to get a bit dicey. My HP is dropping fast, and Hibernate isnt up yet. I am left with three choices: click Warmth, get suppressed, and get swarmed; try to run, get hit, get suppressed, and get swarmed; or just stand there and die. Not only am I committing virtual suicide by even attempting to heal myself, my heals are also getting less and less effective at keeping me alive at the very moment I need them the most.
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.
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Control power changes are fairly extensive. The goal here was to make control effects less binary in nature. The shorter durations of status effects, combined with the change from status Protection to Status resistance means that these powers will now how impact on a PvP situation more frequently, but are no longer quite as severe a deciding factor.
* For Controllers: Change Duration base to 4 seconds for Stun, Sleep, Hold, Immobilize, Terrorize, Confuse, Untouchable, Intangible attributes. Duration of Status Effects (Hold, Sleep, etc.) no longer scale by level; instead they have fixed base durations.
* For Dominators: Change normal control Duration base to 4 seconds for Stun, Sleep, Hold, Immobilize, Terrorize, Confuse, Untouchable, Intangible attributes. Duration of Status Effects (Hold, Sleep, etc.) no longer scale by level; instead they have fixed base durations. Change Domination control Duration base to 4 seconds for Stun, Sleep, Hold, Immobilize, Terrorize, Confuse, Untouchable, Intangible attribs. Duration of Status Effects (Hold, Sleep, etc.) no longer scale by level; instead they have fixed base durations. Change Magnitude bonus from +3 to +1.
* For ALL OTHERS: Change control Duration base to 2 seconds for Stun, Sleep, Hold, Immobilize, Terrorize, Confuse, Untouchable, Intangible attributes. Duration of Status Effects (Hold, Sleep, etc.) no longer scale by level; instead they have fixed base durations.
* For Tankers: Change Taunt to a fixed 6 second duration.
* For Scrappers and Brutes: Change Taunt to a fixed 4 second duration.
* For the Manipulation Pool: Change Taunt to a fixed 4 second duration.
* For Stalkers: Change Placate to a fixed 10 second duration.
* For VEATs: Change Placate to a fixed 4 second duration.
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I applaud the efforts to make mez effects less binary in nature, but I dont think converting protection into resistance was the way to go. The only positive I can see from this entire change is that I dont have to bring a tray full of Break Frees into zones on a squishy anymore. NPCs in zones are particularly dangerous because their mezzes follow the pre-I13 rules in other words, if youre mezzed by an NPC while there are enemy players around, you will die. I cannot think of a way to change this system that does not involve reverting back to the I12 system, but if anyone has suggestions, please do so. In the meantime, I have two gripes with the specifics of this system: first, NPCs are ridiculously overpowered right now should you be unfortunate enough to get too close to one; second, the mez procs (chance for stun, immobilize, hold) in some IO sets have not been standardized to the I13 rules and some last for up to 8 seconds twice as long as a Dominator or Controllers base hold. These should be changed to a fixed duration of two seconds in the interests of consistency with non-control-AT mez powers.
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.
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* A Heal Event now imposes a 25% Resistance to further heals on the character, regardless of source. This Resistance to heals will last for 15 seconds, and stacks with itself. This means that if you are healed 4 times, no further healing will affect you until the resistance duration ends.
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This is probably secondary to travel suppression in killing the pre-I13 ladder teams. I know the system was tweaked since this post (theres no longer 0% effectiveness) but heal decay does not belong in PvP in an MMO. Why was it added? This system ensures that the only heals that are really reliable when healing is most needed are Power Boosted Absorb Pain or Share Pain. This system also ensures that spiking is now a skill-less damage spam until the target can no longer be healed, after which time the target must either phase or die. As a healer on a PvP team, its my job to keep peoples HP bars in the green. I cant do that if my 400 HP heal is only healing them for 75 HP (yes, Im using real numbers here). Its at that point that I have to say Sorry, I tried. Quite frankly, that sucks. My buffs to enhance their survivability arent fully effective, so they take more damage than they should, and then I cant heal that damage away? That makes no sense to me. I would happily accept heal decay on self-heal powers (such as Healing Aura or Radiant Aura) if ally heal powers did not cause decay because that makes me feel worthless at a time when my teammates need me the most, and thats not fun. If you refuse that prospect, lessen the severity of heal decay in general heals are there to keep people alive when other methods have failed, and reducing their effectiveness is reducing the survivability of other players. Why not add heal decay to PvE as well? I mean, if PvP heal decay is any indication, being kept alive is not working as intended.
On to damage powers and damage calculation.
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* Powers now calculate damage based on their activation time, instead of their recharge.
* Lower activation time powers get a slight bonus to damage, due to chaining low damage powers being difficult in PvP.
* Longer Recharge time powers also get a slight damage bonus, so higher level powers with long recharge times deal extra damage.
* Damage has been adjusted for all AT's, reducing the damage gap between each AT.
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Let me start off by saying I agree with the idea of DPA balancing, but I dont agree with how it was implemented. DPA balancing should have been implemented at the launch of the game, for the entire game, not just one part of the game nearly five years after launch. The reason adding this system to PvP now is a problem is simple: things just dont make sense. Lets take Flares and Blaze as our first examples. Flares recharges faster, uses less endurance, has a much longer range, and can be used while mezzed, and does almost as much damage as Blaze, the supposed hard hitter of the Fire Blast set. Next, this means that some pool power attacks (Im looking at you, Flurry and Kick) which every AT has access to hit harder than some in-set attacks. How is this balanced? There are certain roles for certain ATs, melee damage should not be a generalist role. But, I forgot there are no roles now, thanks to all this normalization.
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.
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* Each AT now recieves a bonus resist buff while in PVP, in order to set each AT closer in overall survivability. This resist primarily reduces up the gap in hitpoints between lower hitpoint AT's and higher hitpoint AT's
* Epic armors and Tough (Pool Power) now provide resistance to all damage types while in PVP.
* Any armor set lacking a type of resist or defense will now provide it while in PvP zones.
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Again with the normalization stuff. Why didnt you just change it so every AT had equal hitpoints in PvP, since you yourself said thats what you were aiming for? Lets say you implemented these base resistances in PvE as well as PvE suddenly you have Blasters with capped resistances running around, unkillable Defenders soloing mobs of bosses, and Controllers breezing their way through wave after wave of mobs with zero risk. Doesnt that sound broken or unbalanced to you? A Blaster has low hit points and low defenses because of their incredible ranged damage output if they want survivability, they play it smart while solo or they find teammates who can give them that survivability. These base resistances are unnecessary and unbalanced assuming competent support-oriented teammates. Point is, not everyone needs to get lots and lots of kills to be PvPing some like playing support, but these changes gutted that ability. Lower the bonus resists for squishies to 20-25%. Give an arena option to turn off the bonus resistances completely. With DR off, squishies are running around with capped resists, non-decaying self-heals, and non-decaying ally heals. The alternative, of course, is to play with DR on, which results in a skill-less damage spam until heals cease to be effective, and neither option is particularly attractive.
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.
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A very sad story about War Witch and the neglected kitty. http://boards.cityofheroes.com/showthread.php?t=219670
Originally Posted by Black_Barrier
Guess it's hard to click while actively trying to keep the drool away from the keyboard...
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the current PvP system opens up the zones to more AT's.
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Are we talking about the same game? I was talking about CoH (City of Heroes) and CoV (City of Villains). I think you are confused.
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so no actuall answer just a bunch of quoting the same thing over and over. if you actually go into the zones, depending on what server you're on, there are more AT's being used then before i13. granted alot of ?/regen scrappers, but i see an influx of diverse AT's also. and for you to say if they don't change that alot of people will leave for CO, you might just want to stick to talking for yourself and not others. if that is going to be your thinking then farewell and good ridance.
oh, and before you go..... can i has your stuffs?
Sometimes that's true, but often I see 5 tanks and 2 regen scrappers vs a bunch of stalkers and I'm not sure that all melee toons is really that diverse. The issue of roles is a valid one too- support roles are diminished with DR and heal decay.
Under the old rules people complained that the blaster/emp combo was broken, most of these people never went after the emp. Now the tactics are super-simple (everyone beat up target X, then Y, etc.). The roles of damage/support/disruption are what (at least among those I play with) we miss most. Many of our good support players (e.g. Shu, Stella, Psoma) left and more are leaving over this change.
Infinity and Victory mostly
dUmb, etc.
lolz PvP anymore, Market PvP for fun and profit
Last night I was in RV and I was teamed with:
Mind/Thermal Controller
FF/Energy Defender
Cold/Psi Defender
Katana/Regen Scrapper
and I was on a Archery/Dev Blaster
We were fighting:
Ninja/Darm MM
Elec/Thermal Corr
Rad/Pain Corr
Elec/WP Stalker
EM/Nin Stalker
and a Bane
After all the villains left I went to one of the popular servers and seen a whole bunch of tankers and scrappers on heroes and stalkers on villains. I guess each server is different on how they populate the pvp zones.
When the Rogue expansion comes out will the PvP zones still be a issue to some people? I plan on transfering some heroes to the red side to try it out.
lvl 50 - Elec/WP/Mu Mastery Stalker, lvl 50 - Dark/EA/Soul Mastery Stalker, lvl 50 - EM/Nin/Soul Mastery Stalker
New Toons
lvl 21 - StJ/WP Stalker
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so no actuall answer just a bunch of quoting the same thing over and over. if you actually go into the zones, depending on what server you're on, there are more AT's being used then before i13. granted alot of ?/regen scrappers, but i see an influx of diverse AT's also. and for you to say if they don't change that alot of people will leave for CO, you might just want to stick to talking for yourself and not others. if that is going to be your thinking then farewell and good ridance.
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That's funny, I see no more diversity in there now than I did in I12. In fact I see even less - replacing a zone full of Defenders, Blasters, Controllers, and Scrappers with a zone full of Scrappers and Tankers is hardly a net gain, is it?
"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."
To those that desperately want PvP 'fixed' ask yourself a question:
Did u love PvP before i13? Is the answer is yes, then thats your problem.
Yes, there's something obviously wrong with the people that loved dynamic team roles and mechanics that made sense.
It's no small wonder the world is in its current state.
"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."
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Yes, there's something obviously wrong with the people that loved dynamic team roles and mechanics that made sense.
It's no small wonder the world is in its current state.
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Dynamic team roles may have been awesome in arena pvp, particularly amongst the test arena scene. But to the average pvpers (like me) or the people who don't pvp, test arena pvp was an elite clique that would take huge ammounts of effort to get anywhere near. The rest of the pvp was the occasional random arena match or zone pvp where most of these 'dynamic team roles' were more often than not badly crippled by the inherent lack or organization in these areas.
Having never been in that elite pvp group I can't say if it was great, but the fact that they mostly left speaks volumes. However, that small elite group was the only part of the player base that could truly appreciate the high end pvp content in the game. The pvp system really was quite flawed when looked at from the context of the more low end pvp, which a larger majority of the pvp community would be in if there actually was a large pvp community, or at least the devs thought so, and I would agree.
Glad someone does