would this help melee in pvp. fix? or not?
Hmm, that sounds awful similar to the way that other superhero MMO is going to work...
"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."
i didnt want to actually say it, to get honest feedback. i should have known that i couldnt slip it by our very knowlegable player base. So that being aside, do you think it will work?
It's a good idea, but like the "lower accuracy from range" idea, I don't think it can be done given the current engine.
"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."
what if you assigned a cascading build up effect, up to a certain damage per each melee attack. you can base it off of fury. The longer you have the certain character targeted, the higher your fury bar for that attack goes up....
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what if you assigned a cascading build up effect, up to a certain damage per each melee attack. you can base it off of fury. The longer you have the certain character targeted, the higher your fury bar for that attack goes up....
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Ya I don't think this would work so good for the ranged attacks melee guys have hurl boulder, throw shark others I can't think of.
you have those attacks, however only your melee attacks would have pvp fury attached to them. So you can use your hurl boulder and trow sharks, however your damage potential will be much greater on your melee attacks then they will be on your non-melee attacks.
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The new movement suppression scheme was supposed to be the thing that helped melee vs ranged. Early on in beta it did help, but with subsequent updates it was backed off so much that we went right back to square one with the melee vs ranged problem.
The issue wouldn't be nearly so bad if Super Speed were brought in line with the other travels. Right now, if you've got Super Speed, you can easily disengage from any fight. It has no counter. That isn't supposed to be happening under PvP 2.0. Super Speed is breaking the paradigm.
Taunt's -Range does help some, but that's mostly a "You can't beat me" power, not something that will get you any kills.
Perhaps if melee attacks (that come from melee Archetypes) applied a large movement suppression? Enough to truly impede escape?
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lets use your wp/em tank total focus attack verses a fire/em blaster. the fire em blaster opens up with a snipe and starts to kite away on you. You target the blaster and que up total focus. Immediatly a furry bar pops up for that power. Say it takes you a long time....ohh 30 seconds to catch the blaster, because he is really good a kiting, well as long as you have him targeted and your power qued up, your fury bar for total focus continues to grow, untill you are finally able to get into range and catch him and unload all that power on him. So in the course of a fight, he may unload with 30 attacks to your 5, but those 5 attacks with fury bar are enough to kill him. Obviously it would need balanced....but in concept, i dont see how it couldnt work. i could see this concept completely replacing travel suppression as a whole. as long as you can keep the toon targeted, your pvp fury bar for that attack winds up, untill you can catch him. even if he hibernoobs, or phases, you can still keep your bar filling (obviously there would be a cap), untill you can hit him. it would make it alot harder for toons to escape.
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The issue wouldn't be nearly so bad if Super Speed were brought in line with the other travels. Right now, if you've got Super Speed, you can easily disengage from any fight. It has no counter. That isn't supposed to be happening under PvP 2.0. Super Speed is breaking the paradigm.
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That's because the devs worked against themselves by removing the -movement aspect from slows. If they put that back in, problem solved.
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Perhaps if melee attacks (that come from melee Archetypes) applied a large movement suppression? Enough to truly impede escape?
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This was suggested MANY times, but since the suggestion came from PvPers it was ignored.
In hindsight, we should have bribed a PvEr to suggest it so that it might have been considered.
Nice idea but there's already tools in the game to help melee keep up with range toons, now if they choose to use them that's a diffrent story.
Scrappers and Brutes have access to taunt for -range and web nade for -jump.
Tankers get taunt and get 2 range attacks from their patron and atleast one is a mez. (excluding Energy mastery) If someone is still getting complety outclass by range toons the problem could be them.
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lets use your wp/em tank total focus attack verses a fire/em blaster. the fire em blaster opens up with a snipe and starts to kite away on you. You target the blaster and que up total focus. Immediatly a furry bar pops up for that power. Say it takes you a long time....ohh 30 seconds to catch the blaster, because he is really good a kiting, well as long as you have him targeted and your power qued up, your fury bar for total focus continues to grow, untill you are finally able to get into range and catch him and unload all that power on him. So in the course of a fight, he may unload with 30 attacks to your 5, but those 5 attacks with fury bar are enough to kill him. Obviously it would need balanced....but in concept, i dont see how it couldnt work. i could see this concept completely replacing travel suppression as a whole. as long as you can keep the toon targeted, your pvp fury bar for that attack winds up, untill you can catch him. even if he hibernoobs, or phases, you can still keep your bar filling (obviously there would be a cap), untill you can hit him. it would make it alot harder for toons to escape.
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The problem I see with this is that it is all based on the assumption that the ranged fighter will continue attacking long enough for that extra damage to matter. What you are proposing is pretty much what Brutes have now, and that has done nothing to make Brutes a serious threat. Hell, Brute Fury has never even worked properly except for that 8 day period when it was bugged and the carebears cried it was too powerful. I can't see this system doing anything but encouraging more Blasters to take fly as a travel power.
Just put -to hit back into the travel powers and get rid of TS altogether and call it a day.
*sigh* whatever.......im done trying, and no you cant have meh stuff
What if we balance close combat and ranged fighting in PvP with a system to balance the advantage that ranged players might have over those players who need close distances to deal damage. What if we allowed Melee powers to be activated at range, and the target then becomes marked. This mark then stores up energy within it, so that when you close in to melee range and strike a hit, you suddenly gain a huge burst of energy which youve built up over time. You still have to close in, but once you do, you gain all the energy you would have gotten had you been using ranged powers the entire time. balance it so that you wouldnt do any more damage then a ranged player would......is it just me, or would this totally revolutionize the way we did pvp?