The problems with PvP


BattleEngine

 

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But you dont need to do that in PvP, so In my opinion its pretty screwed up with the ballence atleast when I compare blasters and stalkers.

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But thats a blaster, the faceplanter AT of COH and lets face it, if not for stalkers who would be giving you a challange in the PVP zones? What I find annoying in PVP is that NRG blasters can batter fully slotted brutes. Surely an AT which is specifically for damage and defense should not be detoggled quite so easily, get into a fight with a NRG blaster, start pounding, defiance kicks in, all toggles drop and you dead, why play a brute if thats just gonna happen? Its all swings and roundabouts.

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AS drops 2 toggles auto, is that better? Stalkers do the same....


A Paragon Defender

 

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But you dont need to do that in PvP, so In my opinion its pretty screwed up with the ballence atleast when I compare blasters and stalkers.

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But thats a blaster, the faceplanter AT of COH and lets face it, if not for stalkers who would be giving you a challange in the PVP zones? What I find annoying in PVP is that NRG blasters can batter fully slotted brutes. Surely an AT which is specifically for damage and defense should not be detoggled quite so easily, get into a fight with a NRG blaster, start pounding, defiance kicks in, all toggles drop and you dead, why play a brute if thats just gonna happen? Its all swings and roundabouts.

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AS drops 2 toggles auto, is that better? Stalkers do the same....

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Not quite sure what you mean, its different not better thats what Im saying, you win on the swings and lose on the roundabouts.


**Acceptable "support" responses**

Its your fault
Its your computers fault
Its your ISPs fault

 

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Happy Birthday-obot


 

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I was in a team in Sirens last night, and although said villain team wasn't very organized at times we were even or perhaps greater in number. Except, there were no stalkers in our team. Now, i usually team with Obot as Winter and there is usually at *least* one more stalker in the group, and our bounty racks up at a fair pace, often not fast at all. Last night, the bounty was very small indeed for the amount of time that i played. My point is that Stalkers are really the only effective PvP damage dealers villain side., especially after watching the other, smaller villain team rack up kills like nobody's business after we'd done the meat shield work :P

As a Dominator i can't solo any AT whatsoever before a hold (stacked or unstacked) runs out, and quite frankly their damage needs to be buffed a little.

You may think for the most part a Corruptor will be even with a Blaster because while the latter is heavily damage oriented, the former has less damage but the ability to heal/debuff. I thought the ability to keep a fight going with a Corruptor would even the odds, but then the other day i saw a Blaster say he loves Corrupters because he keeps forcing them to heal, thus a Corrupter can't *actually* do any damage. Not to mention that any damage this AT can do is negated as the Blaster just gets stronger as he gets weaker. Scourge is a nice innate power, but since Blasters can one shot most non-toggle villain AT's with high Defiance anyway you'll never get the shot in.

As for my Brute, i agree with Stalk. If CoV had any other heavy melee AT's that are supposed to take damage i wouldn't bring this up, but it is just not practical to have your toggles drop as easily as some Tanks and Scrappers when you have no other melee support. MM's may come to mind, but outside of Bubblers i've yet to see another effective MM, not to say there isn't one. And obviously, anyone with common sense will go straight for the squishy MM and bang goes your backup.

So basically, i think Stalkers should remain as they are. I have no doubt that this will fall on deaf ears, but Obot's right that experience makes you much more adjusted to how your opponent will play, and many of the regulars have adapted to better avoid getting AS'd.

To summarise, buff Dominator damage or holds, buff Corrupter debuffs or damage, buff Brute detoggle resistance, buff MM's (erm, iunno how :P) and leave Stalkers alone =D

Buff villains!

~awaits massive 'Omg j00 are so wr0ng!' posts by anyone who's been AS'd less than twice before giving up on PvP~ :P

Happy Birthday Stalk!

With his tongue firmly in his cheek, and no play experience as a Corrupter, Stalker or Mastermind at all,

~Kensa/Winter/Ogun :P


 

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You are somewhat right here Knives, but as so many other villains so love to complain about. The SO's haven't started flourishing yet. And as En/En blaster, I have defeated and BEEN defeated by every AT I've met in Sirens. Some I've defeated more often and vise versa (or however you spell it). Like stalkers having faceplanted me plenty, and I've taken down a fair share of MM's. PvP is -pretty- well balanced for TEAMS of PvPers. but as is more often the case, solo pvpers have more trouble against specific AT's, on both sides.

And that Blasters can one-shot stalkers, corruptors and dominators when they have full defiance bar is COMPLETELY fair (but also not completely true, two-shot from full hp is more often the case). Note that full defiance bar is ONE SHOT away from being defeated. Also, blasters are (said to be) the nr. 1 damage dealer for the Heroes, I've seen stalkers limp away from a full series of blasts. Even with BuildUp I'm pretty sure I can't two shot a stalker with my two most powerful attacks. And that's complete with 3 SO's in each of the attacks.
In PvE however, it's a completely different story, but that's not the issue here.

And Brutes have a SO much easier life in PvP than tanks. if you'r a tank slotted for damage resistance, like my Inv/Fire tank, you STILL can't take more than two AS's, and the first one has taken maybe 2/3's of the hp. which is STUPID, since they are the AT who should be able to take most of a beating. "So you punctured one of my lungs. I got another one, I don't [cencored] need it!"
That's stalker VS tank, the most damaging villain vs. the most damage resiliant hero.
Now look at blaster VS brute.
With the majority of slots on my en/en blaster in damage, I can take maybe 1/4th - 1/3rd of a good brutes health in one attack series with buildup. At this point, many brutes I've fought have ran away (like villains too often do), but most of the ones that's stayed to fight me have beaten me into a pulp. Because the next attack series I unleash without BU will take maybe 25% of the brutes -remaining- health. That's 4 attack series to kill him, without him using respite or dull pain or a gift of life if he's lucky. (I'll admit that these are brutes that are 30+, but so is my Tank.)

What I don't understand much of, is why so many villains complain about being so underpowered compared to heroes, when this so clearly is not the case. Some of Paragons AT's are more powerful than villains, and some of Rogue Isles AT's are more powerful than heroes.

It seems to me that the Devs have a WAY too narrow and specialized view of each of the AT's and they way THEY feel they should be played.
What I'd like to see is a more flexible system for how the AT's are played, but that's never gonna happen, because it's the dev's that's.. uh.. dev'ing the game.

I know I'm going to be told I'm a lousy pvp'er now, but the more gloating and self confident you are when you come to fight me, the the easier it will be to take you down.


 

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I think you should probably be taking more than a quarter of a Brutes Health off with one series of attacks.


World of Jackcraft.

 

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On some brutes, of course I do, but on the (I guess) best slotted ones I don't. And even though a brute has focused on damage resistance, after a pounding series of attacks their damage does rise to almost blaster proportions.

But as my tank has as much damage resistance as ED allowes and two stalkers can still kill him with ONE attack each, and the said tank can't even dent ONE of the attackers, I find this a bit unbalanced. The tank wouldn't be able to kill a stalker that's not fighting back, because of the focus on resistance instead of damage.


 

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Well the tank thing is your fault...if you're not going to slot for damage then find a team.


 

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I was in a team, and my point was that a damage resistance slotted tank should be able to take more than two hits from any AT, as the tank is the most damage resiliant AT there is in the whole game.


 

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I'll totally agree with you on the Tanker thing, i'd say they should at the very least remove the de-toggle ability of AS.

As for the one shotting some AT's with high Defiance, i should have specified i meant when a fight had been going on awhile, and thus the corruptor or whatever other AT will already have suffered some damage. I wouldn't say a 'Defianced' Blaster could one shut any AT with full health.

And again, on the Brutes, i'm quite happy to fight a Blaster if my toggles are on, but as soon as they're dropped i'm out of there, because my attacks are too slow to effect enough damage on you before your less powerful, quicker attacks can KO me, and i can't remember a time when i've ever gona properly solo with a blaster, there's nearly always 2 or 3 other players around to gank me, which is totally acceptable, but i am going to try and run.

Doesn't matter what AT i play, running is a perfectly acceptable tactic, and i will never be baited into staying for 'honour' or some other misguided ideal. I just wanna have fun, i don't always wanna PvP by some kind of guidelines, especially as you'll never get a majority agreement on anything. For example, i'll be polite and not attack during duels, or TP people out of their base if they haven't left there yet (if i have a lock on you because you're running, you're fair game), but people who shout 'No fair, you didn't stay to be killed' and mean it seriously will not get any respect from me :P


 

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I think in a 2v1 situation (2Stalkers vs a Tank) the two Stalkers should always come out on top - otherwise it would be unbalanced.

What about two Blasters vs a Brute? Good PvP Blasters would probably kill the Brute in the same ammount of time it takes two Stalkers to kill a Tank, thanks to faster animation times.


World of Jackcraft.

 

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Heck, one blaster vs a brute will come out on top if s/he is built for PvP.


 

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Well I thought it was fairest to do a two vs one comparison with the Heroes top damage dealer vs the Villains top (PvP) damage taker.


World of Jackcraft.

 

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2 blasters run up to a stone-brute in granite.
2 stalkers run up to a stone-tank in granite.

Who dies first, Jack?


A Paragon Defender

 

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The Butler did it!


 

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2 blasters run up to a stone-brute in granite.
2 stalkers run up to a stone-tank in granite.

Who dies first, Jack?

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The brute !
less hit points , 75% dmg cap vs 90% from tanks , stalkers need to hide in order to crit ,and stone has mud pots , no AS possible :P



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My solution is a bit strange from what every one has sugested, I say nerf their mez protection to about a mag 4 protection in PvP. That way they will put them self to great risk if they go against most groups but not if they target an individual.

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Scrapers and brutes(i think) have mag 4 mez protection , i fint it hard to believe that stalker mez protection is beter than brutes and scrapers !


 

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,and stone has mud pots , no AS possible :P

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I can confirm you can AS through mud pots so long as it doesnt get a hit on you.


**Acceptable "support" responses**

Its your fault
Its your computers fault
Its your ISPs fault

 

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What about two Blasters vs a Brute? Good PvP Blasters would probably kill the Brute in the same ammount of time it takes two Stalkers to kill a Tank, thanks to faster animation times.

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I can with 100% certainty say this comment is wrong. 2 AS'es takes one second to die from. 2 blasters happily blasting away at a brute will in -almost- all cases last longer than 10 seconds. if only because the brute has time to run and hide, something the tank don't have the luxury of.

1 tank shouldn't be able to take out 2 stalkers, but 2 stalkers shouldn't be able to take out a TANK in one attack each. 2 of any AT should be able to take out 1 other player, that's a no brainer. Steven Segall can take out 100's of "npc's" in his movies, but give him two other Steven's to take out and I guarantee he's going face down in the gutter.


 

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Actually I'd give the Brute about 5 seconds to live, max, if the Blasters are good.


World of Jackcraft.

 

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I agree - i know from experience with detoggles


 

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What if the brute is good? it's a two-way consideration. But with my tank, who has almost all resistance powers and all of them slotted with 4 damage reduction SO's, it still took only two AS'es to ground his face in the concrete. and it took less than a second from the first to the second AS.

Edit: and 5-10 seconds is more than enough to run away.


 

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Less than 5 seconds for a bad Brute I'd say.

Anyhoo, you wont be going anywhere for 5 seconds if you're Toggle dropped, Stunned or Held.


World of Jackcraft.

 

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I'm actively using my Disorient attacks, even though some person here told me they sucks, because that's the only 'mezz' I got. Problem here is that most brutes and as far as I've understood all stalkers have protection against these things. And I've -never- been able to disorient either a stalker or a brute. it happens every now and then vs. corruptors, mm's and dominators though.

Would be nice, if they decide to keep the toggle-dropping the way it is, if there was some clearly visible note for both 'attacker' and 'defender' as to when this happens. not WHICH toggle is dropped, but that it's happened. If by some cruel twist of fate, this already happens by way of a note in the chat-box, I'm sorry.


 

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No one said using Disorient was [censored].

I said that there's no point slotting for Disorient, because the ammount of time they're disoriented for doesn't matter.


World of Jackcraft.

 

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Ah. sorry. my bad. long(ish) time ago, and non-stick-memory.