How to make PvP more skill based
If you want true skill in a game, go play Counter-Strike, I say.
Plus, this change wouldn't make sense to just be for PvP, it would have to be for PvE too. There already is more skill in PvP than in PvE, a damn sight more, doesn't really need more if you ask me.
World of Jackcraft.
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If you want true skill in a game, go play Counter-Strike, I say.
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Forgive the off-topic, but...
YOU HAVE GOT TO BE JOKING!
*ehem*
Do go on...
For PVP, enhancement nullification might be an idea, but after thinking about it its probably a bad idea. I just think that SK'ing people up or down in level when entering a PVP zone just doesnt really work as well as it should, original level still counts for a lot, and so do enhancements. Not necessary, was just a thought.
As for the entire stalker hide/detect deal, perception bonuses could perhaps only be applied to a cone of vision in front of a person, meaning that even stalkers who would otherwise find themselves constantly detected, actually have a chance of getting a hit in by actual skill, and not just stat-weaving At the same time, it would be nice if even a strongly hidden opponent could be revealed, if they were stared at for long enough in the open. It does seem a bit overkill to literally bounce off them as you walk, and not reveal them, but its just so hard to think of a way to balance it out..
The stalker hide/detection deal seems to be the thing that needs the most work right now, and to be honest I just dont enjoy trying to raise stalkers because of how its completely skillless for the actual stalking part, especially in PVE. Although its handy in PVE, in PVP the assassin strike should only apply at melee range. Its not funny to see the echoing outline of a stalker winding up to AS you, but still hit you even though you've gotten about 100 meters away from them, that definately needs a fix :P
What about creating areas on the maps where the speed of hiding is increased (dark shadow) and areas where hiding is slowed or prevented (light areas or heavily illuminated, featureless rooms). If thats too much work for them to put into existing maps, they could just set that during the night, hide kicks in faster, and in day, it doesnt? I dont know, im just throwing ideas out here..
Even from the beta, my impression of the stalker was that it was a good idea in theory, but it just really falls short of what it -could- be. I mean come on, I know this is supposed to be heroes and villains at work here, but the stalkers need more fleshing out.
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As for the entire stalker hide/detect deal, perception bonuses could perhaps only be applied to a cone of vision in front of a person, meaning that even stalkers who would otherwise find themselves constantly detected, actually have a chance of getting a hit in by actual skill, and not just stat-weaving At the same time, it would be nice if even a strongly hidden opponent could be revealed, if they were stared at for long enough in the open. It does seem a bit overkill to literally bounce off them as you walk, and not reveal them, but its just so hard to think of a way to balance it out..
The stalker hide/detection deal seems to be the thing that needs the most work right now, and to be honest I just dont enjoy trying to raise stalkers because of how its completely skillless for the actual stalking part, especially in PVE. Although its handy in PVE, in PVP the assassin strike should only apply at melee range. Its not funny to see the echoing outline of a stalker winding up to AS you, but still hit you even though you've gotten about 100 meters away from them, that definately needs a fix :P
What about creating areas on the maps where the speed of hiding is increased (dark shadow) and areas where hiding is slowed or prevented (light areas or heavily illuminated, featureless rooms). If thats too much work for them to put into existing maps, they could just set that during the night, hide kicks in faster, and in day, it doesnt? I dont know, im just throwing ideas out here..
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Some Great idea's. I dont even think most stalker's would be to unhappy with most of these changes. Most of your idea's ask for greater skill from the player without taking to much away from the stalker
Agree
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Its not funny to see the echoing outline of a stalker winding up to AS you, but still hit you even though you've gotten about 100 meters away from them, that definately needs a fix :P
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Sorry, but that would make ASing anyone but those AFK completely impossible (OK, so hold/stuns would make it possible, but not everyone has a power like that, and even then you'd need to hide again). You can't really expect someone to keep in meele range with a long charge time power that can be interrupted.
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What about creating areas on the maps where the speed of hiding is increased (dark shadow) and areas where hiding is slowed or prevented (light areas or heavily illuminated, featureless rooms). If thats too much work for them to put into existing maps, they could just set that during the night, hide kicks in faster, and in day, it doesnt? I dont know, im just throwing ideas out here..
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Not THAT is a good idea. Though, I doubt it can be implemented.
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Sorry, but that would make ASing anyone but those AFK completely impossible (OK, so hold/stuns would make it possible, but not everyone has a power like that, and even then you'd need to hide again). You can't really expect someone to keep in meele range with a long charge time power that can be interrupted.
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True, but there have been times i've seen someone working up to AS me, but I couldnt target them for some reason (they were still transparent, couldnt click/tab onto them). Most melee attacks to my knowledge, still hit even if the target gets a distance away from you at the point of impact... 'knockout blow' for instance, is a nasty uppercut with a bit of wind-up time. Its not much, but a target can still get away from you but still recieve the damage. I can understand the reasoning for this, as normally the animation of the attack is just added fluff to keep the games superhero/villain/action feel. The problem is, AS acts like a snipershot. In my thinking, if there is a period of time when you can interrupt the attack, shouldnt it also check for distance too? I cant quite think of any way around this, but given the strength of AS, the fact it ignores distance does seem like too much.
It doesnt have to be -absolute- melee range, stalkers are supposed to be stealth classes, they shouldnt be able to 'tag' a target who runs by at high speed, finally AS'ing him at the end of the wind-up when he's halfway down the second block. Isnt that what your auto-critical from hiding is supposed to be for? Yes, I realise that reveals you, and unless you kill them quick, you're toast. I guess it would be nice to see a trap-like technique in each of the secondary sets for stalkers (other than ninjitsu which already has caltrops).
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Sorry, but that would make ASing anyone but those AFK completely impossible (OK, so hold/stuns would make it possible, but not everyone has a power like that, and even then you'd need to hide again). You can't really expect someone to keep in meele range with a long charge time power that can be interrupted.
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True, but there have been times i've seen someone working up to AS me, but I couldnt target them for some reason (they were still transparent, couldnt click/tab onto them). Most melee attacks to my knowledge, still hit even if the target gets a distance away from you at the point of impact... 'knockout blow' for instance, is a nasty uppercut with a bit of wind-up time. Its not much, but a target can still get away from you but still recieve the damage. I can understand the reasoning for this, as normally the animation of the attack is just added fluff to keep the games superhero/villain/action feel. The problem is, AS acts like a snipershot. In my thinking, if there is a period of time when you can interrupt the attack, shouldnt it also check for distance too? I cant quite think of any way around this, but given the strength of AS, the fact it ignores distance does seem like too much.
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Based on this argument, then, blaster blasts would only have to work if you didn't move after they'd fired since technically everything (with exception to psychic blasts since they're mind-to-mind) would travel in a straight line instead of curving as they do now.
Well, I've tried hitting blasters who would jump all around the hot spots in Sirenes (or run, or fly). So with a reduced ranged it'd still be next to impossible.
However, one thing I'm sure of: if you KNOW a stalker is making an AS, and you can't target him or interrupt him (using an AoE or something perhaps), you can avoid getting AS'ed by turning a corner or jumping over a wall... anything solid that obstructs the stalkers view of you. Just like sniper shots, this will cause the shot to use up it's recharge, but do no damage and won't reveal the stalker.
I can't really see PvP in a multiplayer RPG being more skillbased than knowing what the class you are fighting are voulnerable to. If you want pure skill, I agree with Hobo, find a multiplayer FPS, but this isn't total disregard to the OP.
Hunting stalkers is already dificult enough with their plactate to implement Line Of Sight Targeting.
Something I think would help a lot though, is smaller pvp zones that disables travel powers.
I'm going to draw on personal experience, because that's all I know. But last night I was in Sirens, and the Hero/Villain ratio was close to 1/1 with around 14/18 players in the zone. The difference this time to most days (I've been there) was that most the fighting were done on the ground without Travel Powers, and this was an amazing change. not only was the combat VERY fast paced, but it was very very important to know your Powersets, compared to travelling combat where you hit the attack, wait 2 minutes to get in range, the attack executes, rinse and repeat.
Last night I saw stalkers take on regen scrappers without backing off (no idea how it played out because I was busy fighting a Dominator and a stalker (and win)). I got killed more times than I've ever been, but still my rep rose about 30 points, and most of the time I wasn't even teamed. It was an awesome evening.
Normally in Sirens, it's a whole bunch of confused headless running around, either because you are chasing someone who's running, or you are running away from an angry mob of enemies yourself.
I know I had the most fun I've ever had in PvP last night, and I'm pretty sure most the other ppl in there felt about the same way, because no one left for a very long time, and it was so close I'm sure no one was ever 'in the lead'.
Most of this I'm sure was because the sides were so evenly mixed, but I know for my part that a lot of the reason it was so much fun was because I hardly ever had to use travel powers while fighting. (another thing this will do is to make fights last longer as you don't have the end drain of for example fly or SJ or SS.
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Sorry, but that would make ASing anyone but those AFK completely impossible (OK, so hold/stuns would make it possible, but not everyone has a power like that, and even then you'd need to hide again). You can't really expect someone to keep in meele range with a long charge time power that can be interrupted.
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True, but there have been times i've seen someone working up to AS me, but I couldnt target them for some reason (they were still transparent, couldnt click/tab onto them). Most melee attacks to my knowledge, still hit even if the target gets a distance away from you at the point of impact... 'knockout blow' for instance, is a nasty uppercut with a bit of wind-up time. Its not much, but a target can still get away from you but still recieve the damage. I can understand the reasoning for this, as normally the animation of the attack is just added fluff to keep the games superhero/villain/action feel. The problem is, AS acts like a snipershot. In my thinking, if there is a period of time when you can interrupt the attack, shouldnt it also check for distance too? I cant quite think of any way around this, but given the strength of AS, the fact it ignores distance does seem like too much.
It doesnt have to be -absolute- melee range, stalkers are supposed to be stealth classes, they shouldnt be able to 'tag' a target who runs by at high speed, finally AS'ing him at the end of the wind-up when he's halfway down the second block. Isnt that what your auto-critical from hiding is supposed to be for? Yes, I realise that reveals you, and unless you kill them quick, you're toast. I guess it would be nice to see a trap-like technique in each of the secondary sets for stalkers (other than ninjitsu which already has caltrops).
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You CAN get out of range from an AS strike, the AS animation is performed, it doesnt hit (not a miss) and you stay hidden but you ahve to wait for the power to build back up.
**Acceptable "support" responses**
Its your fault
Its your computers fault
Its your ISPs fault
Ah but the use of travel powers is a valid tactic, and if zones prevented them (like to see the IC rationale for that), a lot of us would need free respecs
I like a good scrap as much as the next person, but walking around is far to dangerous for squishy types like me, Ive had and seen some amasing airborn duels and fights...And many an innocent has been rained on with bits of me
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You CAN get out of range from an AS strike, the AS animation is performed, it doesnt hit (not a miss) and you stay hidden but you ahve to wait for the power to build back up.
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<throws a snowball at Stalk_obot>
I already wrote that!
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Ah but the use of travel powers is a valid tactic, and if zones prevented them (like to see the IC rationale for that), a lot of us would need free respecs
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Don't see why you'd need a respec if some pvp zones disabled travel powers. (Unless you are a stalker that relies on Hide/One-Shot AS/TP away like a little girl if it don't one-shot-kill)
And I'm playing probably the squishiest AT in the game as a blaster. We don't have significantly more hp than stalkers (maybe not even marginally more) and we don't have 1/8th of a stalkers defensive powers.
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Based on this argument, then, blaster blasts would only have to work if you didn't move after they'd fired since technically everything (with exception to psychic blasts since they're mind-to-mind) would travel in a straight line instead of curving as they do now.
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But that is taking what I say out of context, I was saying that it feels out of place. I can appreciate the need to make things unrealistic to make sure things look better (curling energyshots, punching a target that moved out of range). The difference is, the amount of distance you can put between yourself and an AS'er is pretty huge, and its a melee attack, not a snipershot (despite how the game actually works it out). Im saying that whereas normal melee attacks still effect you no matter the distance, im saying that something doesnt feel right about it. Hiding behind walls to avoid a melee attack doesnt feel right. If my tankers knockout-blow can still hit when someone has moved behind a wall (after animation), then shouldnt AS? As it stands, AS isnt treated as a melee attack, its treated as a ranged attack of sorts with a very short range to activate it. I dont claim to have the solutions here, im just saying it feels rough edged. Something really doesnt feel right about getting to -that- distance before something downs you, and given that it drops two toggles (it was two toggles, wasnt it?) us fliers end up falling. If we dont know the AS is coming, we often end up falling into NPCs, and thats just annoying :P
There is a scope of inconsistancy in the combat system, I know, but this just sticks out in my mind.
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Well, I've tried hitting blasters who would jump all around the hot spots in Sirenes (or run, or fly). So with a reduced ranged it'd still be next to impossible.
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Yeah, that is pretty troublesome..It looks like one of those things that'll be impossible to strike a balance with. The stalker is a great AT in theory, but it just doesnt seem to fit in, IMO. Being such a specialist AT, its bound to have some nasty difficulties and great advantages, but to me, it seems to have more of an unbalancing effect. Some say the stalkers are just like 'diet' scrappers with a cripplingly powerful attack, some are like that, but some stalkers i've seen are exeptionally frail. The diet scrapper idea would be great, if that extra strength meant the assassin strike wasnt so powerful... blargh. Im really dry on ideas.
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I can't really see PvP in a multiplayer RPG being more skillbased than knowing what the class you are fighting are voulnerable to. If you want pure skill, I agree with Hobo, find a multiplayer FPS, but this isn't total disregard to the OP.
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Maybe you're right. But I just like to dream a wee bit, y'know? :3
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You CAN get out of range from an AS strike, the AS animation is performed, it doesnt hit (not a miss) and you stay hidden but you ahve to wait for the power to build back up.
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Any idea what the max range for AS then?
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Sorry, but that would make ASing anyone but those AFK completely impossible (OK, so hold/stuns would make it possible, but not everyone has a power like that, and even then you'd need to hide again). You can't really expect someone to keep in meele range with a long charge time power that can be interrupted.
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Im not suggesting that any one change be made on its own. Changing simply one thing, or tweaking one stat, would most likely only make the situation worse.
Another thing I should probably bring up, is the way NPC's keep aggro on a stalker even after re-hidden. Yes, I know placate is good for that, but doesnt that feel like a pain in the behind? That should be tweaked too, imo :3
Oh, and whilst we're at it. Archelon still needs a yellow lightsaber with an in-built ipod and pretzel vendor.
I'm totally hearing you on the AS thing. Being a successful stalker demands a lot less from the player than a successful corruptor or dominator, and A LOT less than a successful PvP MM. I think this might be the reason the stalker/any-other-villain-AT ratio is something like 3/1.
What can be done to make pvp more skill based though, is beyond me. I'd like to see a combination between fps and rpg, but that only works if there is nothing but ranged attacks. (how do you perform a roundhouse kick or a firesword circle in FPS mode? ) but if it had been possible, it had been great! (also if someone could build me a quantum computer, thad'd be awesome too.
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Its actually quite difficult to be a successful stalker, against perception based powers we CAN be detected. Not only that but we have to get close to a target to do the Assassin Strike, all whilst avoiding AOE moves and making sure we dont become visible in the middle of a mob that can aggro.
And don't even get me started on what happens if we miss with the AS.

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Its actually quite difficult to be a successful stalker, against perception based powers we CAN be detected. Not only that but we have to get close to a target to do the Assassin Strike, all whilst avoiding AOE moves and making sure we dont become visible in the middle of a mob that can aggro.
And don't even get me started on what happens if we miss with the AS.
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While true, the point remains that if your hide is strong enough to keep you concealed even with enemy perception powers running, the amount of effort required for the stalker, is simply to get close to the target, then AS. I know that is oversimplified, but thats basically how it is. What do you do if AS doesnt hit? You placate, then run like hell, then hide, then wait for placate to recharge. If there is too much to placate, you run anyway and hide. If you die in the process of running away, its not always due to the fact that stalkers are weak in direct combat, sometimes thats just the way fights go. Turning your back on the enemy to run, and hope your travelpower kicks back in in time, isnt always a great idea... and its no excuse to NOT look at AS and wonder if something could be tweaked. I do agree that stalkers should have more to rely upon when AS fails, but some of the stalkers i've seen, fought, and watched in combat, are hellishly hard to hit, even when they dont run or try to instantly hide again. As I said before, the strong should excel, but that shouldnt mean the mediocre completely lose out on PVP. At least with strong players/characters of another archetype, you have some chance of running, losing them, then finding a more suitable target until they catch up and demolish you. Thats part of competetive gaming, there is a pecking order sometimes, and you can end up simply being the prey. Thats fine. But when you cant even see or respond to the incoming predator -at all-, then the only choice a person has left, is to leave the PVP zone and hope that when they return, there isnt another stalker of the same skill around.
Although you -can- be detected when you are hidden, the current way the balance is set up, is that good stalkers can only be spotted if you have heroes in the zone with specific powers to help reveal you. IR goggles, tactics and yellows together do not reveal 'competant' stalkers, and coupled with your AS ability which can easily one-shot squishies and sometimes the not-so squishies, it is the perfect unbalancing archetype for PVP. Unfortunately, a general rule of thumb says that if you're squishy and you're AS'ed, you're dead, and if you arent, you will be in a moment. Even if you can see a stalker, they can still AS you provided the "hidden" state is applied.
Last night is a great example, I have been with heroes in Sirens Call before, and outnumbered, but we normally manage to at least have a little fun and at the very lease, worry them in combat. But last night, at first, there was only one stalker. If I ever attempted to join the combat, I was a threat, and a few seconds later, I would instantly faceplant. Thats all part of PVP, true enough. What happens when you have THREE stalkers in there, amongst other villains? If one can instakill, what can three do? Naturally, me and the other two heroes there decided to wait in the safe-zone for more heroes to arrive, because we got sick of having about 10-seconds playtime between deaths. Now, the coming rule of preventing 1-shot kills from stalkers is great, that might help, but what is to stop them from just using brawl straight afterwards? Some strong players have little trouble AS'ing through my personal forcefield, and if/when it doesnt instantly kill me, they hit brawl before they finish AS'ing, and it hits a split second afterwards finishing me off. Stalkers are all in all, a recipe for ganking. I know its not all peaches-and-cream as a stalker, but given that the better part of your work is decided by which powers you've picked, and not how you use them, it just leaves me shaking my head. Yes, I know its made impossible for you to AS if people are using certain annoying powers, that needs to be changed too. Im saying a stalkers shouldnt rely -solely- on AS and placate. Yes, there are exceptions to this generalised stalker view, the villain "Stalk-obot" is a fine example of that, but how often do you meet stalkers like that?
PVP isnt PVP if by default, some classes have next to zero chance to find a stalker, and some classes have an overwhelming probability to instantly die in one hit from them. How does such a player do -anything- in a PVP zone? Find a team? Thats a great idea, only they arent always available, and all players should at least be able to hold their own for a short time in 1vs1. There should be no such thing as the absolute impossibility to fight back, that goes for BOTH sides of the stalker fence, and that is why im trying to think of something that could be done.
It annoys me to no end when people attempt to compare stalkers to other archetypes. Such comparisons are rarely accurate or taken in any realistic context, this isnt a battle to say "NERF t3h STALKERZ!!1" or "stalkers r lamez0r", this is a thread to suggest PVP more skill based, and stalking/detection is the one greatest thorns that sticks out in my mind right now, as well as a stalkers lack of focus on anything other than AS. Particularly of note is the fact that only the ninjitsu secondary is the only one with any helping 'traps' of sorts, shouldnt the other secondaries have something similar, too?
Don't overestimate the Hide ability its not as great in PvP as people make out. With the amount of Heroes with perception based abilities its a rare day when you can move across a zone without being seen at distance. I find most of my AS strikes come from using Placate as I'm rumbled fairly early on, the remainder comes from a painstaking hunt trying to approach out of my prey's line of site. In most cases the only purpose of hide in PvP is to generate our crit for AS.
Requires a fair bit of skill to be a Stalker in mass PvP especially considering the Hero to Villains ratio. The only times we have it easy is in a one versus one scenario where we have the luxury of total surprise....doesnt happen often though
Ok trying to move away from stalker How would people feel about ? Single target heals and buffs from defenders corrupters etc Back fireing(for want of a better word) while taunted by brutes and tank. = Empath trys to heal scrapper but is taunted by brute, instead heals brute. It would make the timeing of heals and taunt more important and maybe more skill based
To QiSnake (and if you are tired of stalker-talk, ignore this post)
I fully agree with you, problem is, theres so many people playing stalkers, and so many villains writing on this board it's very very tough going to even hint that the stalker is a bit overpowered. People are just not able to listen to other peoples experienses.
As far as I've understood Blasters are the AT that gets the smallest perception bonus from Tactics, and they are also the squishiest AT which means most stalkers can get by undetected combined with one-hit-kill almost every time AS hits. This in my opinion is brutally unfair, but the stalker-population (which outnumber me on this board 7 to 1) disagrees. Because they have SUCH a hard time(note the sarcasm), given that 10% of heroes can see them coming.
But the stalker problem wouldn't really be a problem if:
1: There weren't such an obscenely huge amount of them.
2: The majority of the players playing them weren't cowards, and gang up against solo heroes or small groups.
3: Everyone had the option to sacrifice some usefull skills in order to be able to raise their perception.
I did say Stalkers are overpowered, but I didn't in fact mean that. I mean that most hero AT's are -underpowered- in comparison to the stalker AT. But this is the case with EVERY "rogue" class in every MMO with PvP gameplay. This discussion was all over the wow boards when I played that stupid game, and the rogues there wasn't half as powerfull as stalkers are.
But the people playing stalkers will never agree to anything, since they are of the opinion that they should be totally safe from harm no matter what the heroes care to throw at them as long as they are hidden. Their argument usually goes something like this: "Whats the point of having a stalker AT if they shouldn't be able to be completely hidden at all times and be totally safe unless we attack first with an attack that kills you instantly?"
Hmm. Talk about wanting lock, stock and both smoking barrels... I'm sorry to be the one to say this, but only children want the whole pie for themselves without the ability to share.
I know I've come up with tons of solutions that IN NO WAY WHATSOEVER ruins the stalker AT, but of course they are flaming me all the way.
Edit: I realize I come off a bit strong here, and should explain that I don't mean ALL stalkers are cowardly gank-happy people. It's just that even the most mediocre player gets a VERY easy PvP experience just by chosing the stalker AT.
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With the amount of Heroes with perception based abilities its a rare day when you can move across a zone without being seen at distance.
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Actually the distance spotting is a bug, it seems. Stalkers are visible at long-distances for tiny flickering periods of time for some reason, as for constant sight at long distance, you've got me, there. I have to strongly disagree, most of my time in PVP zones, stalkers are exceptionally hard to detect. The only time I saw my first stalker who was hiding was last night. IR goggles, two stacked clear-minds, two yellow inspirations. Maybe its due to the original levels that we were exemped from, or maybe my controller for some reason isnt just very good at it... or maybe im just plain wrong and need more experience to get a more accurate view. To be honest my PVP experience is far from extensive, but some things come down to just observation.
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I find most of my AS strikes come from using Placate as I'm rumbled fairly early on, the remainder comes from a painstaking hunt trying to approach out of my prey's line of site. In most cases the only purpose of hide in PvP is to generate our crit for AS.
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Why is this? Are there actually any detection powers that rely on line-of-sight? As far as I had heard, there wasnt such a power..
As for hiding being used for just AS, I think that must just be mostly a personal opinion, because hide is what often keeps a stalker safest, and is (along with AS) the most currently questioned part of a stalker.
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Requires a fair bit of skill to be a Stalker in mass PvP especially considering the Hero to Villains ratio.
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What hero to villain ratio would that be? In my experience, either side completely dominates, equal-teams dont happen as often as we would like (because thats pretty damn fun), but I wouldnt just assume that heroes always completely outweigh the villains. Many times i've gone into SC only to find we're massively outnumbered, and combat is impossible without others to arrive.
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The only times we have it easy is in a one versus one scenario where we have the luxury of total surprise....doesnt happen often though
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You have to be kidding, right? Stalkers surprising their target is a rare event? :P Oh, well, if you mean "we dont get total surprise, because everyone expects to randomly be skewered by stalkers", then I see your point.
That reminds me, its just not funny when someone can AS you but remain invisible (untargettable). Those few times that happens, even the combat panel doesnt show who attacked you and how much for.. *scratches his head*
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As far as I've understood Blasters are the AT that gets the smallest perception bonus from Tactics, and they are also the squishiest AT which means most stalkers can get by undetected combined with one-hit-kill almost every time AS hits. This in my opinion is brutally unfair, but the stalker-population (which outnumber me on this board 7 to 1) disagrees.
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My blaster has tactics and TD(devices) and I can see any stalker
Been reading through some of this stalker bashing, okay fine, stalker are unbeatable, right, can I ask if you have even been to Sirens Call?
Got concealment and Hide stacked and get spotted 3/4 of the time when there are more than 4 heroes, but hey play the class the way its meant to be and we are cowards.
I have an idea, heroes shouldn't be allowed to put lvl 41+ heroes on the map, full stop, not just with adjusted levels, just not on there, because we (villains) cannot put lvl 41+'s on the map, talk about cheap cowards and watch for the lvl 50 running out in large mobs.
The reason I object to that is cause by then they have just about 6 slotted everything you'll use in PVP, I'm playing my character, THEY are doing something villains can't (yet), which is something I think is broken.
After reading alot of comment's about PvP i see alot of people see PvP as a numbers game and not much skill involved. Personally I think of it as a mix of skill and numbers. So my Question is What could be done to make PvP more skill based?
One thing springs to mind for me. I think they could change how targeting works. I dont think it's right that once targeted, your opponant can run behind a building and stay targeted. Once out of sight i think you should have to retarget him. Thus making movement move skill based. I dont think it should drop Rad debuffs for example just mean you need to retarget. if someone runs behind a building and out of sight, you shouldnt know what side of the building he is gonna come out from. It would encourage better use of the map. Anyone else any ideas?