Breaking lock: A suggest-question
I love the idea of breaking lock, but on toggles? I don't know what an impact that'll have. Apparently defenders have it bad already.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Do you know what Ravenswing, that isn't a half bad idea at all. I don't know how that would play out but it certainly sounds good on "paper". Something i'd like to test though.
I'd even say melee attackers should be exempt from this to close the gap between melee/ranged but with Tanks etc having ranged attacks it wouldn't be fair.
CoH PvP SG = SuperUnion - Co-Leader - Union/Freedom
CoV PvP VG = Disruption - Co-Leader - Union/Freedom
Global = @Rent & @Rent.
Playgroup are all **** - Global Handle
Rent stop posting about PvP seriously.
Breaking lock is exploitable and kills utility of toggle AT's.It has been pointed out a gazillion times that the fix for kiting is simply giving to melee powers that would fast close distance like in every other mmo game plus secondary effects to these powers to give chance of soft lockdowns such as 2-3 second stuns that aint breakfreeable.
Because I'm that kind of person...
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Breaking lock is exploitable
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How?
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and kills utility of toggle AT's
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That I can see. So, don't do it on the toggles?
Though I'd have to say that I'm not entirely sure about this. If I had to break out of a fight to lose LoS to a Corrupter (for example) so that I lost the debuff they'd stuffed on me, that's me out of the fight for that much time. Now, add a faster recharge on those toggles in PvP Zones and I think it's be workable.
This is a suggestion, I do not wish to have my head bitten off.
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that the fix for kiting is simply giving to melee powers that would fast close distance
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Give them what? You missed the actual word out.
Also, phrases like "It has been pointed out a gazillion times" usually means "we want PvP more like PvP in <insert other game>, and it has this feature, so that's what we need." (Where, actually, you can replace 'PvP' for any other aspect of the game, it's not just PvPers that do that.) Little thought has actually gone into whether 'this feature' actually would solve the problem. No thought has usually gone into whether any other idea would solve it better or be more interesting.
So, I'd really like to hear about those exploits.
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As Raven said, don't let toggles be effected or improve there recharge etc. Or have breaking lock work like a placate so you lose your target but nothing else. Simple.
At the end of the day it's a "suggest-question"
CoH PvP SG = SuperUnion - Co-Leader - Union/Freedom
CoV PvP VG = Disruption - Co-Leader - Union/Freedom
Global = @Rent & @Rent.
Playgroup are all **** - Global Handle
It wouldn't work because of travel powers, quite simply it's far too easy to break line of sight in City of Heroes be it in the zones or in PvP.
Plus people on low end systems would lose target far quicker than people on high end systems, I imagine.
Giving ranged AT's something akin to a Dash-near-Target clicky or a medium strength, low duration movement slow would probably work a lot better. That could quite easily bring up a whole raft of problems itself, though.
Simple answer :
How about putting placate in the presence pool instead of intimidate?
Fahie
Post deleted by GhostRaptor
Does that sound like a challenge?
Looking up the list of posters in this thread, I think you picked the wrong kind of place for those words.
@Sweet Chilli
PvP103 is a trial account. He started it so he could troll the boards. Ignore him.
I quite like Fahie's suggestion. That could work. It's active rather than a passive function of mechanics.
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I agree it's an interesting idea. Maybe putting it in place of the fourth power? So that anyone can get Placate but you have to take 3 powers to use it.
@Rooks
"You should come inside the box... Then you'll know what I mean."
While this idea is interesting it has a major issue.first of all gives huge advantage to range dps.Range dps can keep getting back in lock while kiting without any problem.And on top of that can really destroy melee lock by simply running behind a corner breaking lock from range especially on long cast powers.
Solution to kiting is really simple.Powers that close distance and have secondary effects on target that are unbreakable/unresistable for 2/3 seconds and on a relatively short timer thus disallowing perma kiting.Usually such powers should be proportionate to the amount of maximum dps possible on melee from kiting withing a given time and balanced accordingly so that melee dps can diss the same amount of damage in same time by use of these powers.
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Rent stop posting about PvP seriously.
Breaking lock is exploitable and kills utility of toggle AT's.It has been pointed out a gazillion times that the fix for kiting is simply giving to melee powers that would fast close distance like in every other mmo game plus secondary effects to these powers to give chance of soft lockdowns such as 2-3 second stuns that aint breakfreeable.
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Stuns arent breakfreeable in the game anymore. Any of them. Neither are any other mezzes. Breakfrees do absolutely nothing, in case you havent been to the game recently.
Ravenswing:
Kiting is screwed in the game already. I am really struggling to understand why you still continue to moan about this. Kiting is only barely possible AT ALL. As if melee characters dont have it good enough already.
Targeted toggles are screwed in the game already. Unlike self-affecting toggles, targeted toggles DO drop when mezzed. Oh and did I mention that mezzes are unresistable and there is no defense against them anymore? Rads are so frigging screwed atm.
Do any of you guys actually play this game?
placate in place of intimidate, please! Because intimidate is overpowered already in the hands of a melee character..
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Do any of you guys actually play this game?
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Hammer, it's the season of goodwill, do try to develop a sense of humour.
Now then. When I started this, I was so not bothered about targetted toggles. Hadn't even considered them. I started the thread because I had been playing the game, and I had wandered into PvP Zone. There I got my behind handed to me by a ranged attacker I couldn't get near. Now, that's partially my fault, I wasn't in the zone for PvP, the character isn't spec'd for it, but still, stopping my opponent shooting at me while I could do absolutely no damage to them got me thinking.
Essentially, with range attacks in this game, if you are in range and not blocked you are going to hit. You don't even need facing to do it, which would provide some degree of challenge to it.
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Stuns arent breakfreeable in the game anymore. Any of them. Neither are any other mezzes.
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Which suggests that this much vaunted solution to kiting is baloney.
To be honest, I'd prefer if facing was taken into consideration when attacking and LoS actually affected most powers the way it does snipes, i.e. they fail if the target is lost before the power fires. I suspect that the engine isn't up to making targetting dependent on facing, however.
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I still don't see the problem with kiting. If someone goes out of my attack range then I move towards them with my attack already queued up. When they come back into range again, my attack fires off as does theirs.
If they manage to attack me without my attack firing off then good for them and tough luck on me. I'd better learn to prevent that learn to play better then or pick better powers or actually slot for range.
@Sweet Chilli
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If someone goes out of my attack range then I move towards them with my attack already queued up. When they come back into range again, my attack fires off as does theirs.
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And if their attack range is 80 yards and yours in 5, they stay out of range indefinately, and you never get to attack them. Do please read the thread before replying.
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I'd prefer if facing was taken into consideration when attacking
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This.Agree 100% but then people would start crying about power circle strafing being too much of a factor in pvp.
Still autofacing when firing powers in PvP is bad imo as a mechanic.Would defo make some issues with kiting better.
At least the circle strafing requires some form of kill.
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At least the circle strafing requires some form of kill.
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Agreed 100% again
Well thats function of attack range - not kiting. One of the points of travel powers is to get into range for your powers. If you ever learn to play, you'll be able to use the environment to help with that also.
@Sweet Chilli
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you'll be able to use the environment to help with that also.
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Allow me to disagree with this.Huge vertical movement makes using environment in advantage for melee powers impossible.There are only 2 locations that make this possible and thats the WEB in warburg and arena cage map.Pre i13 anyway.
PvP in this game has always worked in favour of ranged dps due to huge vertical/lateral movement plus projectiles following around corners and so on.
Also travel powers cant negate distance. Between 2 targets that travel with the same speed the one firing from range and moving always has upper hand compared to the one trying to move in to fire.And well nothing really negated routing from ranged dps.
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Well thats function of attack range - not kiting. One of the points of travel powers is to get into range for your powers. If you ever learn to play, you'll be able to use the environment to help with that also.
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tbh u only use 1 "travel" type power anyway, and its not u doing the travelling, its the person your targeting and tp'in to the drone while ur stood at base, ur idea of pvp.
Come on - that was ages ago. I ain't droned hardly anyone in well over a 18 months.
@Sweet Chilli
Still, your argument is, frankly, massively flawed.
If the Greek and I agree on something, especially about PvP, then there has to be something in it.
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What tends to bug me most about fighting in PvP Zones, and Arenas for that matter, is that I tend to play scrappers, which means I'm stuck with trying to catch up to highly maneuverable targets which can usually hit me with everything they have while I can't get near enough to touch them.
Now, logically, travel supression is one way of limiting this, but it seems that few people like that, so how about something different?
How about if whenever a ranged attacker loses line of sight on a target, they also lose their target lock? To be fair, it would have to apply to melee attackers too, obviously, but the point is that they would need to reaquire that lock to attack again, giving those with short range attacks a chance to close in.
Stuffing this here, since I'm interested to know whether you expert PvP types think it would be better/make any difference.
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Posts are OOC unless noted to be IC, or in an IC thread.