PVP - problems solutions and good changes
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Nope since there are still sets SS isnt good against...
There are still sets nightwidows or forts arent good against like rad or /rad, forts can detoggle the /rad debuffs, nightwidows cant.
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LOL !
Wrong. My ill/rad didn't lose an arena match till I13 ( no tourneys, but some matches against some good players ).
I13 comes along and 8-0 loss to the fortunata. Got my butt handed to me by a NW in RV soon into I13 too.
Rad sucks now.
Fahie
ps .. thanks rooks
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Just for reference heres the NW build i made..You're telling me those defense levels are easy to go through?
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Mental Blast -- Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg(3), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(15), HO:Centri(15)
Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11), LkGmblr-Def/Rchg(13), Ksmt-ToHit+(46)
Level 2: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(50)
Level 4: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(5), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(37), RedFtn-EndRdx(40)
Level 6: Hurdle -- Jump-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Indomitable Will -- HO:Ribo(A), HO:Ribo(34)
Level 12: Combat Training: Offensive -- Acc-I(A)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(33), Zephyr-Travel/EndRdx(48)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34), Numna-Heal(43), Numna-Heal/EndRdx(43)
Level 18: Slash -- Hectmb-Dam%(A), Hectmb-Dmg/Rchg(19), Hectmb-Acc/Dmg/Rchg(19), Hectmb-Acc/Rchg(23), Hectmb-Dmg/EndRdx(23), Mako-Acc/Dmg/EndRdx/Rchg(31)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21)
Level 22: Mask Presence -- RedFtn-Def(A), RedFtn-Def/EndRdx(25), RedFtn-EndRdx(29), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(48)
Level 24: Build Up -- HO:Membr(A), AdjTgt-ToHit/Rchg(25), AdjTgt-Rchg(29)
Level 26: Foresight -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), S'fstPrt-ResDam/EndRdx(34), S'fstPrt-ResDam/Def+(37), S'fstPrt-ResKB(46)
Level 28: Placate -- RechRdx-I(A), RechRdx-I(31)
Level 30: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), LkGmblr-Rchg+(48)
Level 32: Mind Link -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(33), LkGmblr-Def/EndRdx/Rchg(33), HO:Membr(50)
Level 35: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-Build%(39), GSFC-ToHit/EndRdx(40)
Level 38: Elude -- HO:Membr(A), HO:Membr(39), HO:Membr(39)
Level 41: Spirit Shark -- Apoc-Dam%(A), Apoc-Dmg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(43), ExStrk-Dam%(50)
Level 44: Eviscerate -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(45), Erad-Dmg/Rchg(45), Erad-Acc/Rchg(45), HO:Nucle(46)
Level 47: Tactical Training: Assault -- EndRdx-I(A)
Level 49: Mental Training -- Run-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
------------
Gamete..
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Mids doesnt show the correct defense lvls for PvP you should have noticed.
Defense in PvP in mids is bugged and doesnt get diminishing returs.....
Its kind of strange you dont notice the mids numbers are wrong for defense in PvP when your playing a fort as you say......
Even in elude a NW wont get more than 55% def in PvP
Another case of play one actually and not only look at mids numbers ??? :-)
Cause if you actually played one in PvP you should have noticed the defense in PvP isnt as high as in PvE.
70% def outside elude is NEVER possible in pve....
Btw Fahie if your ill/rad never lost arena, by your definition it was totally overpowered before I13 then :-)
But i guess you claim it wasnt cause only other players toons are overpowered as usual......
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noticed the defense in PvP isnt as high as in PvP.
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Huh ??
Sorry .. just nitpicking
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Btw Fahie if your ill/rad never lost arena, by your definition it was totally overpowered before I13 then :-)
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Absolutely.
ill/rad and ice/rad ( as I have been swayed to ) were INSANE.
The difference being that I could call a draw with careful play against my nemesis AT's ( eg ice/nrg or em )
With forts, you can't even pull a draw out.
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But i guess you claim it wasnt cause only other players toons are overpowered as usual......
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Read my other threads on the subject please before trying to put words into my mouth.
I have *never* claimed that my lack of I13 enjoyment was solely because my favourite pvp toon is now nerfed to hell-and-back.
My zonal *fun* pvp toons are on the back burner now too.
Fahie
SS/ brutes and /SS tanks are the nemesis for forts and nw so are spines and broadsword scrappers.
They can kill forts and nw pretty easy.
The fact that your ill/rad cant pull a draw vs a fort doesnt mean no AT or set can defeat them, just that other sets can do it now.
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SS/ brutes and /SS tanks are the nemesis for forts and nw so are spines and broadsword scrappers.
They can kill forts and nw pretty easy.
The fact that your ill/rad cant pull a draw vs a fort doesnt mean no AT or set can defeat them, just that other sets can do it now.
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sighs ...
Please read earlier on the thread ref my spines/sr scrapper vs a fort.
Moghedien, you seem to be adamant that your point of view is right, despite several people, including some very good pvp'rs ( not including myself there ) advising that you may well be wrong.
It doesn't help when you don't seem to be reading everyones' replies in full.
Fact : Forts are top tier in PVP now, and nothing else can compete on an equal skill level and build.
It's no longer scissors/paper/stone.
Fahie
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SS/ brutes and /SS tanks are the nemesis for forts and nw so are spines and broadsword scrappers.
They can kill forts and nw pretty easy.
The fact that your ill/rad cant pull a draw vs a fort doesnt mean no AT or set can defeat them, just that other sets can do it now.
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sighs ...
Please read earlier on the thread ref my spines/sr scrapper vs a fort.
Moghedien, you seem to be adamant that your point of view is right, despite several people, including some very good pvp'rs ( not including myself there ) advising that you may well be wrong.
It doesn't help when you don't seem to be reading everyones' replies in full.
Fact : Forts are top tier in PVP now, and nothing else can compete on an equal skill level and build.
It's no longer scissors/paper/stone.
Fahie
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Well maybe a big part is, the "good pvp" players which are playing forts or nw and say they are overpowered do that cause of totally wrong numbers they get from Mids and those numbers have absolutely NOTHING in common with the real numbers in PvP ?
When it comes to acc and tohit, everyone points out how much lower they are in pvp due to diminishing returns, but when it comes to defense suddenly they forget that defense get heavy diminishing return too...
I dont say forts arent very good in PvP but there are still certain sets that can kill them without much trouble.
To say NOTHINg can compete on equal skill is just plain wrong.
As you said you killed a fort on your spines/sr scrapper 3 times and the fort killed you 5 times, that doenst sound as if the fort was totally unbeatable (you said yourself your werent the best pvper either, did you have focussed accuracy ?)
So your "fact" is proven wrong by your own earlier statement :-)
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To say NOTHINg can compete on equal skill is just the way it is.
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Edited for correctness
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As you said you killed a fort on your spines/sr scrapper 3 times and the fort killed you 5 times, that doenst sound as if the fort was totally unbeatable (you said yourself your werent the best pvper either)
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<big sigh>
Did I say I was playing against the "best pvp'r in the world" ?
No .. I was playing someone of about the same skill level as myself, someone who I had beaten on the same toon pre I12. And I got 3 kills due to TS when ripper actually hit through.
I'm not the best, but I'm certainly no slouch either.
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So your "fact" is proven wrong by your own earlier statement :-)
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Again, miss-quoting and putting words in my mouth. Getting bored of this to be honest.
Someone else's turn to try and talk sense into this person, if they feel the effort is worth it.
Fahie
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To say NOTHINg can compete on equal skill is just the way it is.
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Edited for correctness
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As you said you killed a fort on your spines/sr scrapper 3 times and the fort killed you 5 times, that doenst sound as if the fort was totally unbeatable (you said yourself your werent the best pvper either)
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<big sigh>
Did I say I was playing against the "best pvp'r in the world" ?
No .. I was playing someone of about the same skill level as myself, someone who I had beaten on the same toon pre I12. And I got 3 kills due to TS when ripper actually hit through.
I'm not the best, but I'm certainly no slouch either.
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So your "fact" is proven wrong by your own earlier statement :-)
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Again, miss-quoting and putting words in my mouth. Getting bored of this to be honest.
Someone else's turn to try and talk sense into this person, if they feel the effort is worth it.
Fahie
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Lol didnt missquote you at all.
Your last post proves you didnt read mine, or didnt understand it since your post now again provesand makes it even clearer, your statement was wrong.
You said nothing competes with a fort on even skill and build.
Same time you say you killed one of equal skill 3 times.... doesnt make sense, since it indicates you CAN compete with a fort of equal skill and build.
Nothing can compete means NOTHING can kill a fort, which is wrong SS toons can easily and your spines/sr was able to do it too.(does your spines/sr have focused accuracy ?)
Just because you beaten him before i13 all time and now you only win 40% of the time doesnt mean the fort is overpowered now, just implies its more even.
Funny how you twist your own earlier statments so they fit your theory, and if you cant twist them any longer you getting bored :-)
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To say NOTHINg can compete on equal skill is just the way it is.
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Edited for correctness
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As you said you killed a fort on your spines/sr scrapper 3 times and the fort killed you 5 times, that doenst sound as if the fort was totally unbeatable (you said yourself your werent the best pvper either)
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<big sigh>
Did I say I was playing against the "best pvp'r in the world" ?
No .. I was playing someone of about the same skill level as myself, someone who I had beaten on the same toon pre I12. And I got 3 kills due to TS when ripper actually hit through.
I'm not the best, but I'm certainly no slouch either.
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So your "fact" is proven wrong by your own earlier statement :-)
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Again, miss-quoting and putting words in my mouth. Getting bored of this to be honest.
Someone else's turn to try and talk sense into this person, if they feel the effort is worth it.
Fahie
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Lol didnt missquote you at all.
Your last post proves you didnt read mine, or didnt understand it since your post now again provesand makes it even clearer, your statement was wrong.
You said nothing competes with a fort on even skill and build.
Same time you say you killed one of equal skill 3 times.... doesnt make sense, since it indicates you CAN compete with a fort of equal skill and build.
Nothing can compete means NOTHING can kill a fort, which is wrong SS toons can easily and your spines/sr was able to do it too.(does your spines/sr have focused accuracy ?)
Just because you beaten him before i13 all time and now you only win 40% of the time doesnt mean the fort is overpowered now, just implies its more even.
Funny how you twist your own earlier statments so they fit your theory, and if you cant twist them any longer you getting bored :-)
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You seem to be basing all your opinions on figures. Have you actually fought forts/widows?
You are completely wrong about bs scrappers. My bs/regen has had at least 200+ million inf spent on it. It has sets in every power that accepts them. It HAS FOCUSED ACCURACY and it stuggles to hit forts/widows. Plus in reality no fort/widow or any half decent player stands toe to toe fighting. They move around further limiting your ability to land a string of blows. While at the same time the veat can and does pour a huge amount of ranged damage onto you.
Yes defence hits DR and mids doesnt show it. I am well aware of that fact. Even 32% defence in pvp is very good at blocking attacks. The soft cap is 42.5% anyway. Anything over that serves no purpose other than mitigating -def debuffs.
And why repeatedly reference SS as being a veat killer? It is better obviously as it is the best melee pvp set being as OP as it is now. Again SS isnt ranged and you need that fort to stay still long enough to rain an attack chain on them and as I said only the poorest player would let you do that.
Rads were very powerful pre i13. In a duel yes they were probably one of the best sets. In a larger conflict though they became good but I wouldnt say OP.
What ultimately are you arguing for? You believe i13pvp is an improvement?
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You seem to be basing all your opinions on figures. Have you actually fought forts/widows?
You are completely wrong about bs scrappers. My bs/regen has had at least 200+ million inf spent on it. It has sets in every power that accepts them. It HAS FOCUSED ACCURACY and it stuggles to hit forts/widows. Plus in reality no fort/widow or any half decent player stands toe to toe fighting. They move around further limiting your ability to land a string of blows. While at the same time the veat can and does pour a huge amount of ranged damage onto you.
Yes defence hits DR and mids doesnt show it. I am well aware of that fact. Even 32% defence in pvp is very good at blocking attacks. The soft cap is 42.5% anyway. Anything over that serves no purpose other than mitigating -def debuffs.
And why repeatedly reference SS as being a veat killer? It is better obviously as it is the best melee pvp set being as OP as it is now. Again SS isnt ranged and you need that fort to stay still long enough to rain an attack chain on them and as I said only the poorest player would let you do that.
Rads were very powerful pre i13. In a duel yes they were probably one of the best sets. In a larger conflict though they became good but I wouldnt say OP.
What ultimately are you arguing for? You believe i13pvp is an improvement?
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Every tank and brute with Ss can get TWO ranged attacks.
Tanks can get laser beam eyes that kill a fort or nw very very very fast since laser beam eyes has a huge dedebuff.
With a bit of recharge those 2 ranged attacks can be spammed as an attack chain, giving SS a ranged attack chain boosted by rage and or fury which deal heavy damg.
So they get a ranged attack chain aswell if they want. on top of 3 times the HP AND like 6 times the resists nw or forts get.
Of course your bs/regen has problems hitting a fort or nw cause thats the POINT of defensive sets, since when a hit lands it hits a char without resists, and when it hits the defdebuff gets a defensive set into big trouble, since a cascade effect starts, till you hit all time.
If every player with every set could hit defensive sets easily, there would be no point for defensive sets in pvp..
Maybe players need to attack 3 or 4 times to land a hit but when the hit lands it deals FULL damg, to a char WITHOUT an inherent heal and low hps.
You might land every hit on a meele toon like tanker or brute, but most got a heal with NO diminishing returns 3 times the HP and 60% resists, which means even if all your attacks hit, you need as many attacks to kill those chars since your attacks deals way less damg to them.
I think PvP is better overall now in I13, but still needs tuning.
While they balanced (nerfed) some totally overpowered sets, they made several sets unplayable cause they got nerfed too much.
Imo many of the former overpowered chars had to get nerfed(balanced) to bring them on par with all the other sets, but some sets got nerfed way too much i admit that.
While some sets are now a bit too good in PvP compared to ALL the sets and combos out there, i think PvP is more balanced overall.
If they buff the "broken" Ats and sets, like /rad or doms or most troller primaries and balance some other stuff, pvp should be almost perfect, imo.
I see much more players in PvP zones now than before I13 so at least some seem to like the changes.
I understand that some pre I13 harcore pvpers are angry that their toons got nerfed in PvP, i would be angry too i think.
But honestly there were some specific AT and set combos which were so overpowered that pvp wasnt fun for all others cause those sets and combos meant certain defeat....
Its more balanced now , not perfect but more balanced comparing ALL ATs and ALL sets or combos.
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I see much more players in PvP zones now than before I13 so at least some seem to like the changes
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A lot being said but surely this is the biggest give-away and most incorrect statement. I must be on the wrong server as no way is there more pvp than before.
Oh and my two pence worth, NW/Forts were over powered preI13 and not much has really changed. They still pwn but have less things to worry about .
Heros
Max Powerz: Lv 50 Tanker
Villains
Max Khaos: Lv 50
Overlord of E.V.I.L.
My Brute - http://maxy-khaos.mybrute.com/
LF SG! Arc ID# 193083
<---Not PvPd in i13 because I can do maths in my head:
heal sup + travel sup + dr + universal res + broken blaster dmg + broken mezs = not a fun time.
They say "Oh it's just cause you'd lose" but it isn't, it's because I wouldn't have fun. And playing a video game and not having fun is about the stupidest thing you can do.
It doesn't matter tho I'm havin too much fun getting owned on MGO to care lol
@Rooks
"You should come inside the box... Then you'll know what I mean."
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Every tank and brute with Ss can get TWO ranged attacks.
Tanks can get laser beam eyes that kill a fort or nw very very very fast since laser beam eyes has a huge dedebuff.
With a bit of recharge those 2 ranged attacks can be spammed as an attack chain, giving SS a ranged attack chain boosted by rage and or fury which deal heavy damg.
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You have actually done this or seen it done? Sounds great in theory. Brute maybe during stacked rages. Tanker will still be missing at least 50% of the time and it just wont compare to the spike of a Fort imo.
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So they get a ranged attack chain aswell if they want. on top of 3 times the HP AND like 6 times the resists nw or forts get.
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Really im starting to feel like a parrot here. Unless the tanker or brute has high defence the Fort will chew through any amount of HPs quickly. I have had this done to 3 different tankers. Granite went down quickest too.
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Of course your bs/regen has problems hitting a fort or nw cause thats the POINT of defensive sets, since when a hit lands it hits a char without resists, and when it hits the defdebuff gets a defensive set into big trouble, since a cascade effect starts, till you hit all time.
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Again another brilliant theory. Unfortunately unrelated to the actuality. I can hit maybe 1 in 8 times. The -def goes nowhere and your imaginary -def cascade is just that. And even if by some fluke you can get a cascade all they have to do is phase or mitigate in some other way and its back to full.
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If every player with every set could hit defensive sets easily, there would be no point for defensive sets in pvp..
Maybe players need to attack 3 or 4 times to land a hit but when the hit lands it deals FULL damg, to a char WITHOUT an inherent heal and low hps.
You might land every hit on a meele toon like tanker or brute, but most got a heal with NO diminishing returns 3 times the HP and 60% resists, which means even if all your attacks hit, you need as many attacks to kill those chars since your attacks deals way less damg to them.
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You are aware Arcanville himself believes the current implementation of elusivity is not working as intended? Elusivity in itself would work but combined with all the other rubbish they implemented it has become hugely overpowered.
Again your theory doesnt work in actuality. Two brutes fight. One with defence set and one resist. My money is on the defence set. Yes defence should deflect attacks. But atm it is way op compared to resists. I prefered defence pre i13.
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I think PvP is better overall now in I13, but still needs tuning.
While they balanced (nerfed) some totally overpowered sets, they made several sets unplayable cause they got nerfed too much.
Imo many of the former overpowered chars had to get nerfed(balanced) to bring them on par with all the other sets, but some sets got nerfed way too much i admit that.
While some sets are now a bit too good in PvP compared to ALL the sets and combos out there, i think PvP is more balanced overall.
If they buff the "broken" Ats and sets, like /rad or doms or most troller primaries and balance some other stuff, pvp should be almost perfect, imo.
I see much more players in PvP zones now than before I13 so at least some seem to like the changes.
I understand that some pre I13 harcore pvpers are angry that their toons got nerfed in PvP, i would be angry too i think.
But honestly there were some specific AT and set combos which were so overpowered that pvp wasnt fun for all others cause those sets and combos meant certain defeat....
Its more balanced now , not perfect but more balanced comparing ALL ATs and ALL sets or combos.
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How on earth can you believe i13 to be balanced? It is more unbalanced than ever before. The zones are emptier than I have ever seen them. Which zones are busier? What toons do u use in RV?
And what are you talking about op toons pre i13??? How on earth you continue to mangle reality to believe that Forts arent op is astonishing. There were powerful builds. There were FOTM. Nothing was on the level of Forts and defence toons currently. Em outperformed other melee sets but not on the same level SS is now.
Nothing whatsoever has been improved. Zone mobs are incredibly irritating. Movement is just frustrating now. And if the revamp was such a success how come you are the lone voice in the wilderness? Even the Devs havent spoken a single word about pvp since release.
And your rubbish about harcore pvpers being angry about their toons getting nerfed is just ridiculous. No one was ever bothered about that. They ruined a lot of the fun aspects of pvp and replaced it with a frustrating mess. If they had a toon that was nerfed beyond repair they either rolled a new toon or respecced old ones and continued to be good pvpers.
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I see much more players in PvP zones now than before I13 so at least some seem to like the changes
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A lot being said but surely this is the biggest give-away and most incorrect statement. I must be on the wrong server as no way is there more pvp than before.
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^^ This, with cherries on top.
Case in point, been working on grabbing nukes for saturdays SG States task force, a few new players who needed them (and the fact we were bored and decided for overkill) so over 3 successive nights we were in warburg, taking our time and casually grabbing the odd scientist and stopping on occasion for a chat.
Now dont get me wrong, but iirc whenever i used to venture into the *burg, there would be swarms of PvP's duking it out on the beachhead, and woe betide anyone who thought they could get away with nabbing a nuke code without some smart player camping the exits, wiping the poor sod and leaving with his scientist with a glib "sucker" reply, those were the fun days.
Now? we just spent a few hours thurs/fri/sat afternoons/eves in warburg and once or twice came across two other players in the zone doing the same thing with one reply of "this feels like boomtown"
So where in gods name you get these mythical "increased" numbers from i'd love to know...and im not being obtuse, im actually saying - prove me and my eyes wrong.
Art of War Co-Leader - Union *Global@Warscythe*
"The box said Windows Vista or better - so I installed Linux"
Of course granite goes down fast to forts since forts are all about psi damg and granite has no psi resist or def.....
Try wp or elec with psi resists ?
Yeah pre I13 PvP was very balanced......
Meele toons were unplayble in PvP since ranged was the only really option in pvp.
Very balanced when all a ranged toons had to do was bunnyhopp around just kiting meele toons which couldnt fight back at all.
If you consider that balanced pvp try have another look at other pvp games.....
Movement supresion isnt really that bad you make it out to be, bunnyhopping as ranged char is still a solid way to avoid attacks from meele toons.
How is movement frustrating now ?
You can still move as before if you dont attack something or are attacked.
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How is movement frustrating now ?
You can still move as before if you dont attack something or are attacked.
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I cant believe you actually said that.
So what do you do during pvp, stand by the gate and watch in case someone attacks you or you accidentally attack them?
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How is movement frustrating now ?
You can still move as before if you dont attack something or are attacked.
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I cant believe you actually said that.
So what do you do during pvp, stand by the gate and watch in case someone attacks you or you accidentally attack them?
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I'd give up Londoner, I held off replying in this and the WP thread as that guy seems to be very adept at making a bunch of random wholly unsupported claims with no basis in fact or reality, dont get me wrong he is entitled as anyone else to an opinion but my hackles only rise when someone makes an opinion and claims it to be "fact".
But id like to see the poster actually reply to my question regarding server population, again im happy to be proved wrong so long as he shows me some definitive proof that my eyes are failing and he is seeing all these players in PvP zones that must all be on stealth/hide to me.
However im sure some deflection will go on and another random set of "facts" will be posted with no evidence or such to back it up. I wouldnt be getting on a high horse if the poster was willing to listen to others and post a counter argument with some facts.
Im hoping this doesnt come across as an attack im just coming to the conclusion that its either a very long winded and convoluted wind-up / troller or maybe he is just playing a different version of CoX that everyone else is.
Art of War Co-Leader - Union *Global@Warscythe*
"The box said Windows Vista or better - so I installed Linux"
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Im hoping this doesnt come across as an attack im just coming to the conclusion that its either a very long winded and convoluted wind-up / troller or maybe he is just playing a different version of CoX that everyone else is,
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Came to the same conclusion myself last night
Fahie
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Movement supresion isnt really that bad you make it out to be, bunnyhopping as ranged char is still a solid way to avoid attacks from meele toons.
How is movement frustrating now ?
You can still move as before if you dont attack something or are attacked.
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Just LOL.
CoH PvP SG = SuperUnion - Co-Leader - Union/Freedom
CoV PvP VG = Disruption - Co-Leader - Union/Freedom
Global = @Rent & @Rent.
Playgroup are all **** - Global Handle
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Movement supresion isnt really that bad you make it out to be, bunnyhopping as ranged char is still a solid way to avoid attacks from meele toons.
How is movement frustrating now ?
You can still move as before if you dont attack something or are attacked.
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Just LOL.
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Lol @ PvP where people dont attack or get attacked
INFACT...
Rent i challenge you to RP PvP!!!
((Taunt))
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Lol @ PvP where people dont attack or get attacked
INFACT...
Rent i challenge you to RP PvP!!!
((Taunt))
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((Runs away so movement suppression doesn't get me))
CoH PvP SG = SuperUnion - Co-Leader - Union/Freedom
CoV PvP VG = Disruption - Co-Leader - Union/Freedom
Global = @Rent & @Rent.
Playgroup are all **** - Global Handle
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Movement supresion isnt really that bad you make it out to be, bunnyhopping as ranged char is still a solid way to avoid attacks from meele toons.
How is movement frustrating now ?
You can still move as before if you dont attack something or are attacked.
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Re-read what you have just said because I think you have just answered it for yourself.
So you can't attack, be attacked or buff/heal without movement suppression coming into affect.
What most of the old pvp'ers (well whats left of them), I believe they miss is the fluidity and fast paced nature/action of the old pvp. This is what makes the movement suppression frustrating. Any attempt to do anything results in you moving like a snail. Something is/was needed to enable melee classes to be more effective but the changes made have made pvp less fun. Its not people throwing there dummies out of the pram that they characters have been nerfed (well maybe a few). Its the pvp is no longer fun for the vast majority in its current inclination.
Heros
Max Powerz: Lv 50 Tanker
Villains
Max Khaos: Lv 50
Overlord of E.V.I.L.
My Brute - http://maxy-khaos.mybrute.com/
LF SG! Arc ID# 193083
Being perma held or perma stunned was taking much more speed and fun out of PVp than movement supressions.
At least now you CAN move after a few seconds pre I13 you couldnt move AT ALL if you were held for a looong time.
Movement isnt supressed if you dont attack or being attacked. So no frustartion there.
Sure its frustrating for ranged chars that you get supressed now when attacking, but maybe think of meele toons and how frustrating it was for them to get kited from ranged bunnyhoppers without the chance to even fight back ?
Not very balanced if you have to chase a bunnyhopper for ages to get ONE attack of and during that time he kites you from safety, imo.
Even with supression, bunnyhopping is still possible and a very good way to avoid meele attacks.
Maybe be open enough to accept that players who prefer meele toons want at least stand a chance against ranged toons ?
If you dont like movement supression come up with another way of making meele toons worth something in PvP, since without it ranged is the only way to go in PvP.
I see more villains in RV than pre I13.
Might be because heroes had an advantage over villains with their epic pools..
_Stryke_ i only post what is my opinion of what i experience ingame.
Same goes for you, you dont have facts either its your opinion of what you see ingame....
Do you have prove and numbers and facts how many ppl were in WB or RV comapred to now ? I guess not... neither do i.
Like when i said something about SS/Wp cause of my experience with the combo... many ppl did not only disagree without having facts or numbers either, but without having played and experienced the combo themselves.
Imo PvP is more balanced.. and thats it, my opinion.
You got your opinion thats ok, but dont say i am wrong if i cant post facts cause you cant either.
I give up with you tbh..It doesnt matter that the def numbers are rounded down in pvp zones because they are still very good seeing as everyones acc and tohit is rounded down aswell..
How can you say melee was unplayable in i12 when me and a few other stalkers were able to pull off AS on bunny hopping targets actually quite easily. I also had a Bs scrapper in i12 and i never had trouble hitting a ranged toon. It was brutes and tanked who make survival builds in i12 that complained melee was useless because all they did was stood still and wanted the oposition to come to them. Thats why they would only ever ask for 1v1 toe to toe duels with no insps, so they couldnt lose..
The mez changes are ridiculous i don't see how you would say they aren't when they have made 2 classes completely useless now seeing as they dont do whats said in the description. Im assuming you play villains and not heroes so the mez changes shouldnt of bothered you seeing as you had the most OP controlling class on your side..a Perma dom. The answer to free yourself from mez was a break free now the mez system is so [censored] that every player brings a heavy with them so they can have a 10 second hold bot on their side to hold their target why they choke helplessly and get pummelled. Yeh thats real good *thumbs up*
Bunny hopping does nothing now against a melee toon the only thing it will save you from is the odd AS, seeing as melee range got a buff.
The melee changes including taunt alone were enough to make things balanced in pvp, with the addition of pain doms. Now the vills have emps too i dont see why they would feel the need to complain. Imo everyone thing else was a waste of time..
A vill team could be so strong with the i12 rules if the team consisted of lets say; a pain dom, 2 therms and a kin. i dont see much dying there unless people are using vent to perform perfect ladder spikes.
Ofc you can have your opinion im just stating mine and most of everyone elses too..
Gamete..
My Widow is rolled as a Fortunata, the build for that can be found in the "soldiers of Arachnos" section of the forum on one of the posts i helped a guy out with but that has pretty much the same sort of def numbers as the build above. The NW build above was just an example of how hig def you can get if you build it for defense. I understand theres no phase or meds but when you got temp phase theres no point really.
My Fort is called Loartunata but its on the EU and i don't play that often on the EU anymore just now and then until my sub runs out (should be soon actually).
Gamete..