PVP?


Psiko

 

Posted

If you perchance made the mistake of clicking on this thread in the hopes of finding a poorly written rant with even worse grammatical accuracy, that you could find any number of reasons flame - I suggest you find another thread.

No, this thread is here to constructively look at what exactly happened to pvp, and I urge (although do not expect) anyone who chooses to participate in this thread to remain civil and respectful of others.

So, with the coming of i13, controllers and dominators had their ability to mez reduced, and boosted, almost infinitely. Whilst you argue that a 4 second mez may not be enough to win a fight, the time previously you would spend to hold any AT with it's standard mez protection would be danger enough. Instead of having to build up holds, which may have been relatively quick before, they changed your mez's to take effect IMMEDIATELY, changing protection to standard resistance in PVP. This meant that any enhancements you put into your holds, immobs, stuns, sleeps and confuses would be close to useless, in comparison with their now epic boost to damage they received. Controllers now have a kick to their holds, although any holds that did little or no damage before, still do - little or no damage. Thus making group/aoe mez's practically useless for pvp builds. I understand that the original idea was to equalize pvp and give each AT a chance to win. However, in a system where "Damage is all that matters" the most damaging class would seemingly prevail. I am talking about the blasters and stalkers of the PVP zones. Those of you who have partaken in zone pvp have the *right* to speak their minds in this matter, but I serenely urge any that have not, to hold their tongues.

In addition to the major change in mezzing powers, heals and regeneration received a massive change in that quickly applied heals, similarily, quickly lose potency. I am sure this was applied due to the large ammount of stale mates involving regen scrappers/stalkers however made it painful to play a character that was based around heals, such as the pain domination and empathy set. Of course, this is purely from a solo PVP point of view, I am sure it is much better for team PVP. I am sure *cough*.

But yes, the *other* change. Stacking stats. +tohit, +def +res, -tohit, etc etc, it all received a change in that if you stacked them on yourself or some other poor soul silly enough to participate in pvp anymore, they would have diminishing effects. This resulted in the defense (of which I mean armour, not the defence stat) *based* sets such as tankers suffered. And of course, Super Strength is the cookie cutter melee of PVP, what with it's supremely over powered, and over ranged, KO blow and huge, and permable, +tohit from rage - Which effectively destroyed any +def (yes, the statistic this time) one tanker may have.


I am sure I may have left something out, but that is for you folks reading to add. In short, people say PVP "got a nerf". However, I feel that these changes are a move in the right direction, BUT at the moment it seems to be a case of "the biggest hitter wins" rather than "We all have a chance here". The changes made need to be less sensitive, and less harsh.

My suggestions are:
1) to increase the cut off for stacking heals, and possibly reduce it's sensitive by a second.

2) to reduce the reduction rate of stacking defense, although I understand it is cutting off towards a cap - instead it should alter ALL +stat powers retroactively to being applied.

3) Increase mez times by 2 seconds. God damn if the controlling classes don't need it.


Any other suggestions or issues you can think of, add. But don't turn this into a flame war, don't turn this into an argument. This is something civil that I would like to be constructive. Now, I am tired and am going to get some sleep.

Good night paragon.


 

Posted

I would suggest something a bit more radical. Bin PvP as it has become and start afresh from the ground up.

Solo PvP in zones was what I was used to, with very rare instances of teaming with a friend or two. In zonal PvP, the main reasons for teaming tended to be hunting a badge or mob (un-related) or for getting rid of an annoying enemy.

PvP was challenging before, and admittedly this was sometimes for the wrong reasons. Certain ATs, while meant to be specialist at certain things, were simply too much. When a tanker with fully stacked mez protection is perma-held and locked down it gets rather annoying.

In PvP, the devs seem to have forgotten that certain ATs are supposed to fulfill certain roles. Although certain ATs WILL suffer somewhat if attempting to solo, that should encourage those people to look for pairings or more in PvP, rather than needing unbalanced buffing.

For example, if a Defender, a support AT, can outdamage the main ranged damage AT, the blaster, then that to me suggests something is inherently broken. ATs should have certain types they are effective against, and those they will suffer against. If a player can beat a 'counter' AT, then THAT is a measure of skill and prowess. It shouldnt be impossible, but it should be a bit of a challange.
For example;

Scrapper, can cope with Brutes, Stalkers, Defenders, possibly others. Weak to a strong ranged AT, most likely Corruptors.

Those shouldnt be 'rules' per se, but certainly guide lines. If there was team made up of one of each AT vs another team of the same, Good vs Evil, then those teams shoudl, theoretically, be well matched, and it would be down to skill and tactics as to who won. Not who could throw out the most DPS.

My tuppence ha'pennys worth


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Posted

I honestly can't decide.

PVP needs something. It's not great as is, but a good PVP event is about as much fun as you can have in this game.

There does seem to be one inherent problem - that although there's a consensus that PVP isn't working properly, but hardly anyone can agree what the cure is. Nobody knows how to fix it, not even the Devs.



"You got to dig it to dig it, you dig?"
Thelonious Monk