Reclue Victory: Freedom
Didn't PvP on Freedom before I13 but from what I've heard the numbers in Freedom RV are about what they were before I13, possibly a bit higher at times. That seems nice at first, until you do a little digging and discover that that's only the case because people started transferring off other servers because they couldn't find PvP. Before I13, Freedom, Virtue, and Infinity were the biggest PvP servers and Justice, Infinity, and Pinnacle had decent populations as well. While Justice does have a 3v3 league going, most PvPers I know from Justice play mostly on Freedom now and only jump back over to Justice when it's time for a 3v3 match.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
And to put it in better perspective, Sirens Call on Freedom was just as populated as RV is now. Both zones were buzzing pre i12. Now SC is a shell of its former self and RV is the only real busy pvp zone. Sure SC has times when it gets some good numbers going, but nothing like it was before i13 hit.
RV was always a great source of action before lolpvp i13. Warburg and Sirens also usually maintained active populations at all hours. RV is still active now, but laggier, and with FAR less skill from the playerbase. i.e. I get kills with full auto now.
Used 2 Be Good - PvP Geriatric Style
Disgrace and Glory
The Virtuous Vanguard
RV was always a great source of action before lolpvp i13. Warburg and Sirens also usually maintained active populations at all hours. RV is still active now, but laggier, and with FAR less skill from the playerbase. i.e. I get kills with full auto now.
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But, really... the PvP on all levels in i13+ pales in comparision to that of i12-. That goes for both skill levels, and population.
Freedom's constant, insane lag that started with I15 has driven me to cancel both my accounts. Never in the history of the game has lag been this bad on Freedom, and I've been here since the beginning.
As far as numbers, others covered it. RV was about the same before I13, sirens was several times more active.
I did most of my PvPing in SC before i13, but with the rush of lvl 50 toons (thanks MA), and the fact that you can get 50s, purps, and PVP IOs, I've been doing a lot of hunting in the Freedom RV.
I was wondering, from the rest of you veteran PvPers, how RV, pre i13, compares to RV now. I was surprised to see 50 or so toons duking it out during the evening. This is not uncommon. Anyhow, I was really wondering if Freedom RV was more...or less populated before i13. Also, was their more lag or less back then? Just wondering what RV was like before the big PvP changes. |
Why AS me? why not AS the defenders? Or the blasters? or the trollers, or at the very least test your might on the scraps, or how about realizing youve been discovered and also realize burn, and quick sand is down so AS won't work, i just kept seeing him stoop over trying. But a solo stalker is of no concern to most anyway, let alone a tank. So next i noticed he fell into the same pattern i noticed all night, all the stalkers i encountered had brain lock when AS failed for what ever reason. I'd see them,.. put burn, or quick sand down and they would just stand their looking dumb, or just run away all together. No plan B, no tactics, and most of all not knowing their enemy. Incase you we're wondering about the stalker i mentioned, i just turned and killed him while he sat their frozen. Almost like it is mandatory to use AS to get kills.
But regarding the old pvp, it wasn't perfect but it made sence, like take holds for instance, you had an amount of protection, and the amount was linear depending on your class, your buffs, Breakfree usage, and if someone achieved higher than your protection you were held. Made sense, now it could have used a bit of tweaking for pvp, maybe give Breakfree's a longer duration, and cut down on how many applications of hold protection a single buffer could apply to one target. Now a stalker can hold a WP tank while he's running SoW, and keep dropping his rttc, effectively keeping his regen limited at best, that's silly, and takes away the roles of doms and trollers.
Speaking of roles, most buffer classes on teams these days, are the main attackers, that's nonsense imo, the hardest kill i had all day was this pain corr, between the heals, and the passive, and active resist that squishies get they are by far Tank Mages now.
Pvp had it's flaws, but i think with the help of that pvp wish list, everyone helped build, we would have been in a far better place than we are now. I13 was a bust and we said this would happen in beta, but we didn't get any responses to our imput, and now the devs are seeing we we're all right.
I just hope, they use GR to fix this, and at the very least give us a pre i13 zone, or i fear ppl will run to CO just to prove a point. In my three years of play, this was the first 2x xp weekend freedom wasn't locked. I remeber in the old days leaving my toon on and fearing logging off, because i knew i wouldnt get back in. But not this weakend, so i'm like is it the server stability? or did our number dwindle extreemly?
The funny thing is, even though you seem like one of the whiners that got the changes made in the first place, you're probably still bad..------Macskull on Crop_of_shaolin
http://ravens-wins.mybrute.com
I can say with assurance that post i13, specifically post i15 RV PvP is 2-3x's more active than pre i13 ever was. I have been playing nothing but PvP for close to 3 years now in RV and team arena only. PvP is literally all I do in this game, outside of working the Black Market to make the billions I need to fully IO all my toons. (The only PvE I have been involved with in the last 3 years has been for power leveling of new PvP toons for double xp only) Freedom RV on any given night at peak play time has a significantly better turn out then ever before. Last night on a Tuesday for example I counted 27 heroes at one point in /whoall when we got pushed back to the villain base. That's Heroes, not a total. That's flat out shocking compared to the averages we used to see pre i13. I think however that while the turnout has been much greater, the skill of this turnout has dropped dramatically, though thankfully we still have some vets that continue to enjoy RV.
I did most of my PvPing in SC before i13, but with the rush of lvl 50 toons (thanks MA), and the fact that you can get 50s, purps, and PVP IOs, I've been doing a lot of hunting in the Freedom RV.
I was wondering, from the rest of you veteran PvPers, how RV, pre i13, compares to RV now. I was surprised to see 50 or so toons duking it out during the evening. This is not uncommon. Anyhow, I was really wondering if Freedom RV was more...or less populated before i13. Also, was their more lag or less back then? Just wondering what RV was like before the big PvP changes. |
Sadly i didn't get much from pre i13 RV on Freedom however i do remember it was more populated (and less laggy :x) before. I agree with Sneaky that today RV requres less skills as whole pvp itself. And maybe it is off-topic but i don't really like the fact that arena is quiet dead also. I don't remember having such trouble to find a match on arena pre i13 :/
Funny to hear complaints about "less skill". Maybe it's because new people are actually giving PvP a shot - something we should be grateful for.
RV is a lot more active now than it ever was. And yes, it can get pretty laggy...
I guess you can say RV is more constant then it was before i13 and slightly more populated. In i12 RV was packed, but it wasnt around the clock like it is now.
yeah and for this arena is dead...not even to mention test..:/
besides what do we have in RV? 20 FCing regens scraps and 10 tanks running around (put the droners and hovering blasters with only attack snipe aside)
I love playing devils ad on this issue. If its so much harder for a new player to get into, why the rush to RV? The changes may be difficult for a new player to learn quickly, however I'd argue that its much less daunting than being 2 shotted by a single stalker over and over before you have time to blink. I think the only really gratifying change that is drawing new players is the ability to actually get a few attacks off before you die. The game is flat out more forgiving than it used to be.
And I'm sure that quite a lot of people would be grateful for this, except that this new PvP is considerably harder to get into than pre-i13 PvP. When someone who has never walked into a PvP zone before has all of their defenses/resists nearly halved, do far less damage to squishies than they figured they would, get mezzed even with mez protection, have their greens heal less the more they use them, and have their travel powers cease to work when they make any sort of action other than movement, it's hard for the new PvP'ers to get into PvP. You know that PvP is going to be hard to learn when Ice doesn't slow an enemy any more than Fire does and Fire doesn't do as much damage as Archery.
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Before i13, pvp on Champion wasn't anywhere near Freedom levels, but it was active enough that you could get the same 8-12 guys on any given night to either smash each other in the arena or in the zone. It was a pretty small community and everyone basically knew each other.
Thanks again for I13, I haven't seen a lot of my old buddies in almost a year =(
I love playing devils ad on this issue. If its so much harder for a new player to get into, why the rush to RV? The changes may be difficult for a new player to learn quickly, however I'd argue that its much less daunting than being 2 shotted by a single stalker over and over before you have time to blink. I think the only really gratifying change that is drawing new players is the ability to actually get a few attacks off before you die. The game is flat out more forgiving than it used to be.
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Please do, I'm a huge fan of a heated discussion. Please be prepared to defend your opinion in a educated manor though or I will crush you. :P
I love playing devils ad on this issue. If its so much harder for a new player to get into, why the rush to RV? The changes may be difficult for a new player to learn quickly, however I'd argue that its much less daunting than being 2 shotted by a single stalker over and over before you have time to blink. I think the only really gratifying change that is drawing new players is the ability to actually get a few attacks off before you die. The game is flat out more forgiving than it used to be.
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I love asking people what they have been smoking lately. So Warhamster, what have you been smoking lately?
The rush to RV on Freedom is called server transfers. The current numbers are comparable to pre I13 but don't forget the dip in population during the transitional state. Also, the increased number of fight clubbers in RV does not count. Overall the PvP population for CoX has decreased. Please start looking at things beyond our server.
Sorry but some ATs can still get 2-3 shotted.
Sunstorm on PvP...
OK, so now that things have calmed down a bit, here's the low down on this one. Macskull and Warface both got it right. When we looked at how the PVP system was going to work with a rewards system, the result was pretty nasty. It's a massive oversimplification, but normal players could not compete with experienced PVP'rs, which wasn't much fun for the normal players. PVP needed to be reworked so a normal player had a reasonable chance of beating an experienced player. Otherwise, normal players simply will not play if they have no chance of winning. Ending the /threadjack there though. Sunstorm |
Now on to my favorite question that has gone unanswered since I13. Please explain in detail how Suppression, DR, Heal Decay, Mez Res only and removal of -Max Run Speed have helped to make PvP more viable and fun for all ATs and builds?
Good Luck!
A very sad story about War Witch and the neglected kitty. http://boards.cityofheroes.com/showthread.php?t=219670
Originally Posted by Black_Barrier
Guess it's hard to click while actively trying to keep the drool away from the keyboard...
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What I remember from I12 PvP:
My Bane was surprisingly good. I14 PvP he's unplayable.
My SR Scrapper was sub-par but playable. I14 he's only slightly better than my Bane. He makes a good webnade bot for PVP teams, though. :/
Squishies were actually...squishy. I14 they've got too much Resist.
NPCs were somewhat of a threat but not a big problem. I14 NPCs are ridiculously overpowered and interfere with the PvP a lot.
The I7 Recluse's Victory test event was the most fun I've ever had in PvP. I wish it could be like that again.
The best comics are still 10�!
My City of Heroes Blog Freedom Feature Article: "Going Rageless?"
If you only read one guide this year, make it this one.
Super Reflexes: the Golden Fox of power sets!
WARNING: I bold names.
Now on to my favorite question that has gone unanswered since I13. Please explain in detail how Suppression, DR, Heal Decay, Mez Res only and removal of -Max Run Speed have helped to make PvP more viable and fun for all ATs and builds? Good Luck! |
Travel Suppression was added for two reasons at least:
i)Melee was having a rough time kiting efficiently when people were attacking them from 40-80 feet away. With TS, a 'forced engagement' occurs.
ii)With everyone sporting Swift/Hurdle/Super Leap/Superspeed, it was pretty impossible to catch up with a good PvPer (webnades and such aside), which was frustrating to new people. Now everyone stops and everyone has to fight.
Heal Decay:
Devs didn't like the Emps APing/HO to counter spikes, found it was too much a factor in Arena and cut the legs from under Heal-sporting classes.
If you don't worry about someone healing, you can just spam holds/damage/more damage and eventually they'll die.
Diminishing Returns:
Goes back to too many stacked buffs/ToHit/etc on players during team matches. Lower returns on buffs means buffer classes aren't needed...so anyone can play their favourite toon and get kills
Mez Res:
This is one of the worst changes they've made so far, needless to say the least. Not sure where the Devs stood on holds, but they either didn't like that Break Frees countered them so easily or they didn't like that Sonics/Emps/Etc cound stack enough protection to make incoming holds useless. Again, getting held constantly forces an engagement, which is what the Devs wanted...
As for RV Freedom, it was pretty hopping last night, and the kickballs were fantastic too, lots of people around.
Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
168760: A Death in the Gish. 3 missions, 1-14. Easy to solo.
Infinity Villains
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I think RV on freedom is more populated generally but the other ones are far less populated. I think it maybe to do with PvP IO drops much more likely to be at lvl 50.
Sorry to hear youre leaving, Max. The lag can be brutal at times and for a pvper this game sucks pretty bad right now, so im not suprised.
Shenanigans
LotD - JaL - POWT/SMD - SoCo - AJs
The rush to RV on Freedom is called server transfers. The current numbers are comparable to pre I13 but don't forget the dip in population during the transitional state. Also, the increased number of fight clubbers in RV does not count. Overall the PvP population for CoX has decreased. Please start looking at things beyond our server. Sorry but some ATs can still get 2-3 shotted. |
I'm sure server transfers do play into this. However all I can go from is the population of RV on the 2 servers I play on, Freedom and Pinnacle, and both are regularly 2-3x's the turnout what they were prior to i13 so shrug. I can say with certainty that the current numbers in RV are not comparable to pre i13, not even close. I can speak with authority on this matter because, literally, all I do is RV PvP in this game, close to every night, for 3 years now. While the overall PvP population for CoX may have decreased due to the arena player losses, thats not what this discussion is about. This is about zone population now vs then.
Perhaps I should have clarified my original statement regarding 2 shotting new players. 2 shotting a Scrapper was ridiculous and happened all the time. Based on server ticks the scrapper had 2-3 seconds reaction time to pop greens/heal or he was dead, even after the ET nerf. Or the funniest thing ever was the uber gimp BU, AS, lunge kill with activation times so fast the squishy target literally could not heal through it to live. Thankfully the only way to 2 shot someone now is a BU AS followed by a placated attack, and thats ONLY if the target has no hp bonuses from accolades or IOs. That is significantly more time involved that the instantly down target insanity that existed before.
PvP is foreign to new players. They are already fighting at a great disadvantage due to lack of experience and now let's add the following to that equation... Suppression, DR, Heal Decay, Mez Res only, removal of -Max Run Speed, Phase Combat, build inexperience and lack of appropriate information on Mid's to plan a toon properly. Yeah real new player friendly, fun and forgiving. There are way more unforgiving mechanics currently. |
Now on to my favorite question that has gone unanswered since I13. Please explain in detail how Suppression, DR, Heal Decay, Mez Res only and removal of -Max Run Speed have helped to make PvP more viable and fun for all ATs and builds? |
**DR:
Why is DR such an issue for people. To you honestly believe that SO'd toons can compete with a fully IO'd equivalent in the current RV environment? If you do, you need to get more game time in. So the overall effect was reduced through DR, all it does is take down the advantage a few notches. It doesn't change the fact that there is STILL a massive gap between the SO'd and IO'd builds effectiveness. Personally I've noticed this grumbling only from people who have no understanding of how easy it is to make billions in just weeks on the black market.
**Mez:
The changes to mez finally fixed the retarded feast or famine feel that dominators went through with holds. A high recharge/hp/acc build was ether in domination and eating people with no buffs/break frees or offering nothing at all to the team when facing stacked clear mind. At least a troller brought debuffs/buffs to the table as well, doms literally had nothing to offer when faced with that situation.
**Removal of -Max Run Speed
All editions going back for years now have put the emphasis on combat jump for its unsuppressed movement, and super jump for ease of fighting mobility and escape. The vast majority of serious players have had super speed in their build really only to counter webnades and other -jump powers, not for traveling around the map. Super speed suffers from suppression far more than any other travel power at the moment, so why is it any big surprise that they are keeping away from a heavy dose of -Max Run Speed? Its already the worst travel power in the game for basic pvp escape (not including the webnade issue where it is the standard requirement) Why make it potentially worthless in all other situations as well? The advantage of -movement in this game has always been to mess up SJ/CJ anyway, so why is this even an issue?
**Suppression and heal decay:
I12's skilless organized zone heal spam is no longer possible in the current environment. Now after 3-4 heals, the target needs to phase, or if that is down, actually use strategy like (heaven forbid) LoS breaks to provide the healer, who now actually has to count down in his head the end of the heal suppression time, instead of mashing 1 button over and over, enough time for the heals to go back to being effective. My dom uses evasion strategies all the time around buildings. My therm finds this far more enjoyable than the past heal spam, as I actually have to THINK to keep track of which toons are on heal suppression and if I should actually heal a few hundred points of damage which would start suppression, or just wait and see if they turn out to be a real spike target or not, instead of just reacting to damage and pressing one button.
movement suppression makes sence in a zone environment. Without it in i12, on my worst nights with the stalker, I may have died 1-3 times, after raking in dozens of kills. Best nights I could go for 4-5 hours with a massive kill count and no deaths at all. No heal suppression, stealth IO, and invis = virtually impossible to kill stalkers, even for large groups of players after the player. All this back in the day with 10 sec hide as well. Under the new system, even with a lower 8 sec hide refresh, a few attacks landing is all it takes to slow you enough for a group to close in and finish you off, which IMO is how it should be. Do we have to get into how great blasters were with PFF at surviving? Have 3+ people gunning for you while running solo? You ether have phase up or you should be dead, simple as that. Thankfully this game is more forgiving that every other MMO out there regarding pickup play and survival, however it was to the toon of stupidity the way i12 allowed certain toons a close to unkillable status.
In RV pre i13 I was also able to heal over 6000 points of damage in under 10 seconds with standard green inspirs. (it always blows me away that people dont use hotkeys for all 5 inspiration slots) I could then easily escape with capped jump movement that was never suppressed, find a pillbox, die in around 10 seconds, drop to my base, load up on greens, and be back in zone in 45 seconds (including load times) with another full tray. It may have been FUN for me, but it certainly wasnt for the poor slubs that worked so hard to kill me then were shut down.
Perhaps I should have clarified my original statement regarding 2 shotting new players. 2 shotting a Scrapper was ridiculous and happened all the time. Based on server ticks the scrapper had 2-3 seconds reaction time to pop greens/heal or he was dead, even after the ET nerf. |
Or the funniest thing ever was the uber gimp BU, AS, lunge kill with activation times so fast the squishy target literally could not heal through it to live. Thankfully the only way to 2 shot someone now is a BU AS followed by a placated attack, and thats ONLY if the target has no hp bonuses from accolades or IOs. That is significantly more time involved that the instantly down target insanity that existed before. |
The only 2-shotting happening now is by a Stalker in Bloody Bay, when squishies don't have their epic shield. They have access to so much resist now it's crazy. A Sonic/ Defender shouldn't be able to get 107% resist to all (un-DRed in mids) which calculates to around 48% to all in-game.
You certainly are right about one thing, there are way more unforgiving mechanics, however they are not current, but go back to pre i13. All the new rules you mentioned are irrelevant when compared to the wall new players ran into when instantly dying. Wondering in to RV with a dominator to see what this PvP thing is? You see a blaster, and 2 pretty flashes later 3 attacks from 120 feet away come flying your way and you drop dead, with no reaction time at all. The player is wondering "what just happened? I didn't even have time to press a button." Same goes for a stalker as discussed above. Heck, even an experienced squishy player in RV knew it was time to run when they saw those nasty little flashes. Now, any AT can have a bit of a scrap, trade blows, and perhaps still die to that blaster (likely), but they got in some attacks. The new rules dont come into effect for a new player until they are willing to stay in the zone long enough to understand they even exist. A lower damage scale and high base resist now allows a new player time to experience what PvP is all about, competition and the excitement that comes with that. While that time may be short, he'll at least get a taste of it now. |
This is an easy one, as I've had this conversation recently. Thanks for the 'good luck' comment, now lets have a big boy conversation. **DR: Why is DR such an issue for people. To you honestly believe that SO'd toons can compete with a fully IO'd equivalent in the current RV environment? If you do, you need to get more game time in. So the overall effect was reduced through DR, all it does is take down the advantage a few notches. It doesn't change the fact that there is STILL a massive gap between the SO'd and IO'd builds effectiveness. Personally I've noticed this grumbling only from people who have no understanding of how easy it is to make billions in just weeks on the black market. |
Mind telling me how Billions in weeks works? If it's so easy why have so many players still not been able to do it? I myself only know a taste of how that works, but that kinda work requires tons of money to start off with.
**Mez: The changes to mez finally fixed the retarded feast or famine feel that dominators went through with holds. A high recharge/hp/acc build was ether in domination and eating people with no buffs/break frees or offering nothing at all to the team when facing stacked clear mind. At least a troller brought debuffs/buffs to the table as well, doms literally had nothing to offer when faced with that situation. |
Something has to be done with the Mez system, but its current state is ridiculous.
**Removal of -Max Run Speed All editions going back for years now have put the emphasis on combat jump for its unsuppressed movement, and super jump for ease of fighting mobility and escape. The vast majority of serious players have had super speed in their build really only to counter webnades and other -jump powers, not for traveling around the map. Super speed suffers from suppression far more than any other travel power at the moment, so why is it any big surprise that they are keeping away from a heavy dose of -Max Run Speed? Its already the worst travel power in the game for basic pvp escape (not including the webnade issue where it is the standard requirement) Why make it potentially worthless in all other situations as well? The advantage of -movement in this game has always been to mess up SJ/CJ anyway, so why is this even an issue? |
**Suppression and heal decay: I12's skilless organized zone heal spam is no longer possible in the current environment. Now after 3-4 heals, the target needs to phase, or if that is down, actually use strategy like (heaven forbid) LoS breaks to provide the healer, who now actually has to count down in his head the end of the heal suppression time, instead of mashing 1 button over and over, enough time for the heals to go back to being effective. My dom uses evasion strategies all the time around buildings. My therm finds this far more enjoyable than the past heal spam, as I actually have to THINK to keep track of which toons are on heal suppression and if I should actually heal a few hundred points of damage which would start suppression, or just wait and see if they turn out to be a real spike target or not, instead of just reacting to damage and pressing one button. |
movement suppression makes sence in a zone environment. Without it in i12, on my worst nights with the stalker, I may have died 1-3 times, after raking in dozens of kills. Best nights I could go for 4-5 hours with a massive kill count and no deaths at all. No heal suppression, stealth IO, and invis = virtually impossible to kill stalkers, even for large groups of players after the player. |
In RV pre i13 I was also able to heal over 6000 points of damage in under 10 seconds with standard green inspirs. (it always blows me away that people dont use hotkeys for all 5 inspiration slots) I could then easily escape with capped jump movement that was never suppressed, find a pillbox, die in around 10 seconds, drop to my base, load up on greens, and be back in zone in 45 seconds (including load times) with another full tray. It may have been FUN for me, but it certainly wasnt for the poor slubs that worked so hard to kill me then were shut down. |
Yes, the heal supression on greens I think is fine. However it shouldn't be forced onto Empathy / Thermal / Pain Dom / Regeneration / WillPower users...
Wow this post is WAY to long...
I did most of my PvPing in SC before i13, but with the rush of lvl 50 toons (thanks MA), and the fact that you can get 50s, purps, and PVP IOs, I've been doing a lot of hunting in the Freedom RV.
I was wondering, from the rest of you veteran PvPers, how RV, pre i13, compares to RV now. I was surprised to see 50 or so toons duking it out during the evening. This is not uncommon. Anyhow, I was really wondering if Freedom RV was more...or less populated before i13. Also, was their more lag or less back then?
Just wondering what RV was like before the big PvP changes.