Step by Step how to fix P.V.P


Arcanaville

 

Posted

Quote:
Originally Posted by Kaatrina78 View Post
Stalkers AS is not easy to avoid. Clearly you don't play on Freedom, where most of the time if there is 30-40 people in the zone 15+ are stalkers. Considering also you can get it off on the move IF you know how to play yours, maybe that is the issue.
lolwut? This is just completely, 100% wrong.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"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."

 

Posted

Quote:
you know the part asking for constructive suggestions
I did, and my constructive suggestion was: TRY AGAIN.


And I meant it.


Your suggestions, insight, and ideas are all crap, and half of them have been suggested in the past and shot down. In fact, much of what you say shows that you actually know very very little of pvp at all. Did you just recently step foot into a pvp zone or something? Like maybe a week ago? And now you feel entitled to give "how to fix pvp" suggestions? And shoot down those who think your suggestions are weak and wrong?


it is to LOL bud. I wish you the best of luck with this, but you'll soon come to realize, as we have, that the dev's don't listen to us here. In fact, they "split up" the boards in the fashion they did (splitting PvP boards from Archetype and other sections) so that they NEVER have to click the PvP Boards tab in the first place lol! Jk, but boy are we separated now, and I doubt they ever enter this section of the boards now. They just click the other tabs and never have to even SEE the PvP tab anymore! Haha, so sad, so sad.


 

Posted

Quote:
Originally Posted by Kaatrina78 View Post
Asked for constructive suggestions, not un-intelligent ones. Everything you just mentioned is wrong, except the hint that PBs are slightly better than WS because of the heal, however both need a boost. So research what you say like maybe perhaps actually look at the numbers, and read the original post once and awhile, you know the part asking for constructive suggestions.


Try again




again.... Please research what you say and actually look at the numbers.
PB are not blasters 5x in Zones. If they were than there would be tons of PB in the zone. Basically take what I said above to Darkmaster and repeat it here.

Stalkers AS is not easy to avoid. Clearly you don't play on Freedom, where most of the time if there is 30-40 people in the zone 15+ are stalkers. Considering also you can get it off on the move IF you know how to play yours, maybe that is the issue.




Actually for your information, I have 31 50's and alot of villains. I make it a personal goal to log on whatever side is down or getting base camped for awhile. So either you don't play on Freedom or learn before YOU speak. Rinse and Repeat what I said about stalkers above......

Brutes have better than tank suvivability in most cases, however scrapper damage. It is supposed to be a mixture of both but NOT Excelling at both. It is not supposed to be on par with both or even very close.. That is the problem. Research, gain experience and knowledge, then comment on such constructively.




Again.... Think before you speak and actually do research, You have nothing supporting this argument and nothing constructive. Also respond less childish please, your age is showing.



I'm done here. Only a few of you actually read the original post, had the research done, and intelligently backed up any statement regarding. I thank you, and did not have to quote you.
lol all i have to say is you fail kaatrina, But good try in being a smart ***.


I have never played a blaster and don't pay much attention to them but i was wondering about how much dmg dose there snipe do?


 

Posted

Quote:
Originally Posted by Forgottenn View Post
lol all i have to say is you fail kaatrina, But good try in being a smart ***.


I have never played a blaster and don't pay much attention to them but i was wondering about how much dmg dose there snipe do?
Can do upwards of 400-500 before procs if they've got some extra damage (Aim, BU, reds) running. That figure is after factoring in the 40% resists squishies have (40% base + 40% epic/patron shield - DR).


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"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."

 

Posted

Quote:
Originally Posted by Kaatrina78 View Post
I'm done here. Only a few of you actually read the original post, had the research done, and intelligently backed up any statement regarding. I thank you, and did not have to quote you.


Funnily everyone who replied to you that you think is being a smart *** I actually see pvp on freedom. I haven't been on as much the last couple weeks as normal but on the average I pvp in freedoms rv 10-20 hours a week.

Some truths you need to accept. You are pretty bad at pvp. And you are pretty wrong about the way it works. Stalkers are not op pvp gods. Even before they were pretty simple to deal with. Now they are just as simple but hurt even less when you go brain dead.

PBs are great in pvp. It is not our fault you don't play your well. Seeing you are spewing about playing on freedom follow Dawun around and tell us how much his pb needs a buff.

Saying brutes are more survivable than hero melee is hilarious, hilarious but wrong.


So here is my take on your real point. You pvp mainly hero side. You like your rp/concepts for being a hero and think the game should meet your expectations. Here is how it really works. The devs created this pvp specifically for people like you. Its not going to change any time soon. You need to suck it up and go learn how to play and build better.


And just so you know the reason ther are so many sarcastic pvpers is we already had a much better version of pvp taken away from us to appease bad players once already. Back then we kinda chuckled at how bad players came here and whined. If we had known that was the actual voice devs would listen to instead of informed and educated players we probably would have been bigger dicks back then.


Duel me.
I will work on my sig pic more when I have time.

 

Posted

Quote:
Originally Posted by ConFlict View Post
Funnily everyone who replied to you that you think is being a smart *** I actually see pvp on freedom. I haven't been on as much the last couple weeks as normal but on the average I pvp in freedoms rv 10-20 hours a week.

Some truths you need to accept. You are pretty bad at pvp. And you are pretty wrong about the way it works. Stalkers are not op pvp gods. Even before they were pretty simple to deal with. Now they are just as simple but hurt even less when you go brain dead.

PBs are great in pvp. It is not our fault you don't play your well. Seeing you are spewing about playing on freedom follow Dawun around and tell us how much his pb needs a buff.

Saying brutes are more survivable than hero melee is hilarious, hilarious but wrong.


So here is my take on your real point. You pvp mainly hero side. You like your rp/concepts for being a hero and think the game should meet your expectations. Here is how it really works. The devs created this pvp specifically for people like you. Its not going to change any time soon. You need to suck it up and go learn how to play and build better.


And just so you know the reason ther are so many sarcastic pvpers is we already had a much better version of pvp taken away from us to appease bad players once already. Back then we kinda chuckled at how bad players came here and whined. If we had known that was the actual voice devs would listen to instead of informed and educated players we probably would have been bigger dicks back then.
new sig


"the reason there are so many sarcastic pvpers is we already had a better version of pvp taken away from us to appease bad players. Back then we chuckled at how bad players came here and whined. If we knew that was the actual voice devs would listen to instead of informed, educated players we probably would have been bigger dicks back then." -ConFlict

 

Posted

Quote:
Originally Posted by Donna_ View Post
LoL, will be nothing but stalkers, no one can see anyone else, all on /hide Zones will have 150 stalkers in them and no one will know it.
City of What Was That?

No wait...City of Spies...

STALKER SAPPIN MAH PILLBOX!

And one lone Widow sobbing in the corner out of fright, with just enough stacked perception to see an ocean of orange names...


 

Posted

Quote:
Originally Posted by Miyabi View Post
City of What Was That?

No wait...City of Spies...

STALKER SAPPIN MAH PILLBOX!

And one lone Widow sobbing in the corner out of fright, with just enough stacked perception to see an ocean of orange names...
Dont forget the token DB/WP brute that sometimes shows his/her face in PVP zones saying "lOl wuz dat ur lookin at? ARRRRRRGGG! I HAVE EXPIRED!!!!!!!"


 

Posted

Heres the quick list on how to fix PvP:

1. Supression needs to be buffable again - Playing a Kin should be something people would want to do.

2. Buffs and heals need to not supress or decay- Target the freakin empath, he's squish as hell. Once he's dead, you can kill the team.

3. Mez resistance buffs need to grant actual protection, why else cast them when you're going to get mezzed anyways?

4. Pick one of the following:
a. global resists are removed from squishies
b. An unresistable damage component is added back into blasters/stalkers (Outside of their crit

5. Slowcap and range caps removed so that debuffing classes can actually debuff and survive.




Why play any of the toons that are effected by the broken things in the new PvP? Is it fun to constantly have re-toggle a debuff because ANY and EVERY AT shut it down? Is it fun to be constantly slowed to a crawl because you are actually good at healing your teammates?

Why play ranged classes now?


 

Posted

Quote:
Originally Posted by EmpYou View Post
Heres the quick list on how to fix PvP:

1. Supression needs to be buffable again - Playing a Kin should be something people would want to do.

2. Buffs and heals need to not supress or decay- Target the freakin empath, he's squish as hell. Once he's dead, you can kill the team.

3. Mez resistance buffs need to grant actual protection, why else cast them when you're going to get mezzed anyways?

4. Pick one of the following:
a. global resists are removed from squishies
b. An unresistable damage component is added back into blasters/stalkers (Outside of their crit

5. Slowcap and range caps removed so that debuffing classes can actually debuff and survive.




Why play any of the toons that are effected by the broken things in the new PvP? Is it fun to constantly have re-toggle a debuff because ANY and EVERY AT shut it down? Is it fun to be constantly slowed to a crawl because you are actually good at healing your teammates?

Why play ranged classes now?
Here's the thing - given the way DR, heal decay, and travel suppression work, it seems as though they are trying to balance PvP for 1v1 scenarios. It's the only reason I can think of that would make the changes completely ruin the effectiveness of some entire sets (hello, Kins and Sonics) or change other sets into one-trick ponies (hello, FFs and TAs). That mentality's gotta change - in a multiplayer game, there needs to be some impetus to team or everyone will just end up soloing because they have no reason to team. One lucky person will get the rep and drop chance in zone kills instead of the chances being split among a team - which seems more fair?

I agree with your list, to an extent - here's what I'd change (and keep) about it.

* Buffable travel suppression - yes please. Kins need to have a use again. Problem then is every damn power that isn't a buff causes suppression. An Emp shouldn't be suppressed for healing.

* If a power doesn't target an enemy, it shouldn't cause suppression. This applies to buffs, ally heals, self-heals, and pet summons. Targeted location debuffs like Freezing Rain... maybe.

* Heal decay sucks. If people complain because they can't out-damage someone through their heals that means the healer is doing their job and the enemy should be trying to take the healer out first. Heal decay for green inspirations would be alright, I suppose, but in-set self/ally heals should not trigger heal decay.

* The mez system needs to find a middle ground between the I12 system and the I13 system. There are two ways this could happen: change mez resistance back into protection globally, and also give squishies mag 3 mez protection (enough to stop a non-crit Controller hold, or a non-Domination Dom hold). At the same time, cut the PvP duration of mezzes in half - hell, standardize them if you want, but make them last a duration that'd be long enough to be meaningful. Maybe something like 20 seconds, which gives enough time to stack the two holds needed to break a squishy's protection and keep them held for a while, but at the same time not necessarily spelling a death sentence if the squishy didn't have Break Frees or some other mez protection source. Another way to do this is like Emp mentioned - keep mez resistance, but ally-granted anti-mez should give limited protection. There needs to be a way to consistently keep offensive toggles up in a mez-heavy environment, and that fits the bill just fine.

* Speaking of offensive toggles, enemy-targeted toggles (Radiation Infection, Enervating Field, Darkest Night, Snow Storm) shouldn't cause travel suppression on their target. Their debuff effects are bad enough, being perma-suppressed while they're toggled on you is downright sad.

* There should be an option to completely turn off global base resistances in the arena, which would make external resistance buffs useful again, and Sonics might find a place on lineups and Therms might take their shields. Outside of the arena, that 40% base resistance should be lowered to 20 or even 30%, which would allow external resistance buffs to be useful while still fitting into the DR curves. What a solo squishy would lose in survivability (very little I'd guesstimate), an entire powerset would gain in PvP viability.

* Agreed about the unresisted damage, at least somewhat. Blasters should get their 10% back and the critical portion of Stalker, Scrapper, and VEAT attacks should bypass resistances. Assassin's Strike needs its damage scalar increased - maybe not back to 6x, but perhaps to 3x or 4x. My most powerful attack barely hits for 800-900 damage with Build Up, which means if my target's not already mostly dead I just end up with a Blaster at half health who can now see me. AS is interruptible and has a long, unenhanceable, interrupt period, and against competent teams is often risky to execute. For the constraints given to AS, and because of how incredibly easy it is to avoid, it needs to be more powerful.

* Slows need fixing. They need to be made more effective while still fitting into the confines of travel suppression (assuming zone PvP here). Adding back the -max speed attribute would be a good idea were it not for the fact that travel suppression already does the same thing. Increase the slow values by quite a bit and see what happens - having someone just run through your Tar Patch or Caltrops is pretty damn frustrating. Recharge slows seem to be working fine.

* -Range needs to be looked at. Previously you could debuff someone's range to zero, which wasn't exactly fair, but the lower limit's too high now. Stick the -range cap to something like 15 feet, or about twice melee range.

* Knockback - wha? It's not at all balanced that squishy ATs need to spend many millions to buy enhancements to stop powers that are completely effective using only SOs. Currently the only grantable ally knockback protection buff is Increase Density, which you won't see too often since the addition of forced travel suppression. Add KB protection in limited amounts (maybe 10 points per application) to all grantable anti-mez powers (CM, EM, Clarity, etc) in a PvP situation only.

I'm sure I'm missing something here, someone fill me in. Oh yeah, TK's broken, the Defender version still does repel and it's awful long duration for a toggle autohit hold...


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"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."

 

Posted

I would pay billions of inf, if for one day in RV, stalkers could have their 6x Scalar back. I guarentee you, there would be a multitude of QQ posts within an hour.

People complaining about stalkers....Now? I have simple four letter l33t sp33k word for u


G T F O

I am rediculously tired of uninformed people downsizing the skill it takes to actively be a stalker in zones, in arenas anywhere. I will admit, surviving on a stalker, not a challenge, getting solo kills, a delightfully fun challenge. To quote someone i argued with today.

"I look forward to the day AS gets nerfed and Rad Blast gets its rightful buff"

P.S. Yes, I do love my stalker, unreasonably so.

<3 Epsilon


 

Posted

Avoiding stalkers was probably the easiest thing to do in the old PvP. How hard is it to to push space bar and forward?

Stalkers should have their damage modifer increased. They are supposed to be the 'Blasters' of Villains, they need a little better damage.

Damage mods also need to be looked at for All Pool and Epic sets. I just think its wrong that flurry, jumpkick, and fossilze should be doing more damage than a blasters Blaze or Bitter Ice Blast...Maybe im Missing something as to how that makes sense?

Mac's post was spot on what I agree with, I just didn't want to type a big ole blog again.
On the knockback issue I personally think they should move Acro's knockback protection back to 100 MAG 10000 resistance but give knockback powers a chance to critical knockback. Maybe 20% chance to knockback through ANY protection if the person hasn't been knocked back within the last 20 seconds. Procs should follow the same rules.


My other Mez suggestion idea was to allow the mez resistance to provide protection at a certain threshhold. For example, if someone has above 100% resistance to mez, they should have mag 3 protection. Cap the resistance at 400%, so, mag 12 protection. Each mez has their hold component to it, which would need to be increased to 10 seconds unenhanced, and each hold would debuff the resistances by 100% for each hold.

Scenario: Tank with Empath. Tank has 3 CMs on him plus his mez sheild
Tank = 390% Mez resistance = 11.xish protection
vs.
Ill Controller = Blind 1.1 cast time 2 sec recharge

Controller can hold tank for 1 second by spamming blind

Why this works:
The controller, 2 v 1 is using his AT's primary ability to hold the tank. The tank, able to take a lot of damage, is only held for 1 second. 2v1 the Tank should still win, even though the controller can do his job.
Why SHOULD it work like this:
Any battle 2v1 should be one by the team with 2. If you remove the empath, the tank has only 100% mez resistance. This allows the controller to put up a fight and, in an evenly skilled match, the odds of each person winning if 50/50. By allowing the controller to gain containment, his damage is increased inorder to overcome the higher HP of the tank. The tank has the higher base damaging attacks and utility ( -range from taunt to keep the person close + either -defense or knockdown or stun from his attacks) to whittle the controller down.


We need to stop balancing for 1v1, a team should ALWAYS win against solo, unorganized people.


 

Posted

I think a day of that scalar would be quite interesting, but not for the sake of the stalker alone. They are mostly a nuissance anyway.

But with the amount of Doms floating around it would be all hell.

It would be quite something actually. They should just have a weekend a month where the zones go all i12. Screw the work needed to code that plus the patches etc. They owe us something by now.


 

Posted

Quote:
Originally Posted by _Lith_ View Post
I think a day of that scalar would be quite interesting, but not for the sake of the stalker alone. They are mostly a nuissance anyway.

But with the amount of Doms floating around it would be all hell.

It would be quite something actually. They should just have a weekend a month where the zones go all i12. Screw the work needed to code that plus the patches etc. They owe us something by now.
I don't think it would be that much work, PvP 1.0 still exists outside in normal zones. When the devs made a glitch that put an unfinished zone live, we had PvP 1.0 in there.


 

Posted

Step 1 - Hire Arcanaville as the pvp dev
Step 2 - ???
Step 3 - profit


 

Posted

Quote:
Originally Posted by Sabin View Post
Step 1 - Hire Arcanaville as the pvp dev
Step 2 - ???
Step 3 - profit
Id rather see someone with extensive PvP experience from All MMO's to have that job. Arcana is good with numbers and makes sense sometimes, but Castle is as well and he knows the layout of the game a little better (as he should)

I think they need a Project manager PvP Dev. Doesn't have to be someone who can program, but someone who can visualize a balanced PvP and describe it to the programmers to make it happen.


 

Posted

I'm firmly of the opinion that a well built tri PBer is one of the most effective zone toons at the moment. This does require a ton of macroes for the quick form changes, but its by far worth it. The ONLY thing that gets this toon in trouble is no access to acro/mez protection while in squid form. Getting held for 6+ seconds is death in a zone swarm environment. Other than that, its the most fun I've ever had in zone.

Quote:
Originally Posted by Kaatrina78 View Post
My suggested change for Kheldians in general do remove them from the back of the bus is:
Make Secondary toggles (+resist/def/cc and phase) Available in all forms.

Dwarf- Grant super jump (at 80% speed and height of normal SJ)
Nova- Increase Nova Blast damage by 15%
Remove end drain from dawn strike, and make Essence drain a targeted AOE instead of melee, and have range at 20.


 

Posted

Quote:
Originally Posted by Sabin View Post
Step 1 - Hire Arcanaville as the pvp dev
Step 2 - ???
Step 3 - profit
I don't think the game needs a "PvP dev" much less me as it. Moving forward, I think the main thing CoX PvP needs is a middle ground between the test server and the live game that can be used to test PvP evolutionary changes over longer periods of time than beta tests normally allow for, and to allow for changes to be propagated in a manner that doesn't instantly displace people from one set of rules to another.

A combination of a cross-server PvP arena plus an expansion of the arena settings could allow the devs to introduce PvP changes as optional settings, and see over longer periods of time which ones are more acceptable to the PvP community in general. And moreover you'd have the additional option to detect segmentation in the PvP players, in terms of whether different groups of players prefer different PvP "rules" than others.

Over time you could in a more graceful manner introduce and migrate PvP mechanics to something that both caters to the established PvP community while looking for changes that would make it more palatable to players outside that community.

This would lower the "cost" of adopting player-driven suggestions for improving PvP, because no suggestion would automatically orphan other PvP players and the devs would have a way to know if that player's suggestion is in fact acceptable to the players (because they would increasingly use that setting).

It is in many ways highly suboptimal, and probably more confusing, but it also seems to be the safest way to proceed given the current circumstances. The main point is to create a marketplace of ideas where the devs' ideas of how PvP should work and various players' ideas of how PvP should work would have a chance to compete on a level playing field, and hopefully open the door for more experimentation with player-promoted ideas.

In many ways, I don't think CoX's PvP problems are mechanical problems at this point. I think they are community-based problems. I think any solution has to address the player community more, and in a way that is still acceptable to the devs given their design requirements.


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)

 

Posted

Quote:
Originally Posted by Warhamster View Post
I'm firmly of the opinion that a well built tri PBer is one of the most effective zone toons at the moment. This does require a ton of macroes for the quick form changes, but its by far worth it. The ONLY thing that gets this toon in trouble is no access to acro/mez protection while in squid form. Getting held for 6+ seconds is death in a zone swarm environment. Other than that, its the most fun I've ever had in zone.
Didn't they teach you anything in PB school? PBs are underpowered. They need a nice big fat damage buff and mez duration reduction as well as ranged holds for squid form. Work with me here


 

Posted

Quote:
Originally Posted by Arcanaville View Post
I don't think the game needs a "PvP dev" much less me as it.
Ok.
Step 1 - Cut a hole in the box
Step 2 - Put PvP in the box
Step 3 - Have her open the box


 

Posted

lol, now I got that stupid song in my head.


Dark Bard, Zoobait, Debacle
jmsb
Por vezes d� vontade...
chucknorriss
speak american godamnit