Unbalance for Balance?
The good parts we already had and they took away, the bad parts are to complex and wouldn't achieve what you think. Good job putting forth the effort for it though. Extremely well though out and typed up.
The easier way to say it is remove ts except still let melee attacks cause it. Remove heal decay. Remove bonus res so buffing sets again have a role except damage spam.
There are some alternate ideas people have brought up, letting kin buffs negate ts and such. In the end though I am not sure what or if any changes we will ever receive.
Duel me.
I will work on my sig pic more when I have time.
Realistically i don't think devs and their producers gonna make any big changes in pvp in the future. Thank you for putting your ideas on forums but it mostlikely gonna fall on deaf ears (one of the reasons i gonna take break from coh heh).
Thanks for the replies! I know many ideas get put forth on the forums and do not get used in game... maybe in part they are saving the best Ideas for a CoH2? I really think it would neat for players in RV to be asking around for a strength based melle toon or a weakness based ranged toon to handle a tricked out Dom or Blaster.. etc.
I would just like the devs to know that players that do not reguraly frequent the PvP forums are thinking of ways to fix what many of us see as a problem...
I agree we need to get back to the good parts, but I do think the changes would help, mabe not to the degree that I believe, but I do think it would help.
Thank you again for the replies.
It's good that you're thinking about improving PvP. Unfortunately, the devs are NOT, and they also don't care about what you or any of us think.
Like already said, we already had this. It was called CoH PvP. Then the devs decided it was bad, so they took it away from us. Now we have the current joke of a system in its place. And it'll never go back to how it used to be.
It's good that you're thinking about improving PvP. Unfortunately, the devs are NOT, and they also don't care about what you or any of us think. |
I thought you left max wth
I've been back for like 2 weeks, foo.
Please forgive the spelling and format... I was not born in the U.S.... but I love her!
Maybe a bit of a radical Idea and really just the start of one but playing the game as close to PvE as possible only makes sense to me. Ofcourse this game.. CoH.. PvP was introduced later causing some balance issues that.. ehhh.. it seems as though they might be getting worse, or atleast the game play seems to be. IMO.
So my reasons may not be the best but I hope you can follow the reasoning behind them. I honestly think the following is the way to work the system.
Things are not equal in superhero land nor should they be!
The current problem as I see it is ..Equal powers and Archetype capabilities yields unequal results causing ...
1) Lack of diversity
2) Flavor builds of the month
3) Lack of interest in casual players and/or underfunded players
4) Lack of population in PvP areas
How do we correct these problems without nerfing/changing powers on a yearly/monthly basis?
1) We unbalance PvP! Unbalance it good and bad! Yes, every player needs to see another player and wonder more than... "Lets see what AT that isto figure a margine of success!" Players need a fight or flight mode, they need to decide... to do more than decide, they need to wonder.. Will this will be a good fight?... Will I get PWNED if I attack that player?... Muahaha, PWNAGE??... Is that my equal could it be a standoff?
If one powerset could fight and hold an advantage on atleast one other powerset everytime and we set that to something like, A>B, B>C. but C>A then more options would become open for players... That would help solve diversity issues, possibly reduce flavor of the month builds, allowing some "newbies" to enter PvP zones without getting crushed everytime they leave the base... in return increasing the population.
PVP CHANGE "STRENGTH AND WEAKNESS"
STRENGTHS AND WEAKNESSES MELEE EDITION
Trying to balance PvP is actually what is wrong with the system, each set needs an area it is almost unbeatable and an area where it is sure to fail.. these areas include damage, debuffing, mez duration and magnitude, and unresistable damage. Melee edition is based off of the armor the toon has although this can be the seconday powerset.
*Of the 12 armor sets 8 "can" be thought of as mostly resistance/regen and 4 of them mostly defense. (although not accurate) But that is how we are going to break it down.
*Stone sets benifit from both depending on how they are being played in or out of Granite. Numbers based on Granite being used.
DEFENSE SETS
The *4 defense sets should be let loose of the "soft cap" and given a straight defense vs. tohit/accuracy check. These sets include...
1. Shields (benifit to Tanks, Brutes, Scrappers)
2. Super Reflexes (benifit to Brutes, Scrappers, Stalkers)
3. Energy Aura (benifit to Brutes, Stalkers)
4. Ninjitsu (benifit Stalkers)
5. Stone Armor out of Granite (benifit to Tanks, Brutes)
Although these sets would have no strength vs. weakness they do have a potential of being better than the minimum 5% chance to hit them. All attacks act as they do in PvE to include damage, debuffing, mez duration and magnitude, and unresistable damage.
RESISTANCE/REGEN SETS
The following rule applies to STRENGTHS and WEAKNESSES
STRENGTHS:
1.Damage resistance is set to the Archetype maximum against the STRENGTH attack type.
2.Effectivness of debuffs, Mez (duration /magnitude) and unresistable damage will be Reduced by the following levels per Archetype against the STRENGTH attack type:
Tanks: 90%
Brutes: 75%
Scrappers: 50%
Stalkers: 25%
WEAKNESSES:
1. Damage resistance againts the WEAKNESS attack type is unmodifiable by buffs, inspirations or temporary powers.
2. Debuffs, Mez (durration/magnitude) and unresistable damage will be increased at the following rate per Archetype and unmodiffiable by buffs, inspirations or temporary powers against the WEAKNESS attack type:
Tanks: 50%
Brutes: 50%
Scrappers: 50%
Stalkers: 50%
POWERSETS - STRENGTH and WEAKNESSES
Dark Armor: Strength-negative, Weakness-energy
Electric Armor: Strength-energy, Weakness-negative
Fire Armor: Strength-Fire, Weakness-Cold
Ice Armor: Strength-cold, Weakness-Fire
Invulnerability: Strength-smash, Weakness-Psionic
Regeneration: Strength-lethal, Weakness-Toxic
Stone Armor in Granite: Strength-smashing/lethal, Weakness-Psionic
Willpower: Strength-Psi, Weakness-Toxic
STRENGTHES AND WEAKNESSES RANGED EDITION
All Archetypes who are attacked by the same attack type (STRENGTH) as the primary ability will recieve a bonus to endurance and damage, while those attacked by the opposite attack type (WEAKNESS)
will have a small endurance and damage penalty. Any attackes labled PBAoE is still concidered ranged as it is the primary distance the Archetype engages from.
STRENGTHS
All Powersets being attacked by a STRENGTH wil recieve a 10% increase to damage and recovery while the effect/duration of attacks are on. The Maximum benifit is 10%.
1) Smashing: Strength- Smashing
2) Lethal: Strength- Lethal
3) Energy: Strength- Energy
4) Negative: Strength- Negative
5) Fire: Strength- Fire
6) Cold: Strength- Cold
7) Psionic: Strength- Psionic
8) Toxic: Strength- Toxic
WEAKNESSES
All Powersets being attacked by a WEAKNESS will recieve a 10% decrease to damage and recovery while the effect/durattion of attacks are on. The Maximum penalty is 10%.
1) Smashing: Weakness- Psionic
2) Lethal: Weakness- Toxic
3) Energy: Weakness- Negative
4) Negative: Weakness- Energy
5) Fire: Weakness- Cold
6) Cold: Weakness- Fire
7) Psionic: Weakness- Smashing
8) Toxic: Weakness- Lethal
In addition to the introduction to STRENGTH AND WEAKNESS I suggest the following changes be impiminted.
BASIC POWER CHANGES
1) Set ALL POWERS (primary, secondary, inherent, and effects) to PvE levels before any of the following changes
WHY? The game functions best around the PvE system it was founded on also this helps ease of transition between PvE and PvP for new powers introduced to the game.
2) ALL POWERS vs. Enemy require to hit checks, to include but not limited to targeted AoE's such as Radiation Infection, Enervating Field, Darkest Night and Snow Storm.
WHY? Because nothing you do in a PvP environment regardless of genre should be automatic.
3) Remove travel supressions
WHY? Part of the CoH love is the speed at which the game is played
4) Remove defense soft cap
WHY? With all the additions in pools, AT's, and IO's accuracy and tohit can be piled on in great amounts, add buffs and or debuffs and defense can be easily overcome.. even with two 3% defense all IO's
ADVANCED POWER CHANGES
1) Stone Armor powersets geta pull (modified TP foe) added to the power Taunt.
WHY? Because as the game stands you can not control distance of TP unless you are dragging your locator across the ground. You can not change direction while TPing, you can not use "follow".
This will help Stone Armor toons become a semi useful part of a PvP environment and/or Team..