Tweaks and fixes


Alpha_Zulu

 

Posted

So I'm working on a list of crap that needs to be looked at and/or fixed. So far I've got the following (just touching on stuff here, not going into detail which I'll do at a later date):

  • Mind Link causes travel suppression
  • Fiery Embrace causes travel suppression (all ATs but Dominators)
  • AoE self-heals like Warmth and Healing Aura seem to be randomly rooting the caster on PvP maps only (couldn't replicate in PvE)
  • Fire Blast's animation/root time seems to be longer when the "Dark Fire" option is selected for color customization (thread on subject is here)
  • Fortunata Hypnosis: Chance for Placate proc is busted
  • Defender Psi Mastery Telekinesis still does repel against player targets
  • Placate (the Stalker/Bane/Night Widow power) is busted
  • Tanker Earth Mastery Fossilize does ridiculous damage (i.e. more damage than Blaze) on its own when enhanced for damage, which is amplified further when you factor in Rage (many Tankers are /SS)
  • DPA balancing produces some weird edge cases like Bitter Ice Blast being worse than Ice Blast, or Blaze not even being worth taking when you can chain Fire Blast and Flares even while mezzed from 80 feet
  • AoE powers are generally useless in PvP due to how their damage is figured
  • Soul Storm's unresisted knockdown due to its animation
  • The 30-second phase window allows any type of phase power to be used (for example, you could use Hibernate and the go right into Phase Shift) - while this is technically working as intended, it kind of sucks
  • The knockback vs knockback protection mechanic in general (having to spend hundreds of millions of inf on a squishy to stop a power that can be slotted with SOs is balanced?)
  • Regeneration is debuffed as part of PvP travel suppression
  • Trying to join an arena match via the /arenalist command from Ouroboros results in the following error: "<name> is in combat and not ready to start an arena match"
  • If an arena match is started with the participants in different zones, observers will not be able to watch the event, even if observers are enabled. Essentially, everyone must join the match from the same zone in order for observing to work
  • We want a "no base resistances" arena option
  • We want a "no sudden death" arena option, or better yet, a kind of sudden death that most people can agree on and is balanced for a wider variety of builds and defenses
  • Observer cameras are still too slow
  • We want an in-match scoreboard for both arena participants and observers so it's easier to tell at a glance what the score of a team match is if you haven't been following the action the entire match
  • Update the /help dialog box PvP and Arena tabs to reflect changes made since I13 (the PvP tab hasn't been updated since Issue 4 when PvP was added) and better explain the arena options
  • Add information about the I13 changes to PvP zone informants/liason officers
  • Enemy-affecting offensive toggles (Snow Storm, Darkest Night, Radiation Infection, etc) shouldn't cause travel suppression on their target, if possible
  • Movement slows need to be looked at and made effective again for more than just characters without Super Speed
  • Cage powers need to be looked and, preferably have the immobilize removed and standardize duration to 8-12 seconds across all ATs
  • Defiance, notably the ability to attack while mezzed, isn't exactly balanced given the current mez system, though there's likely nothing that can be done about that
  • Return travel suppression to PvE values but keep unresisted travel suppression for being attacked by a melee attack from a melee AT
  • Reduce or remove heal decay
  • Reduce or remove base resistances
Questions, comments, concerns? Things to add? Things that shouldn't be on there? I realize we're not going to get pre-I13 PvP back, but we should at least be trying for a system that's more fun and balanced for everyone involved than the current system. Apparently there are plans to re-enable base raids sometime around Going Rogue, and while I'm not sure how they'd work under the current system, it'd be better for everyone if we could get some meaningful community-driven changes made to the system before it happens.


@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

The only parts that have even a slight chance here are the obvious bugs, like the placate proc, ML and FE causing suppression, TK repelling, etc. These things have a very slight chance of being fixed sometime in the next 2-3 years. Then again, the placate bug has existed for about 3 years, so maybe my timeframe gives the devs too much credit.

Further down the post, you start getting into non-bugs, but just things the PvP community would like. I'll go out on a limb here and say that they have zero chance of ever happening. Sorry.


 

Posted

people were also saying that after the patch today, warmth was rooting them sporadically.


 

Posted

on a no ts match.


 

Posted

Quote:
Originally Posted by black_barrier View Post
people were also saying that after the patch today, warmth was rooting them sporadically.
going to be some mad elec/therms out there lol


 

Posted

Quote:
Originally Posted by macskull View Post
So I'm working on a list of crap that needs to be looked at and/or fixed. So far I've got the following (just touching on stuff here, not going into detail which I'll do at a later date):

  • Mind Link causes travel suppression
  • Fiery Embrace causes travel suppression (all ATs but Dominators)
  • Fortunata Hypnosis: Chance for Placate proc is busted
  • Defender Psi Mastery Telekinesis still does repel against player targets
  • Placate (the Stalker/Bane/Night Widow power) is busted
  • DPA balancing produces some weird edge cases like Bitter Ice Blast being worse than Ice Blast, or Blaze not even being worth taking when you can chain Fire Blast and Flares even while mezzed from 80 feet
  • Soul Storm's unresisted knockdown due to its animation
  • The knockback vs knockback protection mechanic in general (having to spend hundreds of millions of inf on a squishy to stop a power that can be slotted with SOs is balanced?)
  • Regeneration is debuffed as part of PvP travel suppression
  • We want a "no base resistances" arena option
  • We want a "no sudden death" arena option, or better yet, a kind of sudden death that most people can agree on and is balanced for a wider variety of builds and defenses
  • Observer cameras are still too slow
  • We want an in-match scoreboard for both arena participants and observers so it's easier to tell at a glance what the score of a team match is if you haven't been following the action the entire match
  • Update the /help dialog box PvP and Arena tabs to reflect changes made since I13 (the PvP tab hasn't been updated since Issue 4 when PvP was added) and better explain the arena options
  • Add information about the I13 changes to PvP zone informants/liason officers
  • Enemy-affecting offensive toggles (Snow Storm, Darkest Night, Radiation Infection, etc) shouldn't cause travel suppression on their target, if possible
  • Movement slows need to be looked at and made effective again for more than just characters without Super Speed
  • Cage powers need to be looked and, preferably have the immobilize removed and standardize duration to 8-12 seconds across all ATs
  • Defiance, notably the ability to attack while mezzed, isn't exactly balanced given the current mez system, though there's likely nothing that can be done about that
  • Return travel suppression to PvE values but keep unresisted travel suppression for being attacked by a melee attack from a melee AT
  • Reduce or remove heal decay
  • Reduce or remove base resistances
Questions, comments, concerns? Things to add? Things that shouldn't be on there? I realize we're not going to get pre-I13 PvP back, but we should at least be trying for a system that's more fun and balanced for everyone involved than the current system. Apparently there are plans to re-enable base raids sometime around Going Rogue, and while I'm not sure how they'd work under the current system, it'd be better for everyone if we could get some meaningful community-driven changes made to the system before it happens.
looks good mac....the only thing is...if they removed the suppression from rad toggles they should a least make them like hurricane....where they last 10 secs or so. O, that would be a dream come true lol.


 

Posted

Nice list mac, glad you did it seeing I am to fricking lazy and haven't had any play time of late. You might want to add something about the at with the highest hp in the game having one of the best ranged attacks in the game.


I almost hate to mention any minor balance issues because I know they use a chainsaw for jobs that require a scalpel. I posted it somewhere earlier but I would really really like a one press button on the arena set up for what we all have decided to be the standard rules. I would be far more inclined to arena more/again if it was less hassle. Nothing like arguing with a melee tard who challenged you to a duel for 2 hours about what settings people use when they go to the arena. And I still want to junk punch the idiot who came up with the no inspires button. Seriously.


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

 

Posted

Quote:
Originally Posted by ConFlict View Post
Nothing like arguing with a melee tard who challenged you to a duel for 2 hours about what settings people use when they go to the arena.
Funny story here.

Probably a couple weeks ago I'm in sirens on my fire tank, and some baddo stalker says something, to which I reply that there's no way he could kill me 1v1....which is pretty obvious. Stalker vs tank = lol. He replies that he definitely can....but on his scrapper. Since I'd have to be retarded to die on a tank vs a solo scrapper, I realize that doesn't make much difference, and tell him that.

Immediatelly he challenges me to an arena duel. I ask him whether he honestly thinks that he has any chance of killing a tank if the tank's only goal is to survive. He says yes. I laugh. Even though I never arena anymore, I decide to show him what a fool he is, so I join his event, and immediately he starts it. Never had a chance to check out the settings.

So the match starts...of course in the monkey cage lol. But whatever. Even in the cage, there's no possible way that a scrapper will kill a fire tank, if the tank decides not to die. At some point through the countdown, I realize that I can't activate my travel powers. But I figure it must be some new feature, when you can't turn on travels until the match actually starts. Yeah, I haven't done arena since Lions Den was the #1 SG lol.

Anyway, match starts, and as you probably already guessed, I still can't activate travel powers. It's so retarded that it doesn't even hit me what's going on. I say "hey wait something is wrong". He ignores me and starts attacking. I say "wtf is going on I can't use my travels". He ignores me and keeps attacking, desperatly hoping to get a typing kill.

Of course he fails, and that's when I realize what's happening. The baddo actually disabled travel powers....and inspirations too. He keeps trying to kill me while I'm typing some more. I phase so I can type in peace. He starts making fun of me for phasing. I realize that this must be one of the worst players on the server, and I bid him farewell.

Sigh...even in the arena, these people try to do pure fight club crap.

Good **** huh


 

Posted

Quote:
Originally Posted by __Divine__ View Post
looks good mac....the only thing is...if they removed the suppression from rad toggles they should a least make them like hurricane....where they last 10 secs or so. O, that would be a dream come true lol.
Thing about that is, Hurricane's not a toggle in how it affects enemies. In a zone situation, offensive toggles should be useful in and of themselves, not because they put the target into perma-travel suppression.


@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

lol, had something similar happen to me twice, both times they were regin scraps in monkey cage with the last man standing setting.


Shenanigans

LotD - JaL - POWT/SMD - SoCo - AJs

 

Posted

Quote:
Originally Posted by Mirage_Mage View Post
both times they were regin scraps in monkey cage with the last man standing setting.
haha! Yep, sure enough, that guy was a regin. Dark melee too....totally leet.


 

Posted

Not sure if that's working as intended, but some stuns are lasting 8 sec Archery and doms Total focus are the more noticable one. That's pretty deadly epecially when you can't do nothing to prevent it.


@Intro lolPvP

 

Posted

Doms' TF is supposed to last long because it's doms. But the archery thing does seem to be broken.


 

Posted

Quote:
Originally Posted by Supermax View Post
Doms' TF is supposed to last long because it's doms. But the archery thing does seem to be broken.
probably powerboosted, you can still get over 10 seconds easy vs a squishy.


 

Posted

Quote:
Originally Posted by SmegHead View Post
Being able to use phase after hibernate should be added to that list.
While that's technically "working as intended," I'd be inclined to agree with you simply on the grounds that being able to jump into phase right after exiting Hibernate effectively negates the "immobilized" aspect of Hibernate. There's also Ethereal Shift, which is a static 30-second phase which can override the 30-second phase period if used near the end of it (i.e. Hibernate for 25 seconds and then activate Ethereal Shift, and you'll be phased well after that 30-second phase window has expired).


@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 think that the Absolute Amazement proc is bugged in PvP as well. I think the duration of the -tohit is like one second on a player.


 

Posted

This should be stickied.


 

Posted

Quote:
Originally Posted by macskull View Post
So I'm working on a list of crap that needs to be looked at and/or fixed. So far I've got the following (just touching on stuff here, not going into detail which I'll do at a later date):

[LIST]
[*]Placate (the Stalker/Bane/Night Widow power) is busted
If this gets fixed ill be so very suprised.


 

Posted

Adding the bit about Fire Blast's animation as well as AoE self-heals (Warmth, Heal Aura, etc) occasionally rooting the caster. Seems like that only happens on a PvP map, as I couldn't replicate it while standing around in Pocket D waiting for my matches.


@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

Wait should a squishy even be able to resist a power boosted, domination power push? Maybe if they made the KB animation faster, but when you depend on something like that and it doesn't work at all, that's bad, espically when a squishy resists it. KB is king and that's what needs fixing.

Go into a stock match, there isn't any Sudden death.

I love the no inspirations, because there have been a lot of times a newbie dueling pops a bunch of inspirations, i usually pop them too, funny part is i collect large ones for my SGs base. So when they pop them i use 4 large reds and rip them apart.

A real dueler doesn't start until his opponent is ready, whoever set up that match and started beating on you shouldn't represent duelers. There arn't many people like that on justice.



To fix the above problem could we get it where everyone needs to click some "yes" button to start the match? Or you can look at the rules before you join?


@Sentry4 @Sentry 4

PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.

 

Posted

Quote:
Originally Posted by Sentry4 View Post
Wait should a squishy even be able to resist a power boosted, domination power push? Maybe if they made the KB animation faster, but when you depend on something like that and it doesn't work at all, that's bad, espically when a squishy resists it. KB is king and that's what needs fixing.
Domination and Power Boost don't affect KB. A squishy will be able to resist slotted Power Push provided they've got around 41 points of KB protection with DR on (with DR off they'd need something like 47). KB isn't "king" because most of the bad players are running on melee characters who never get KB'd anyways. KB is unbalanced in its current form because it's all-or-nothing and you need to spend many millions of inf buying IOs to counter the effects of a few powers that can be slotted with SOs.

Quote:
Go into a stock match, there isn't any Sudden death.
That would work if anyone actually used those matches.

Quote:
I love the no inspirations, because there have been a lot of times a newbie dueling pops a bunch of inspirations, i usually pop them too, funny part is i collect large ones for my SGs base. So when they pop them i use 4 large reds and rip them apart.
lol @ using tier 3 inspires in a duel. Your build must really suck if you need to carry tier 3's around.

(See what I did there?)

Quote:
A real dueler doesn't start until his opponent is ready, whoever set up that match and started beating on you shouldn't represent duelers. There arn't many people like that on justice.
A "real dueler" will be ready to go as soon as the match starts. There's a 30-second countdown before the match starts, which is more than enough time to buff (hell, that's enough time to buff your entire team in an 8v8). When that "buff players" timer is done counting down, the match has started. If you're not ready, tough. The situation being described was someone wondering why their travel powers weren't working, because they didn't know the lister of the event had disabled them. That's not an issue with attacking before your opponent is ready, that's an issue with knowing settings before you go into a match.

Quote:
To fix the above problem could we get it where everyone needs to click some "yes" button to start the match? Or you can look at the rules before you join?
You can already look at the rules before the match starts. Join, click the "more options" button, and if you don't like them, quit the match before it starts and send the other player a tell asking them to change stuff.


@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

As the resident Bane advocate, I'd like to point out what I can only assume is an oversight that has really been bugging me. Bane Spiders in PvP do not get the full benefit from the bonus resistance that all other ATs get. They have two resistance powers available to them in their sets which means they get the same 10% bonus resistance that other melee sets get. However, the resistance powers they get are VERY low. My Bane had both slotted at one point and only managed ~23% resistance in PvP, and that included the bonus for just being there. So a squishy that has NO resistance available in their primary and secondary sets has more resistance to damage than a Bane that takes both of the powers available to them. That's not right if Banes are supposed to be a melee class.

Oh, and Elusivity for Banes please kthanx.


 

Posted

Bug: Scheduled Matches still need fixed.
QoL: An arena inspiration window/temp power window during buff timer countdown.


Shenanigans

LotD - JaL - POWT/SMD - SoCo - AJs