15 scrappers in RV, 2 tanks, 2 blasters, 0 trollers, 0 defenders.
i wonder why people don't play healers in zone though... maybe it has something to do with that movement suppression thing whenever they hit their healing auras. or that pesky heal suppression thingy... yeah..
certain devs might be retarded. |
I dont think you see as many trollers/def's because support for them is min. at best we heal we buff we set debuffs and the damage dealers all run away after that 1 target leaving the squishies behind as stalker food lol.
Think if we saw some actual team work other than simply calling target and running things might change ..
or maybe another pvp nerf.. umm i mean revamp is needed
I actually like playing trollers more in pvp its better than the typical bash n smash but troller emblem is like a sign saying im yummy lol eat me
You could sell it, in-character, the same way they pass off mini-games in Champions (which work, basically, exactly like that) - its all for fun and pratice, and not a real battle - basically superheroes beating each other up is a sport (which isn't too far fetched if you think how many people watch boxing... *rolleyes*).
It would certainly be a lot of fun. It does have the disadvantage though, of sort of taking away from the factional, good guys Vs. bad guys PvP that CoH seems to have been going for. I know, I know, LOLRPz, and I'm a carebear, and blah blah blah, but I LIKE that zone PvP has at least some story behind it - that you're supposedly fighting /for/ something other than just the pleasure of teabagging the other person's corpse. *le shrug* More to the point, Arena combat will already allow you to have perfectly balanced teams - numerically and in other ways. Oh, I happen to agree about the other things though - I haven't barely had time to even dangle my feat in the water, yet, but I13 really seems to have made the playing field more than a little bit TOO level for my taste. |
Infinity and Victory mostly
dUmb, etc.
lolz PvP anymore, Market PvP for fun and profit
Perfect explanation.
The number of people you should be able to get away from varies...or at least used to vary, based on skill. Like mac said, 2 people could roll the zone if they were significanlty better than the rest of the players. And that's how it should be. |
Now some of those nails that were sticking out have been hammered down and what we're seeing now is a truer reflection of the actual skill differences.
Now some of those nails that were sticking out have been hammered down and what we're seeing now is a truer reflection of the actual skill differences. |
It still is. If they are that much better. The problem is that the margin of skill difference isn't that extreme in most cases. Pre-i13 when 2 people could roll the zone it was more because certain power sets and game mechanics were so broken that a skilled player could use them to become almost unkillable. A mediocre player could also use them to be almost unkillable.
Now some of those nails that were sticking out have been hammered down and what we're seeing now is a truer reflection of the actual skill differences. |
Those nails were hammered into a coffin...
But yes, I suppose skill is the only thing that matters once everybody plays the same build that relies on stuff that was not hammered down, because everything else just cant compete anymore.
Pre-i13 when 2 people could roll the zone it was more because certain power sets and game mechanics were so broken that a skilled player could use them to become almost unkillable. A mediocre player could also use them to be almost unkillable.
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Give me a break.
When two people could roll the zone it was either because everyone on the other side was bad (this is a possibility but there are a lot more bad players now than there were then, yet it's easier to not be bad now, wtf is up with that), or because those two were just that good. Inspiration management, evasion, and team/player synergy are all but forgotten this day in age, yet those were the tools which allowed two good players to come out on top even when badly outnumbered.
Before I13, a good player using a "bad" build could roll mediocre players using good builds (anyone remember when Silent Method brought an AR/Fire to kickballs and got kills on it, or when Ajax won a dueling tourney on an Ice/Sonic Corruptor?), because skill actually meant something. These days PvP comes down to who has more numbers and who has what character, because the skill gap is so much reduced. Oddball lineups don't really work anymore, because skill doesn't make a big enough difference to account for the discrepancies in build.
"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."
Right, the guys who rolled RV on an Ice/Fire Blaster and an Emp were abusing broken powersets and game mechanics.
Give me a break. When two people could roll the zone it was either because everyone on the other side was bad (this is a possibility but there are a lot more bad players now than there were then, yet it's easier to not be bad now, wtf is up with that), or because those two were just that good. Inspiration management, evasion, and team/player synergy are all but forgotten this day in age, yet those were the tools which allowed two good players to come out on top even when badly outnumbered. Before I13, a good player using a "bad" build could roll mediocre players using good builds (anyone remember when Silent Method brought an AR/Fire to kickballs and got kills on it, or when Ajax won a dueling tourney on an Ice/Sonic Corruptor?), because skill actually meant something. These days PvP comes down to who has more numbers and who has what character, because the skill gap is so much reduced. Oddball lineups don't really work anymore, because skill doesn't make a big enough difference to account for the discrepancies in build. |
Although I was often one of those huddling around the turrets just outside the Arachnos base in Siren's Call, hoping that this time this time, we'd be able to take down that blaster before he got away with another scalp...I miss those days.
Of course, a few weeks before I13 came around, I'd actually been in the habit of tossing down a couple of yellows and trying to chase the empath away.
I don't recall the last time I was in a pvp zone...
Oh yeah...
Warburg for a Biological Nuke and Bloody Bay for Shivan Shards.
I guess it's kinda nice not having to worry about stalkers in Warburg anymore.
Eastern Standard Time (Australia)
is 15 hours ahead of
Eastern Standard Time (North America)
which is 5 hours behind
Greenwich Mean Time (GMT)
It still is. If they are that much better. The problem is that the margin of skill difference isn't that extreme in most cases. Pre-i13 when 2 people could roll the zone it was more because certain power sets and game mechanics were so broken that a skilled player could use them to become almost unkillable. A mediocre player could also use them to be almost unkillable.
Now some of those nails that were sticking out have been hammered down and what we're seeing now is a truer reflection of the actual skill differences. |
i12 was unbalanced, but it allowed varierity, and as was said it allowed "odd ball" cases. Now it is just psi ems, mind fires, elec therms for duels; psi ems and emps for team and tankers/ regen scraps for zone. What happend to roles like mez, disruption(sure there is some but it is lolsy compared to pre i13)...SUPPORT?
Blaster/emp combo was indeed strong on but you still could kill those quite fast if you know what you are doing. Now emping in zones is probably most frustrating role ever.
I don't know the memories you refer to, but I think I know exactly what you're talking about.
Although I was often one of those huddling around the turrets just outside the Arachnos base in Siren's Call, hoping that this time this time, we'd be able to take down that blaster before he got away with another scalp...I miss those days. Of course, a few weeks before I13 came around, I'd actually been in the habit of tossing down a couple of yellows and trying to chase the empath away. I don't recall the last time I was in a pvp zone... Oh yeah... Warburg for a Biological Nuke and Bloody Bay for Shivan Shards. I guess it's kinda nice not having to worry about stalkers in Warburg anymore. |
meanwhile i remember playing my mind/fire in zone, being buffed to the tooth by 2 therms and two mind links, doing the best we could to keep the rad/psy down because nicor kept screaming that it was the only threat, essentially running a 16v16 in zone all around the atlas statue in RV.
this would go on for hours and hours and hours. to the point where i remember i'd come into the zone at 11 or midnight EST during the summer of 2008, and leave at 3AM while the fight was still going on hardcore.
yeah, whoever says the zones are more active now, must have some hardcore amnesia.
Especially considering the only active zone is Freedom RV. I swore I'd never leave Infinity, now I have about 30 toons on Freedum since it's the only place for PvP anymore. Now PvE on the other hand... (but that's another discussion altogether)
Infinity and Victory mostly
dUmb, etc.
lolz PvP anymore, Market PvP for fun and profit
basically, if you get held, that's it. no challenge. you fall, get shraked/AS'd, the end.
there's no challenge to a deterministic game where you can't do anything to change the outcome; that's why comrade D said "frustrating" and not "challenging". in i12, you could prevent all of those things if you had half a brain cell. this is no longer the case.
Explaining skill to a bad player is like explaining color to a blind man.
Right, the guys who rolled RV on an Ice/Fire Blaster and an Emp were abusing broken powersets and game mechanics.
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That ice fire dude was a beast to be fair.
Duel me.
I will work on my sig pic more when I have time.
"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."
I'm fine with saying it's not a skill--since I never said it was to start with. It's just one more thing to juggle in real time and there's a noticeable difference in effectiveness between when that juggling is done well and when it's not. Each added item to juggle can be viewed as simply added frustration or as a challenge, I happen to choose the latter.
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seriously?
did you ever play an emp before i13? or for that matter any buffer?
counting to 9 is trash compared to having to constantly be aware of stacking mez's on your buff bar as well as your teammate's, and keeping up buffs that actually do something to the person you're supporting.
i bet you're one of the people that think doms are better off now than in i12, too...
Before I13, a good player using a "bad" build could roll mediocre players using good builds (anyone remember when Silent Method brought an AR/Fire to kickballs and got kills on it, or when Ajax won a dueling tourney on an Ice/Sonic Corruptor?), because skill actually meant something. These days PvP comes down to who has more numbers and who has what character, because the skill gap is so much reduced. Oddball lineups don't really work anymore, because skill doesn't make a big enough difference to account for the discrepancies in build. |
Edit: I was thinking of his cold/sonic.... nvm
I'm fine with saying it's not a skill--since I never said it was to start with. It's just one more thing to juggle in real time and there's a noticeable difference in effectiveness between when that juggling is done well and when it's not. Each added item to juggle can be viewed as simply added frustration or as a challenge, I happen to choose the latter.
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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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I am putting together a care package for skeet. I need some 2nd grade text books, pencils and other school supplies. . . . .
Someone with superior RP vision than me please justify this.
It would certainly be a lot of fun. It does have the disadvantage though, of sort of taking away from the factional, good guys Vs. bad guys PvP that CoH seems to have been going for. I know, I know, LOLRPz, and I'm a carebear, and blah blah blah, but I LIKE that zone PvP has at least some story behind it - that you're supposedly fighting /for/ something other than just the pleasure of teabagging the other person's corpse. *le shrug*
More to the point, Arena combat will already allow you to have perfectly balanced teams - numerically and in other ways.
Oh, I happen to agree about the other things though - I haven't barely had time to even dangle my feat in the water, yet, but I13 really seems to have made the playing field more than a little bit TOO level for my taste.
Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."