Going Rogue Effects On PvP


Artifice Arrow

 

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Originally Posted by black_barrier View Post
no.
the AT limit on stalkers has already limited certain legit line-ups from happening.

what else is broken that hasn't been banned?
make case, don't just trow virtue-style empty talk at the boards.

Epic pool Mez's for melee toons are doing inordinate amount of damage in PvP VS their PvE counterpart. I have a feeling the devs took the lazy route and calculated using melee percentiles.

Epic pool ranged powers for melee ATs (scrappers, tankers) are doing blaster numbers of damage. Again I believe they are using the formula for melee attacks for ranged attacks.

Placate proc in powers such as Will Domination go off every time. This is broken.

Spirit Shark for stalkers are OP yet the AT has been limited, not out-right banned.

Reconstruction on regen scrappers doesn't seem to be significantly impacted by DR like most other AT heals (Not being DRed correctly?)
((I could be wrong about reconstruction, however it does seem as if it is being impacted much differently. Regen set for scrappers needs to be looked at.))

Hold procs are allowing ranged powers to hold longer than actual powers meant to hold.

Also I don't believe inertial reduction is being affected by TS like similar travel powers. (has this changed recently? Haven't PvPed in a few months.)

Those are a few things that come across as broken off the top of my head. I can't show numbers because the numbers available to us for PvP are wrong.

instead of out-right banning a power in a secondary or limiting an entire AT, why not simply limit the amount of ATs that can have that primary, secondary, epic, patron?


 

Posted

There's a difference between OP powers and bugged ones. Fossilize/sharks is obviously OP by the standards of someone with any grasp of logic. But they ARE working as intended, even if it's intended by people that have no clue about how the game works.

LR is NOT working as intended. Neither is the placate proc. But while the proc is fairly meaningless in a 8v8 situation, LR can be heavily exploited. And since the decisions are made by 8v8 arena PvP'ers, of course everything is going to be focused on what affects 8v8.

For example, if this was a 1v1 league, where the placate proc would play a HUGE role, the proc would also most likely be banned, just like LR.


 

Posted

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Originally Posted by Tokyo View Post
Reconstruction on regen scrappers doesn't seem to be significantly impacted by DR like most other AT heals (Not being DRed correctly?)
((I could be wrong about reconstruction, however it does seem as if it is being impacted much differently. Regen set for scrappers needs to be looked at.))

Hold procs are allowing ranged powers to hold longer than actual powers meant to hold.

Also I don't believe inertial reduction is being affected by TS like similar travel powers. (has this changed recently? Haven't PvPed in a few months.)

Those are a few things that come across as broken off the top of my head. I can't show numbers because the numbers available to us for PvP are wrong.

instead of out-right banning a power in a secondary or limiting an entire AT, why not simply limit the amount of ATs that can have that primary, secondary, epic, patron?
Max and Barrier already talked about the ones you mentioned, but I'll cover the rest.

Reconstruction and similar self healing powers ARE effected, only minimally, this is by design and working as intended. This was specific in a post of Castle's.

Most common procs are unresistable in pvp, and this is also by design. Working as intended. It's stupid.

Inertial reduction is still effected by travel suppression.

Look man, these guys already agreed on things that were banned because in an 8 v 8 environment they already know what's exploitative. And there are a few things bugged that are of little consequence in 8 v 8.

Edit: Correcting myself, Thanks mac.


Former King of PWNZ
Franziska Von Karma says you will listen to every word I say.

 

Posted

Quote:
Originally Posted by Xury2 View Post
Max and Barrier already talked about the ones you mentioned, but I'll cover the rest.

Reconstruction and similar self healing powers ARE effected, only minimally, this is by design and working as intended. This was specific in a post of Castle's.

.
Since when do we agree with the devs when they say something is "working as intended?"
When it's convenient to us...I see.

Anyway, i'm beating a dead horse. Enjoy your "fair and balanced" league PvP. d;D


 

Posted

Quote:
Originally Posted by Tokyo View Post
Epic pool Mez's for melee toons are doing inordinate amount of damage in PvP VS their PvE counterpart. I have a feeling the devs took the lazy route and calculated using melee percentiles.

Epic pool ranged powers for melee ATs (scrappers, tankers) are doing blaster numbers of damage. Again I believe they are using the formula for melee attacks for ranged attacks.

Placate proc in powers such as Will Domination go off every time. This is broken.

Spirit Shark for stalkers are OP yet the AT has been limited, not out-right banned.

Reconstruction on regen scrappers doesn't seem to be significantly impacted by DR like most other AT heals (Not being DRed correctly?)
((I could be wrong about reconstruction, however it does seem as if it is being impacted much differently. Regen set for scrappers needs to be looked at.))

Hold procs are allowing ranged powers to hold longer than actual powers meant to hold.

Also I don't believe inertial reduction is being affected by TS like similar travel powers. (has this changed recently? Haven't PvPed in a few months.)

Those are a few things that come across as broken off the top of my head. I can't show numbers because the numbers available to us for PvP are wrong.

instead of out-right banning a power in a secondary or limiting an entire AT, why not simply limit the amount of ATs that can have that primary, secondary, epic, patron?

corruptor modifiers are identical to controller modifiers. that is the basis for the comparison between broken lr and not-broken lr.
working as intended = equal mods = equal effect.
go ahead an make an argument using that formula. all of what you've said up there is a matter of opinion.


 

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Feed a fever, starve a troll


Infinity and Victory mostly
dUmb, etc.
lolz PvP anymore, Market PvP for fun and profit

 

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Originally Posted by Supermax View Post
There's a difference between OP powers and bugged ones. Fossilize/sharks is obviously OP by the standards of someone with any grasp of logic. But they ARE working as intended, even if it's intended by people that have no clue about how the game works.

LR is NOT working as intended. Neither is the placate proc. But while the proc is fairly meaningless in a 8v8 situation, LR can be heavily exploited. And since the decisions are made by 8v8 arena PvP'ers, of course everything is going to be focused on what affects 8v8.

For example, if this was a 1v1 league, where the placate proc would play a HUGE role, the proc would also most likely be banned, just like LR.
it's ok man, when tokyo/chart starts captain-ing a team, he/she/it can start voting on what's op, broken or not broken.

'til then, go zone pvp solo.

leaders are picked/allowed to lead and decide on the rules of the ladder for a reason.


 

Posted

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Originally Posted by Xury2 View Post
ALL procs are unresistable in pvp, and this is also by design. Working as intended. It's stupid.
Apoc procs are resistable. Think some others are as well.


 

Posted

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Originally Posted by black_barrier View Post
it's ok man, when tokyo/chart starts captain-ing a team, he/she/it can start voting on what's op, broken or not broken.

'til then, go zone pvp solo.

leaders are picked/allowed to lead and decide on the rules of the ladder for a reason.
I know LR is borked. I'm just butt hurt that it was banned completely. Wouldn't mind limiting the ATs with the secondary, but banned was a bit harsh.

I'll just go back to failing at zone PvP untill its changed or continue failing at zone pvp if it's not.


 

Posted

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Originally Posted by Tokyo View Post
Since when do we agree with the devs when they say something is "working as intended?"
If we really decided to ban everything that was broken in a sense of "doesn't make sense" instead of numerically broken like barrier described....we would have to ban the entire game.


 

Posted

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Originally Posted by Tokyo View Post
I know LR is borked. I'm just butt hurt that it was banned completely. Wouldn't mind limiting the ATs with the secondary, but banned was a bit harsh.
The Secondary is not banned or limited to how many you can run. The power is banned. So you could have played your /Rad corr but you just couldn't use LR in a match, and if you did you would have DQ'd your team in that round of the match.

And someone already said and I will say it again Rad/ Defenders are much better to run in team matches just based on its debuff numbers, almost double the corr version.


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Posted

[QUOTE=Psyrene;2756699]

Quote:
Originally Posted by Tokyo View Post
I know LR is borked. I'm just butt hurt that it was banned completely. Wouldn't mind limiting the ATs with the secondary, but banned was a bit harsh.
Quote:
The Secondary is not banned or limited to how many you can run. The power is banned. So you could have played your /Rad corr but you just couldn't use LR in a match.
I'm aware. please read.

Quote:
And someone already said and I will say it again Rad/ Defenders are much better to run in team matches just based on its debuff numbers, almost double the corr version.
What does this have to do with Corrs LR being banned?


 

Posted

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Originally Posted by Supermax View Post
If we really decided to ban everything that was broken in a sense of "doesn't make sense" instead of numerically broken like barrier described....we would have to ban the entire game.
I think if we looked at how the mez's and ranged epic powers for melee ATs worked in PvP their damage values wouldn't make any numerical sense. But that's just my opinion without any real evidence to back it up.

But I never disagreed with you and barrier. I just disagree with banning any power. I don' get to make the calls though as addressed. I don't have to agree with them either.


 

Posted

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Originally Posted by Tokyo View Post
Since when do we agree with the devs when they say something is "working as intended?"
When it's convenient to us...I see.

Anyway, i'm beating a dead horse. Enjoy your "fair and balanced" league PvP. d;D
Hey come on now. I didn't say I approved either, I'm just reiterating what they said.


Former King of PWNZ
Franziska Von Karma says you will listen to every word I say.

 

Posted

Powers have been banned in PvP before. It's done only when deemed absolutely necessary by the community as a whole. It may piss off a few individuals, but it's for the greater good.

The whole reason is that the devs aren't fixing any glaring bugs and issues. So the players have to take things into their own hands. This happens in all competitive games where there's little to no support from the developers. Rules are made and the game is essentially changed by the community itself.


 

Posted

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Originally Posted by Xury2 View Post
Hey come on now. I didn't say I approved either, I'm just reiterating what they said.
Sorry, i'm just bitter yellow. d;D


 

Posted

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Originally Posted by Xury2 View Post
ALL procs are unresistable in pvp, and this is also by design. Working as intended. It's stupid.
Purple procs are resisted (except the hold smashing one), and a few of the non-purple ones (Lady Grey, I think, maybe ToD) are resisted as well. Reason people rely on procs so much these days is because DR puts a limit on damage buffs (remember when Blasters used to bring a bunch of reds instead of a bunch of greens?) and because all the base resistance further neuters the ability to put out damage. Procs are basically like getting a free attack in. It's ridiculous how much some of the procs cost, but in DR-land they're almost necessary for any high-end build.


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"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

Last I heard Lady Grey one wasn't resisted. Of course that was some time ago... And neither is the placate proc, as obscure as that is. And I don't mean how it fires off all the time, I mean when you have placate resist to reduce the duration in Leadership/Assault.

And about the purple procs being resisted besides the placate one, well that's fine and dandy.

Edit: Did some research, Lady Grey IS in fact resisted, and Touch of Death is unresistable. And I'm not 100% on the placate duration one.


Former King of PWNZ
Franziska Von Karma says you will listen to every word I say.

 

Posted

Quote:
Originally Posted by Xury2 View Post
Last I heard Lady Grey one wasn't resisted. Of course that was some time ago... And neither is the placate proc, as obscure as that is. And I don't mean how it fires off all the time, I mean when you have placate resist to reduce the duration in Leadership/Assault.

And about the purple procs being resisted besides the placate one, well that's fine and dandy.

Edit: Did some research, Lady Grey IS in fact resisted, and Touch of Death is unresistable. And I'm not 100% on the placate duration one.
Run a rad some time and proc Neutrino bolt out with 4 damage procs (Lady Grey, Shield breaker, glad jav, Apoc and two Nucleolus). Now throw in assault and Accelerated Metabolism. I'm rounding AMs (20-13%=17.4) damage bonus and assault damage (15-30%= 13.9) bonus down to compensate for DR and you're easily dishing out 185-200 damage a second and that's without AIM up or scourge.

Want insane damage? Spirit shark, proced out and slotted for damage hitting on a target that's below 40% base health.


 

Posted

Quote:
Originally Posted by Tokyo View Post

1) Epic pool Mez's for melee toons are doing inordinate amount of damage in PvP VS their PvE counterpart. I have a feeling the devs took the lazy route and calculated using melee percentiles.

2) Epic pool ranged powers for melee ATs (scrappers, tankers) are doing blaster numbers of damage. Again I believe they are using the formula for melee attacks for ranged attacks.

3) Placate proc in powers such as Will Domination go off every time. This is broken.

4) Spirit Shark for stalkers are OP yet the AT has been limited, not out-right banned.

5) Reconstruction on regen scrappers doesn't seem to be significantly impacted by DR like most other AT heals (Not being DRed correctly?)
((I could be wrong about reconstruction, however it does seem as if it is being impacted much differently. Regen set for scrappers needs to be looked at.))

6) Hold procs are allowing ranged powers to hold longer than actual powers meant to hold.

7) Also I don't believe inertial reduction is being affected by TS like similar travel powers. (has this changed recently? Haven't PvPed in a few months.)

Those are a few things that come across as broken off the top of my head. I can't show numbers because the numbers available to us for PvP are wrong.

instead of out-right banning a power in a secondary or limiting an entire AT, why not simply limit the amount of ATs that can have that primary, secondary, epic, patron?

First off, I added numbers to your post so I can organize my response.

Second I would like to define some terms that you seem to be confused as to their meaning:

Overpowered - Means that the power although working as designed, is much more powerful than the general population believes it should be. For instance, Stalker's Mako Epic "Spirit Shark" deals a massive amount of delayed damage out of Hide. We all agree that it is overpowered, however it has been nerfed once and Castle says it is working as intended. We have no choice but to live with his decisions, like it or not. We have however restricted the number of Stalkers allowed in a match as to not allow a team to instantly kill someone and drop back into a hidden state.

Bugged - The power bypasses some sort of set design mechanic and has been confirmed by a developer that it is not working as intended. For instance, Corruptor Lingering Radiation is using the wrong modifier and causes extreme movement degradation. It has been confirmed that it is using the wrong modifier, therefore it is banned from use.

1) I agree they are Overpowered, however they are working as intended.

2) I disagree, a scrapper would never be a suitable replacement for a Blaster. Nor do I agree this is overpowered.

3) The placate proc in the hands of an ill/* troller is much much much worse then in the hands of a psi blaster imo. I believe that this proc is bugged, but Dev's are unwilling to confirm, I think it is because the placate caused is working as the Dev's originally intended stalker placate to work.

4) Stalkers are limited based on "Fun Factor" not necessarily because of sharks. A team that knew it stood no chance could theoretically sit in hide the entire match to force a tie, or worse they could mass shark 1 target in the first few seconds and hide the rest of the match to force a 1-0 win. Granted this shouldnt really happen if you run a widow/fort/bane. However, with the lineup rules the way they are in the league you would almost be forced to run a fort every match to prevent getting surprised by another teams bringing an all stalker lineup.

5) No comment, don't care about regen scrappers, they are only good for zones and 1v1. Ask Maximum about his experience (experiment) running a scrapper in 8v8's, I don't think the result was positive at all. At least when we played his team his contribution on a scrapper was pretty laughable.

6) Again, not really a factor in 8v8's. With CM and acro combined with the nerf to hold duration holds in general are not that much of a threat unless the opposing team is running a 2 stalker line up, and in that case the mezzer would be a heavy farm target.

7) I am uncertain on this one, In 8v8's when we turn off TS this is a non issue, I assume you are talking in zone, and to that I don't really care as zones are for kids with downs. Buffers in general in zones are pretty easy targets especially kins because of their lack of a self heal.

Honestly I think your list is much more focused on 1v1's and Zone PvP than it is focused on 8v8 Team Style PvP where TS and HD are turned off. COH is not a game that is balanced around 1v1's. In fact, although it is pretty balanced in a large scale team environment, it really isnt that balanced as can be seen by the prevalence of the "Standard Jump Team" 5 Psi EM, 2 Emp, 1 Rad.

Anyways, just my .02 inf...

-Kiri


 

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Originally Posted by IcyKiri View Post

Honestly I think your list is much more focused on 1v1's and Zone PvP than it is focused on 8v8 Team Style PvP where TS and HD are turned off. COH is not a game that is balanced around 1v1's. In fact, although it is pretty balanced in a large scale team environment, it really isnt that balanced as can be seen by the prevalence of the "Standard Jump Team" 5 Psi EM, 2 Emp, 1 Rad.

Anyways, just my .02 inf...

-Kiri
My list has no team PvP, zone PvP or 1v1 focus other than the sets themselves. I was asked to offer some examples of powers that come across as broken or bugged, so I compiled a list off the top of my head of powers/sets that seem to be working oddly or outside the norm; yet weren't candidates for the ban hammer.

I've been critical of the LR ban because the league has made some rather fiteclub kid rulings before (Leaving TS on was one, although that was repealed. Thank you.) I remember the response I recieved from a league rep that the reason they are looking past proc in psi was because too many people play psi blasters and it wouldn't be fair, seemed like a cop-out.

Dueling is for fiteklub kids and you don't need to tell me zone pvp is for kids with downs. I'm the hellen keller of zone pvp. you'd have to get a downs kid pregnant, name the placenta "fail' and abort it to amount to the levels of fail i've achieved. i'm a horrible pvper, most likely the worst. However, I rather be a downs kid than a fiteclub kid that thinks they are gud.

I understand why LR is bugged and I appreciate the explanation; either way i'm disappointed at any ban of any power instead of limiting it. I have a feeling there are quite a few powers that are using the wrong modifiers that the devs aren't aware of or aren't telling us about. Not going to appologies for being skeptical of a dev when they say something is 'working as intended.' After all, TS is working as intended as are the PvP inherent shields and heal decay.


 

Posted

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Originally Posted by IcyKiri View Post


6) Again, not really a factor in 8v8's. With CM and acro combined with the nerf to hold duration holds in general are not that much of a threat unless the opposing team is running a 2 stalker line up, and in that case the mezzer would be a heavy farm target.



-Kiri
The hold proc is unresisted, so CM is not going to help, and it does not follow hold suppression i don't beleive only reason why the hold proc is not a big issue atm is because a good psi blaster is not going to slot it into there attacks. A few months from now IF they mess with psi and every one reverts back to fire blasters. (if they fix that stupid aftercast) The hold proc is going to become annoying as hell. 5 Fire blasters all of them slotting the hold proc attacking one target you are almost guaranteed to be held from that stupid thing. It's not really the fact that you are held in place...its more the fact that you can't pop greens when held. So you are going to be relying heavily on your emps, for incoming spikes. I't not an issue now..but will be in the future.


 

Posted

You can slot for range, you can't slot for shorter activation time, you can slot for damage, but not for higher base damage, you can slot for recharge, but not shorter base recharge on taunt, you can, slot for hp and if you are sitting at the cap on a brute then good on ya anyway :P

I'd take a scrapper over a brute in zone AND 8v8


 

Posted

Brutes do an asston more damage then Tanks, GTFO OP.


"PvP Messiah"

 

Posted

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Originally Posted by Cold_X View Post
Brutes do an asston more damage then Tanks, GTFO OP.


Fosslize called while you were out, it left a message stating you are wrong.


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