Respawn w/ Full health & endurance in PvP zones is stupid
This is a great help for MMs who, after Resting to refill, then re-drained their END having to re-summon... and they couldn't Rest again since it was recharging!
Now, if we can only get one-click full-respawning for PvP... |
On another note, is this the 1st time that the Devs have changed something in PvP back to the way it was originally?
You just know that this change had to be signed-off on by Posi. I wonder how that tasted.
I prefer it for the same reason I dislike FPS games where it takes me a full 20 seconds to play again.
I really don't care whose winning, I just want to put my sword into something NAOW.
*EDIT* - Posi is hardly the egotistical nut job by any stretch of the imagination.
What he means is that Pvp Io drops are not part of the rep timer, they are separate as is getting an insp drop from beating a player. So your chances of getting an IO drop are still the same no matter if you've defeated him 10 or even 100 times before you're able to receive an IO again.
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Hmmm. It was my understanding you get an IO roll for kills that qualify for Rep. Was that ever the case, if it isn't the case now? Where the heck did I get that idea? *confabulated*
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You have a chance of getting a recipe every rep-kill. Once you get a rep-kill on a player you can not get another rep-kill off that player for another five minutes. The rep-kill timer does not reset if you kill the same player before the 5 minutes is up. So no matter how many times you kill the same player you will not get any more rep until at least five minutes has passed.
If you get a recipe then you are not elligible to receive another recipe for ten minutes regardless of any rep-kills.
In arena you do not get rep but there is still a five minute timer between kills on a player before you are elligible for another recipe drop and the ten minute rule also applies should you get a recipe.
My explanation may not be all that clear but I think I made sense...
I can tell you I'm glad they did this last night. There were so many fish missiles I thought they added a underwater zone...
Xury2 is incorrect.
My explanation may not be all that clear but I think I made sense... |
But, I think my original premise is still basically correct: the more often you kill someone, the lower the drop-per-kill rate. But the posters saying the IO drop rate should increase as a result of the rest penalty being done away with are also correct since less downtime = more kills = more IOs, generally speaking.
The best comics are still 10�!
My City of Heroes Blog Freedom Feature Article: "Going Rageless?"
If you only read one guide this year, make it this one.
Super Reflexes: the Golden Fox of power sets!
WARNING: I bold names.
You're all wrong.
Ok, I really haven't *read* any of the posts, per se, ipso facto, hey look a shiny nickel!
Infinity and Victory mostly
dUmb, etc.
lolz PvP anymore, Market PvP for fun and profit
Your explanation is a good one. Even downy me can understand it. The IO drop timer does not reset if you kill the same person while it's running, that's simple enough.
But, I think my original premise is still basically correct: the more often you kill someone, the lower the drop-per-kill rate. But the posters saying the IO drop rate should increase as a result of the rest penalty being done away with are also correct since less downtime = more kills = more IOs, generally speaking. |
It'll be interesting to see what happens to PvP IO prices as a result of this. For the procs, probably they'll stay at 2+ bill. For the "common" PvP IOs we should see somewhat of a price decrease.
The best comics are still 10�!
My City of Heroes Blog Freedom Feature Article: "Going Rageless?"
If you only read one guide this year, make it this one.
Super Reflexes: the Golden Fox of power sets!
WARNING: I bold names.
This change got me to play my PVE specced elect/nin stalker in Virtue's RV tonight. I know I'm not that great and I knew I'd die alot, but I knew I'd have plenty of chances to get back out there and learn. I did learn a few tricks and most of all, how to better follow the leader's calls. There were many players on both sides and teams were full and pretty balanced, both in skill and numbers. I even got a PvP I/O drop - glad armor res/rech.
I'll definately be bringing some of my other I/O'd characters to PvP zones now, especially if they are as packed as it was tonight =D And, hey, if nothing else, I'm good veng bait =P
http://www.youtube.com/watch?v=WApSApW8rKY
^NRG/Elec blaster PvP vid
I'm getting something wrong here, but what?
P.S. Thinking further about it, if there's a Player C that defeats Player B, Player C gets an IO roll. OK, I think I see why people are saying this will increase IO drops base on this, even if my original premise (Player A continuously defeating Player B results in no additional IO rolls) is also true.
Doubtfulness as to IO drops becoming more common overall redacted.
Former King of PWNZ
Franziska Von Karma says you will listen to every word I say.