Cathedral of Pain is Returning
my tactic is comprised of 6 psi/ems and 2 emps.
wdup?
Wow! I had completely forgotten this. Here's the full quote about PvP from Positron's Letter to the Players announcing Issue 13 on November 6, 2008.
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http://www.cityofheroes.com/news/new..._issue_13.html
Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.
If something isn't working out, we'll be in there tweaking it and making it work |
"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."
And a few issues ago they changed every Villain accolade to completely remove the need several of them had for PvPing, because we carebears had no interest in PvPing despite all the incentives in place for us to do so.
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You still have to enter a PvP zone (3 of the 4, actually) for Born in Battle, you just don't have to remain in Siren's Call for 5 hours or figure out how to use an arena terminal. You also need to enter a PvP zone to get Megalomaniac and Marshal, all due to plaques and/or exploration badges.
So there are still "PvP requirements" for those accolades.
And if you don't count exploration badges as a requirement, then the only requirement prior to the changes was Lanista for Born in Battle, which requires a gladiator match win that could be had in the time it took to zone into the arena with a single gladiator selected while the opposing side had no gladiators set - and as such could be accomplished with no actual "combat", especially not with you using your character against someone else's. Getting Raider for many usually involved a much smaller time investment than the 10 million damage badge which used to be required, which was typically received in a safe spot while afk.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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wth that's sums up what i've been saying this entire thread, which means their not gonna change **** unless we're speaking their ******** business language.
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when twixt outsmarts you in terms of this, you have some serious issues.
back then he wrote a very very awesome legendary post about open-ended games and player choice in this stupid game.
basically, he said (paraphrased) "in i12, there was choice. in any encounter, you could flee, engage, disrupt and flee, or flee, stack the odds in your favor, and engage right after, knowing full well that your opponent could do exactly the same. options."
high-end i13 zone pvp:
- counting to 7 between heals, heat ex'ing baddos, and running around in circles until some ********* with webnades put you in a pond and 3 drooling scrappers crit you 5 times in a row with their leet claw attacks.
- repeat, and wait til a psi/em shows up so that you don't have to sit through the full 6 seconds of clawlz, and your death gets accelerated by 3 seconds.
- herding people into drones and wormholing.
- sitting in a widow in elude and droning. cause that's what SOs are good for.
- shrakzooka.
- watching a perfectly good dom get wrecked because 3 drooling scrappers webbed him in a pond and got 5 crits in a row.
- watching a perfectly good defender die after getting quad-shraked.
- sitting in the base and chat-pvping downies because their rage is better than the pvp system present in the zone.
- rez'ing one of my accounts in liberty's warburg, and having my necro/storm kill it over and over because that's what storms are good for (dUmb is the exception).
- e-mailing people sturdies after i drone them (solo-styleeeee) because it makes the chat pvp so much better.
- trying to chat pvp with mod8 when he talks in AC.
- making fun of devine.
i love this game...
gold star, would award another
high-end i13 zone pvp: - counting to 7 between heals, heat ex'ing baddos, and running around in circles until some ********* with webnades put you in a pond and 3 drooling scrappers crit you 5 times in a row with their leet claw attacks. - repeat, and wait til a psi/em shows up so that you don't have to sit through the full 6 seconds of clawlz, and your death gets accelerated by 3 seconds. - herding people into drones and wormholing. - sitting in a widow in elude and droning. cause that's what SOs are good for. - shrakzooka. - watching a perfectly good dom get wrecked because 3 drooling scrappers webbed him in a pond and got 5 crits in a row. - watching a perfectly good defender die after getting quad-shraked. - sitting in the base and chat-pvping downies because their rage is better than the pvp system present in the zone. - rez'ing one of my accounts in liberty's warburg, and having my necro/storm kill it over and over because that's what storms are good for (dUmb is the exception). - e-mailing people sturdies after i drone them (solo-styleeeee) because it makes the chat pvp so much better. - trying to chat pvp with mod8 when he talks in AC. - making fun of devine. i love this game... |
The Scrapper pack - Get 3-6 of your buddies on scrappers, randomly throw webnades at anything that moves. Look for a target taking damage and swarm them spamming whatever tier 9 attack you have randomly (Which actually works out, because random damage = perma travel suppression)
Throwing Sharks - So AS'ing a Travel Suppressed target with no mez protection what so ever was too hard? Well its all good, you have an 80 foot ranged attack that recharges in less than 2 seconds and crits for 450-600 damage with build up, not including any damage procs. Best if used from 3-10 feet away because of drool accumulation on whatever key you would normally hit to use Assassin Strike.
Teaming up - Get 7 other random people with any build and throw damage. It works, really well. Targets will be perma TS'ed Heal Decay means their only option to survive is phase or hiber. After that, they have two minutes where they have zero chance to evade at all. Just keep throwing damage, chances are you'll get kills.
The Mezmera Special - Get on a Dom and hit kids with power boosted mezzes that can last for upwards of 8 - 12 seconds because someone thought removing mez protection was a good idea. Then complain how over powered Psi Blasters are in zones
Toggles and Perma TS - Because sometimes just throwing random damage to keep a target TS'ed is too hard, you get someone with an offensive toggle, tag a target with it and just hang back and follow along as one of the packs mentioned above (Stalkers, Scrappers, Random teams) Throw damage randomly until the target dies since one can't evade and can't heal. Bonus points for adding in webnades with the perma TS'ing toggles.
If you can master any of these challenging tactics, you too can be a pro i13 zoner.
Oh, and base raids were fun. I'm all on topic and everything!
Hey folks,
With the release of the "Issue 18: Overview" today, I wanted to address some questions that would naturally arise within the PvP community regarding the return of the Cathedral of Pain. Previously the Cathedral of Pain was used to acquire Items of Power which were instrumental in Base Raiding. The initial implementation of the CoP was exploitable and ultimately removed. We have always wanted to revisit the CoP and return it to something players could participate in, and with Issue 18 we will be doing just that. The new implementation of the Cathedral of Pain gives the choice of a number of rewards to players, but it does not contain Items of Power. Base Raiding is currently on hold and not being actively worked on. We understand that this may disappoint some of you in the PvP community, but we wanted to tell it to you straight to minimize any confusion or false hope that Base Raiding would be addressed in this new iteration of the Cathedral of Pain. Thanks, Ghost Falcon |
Well that's all right because I like the way it hurts
Just gonna stand there and hear me cry
Well that's all right because I love the way you lie
I love the way you lie
http://www.xtranormal.com/watch/6685529/3-hot-and-vex-3
i13 pro strategy guide
The Scrapper pack - Get 3-6 of your buddies on scrappers, randomly throw webnades at anything that moves. Look for a target taking damage and swarm them spamming whatever tier 9 attack you have randomly (Which actually works out, because random damage = perma travel suppression) Throwing Sharks - So AS'ing a Travel Suppressed target with no mez protection what so ever was too hard? Well its all good, you have an 80 foot ranged attack that recharges in less than 2 seconds and crits for 450-600 damage with build up, not including any damage procs. Best if used from 3-10 feet away because of drool accumulation on whatever key you would normally hit to use Assassin Strike. Teaming up - Get 7 other random people with any build and throw damage. It works, really well. Targets will be perma TS'ed Heal Decay means their only option to survive is phase or hiber. After that, they have two minutes where they have zero chance to evade at all. Just keep throwing damage, chances are you'll get kills. The Mezmera Special - Get on a Dom and hit kids with power boosted mezzes that can last for upwards of 8 - 12 seconds because someone thought removing mez protection was a good idea. Then complain how over powered Psi Blasters are in zones Toggles and Perma TS - Because sometimes just throwing random damage to keep a target TS'ed is too hard, you get someone with an offensive toggle, tag a target with it and just hang back and follow along as one of the packs mentioned above (Stalkers, Scrappers, Random teams) Throw damage randomly until the target dies since one can't evade and can't heal. Bonus points for adding in webnades with the perma TS'ing toggles. If you can master any of these challenging tactics, you too can be a pro i13 zoner. Oh, and base raids were fun. I'm all on topic and everything! |
OLD SCHOOL PvP
Rad/Psi,Psi/Em,Fire/Em,Cld/Sonic,FF/Sonic,Grav/Ta,Storm/Psi,Sp/WP,Fire/Psi,Sonic/Pain
RIP:Southern Comfort PvP,PE PvP,INTEGRITY PvP,After School Special PvP Test SG's,TPvPL Season1+2 Runner ups
h
high-end i13 zone pvp: ... - sitting in the base and chat-pvping downies because their rage is better than the pvp system present in the zone. ... i love this game... |
Why aren't we bff's?
22 50's in Bio
@Siphonic
RIP PX, GMW, and the game that used to be fun.
Still playing for reasons unknown.
The Mezmera Special - Get on a Dom and hit kids with power boosted mezzes that can last for upwards of 8 - 12 seconds because someone thought removing mez protection was a good idea. Then complain how over powered Psi Blasters are in zones
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Ok I know how TUFF it is to shrak, trow psi or play regin but if you actually took the time to understand how to play a non-cookie cutter toon that to get my "super duper powered" stuns I have to lolmelee stun someone, if you get melee stunned whos fault is that? Don't you guys have 150 ft range? While all the other villains in zone risk ruining these "OP" mezzes I dont see blasters primary being harmed by random acts of regins or tanks. What you should do is be asking me for tips on how to play a non-easymode toon, "Man, you mean you have to hold off from mezzing the target, try to catch them and tag them with a 3.5s animating attack all timed so that someone else doesnt randomly throw out a mez attack at the target and ruin the whole thing". I think the problem with people like you is that you find no talent in the game because you play talentless toons. How hard is it to have crazy range and push 4 buttons whilest placating someone during this so that they can't attack back while the rest of the delayed damage all of which is real fast and hits real high finally lands.
I've been playing my mind/nrg dom since villains came about, I've pvp'd with it back before i12 when all i had to do was hit hold 2 times and i could hold a tank even with all of his mez resistances for 2 minutes thanks to powerboosted domination holds. So cry me a river about what you will about this pvp, pushing a button twice and holding the most unmezzable toons for 2 minutes seemed a wee bit easy to me so I love the challenge of having to melee stun someone to actually get use out of this crap mez system where EVERYONE has a mez.
Someone that doesn't have a concept of how the mez system works and what you have to do to bend it to your favor should just keep their mouth shut and stick to spamming will dom placates. I'll tell you what, why don't you get off of your stalker or psi blaster and give a mind/nrg a try in zone and try to get off your most effective attack without someone chucking rocks and placates at your face and tell me how you do.
Apparently getting in range for Total Focus is hard despite your target being unable to do anything for 4-8 seconds. Who knew?
"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."
"Man, you mean you have to hold off from mezzing the target, try to catch them and tag them with a 3.5s animating attack all timed so that someone else doesnt randomly throw out a mez attack at the target and ruin the whole thing".
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I says I dont mez them, to get the full effect out of my best power I have to pick to use it wisely. Hence catching them without mezzing them to slow them down so that I can get the 8-12 second luls stun that kids hate so much.
The topic that Liberty decided to discuss was how my OP'd mezzes lasted 8-12s (which can only be the melee stun that can not be used in conjunction with a mez in the previous 10s on the target), not how I hold someone for 4-8s and then run up and trow a TF at them, yes that's easy but not always as effective.
I know you're in beta and all mac but if you actually tried reading maybe you'd have been able to help them get the incarnate alpha-slot into GR.
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I says I dont mez them, to get the full effect out of my best power I have to pick to use it wisely. Hence catching them without mezzing them to slow them down so that I can get the 8-12 second luls stun that kids hate so much. |
The topic that Liberty decided to discuss was how my OP'd mezzes lasted 8-12s (which can only be the melee stun that can not be used in conjunction with a mez in the previous 10s on the target), not how I hold someone for 4-8s and then run up and trow a TF at them, yes that's easy but not always as effective. |
"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 kid....
You know oh so much about the game and yet you ignore logical statements. I'm not going to get into a forum war over stupid **** because someone happens to spend way more time on the forum than I do so that they can pronounce themselves to be knowing of what they are talking about.
Go back and read the banter between Con and myself about the KB statements too bud, never said it wasn't good to slot the power for KB, just said most peeps that know how to avoid the KB altogether and you may as well get the most bonuses out of that power. I'll even drop it to you like I did your boy Con. Get a /Nrg dom and show me how its done. It better be a earth/nrg because stalagmites will be the only thing that could save you.
Wow, someone's mad.
"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."
That's odd. Slotted up Dominate has an 8-second-or-so (probably closer to 7, 7.5) duration. Closer to 14-15 with Power Boost. Closer to 18-20 with Megalo up as well. Completely unresisted if Domination is up. I'm sorry, but if you're whining about having to run into melee range to use Total Focus when you can mez just as well from 80+ feet, you're a ******* downie.
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With acro resistance to holds its more like 4s durations and then with powerboost that adds a second and megalo another and domination a few more seconds. Grab a toon with acro and I'll pop domination+pboost+megalo, the holds will last more like 8s if that. If the hold lasts 20s I will name my next 3 children whatever you like.
I'd rather be mad than spew numbers that in actuality do not do as you suppose they should even with this crap new mez system. Reading off numbers vs playing something and understanding what it does and does not do are two different things, I suggest you try the latter, the former isn't helping you much. I know I picked a fight with a pve'r so I'll cut you some slack.
And yes I totally suck at this forum pvp, my random quote skills are lacking.
With acro resistance to holds its more like 4s durations and then with powerboost that adds a second and megalo another and domination a few more seconds. Grab a toon with acro and I'll pop domination+pboost+megalo, the holds will last more like 8s if that. If the hold lasts 20s I will name my next 3 children whatever you like.
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Also my math was off, it seems the curve for +special isn't linear so you're getting less as you add more, but my point stands:
Dominate is base 4 seconds. ED-capped slotting gets you to 7.8 seconds. Adding 98% on top of that (Power Boost) gets you to 11.7 seconds. Adding 66% on top of that (Megalo) gets you to 14.4 seconds. Now let's pretend DR eats into that slotting so your ED-capped slotting is only 80%, and DR lowers the total bonus from PB + Megalo to 80% (as opposed to the 164% it would be). That's still around 10 seconds and that's being very liberal with the DR curves on slotted enhancements and +special. Even if the target has 100% hold resistance (i.e. is running Acro) that's still a 4 or 5 second hold. If you've got Domination up (you will most of the time if you're not solo) that'll last full duration and the target won't be able to do a damn thing about it even if they chomp a tray full of T3 Breakfrees. Yeah, that takes skill right there.
"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."
Wow! I had completely forgotten this. Here's the full quote about PvP from Positron's Letter to the Players announcing Issue 13 on November 6, 2008.
We've also overhauled our PvP system in such a way that the changes do not affect PvE. We've ignored PvP as "good enough" for long enough. The previous systems were "ok" and have a very vocal and devoted fan-base, but we plan on incorporating more and more PvP features into City of Heroes and City of Villains. In order for us to do that we really need a solid foundation of the core PvP gameplay. We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
Overlord of Dream Team and Nightmare Squad