/fix_pvp


Alpha_Zulu

 

Posted

They'll probably hire you, Slax, when they see those ideas.

And did you read that War Witch thread by Optical? God, that was awesome.


 

Posted

Quote:
Originally Posted by Slax View Post
According to some crap I just made up, PvP will be fixed again in i20. It will involve trading cards and incarnates will get extra cards. Psoma will have the only well rationed response but will re-read this post and subsequently yell at me for 2 hours straight on vent for giving the devs this idea.
I will trade you my Slaxilina Lolzie, Psomad and MK-Ultra for your Arctic Shu, WELLDONE, Siolfir and SIR.

P.S. Now you're going to make this happen.


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Posted

Is that the limited edition Psomad with the shiny hologram front that when you turn it she yells about the copy tool and gets Pso mad??

If so I'll give you my Smiling Joe in green booty shorts and the ultra rare Psoma9000 complete with disco costume and huge hoop earrings for a trade.


 

Posted

*edited the first post so people won't stop reading at Remove all IOs or Nullify IOs in a pvp zone*

The reasoning behind me saying this is that i13 can ultimately be traced back to i9, and the addition of IOs. At first it wasn't a problem, and it wasn't really a problem even in i12, but the casuals saw that they were bad, blamed it on the billion inf IO builds, realized that they could never get a build like that because they didn't have the time/patience/farm skillz, and instead of adding some way to reliably improve your character by pvping, the devs just went ahead and made almost every build worthless. Now we have another problem, the devs will most likely never get rid of DR and pvp resistances until they find a different way to close that gap between highly IOd characters and hardly IOd characters, which really sucks .


 

Posted

Quote:
Originally Posted by PlanetKiller View Post
[i the devs will most likely never get rid of DR and pvp resistances until they find a different way to close that gap between highly IOd characters and hardly IOd characters, which really sucks .
Here is the problem, they shouldn't even try. All that does is minimalize any worth of PvP IO's, Purples, all the other set IO's. If having them is the same as not having them then why waste any time getting the inf/merits to get them. Before IO's it was Hami'd out builds that were the top of the line then with IO's they mostly got replaced, if they do something to make it so that none of these are worth more than a simple SO or regular IO then......total failure.


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Posted

Quote:
Originally Posted by Spiritchaser View Post
The best way to do this would be to assign a dedicated employee to PvP powers

I think the character name for said employee should be obvious... unless some other dev already took that one?
Hard to justify that unless it was an intern with the size of the PvP segment these days. I'm not happy about the state of PvP in this game either, but I can't say I'm surprised that the RP stuff gets a thousand times as much attention as PvP does.


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

 

Posted

Start small then and request the devs remove travel suppression in zones. That way IF new people come in they can at least learn the basics of avoidance as being a necessary pvp tool in their characters arsenal. I want to add that with fitness becoming an inherent many people that previously had trouble with builds will be more open to possibly taking two travels and learning the benefits of doing so and the reason WHY a pvper might need that. Baby steps...



Who knows? After all this time maybe they(devs) would be willing to make a few small concessions and still be able to save face.



edited to add: pve people on the boards seem all on top of invis once they dont have to take Fitness. God forbid these players figure out how to use phase in a pvp zone!!!!!<-------lil snark there.

Seriously? It would be nice if all the above happenned.


 

Posted

Let me ask...why not go to these changes...

1) Get rid of DR.

2) Put back in Mez Protection

3) Keep the non-offensive toggles from Dropping, but the offensive ones can still drop.

4) Get rid of all the added +Resist everyone gets.

5) Give every AT higher HP caps in PvP Zones.

6) Give everyone the same ACC to hit a target as there is in the PvE game.

7) No travel suppression on being attacked.

There you go! Every AT can take a few extra hits, buffers/debuffers don't feel so useless. Softcapped Defense still have the strength and weakness associated with defense...really strong untill they get hit with lots of -defense debuffs (SR would likely be fine, but those without DDR would lose it fast)...and those with TOHIT buffs will punch through high defense. Just like in PvE!

Give the same strengths/weaknesses as the PvE game! Want to mez that Tanker who's killing squishies, gonna have to stack those holds! Just like NPC mobs have to do (I've seen Tsoo punch through a tankers mez protection to stun them, no different here).

It also keeps the same basic premise...starting to get whacked, you run away!


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Umm.. thats pretty much how it used to be...


 

Posted

Quote:
Originally Posted by BrandX View Post
5) Give every AT higher HP caps in PvP Zones.

6) Give everyone the same ACC to hit a target as there is in the PvE game.
The first of these is impossible (or rather would take a lot of extra programming or wasn't possible when I13 was launched) which is why people got base resistances. Of course, they didn't solve any of the issues they were trying to, but..

The second was the way PvP was at launch - players had a 75% chance to hit other players. This was changed because it severely disadvantaged defense sets, so there's no way the base 50% chance will be changed back to 75%.


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Posted

Quote:
Originally Posted by macskull View Post
The first of these is impossible (or rather would take a lot of extra programming or wasn't possible when I13 was launched) which is why people got base resistances. Of course, they didn't solve any of the issues they were trying to, but..

The second was the way PvP was at launch - players had a 75% chance to hit other players. This was changed because it severely disadvantaged defense sets, so there's no way the base 50% chance will be changed back to 75%.
Okay, how is it disadvantage to the defense sets? Is it just because TOHIT iis possible to be gotten by everyone?

So basically the same weakness for Defense sets in PvP as it would be in PvE?

Or is it because anyone who PvPs will make sure to have access to TOHIT?


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

It's because defense sets are largely balanced around an even-con minion's 50% base hit chance. Obviously accuracy slotting and tohit buffs increase that number, for other players, but it's much more difficult to make defense sets work when players have a base 75% chance to hit than they do 50% (as an example, an SR Scrapper with 45% defense would go from being hit 5% of the time to 35% of the time, and that's before any slotting or buffs are applied to the attacker).

Defense sets are king in PvE because most NPCs lack tohit buffs, and accuracy buffs (such as +acc from being a higher rank or level) don't hurt defense nearly as much as tohit buffs/defense debuffs do. The AI in this game is incredibly dumb, and the NPCs are easy to manipulate to your advantage. Players generally aren't, and most PvP builds are designed to hit all their targets all the time. Elusivity and DR mean the difference isn't as cut-and-dried as it was pre-I13, but defense sets are still at a disadvantage simply because they rely on luck and there's no way to control the types of buffs your attacker has.


@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

Quote:
Originally Posted by BrandX View Post
Let me ask...why not go to these changes...

1) Get rid of DR.

2) Put back in Mez Protection

3) Keep the non-offensive toggles from Dropping, but the offensive ones can still drop.
(This is good but they can do the Champions Online approach and suppress the offensive toggles instead of dropping them.. retogling is just annoying now.)

4) Get rid of all the added +Resist everyone gets.

5) Give every AT higher HP caps in PvP Zones.

6) Put doms and controllers mez lvls back to what it was in i12, and remove the mez protection from domination.

7) Only thing that can suppress someones travel power is a melee attack. And the attacker travel power does not get suppressed

edited .. change if you need.. or add to the list.. till we all find an understanding.. and maybe we can submit it to the devs ... lol dont think they would give it a first look though haha


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Posted

Quote:
Originally Posted by macskull View Post
It's because defense sets are largely balanced around an even-con minion's 50% base hit chance. Obviously accuracy slotting and tohit buffs increase that number, for other players, but it's much more difficult to make defense sets work when players have a base 75% chance to hit than they do 50% (as an example, an SR Scrapper with 45% defense would go from being hit 5% of the time to 35% of the time, and that's before any slotting or buffs are applied to the attacker).

Defense sets are king in PvE because most NPCs lack tohit buffs, and accuracy buffs (such as +acc from being a higher rank or level) don't hurt defense nearly as much as tohit buffs/defense debuffs do. The AI in this game is incredibly dumb, and the NPCs are easy to manipulate to your advantage. Players generally aren't, and most PvP builds are designed to hit all their targets all the time. Elusivity and DR mean the difference isn't as cut-and-dried as it was pre-I13, but defense sets are still at a disadvantage simply because they rely on luck and there's no way to control the types of buffs your attacker has.
i agree with the above, but would add to this
1) Its pretty apparant that the entire to-hit mechanics were balanced around Acc/To-Hit found in casual PvPers, unfortunately for defense builds, PvPers do have more Acc/To-Hit
2) More importantly, ignoring debuffs, you no have 4 variables to balance, Acc, To-Hit, Defense, and Elusivity, amd quite honestly, its harder to balance 4 variables, especially when there can be a wide range between them, it would be much easier to combine to-hit/Acc, and Defense/Elusivity in two variables, which would be easier to strike a balance.