PvP..what IS wrong with it? seriously im asking you.


Alpha_Zulu

 

Posted

Everytime i read a moaners thread, talk to someone who isnt coming bk, who wants to come bk etc etc they always mention how "PvP is broken" but never say what is broken and just refers to issue "x".

so you the community who like to kick the snot out of eachother

How is PvP broken? i'm sick of people saying it is and when asked nvr answers.

If you lot mean about fairness then surely that is PvP, PvP is never meant to be fair.

And as you may of guess i dont PvP...but is thinking about it more.


 

Posted

how about you read the first 3 stickied threads in this forum and they will pretty much answer you.


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

 

Posted

lol....dont know how you could read about all the complaining and miss the reasons why people complain. Also, wtf do u care, u don't pvp, right? But you're thinking about starting, so read the first sentence again.

I don't care that people complain about whether or not they will get animated faces in i21, therefore, I don't ask why they complain. But maybe I'll start to care......


 

Posted

quoted from eps in i17 CB

in a quick nutshell, this

Quote:
Operating System (Vista, XP, OS X version): n/a
User Client (Mac, PC, Linux): n/a
Server: All live servers & test servers
Zone: Recluse's Victory / Siren's Call / Bloody Bay / Warburg / Arena Matches
Character name: n/a
Time: 24/7
Location: Aforementioned Zones
Archetype: Blaster(I think, didn't do blaster damage)
Level: n/a
Power: All Confuse Powers
Badge: n/a
Mission: n/a
Mission Contact: n/a
Mission ID #: n/a
Bug Description:
I go into rv, and all the sudden, for no exact reason, my defense that I IOd for, goes from 45 to 19.

Flurry does more damage then almost all my primaries

Hitting my slowing powers slows me more then the target

this travel suppression thing is taking away from my regen rate

hitting heals magically makes them less effective.

I get held through acrobatics, it provides mag 2 hold res
Link to Forum Discussions: n/a


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.

 

Posted

Quote:
Originally Posted by HardRider View Post
Everytime i read a moaners thread, talk to someone who isnt coming bk, who wants to come bk etc etc they always mention how "PvP is broken" but never say what is broken and just refers to issue "x".

so you the community who like to kick the snot out of eachother

How is PvP broken? i'm sick of people saying it is and when asked nvr answers.

If you lot mean about fairness then surely that is PvP, PvP is never meant to be fair.

And as you may of guess i dont PvP...but is thinking about it more.
toe tagger had many valid points. sorry to hear that you would consider someone like that a "moaner" because he/she was not complaining about badges, costumes and such.

pvp has been discussed a lot so find the info, read it, go pvp and chances are you will come back to these forums moaning about it.

for someone who has been here since at least 2007 you sure don't know much. i would suggest that you get off the bandwagon, start thinking independently, read some patch notes, participate in pvp or whatever activity before you try to bash a "moaner" who has more experience and understanding than you.


A very sad story about War Witch and the neglected kitty. http://boards.cityofheroes.com/showthread.php?t=219670

Quote:
Originally Posted by Black_Barrier
Guess it's hard to click while actively trying to keep the drool away from the keyboard...

 

Posted

I guess I'll bite. Someone who has been around longer can fill in the gaps if I miss something.

Once upon a time PvP in CoH was quite similar to PvE. Most of the PvP zones were populated during prime times and some all the time, across several servers.

Then Issue 13 came around. This was supposed to be the issue to improve pvp. There wasn't all that much else in this issue (Merit rewards, multiple builds, shields/pain dom, and leveling pacts.) The only content was a few missions added to Cimerora and the midnight squad arcs. The big changes all came with the power and system re-balances for pvp.

The changes made to pvp completely changed the system. It was to the point where players had to learn almost a completely different game. Several powers didn't function in the same manner, and some of the systems introduced are so complex, you literally have to know calculus to properly understand them. I'll attempt to break down the changes and how they affected what the game once was.

1. The damage of all attacks has been refigured. Basically, the longer the activation/animation time of an attack power, the more damage the power is going to do. There are adjustments for recharge time and Endurance cost, but the actual time the power takes up in an attack chain is the primary consideration.

This in of itself seems to make sense. The more time you spend activating a power, the more damage it does. This caused some problems with sets that were fast activating however, as their powers now did significantly less damage. Some sets or individual powers were hit pretty hard by this (ice blast being the first one that comes to mind). On the flip side, powers that were once skippable became the most damaging powers available (flurry).

2. In general, the base damage of all Archetypes has been increased in PvP zones and Arenas. The Containment bonus for Controllers in PvP has been reduced because of their higher base damage.


All archetypes got a damage boost, this counters some of the other changes made later one. What it doesn't say is that the archetypes were not all evenly boosted. Example in pve a fortunata's range attacks do significantly more damage then a defender with psi blasts; in pvp the damage is identical when recharge/activation/endurance are factored in.

3. Travel suppression - Being hit by an attack triggers movement suppression, just as making an attack does. Suppression for being hit by an attack is always the same duration. Any power with a negative impact on the target (including all debuff powers) is considered an attack.

This still one of pvpers biggest complaints. Not only are you slowed when you attack, you are slowed by being attacked. This completely removes evasion from being a tactic/skill in pvp. Subsequently, escape powers like phase/hibernate/pff became even more important because there were the only way to disengage from combat. Also, the notes didn't mention that several buff powers caused travel suppression, ones that didn't even make sense (mind link, rttc, etc). One of the biggest draws of CoH PvP was its fast pace, this took that away.

4. Note that Teleport powers are completely disabled when suppressed.


An entire travel pool was rendered useless.

5. The greater the base range of an attack, the longer the suppression for the attacker.


I didn't even realize that this was part of the update.

6. Teleport Foe and related powers in Gravity Control and Warshade powersets now grant 3/4 of a second "untouchable" flag on the target.

I suppose this was instituted to prevent the tp ganking. I don't have any problems with this change

7. Diminishing Returns - Resistance and defense powers have greater diminishing returns when stacked than in PvE, and lower caps. "Buffing" Archetypes (Defenders, Controllers, Corruptors, Dominators and Masterminds) have less ability to benefit from all buffing powers than other ATs (the powers have less effect on them, and their caps are lower).


Now DR has become a standard for pvp. This is not so much because it was welcomed by the community, but because the way all the powers function, it is a necessity. This also had an major negative side effect. The DR effect is so steep on most attributes buffs have become mostly useless. Why bring a bubbler or sonic when the shields only grant 2-3% of protection? Also since squishies get less benefit from the buffs, the ones that rely on them for survivability (force fields, sonic to a lesser extent) don't get those benefits in pvp, thus rendering their secondary useless.

As a side not defense based toons were given elusivity of 30% to bring them more on par with resistance based toons. This number was shown to be overpowered on paper and in practice. In the following issue, elusivity was reduced to 10%. This proved to be an overnerf and defense-based toons mostly disappeared.

8. Heal Decay - Healing powers suffer from diminishing returns when several are used in a short period of time. Healing powers also trigger suppression.

This really irked a lot of people. The more you heal in a period of time, the less effective it becomes. Also, the healer is travel suppressed. It seems like this was just instituted because someone got grieved by an emp/blaster combo. In its current form, healers are less useful, and easy targets. The more they heal, the less effective it is, and they're also travel suppressed so they're easier targets.

9. Global Resists - All Archetypes (except Tankers and Masterminds) have some default resistances to all attacks in PVP.


All archetypes are given a base resistance, this varied from 10-40%. Not included in the patch notes were that some resistance shields that once granted +res to only some damage types recieved +res to all. What this did was take many of the advantages away from some of the sets and further remove strategy or sense from the pvp game. (ex. invul being weak to psi). Picking patron/app shields doesn't matter cause the res ones all offer the same benefit.

10. Melee classes gain extra resistances to all debuffs and to movement slows. These bonuses are linked to the power in each set that gives status protection (Unyielding Stance, Wet Ice, Plasma Shield, etc.).


Whatever

11. Defeating enemies in PvP can award Influence/Infamy, Inspirations, and rarely Salvage, but no XP.

Good change, numbers are too low, but whatever.

12. In general, there is no such thing as Status Protection in PvP, only Resistance. The exception is Knockback protection, since Knockback is a binary effect. The base durations of status effects are greatly reduced in PvP (generally 4 seconds for Controllers and Dominators, 2 seconds for all other Archetypes).

There are 2 camps on this one. In the old system inspiration management was important especially up against a fortunata or dominator. Balancing breakfrees was a skill in itself. In the current system breakfrees do absolutely nothing. The duration of holds has been reduced, but the ability to counter them has been removed. What happens is instead of having to plan ahead to counter holds, now you simply have to deal with them. Some people like this because it is less work/clicking they have to do; others hate it because they're left helpless with not counter, much like being run out of breakfrees prior to i13. Personally I don't like this change, a powerboosted, dominated, stun can last upwards of 10 seconds. There is nothing you can do to counter that. 10 seconds is certainly long enough to kill someone.

13. Unlike in PvE, defensive toggles do not suppress when you are held/stunned. This means that not only do the toggles not drop, they continue to grant defenses while the player is held/stunned.

Good change

14. Didn't see it in the notes, but there was also a taunt change. Taunt within powersets for brutes/scrappers/tanks now has a -75% range component.


Good change, except for that the base taunt duration isn't affected by taunt resistance. So even unslotted, with a few recharge reductions you can perma-stack it. Oh yea and it stacks, it becomes silly when you have to stand on top of someone to hit them with a melee attack.



All in all what these changes did was remove much of the skill/strategy from the pvp game. It was supposed to attract new players and make the pvp system more accessible for people who failed at the original pvp system. The new players never came and the old players were driven away by a system that simply not fun. It also separated things the pvp and pve game so much that competitive pvp missions or pve/pvp missions will probably never come.

One of the things that really pushes pvpers the wrong way is that when these changes were announced the developers made a statement that pvp would not be ignored any longer.

Quote:
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.
Yea.....


 

Posted

Quote:
Originally Posted by LuxunS View Post
I guess I'll bite. Someone who has been around longer can fill in the gaps if I miss something.

Once upon a time PvP in CoH was quite similar to PvE. Most of the PvP zones were populated during prime times and some all the time, across several servers.

Then Issue 13 came around. This was supposed to be the issue to improve pvp. There wasn't all that much else in this issue (Merit rewards, multiple builds, shields/pain dom, and leveling pacts.) The only content was a few missions added to Cimerora and the midnight squad arcs. The big changes all came with the power and system re-balances for pvp.

The changes made to pvp completely changed the system. It was to the point where players had to learn almost a completely different game. Several powers didn't function in the same manner, and some of the systems introduced are so complex, you literally have to know calculus to properly understand them. I'll attempt to break down the changes and how they affected what the game once was.

1. The damage of all attacks has been refigured. Basically, the longer the activation/animation time of an attack power, the more damage the power is going to do. There are adjustments for recharge time and Endurance cost, but the actual time the power takes up in an attack chain is the primary consideration.

This in of itself seems to make sense. The more time you spend activating a power, the more damage it does. This caused some problems with sets that were fast activating however, as their powers now did significantly less damage. Some sets or individual powers were hit pretty hard by this (ice blast being the first one that comes to mind). On the flip side, powers that were once skippable became the most damaging powers available (flurry).

2. In general, the base damage of all Archetypes has been increased in PvP zones and Arenas. The Containment bonus for Controllers in PvP has been reduced because of their higher base damage.


All archetypes got a damage boost, this counters some of the other changes made later one. What it doesn't say is that the archetypes were not all evenly boosted. Example in pve a fortunata's range attacks do significantly more damage then a defender with psi blasts; in pvp the damage is identical when recharge/activation/endurance are factored in.

3. Travel suppression - Being hit by an attack triggers movement suppression, just as making an attack does. Suppression for being hit by an attack is always the same duration. Any power with a negative impact on the target (including all debuff powers) is considered an attack.

This still one of pvpers biggest complaints. Not only are you slowed when you attack, you are slowed by being attacked. This completely removes evasion from being a tactic/skill in pvp. Subsequently, escape powers like phase/hibernate/pff became even more important because there were the only way to disengage from combat. Also, the notes didn't mention that several buff powers caused travel suppression, ones that didn't even make sense (mind link, rttc, etc). One of the biggest draws of CoH PvP was its fast pace, this took that away.

4. Note that Teleport powers are completely disabled when suppressed.


An entire travel pool was rendered useless.

5. The greater the base range of an attack, the longer the suppression for the attacker.


I didn't even realize that this was part of the update.

6. Teleport Foe and related powers in Gravity Control and Warshade powersets now grant 3/4 of a second "untouchable" flag on the target.

I suppose this was instituted to prevent the tp ganking. I don't have any problems with this change

7. Diminishing Returns - Resistance and defense powers have greater diminishing returns when stacked than in PvE, and lower caps. "Buffing" Archetypes (Defenders, Controllers, Corruptors, Dominators and Masterminds) have less ability to benefit from all buffing powers than other ATs (the powers have less effect on them, and their caps are lower).


Now DR has become a standard for pvp. This is not so much because it was welcomed by the community, but because the way all the powers function, it is a necessity. This also had an major negative side effect. The DR effect is so steep on most attributes buffs have become mostly useless. Why bring a bubbler or sonic when the shields only grant 2-3% of protection? Also since squishies get less benefit from the buffs, the ones that rely on them for survivability (force fields, sonic to a lesser extent) don't get those benefits in pvp, thus rendering their secondary useless.

As a side not defense based toons were given elusivity of 30% to bring them more on par with resistance based toons. This number was shown to be overpowered on paper and in practice. In the following issue, elusivity was reduced to 10%. This proved to be an overnerf and defense-based toons mostly disappeared.

8. Heal Decay - Healing powers suffer from diminishing returns when several are used in a short period of time. Healing powers also trigger suppression.

This really irked a lot of people. The more you heal in a period of time, the less effective it becomes. Also, the healer is travel suppressed. It seems like this was just instituted because someone got grieved by an emp/blaster combo. In its current form, healers are less useful, and easy targets. The more they heal, the less effective it is, and they're also travel suppressed so they're easier targets.

9. Global Resists - All Archetypes (except Tankers and Masterminds) have some default resistances to all attacks in PVP.


All archetypes are given a base resistance, this varied from 10-40%. Not included in the patch notes were that some resistance shields that once granted +res to only some damage types recieved +res to all. What this did was take many of the advantages away from some of the sets and further remove strategy or sense from the pvp game. (ex. invul being weak to psi). Picking patron/app shields doesn't matter cause the res ones all offer the same benefit.

10. Melee classes gain extra resistances to all debuffs and to movement slows. These bonuses are linked to the power in each set that gives status protection (Unyielding Stance, Wet Ice, Plasma Shield, etc.).


Whatever

11. Defeating enemies in PvP can award Influence/Infamy, Inspirations, and rarely Salvage, but no XP.

Good change, numbers are too low, but whatever.

12. In general, there is no such thing as Status Protection in PvP, only Resistance. The exception is Knockback protection, since Knockback is a binary effect. The base durations of status effects are greatly reduced in PvP (generally 4 seconds for Controllers and Dominators, 2 seconds for all other Archetypes).

There are 2 camps on this one. In the old system inspiration management was important especially up against a fortunata or dominator. Balancing breakfrees was a skill in itself. In the current system breakfrees do absolutely nothing. The duration of holds has been reduced, but the ability to counter them has been removed. What happens is instead of having to plan ahead to counter holds, now you simply have to deal with them. Some people like this because it is less work/clicking they have to do; others hate it because they're left helpless with not counter, much like being run out of breakfrees prior to i13. Personally I don't like this change, a powerboosted, dominated, stun can last upwards of 10 seconds. There is nothing you can do to counter that. 10 seconds is certainly long enough to kill someone.

13. Unlike in PvE, defensive toggles do not suppress when you are held/stunned. This means that not only do the toggles not drop, they continue to grant defenses while the player is held/stunned.

Good change

14. Didn't see it in the notes, but there was also a taunt change. Taunt within powersets for brutes/scrappers/tanks now has a -75% range component.


Good change, except for that the base taunt duration isn't affected by taunt resistance. So even unslotted, with a few recharge reductions you can perma-stack it. Oh yea and it stacks, it becomes silly when you have to stand on top of someone to hit them with a melee attack.



All in all what these changes did was remove much of the skill/strategy from the pvp game. It was supposed to attract new players and make the pvp system more accessible for people who failed at the original pvp system. The new players never came and the old players were driven away by a system that simply not fun. It also separated things the pvp and pve game so much that competitive pvp missions or pve/pvp missions will probably never come.

One of the things that really pushes pvpers the wrong way is that when these changes were announced the developers made a statement that pvp would not be ignored any longer.



Yea.....

Great wright up.. would like to add that when these changes came about no regular pvper much less the experts were invited to the testing.. it was all vet pve'rs

also when asked about the changes and challenged the devs stated that this change was not for us the original pvpers on the game.. it was for the pvpers that the marketing dpt. thought they were going to get.. alot of the pvpers then myself included took this as an insult and left after the issue dropped... i just recently came back a month ago..

so all that money i spent.. all the people i introduced to the game..countless pliing and pvping.. went down the drain.. and what i dont think they realize was most of the high end pvpers were the high end pver's who did all the tf/farming/dedicated to the game because we had a end game component in pvp.. other people when the get bored of the pve game .. leave..

but i cant begin to understand what goes on in a mind of a dev... more emotes please


Freedom:
Iron-Blade 50kat/invul Iron Ascension 50trifpb Cinder Reborn 50fire/kin Zaha'doom 50triws Cindered Stones 50fire/ston ColdFusion 35 ice/rad Iron Ash 50 Fir/WP
Iron Wind km/regen Iron Static elec/reg Psy Entity 50 psy/dev Iron-Assassin 50 nin/nin

 

Posted

Quote:
Originally Posted by LuxunS View Post
I guess I'll bite. Someone who has been around longer can fill in the gaps if I miss something.

Once upon a time PvP in CoH was quite similar to PvE. Most of the PvP zones were populated during prime times and some all the time, across several servers.

Then Issue 13 came around. This was supposed to be the issue to improve pvp. There wasn't all that much else in this issue (Merit rewards, multiple builds, shields/pain dom, and leveling pacts.) The only content was a few missions added to Cimerora and the midnight squad arcs. The big changes all came with the power and system re-balances for pvp.

The changes made to pvp completely changed the system. It was to the point where players had to learn almost a completely different game. Several powers didn't function in the same manner, and some of the systems introduced are so complex, you literally have to know calculus to properly understand them. I'll attempt to break down the changes and how they affected what the game once was.

1. The damage of all attacks has been refigured. Basically, the longer the activation/animation time of an attack power, the more damage the power is going to do. There are adjustments for recharge time and Endurance cost, but the actual time the power takes up in an attack chain is the primary consideration.

This in of itself seems to make sense. The more time you spend activating a power, the more damage it does. This caused some problems with sets that were fast activating however, as their powers now did significantly less damage. Some sets or individual powers were hit pretty hard by this (ice blast being the first one that comes to mind). On the flip side, powers that were once skippable became the most damaging powers available (flurry).

2. In general, the base damage of all Archetypes has been increased in PvP zones and Arenas. The Containment bonus for Controllers in PvP has been reduced because of their higher base damage.


All archetypes got a damage boost, this counters some of the other changes made later one. What it doesn't say is that the archetypes were not all evenly boosted. Example in pve a fortunata's range attacks do significantly more damage then a defender with psi blasts; in pvp the damage is identical when recharge/activation/endurance are factored in.

3. Travel suppression - Being hit by an attack triggers movement suppression, just as making an attack does. Suppression for being hit by an attack is always the same duration. Any power with a negative impact on the target (including all debuff powers) is considered an attack.

This still one of pvpers biggest complaints. Not only are you slowed when you attack, you are slowed by being attacked. This completely removes evasion from being a tactic/skill in pvp. Subsequently, escape powers like phase/hibernate/pff became even more important because there were the only way to disengage from combat. Also, the notes didn't mention that several buff powers caused travel suppression, ones that didn't even make sense (mind link, rttc, etc). One of the biggest draws of CoH PvP was its fast pace, this took that away.

4. Note that Teleport powers are completely disabled when suppressed.


An entire travel pool was rendered useless.

5. The greater the base range of an attack, the longer the suppression for the attacker.


I didn't even realize that this was part of the update.

6. Teleport Foe and related powers in Gravity Control and Warshade powersets now grant 3/4 of a second "untouchable" flag on the target.

I suppose this was instituted to prevent the tp ganking. I don't have any problems with this change

7. Diminishing Returns - Resistance and defense powers have greater diminishing returns when stacked than in PvE, and lower caps. "Buffing" Archetypes (Defenders, Controllers, Corruptors, Dominators and Masterminds) have less ability to benefit from all buffing powers than other ATs (the powers have less effect on them, and their caps are lower).


Now DR has become a standard for pvp. This is not so much because it was welcomed by the community, but because the way all the powers function, it is a necessity. This also had an major negative side effect. The DR effect is so steep on most attributes buffs have become mostly useless. Why bring a bubbler or sonic when the shields only grant 2-3% of protection? Also since squishies get less benefit from the buffs, the ones that rely on them for survivability (force fields, sonic to a lesser extent) don't get those benefits in pvp, thus rendering their secondary useless.

As a side not defense based toons were given elusivity of 30% to bring them more on par with resistance based toons. This number was shown to be overpowered on paper and in practice. In the following issue, elusivity was reduced to 10%. This proved to be an overnerf and defense-based toons mostly disappeared.

8. Heal Decay - Healing powers suffer from diminishing returns when several are used in a short period of time. Healing powers also trigger suppression.

This really irked a lot of people. The more you heal in a period of time, the less effective it becomes. Also, the healer is travel suppressed. It seems like this was just instituted because someone got grieved by an emp/blaster combo. In its current form, healers are less useful, and easy targets. The more they heal, the less effective it is, and they're also travel suppressed so they're easier targets.

9. Global Resists - All Archetypes (except Tankers and Masterminds) have some default resistances to all attacks in PVP.


All archetypes are given a base resistance, this varied from 10-40%. Not included in the patch notes were that some resistance shields that once granted +res to only some damage types recieved +res to all. What this did was take many of the advantages away from some of the sets and further remove strategy or sense from the pvp game. (ex. invul being weak to psi). Picking patron/app shields doesn't matter cause the res ones all offer the same benefit.

10. Melee classes gain extra resistances to all debuffs and to movement slows. These bonuses are linked to the power in each set that gives status protection (Unyielding Stance, Wet Ice, Plasma Shield, etc.).


Whatever

11. Defeating enemies in PvP can award Influence/Infamy, Inspirations, and rarely Salvage, but no XP.

Good change, numbers are too low, but whatever.

12. In general, there is no such thing as Status Protection in PvP, only Resistance. The exception is Knockback protection, since Knockback is a binary effect. The base durations of status effects are greatly reduced in PvP (generally 4 seconds for Controllers and Dominators, 2 seconds for all other Archetypes).

There are 2 camps on this one. In the old system inspiration management was important especially up against a fortunata or dominator. Balancing breakfrees was a skill in itself. In the current system breakfrees do absolutely nothing. The duration of holds has been reduced, but the ability to counter them has been removed. What happens is instead of having to plan ahead to counter holds, now you simply have to deal with them. Some people like this because it is less work/clicking they have to do; others hate it because they're left helpless with not counter, much like being run out of breakfrees prior to i13. Personally I don't like this change, a powerboosted, dominated, stun can last upwards of 10 seconds. There is nothing you can do to counter that. 10 seconds is certainly long enough to kill someone.

13. Unlike in PvE, defensive toggles do not suppress when you are held/stunned. This means that not only do the toggles not drop, they continue to grant defenses while the player is held/stunned.

Good change

14. Didn't see it in the notes, but there was also a taunt change. Taunt within powersets for brutes/scrappers/tanks now has a -75% range component.


Good change, except for that the base taunt duration isn't affected by taunt resistance. So even unslotted, with a few recharge reductions you can perma-stack it. Oh yea and it stacks, it becomes silly when you have to stand on top of someone to hit them with a melee attack.



All in all what these changes did was remove much of the skill/strategy from the pvp game. It was supposed to attract new players and make the pvp system more accessible for people who failed at the original pvp system. The new players never came and the old players were driven away by a system that simply not fun. It also separated things the pvp and pve game so much that competitive pvp missions or pve/pvp missions will probably never come.

One of the things that really pushes pvpers the wrong way is that when these changes were announced the developers made a statement that pvp would not be ignored any longer.



Yea.....
Thanks for being the actual help and not attack me like others seem to do.

As for the rest, yer i've been here since 2005, 2007 on the fourms (yer 2 yrs i didnt use the fourms-so), however ive never really liked pvp...once i did, but when you lot started to be disrespecful in pvp bk then (i cant say about now) i gave up and went bk to pve.
Now im interested all u care about is to think im a noob and attack me..yer im a noob at pvp so blo0dly what. Maybe if you want more people to pvp u should change your atitude.

When i looked at the sticky titles i thought they were suggestion based thread and couldnt care about suggestions atm, all i was wondering was HOW pvp is broken in your eyes. as people either say it is and dont explain or say a couple of things and leave it there.

So how about you get ur head out ur own *** OI and stop being stuck up to those who want to get info directly...and how about u read my OP first..i wasnt bashing no-one i was just saying that they said it was broken, i didnt say their crap etc to say it is, and try pvp? i want to find out about it first before i lvl a toon that would just be pants at it.


 

Posted

luxuns really nailed it with that write up, and repeats what has been said many times before in a touch more eloquent way.

personally, i pvp'd from i6 release up until about 2 weeks into i13. the biggest headaches were:

damage based on activation. a reasonably logical way to base pvp damage, but it relies on players willingness to learn an entirely new system of power ranking/damage. it also somehow led to the example of flurry. these two issues alone should have raised some major red flags.

travel suppression. inspirations? buffs? really?

approaching ridiculous in diminishing returns. yeowch.

pvp io's on ridiculous timers/drop rates for risk/reward ratios. they are not any where near that good in most drop cases, and the bonuses are fairly standard to be temporarily nerfed into oblivion when used in pvp.

finally, the stated commitment and complete 180 in action and discussion. nobody expects a miracle for a nickel, but there had to be some interesting discussions at the office with the community waving giant flags about these issues and having it pushed out the door anyway. then not talking about it, ever, burning the birth certificate, killing the midwife, nuking the hospital, and e.m.p.'ing the internets.

i'm 'hopeful' the endgame/incarnate offering takes a look at pvp in a positive way to extend that portion of the game further as well. glass half empty might suggest that incarnate powers would simply be disallowed in any pvp circumstance, or only in arena settings to minimize workload and avoid addressing it entirely.


Kittens give Morbo gas.

 

Posted

What are the most annoying/important changes? I'm not playing pvp very often, but sometimes. This thread helps me understand whats wrong. Now I know why my tp didn't worked when I tried to use it.

edit. I didn't saw any difference before or after i13 I just died then and I'm dying now. When I'll see brute I know I'm going to die. No matter what I'm doing. Tesla cage does nothin, endu drain no effect and my blasts are not doing damage fast enough. 1+1+1=dead blaster


Prunejuice is warriors drink.

 

Posted

This biggest problem i have with the new PvP is DR.. I normally run a MM, and i did fairly well in competitive PvP back on the test server before i13 nuked PvP from orbit.

What they don't tell you, is they set pretty solid caps on most squishys using DR. No matter how much inf you throw into a toon, no matter how many PvP IOs, or buffs, or inspriations, you cant get higher then those set caps. Which means my defense capped MM, can never get higher then 20% defense. NEVER. I could run with all my toggles and buffs, or none of them, and my sheer set bonuses along put me near that cap, i toggle everything on, and i literally gain 4%.

If the dev's didnt want a soft capped MM, they shouldnt have given us the option to make one, not set pretty hard caps to just say 'NO'

You also forgot the mass AoE nerf. Basically most AoEs, as they are quick animating, were cut in about 1/2 damage wise, and things like inferno, fireball, etc were completely nerfed to the point where brawl almost does more damage. This was made to nerf the fire/EM blasters from back in the day, but now we have psi/EM that can perma placate.. so i really dont have the slightest idea what the dev's were smoking, but they should atlest have the decentcy to share next time ya know?


 

Posted

Quote:
Originally Posted by IronAlex View Post
it was for the pvpers that the marketing dpt.
To me, here's an important point:
Who's in charge finally ? Devs (PS) or marketing dpt (NC soft) ?

I don't think devs have that much choices, and maybe pvp forum is a forbidden zone for them, as long as "bigboss" from NC Soft doesn't alow it. Maybe they're muted... maybe not. But i can't get off the idea that NC Soft has a major role in this crap.

When i was meeting Avatea in beginning of summer, she unofficially said, when i ask her about pvp (my main concern), that nothing was on the way (as far as she could see).


 

Posted

Quote:
Originally Posted by LuxunS View Post
I guess I'll bite. Someone who has been around longer can fill in the gaps if I miss something.

...Solid Info...

Yea.....

+Plus Rep

Thank you for that succinct post. I've been in a similar boat to the OP and it's interesting to get a solid consolidated post explaining it.


 

Posted

Quote:
Originally Posted by HardRider View Post

How is PvP broken? i'm sick of people saying it is and when asked nvr answers.

If you lot mean about fairness then surely that is PvP, PvP is never meant to be fair.

And as you may of guess i dont PvP...but is thinking about it more.
  • Anytime you do anything in a zone you stop moving.
  • Travel speeds have been reduced.
  • IR and SB were gutted for +Speed
  • Break Frees are obsolete.
  • Damage per activation has led to absurd results.
  • Assassin's Strike does less than Sharks.
  • Ice Blasters RIP.
  • Buffers are hit by DR.
  • Innate resistance + DR makes your epic shields less worthy.
  • Sonics are now obsolete.
  • Kins are semi-obsolete, you see them occasionally but rarely in large-scale high end matches.
  • New hold system turns game into stop and go.
  • Holds are doing close to Blaster damage...on Controllers.
  • Cages are useless/borked.
  • Procs deal zomg unresisted damage (not entirely bad given resistances).
  • Tanker Fossilize does more damage than some Blaster attacks...on a low-damage AT.
  • Slows are near irrelevant.
  • Ally shields add a fraction of their stated resistance/defense buff.
  • Competitive builds need billions in inf to be complete, outside of HP cap.

That's it off the top of my head...


Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
168760: A Death in the Gish. 3 missions, 1-14. Easy to solo.
Infinity Villains
Champion, Pinnacle, Virtue Heroes

 

Posted

Quote:
Originally Posted by Neuronia View Post
  • Anytime you do anything in a zone you stop moving.
  • Travel speeds have been reduced.
  • IR and SB were gutted for +Speed
  • Break Frees are obsolete.
  • Damage per activation has led to absurd results.
  • Assassin's Strike does less than Sharks.
  • Ice Blasters RIP.
  • Buffers are hit by DR.
  • Innate resistance + DR makes your epic shields less worthy.
  • Sonics are now obsolete.
  • Kins are semi-obsolete, you see them occasionally but rarely in large-scale high end matches.
  • New hold system turns game into stop and go.
  • Holds are doing close to Blaster damage...on Controllers.
  • Cages are useless/borked.
  • Procs deal zomg unresisted damage (not entirely bad given resistances).
  • Tanker Fossilize does more damage than some Blaster attacks...on a low-damage AT.
  • Slows are near irrelevant.
  • Ally shields add a fraction of their stated resistance/defense buff.
  • Competitive builds need billions in inf to be complete, outside of HP cap.

That's it off the top of my head...

I'll also add


Kinetic Melee's last attack does more damage than AS
New Domination/mez system basically screwed Dominators. Domination is just a free +end bar.
AS got gutted while attacks such as Fossilize do more damage.
Slows don't actually slow.
Ice blast/Ice assault are useless.
Traps is useless.
Mez protection powers such as CM, EM, or Clarity do not prevent allies from being mezzed.
DR hits certain attributes so hard it makes other powers OP. (Heat Exhaustion for example


 

Posted

Quote:
Originally Posted by Neuronia;3200657[*
Competitive builds need billions in inf to be complete, outside of HP cap.
Just want to pick up on this point. I PvP occasionally, but not a great deal and I don't know that much about the mechanics, but what other than +Hp is worth slotting for if DR ruins everything?

I slot for global recharge, HP, +damage and space for procs (Maybe for KB if needed) and then I run out of ideas before my PvP build even approach the cost of my PvE builds. I don't know if that is lack of knowledge on my part or what?

Edit:

For me the single worst part about PvP is the lack of documentation! People spend ages learning the PvE mechanics so I can work out how to softcap my builds, or if it is worth getting that last bit of +res, attack chains etc. Considering they don't really want people knowing too much I think it was ok not to give this out, but when you get people like myself who know the PvE game pretty well scratching our heads why we are being flung about RV despite having mag 12 kb protection we have to come here for information.

Nowhere in game am I told that I need mag 41 KB protection for PvP, nowhere does the game mention DR or how much it effects you, nowhere does it talk about the animation time thing. I think having to come to the forums to find out basic information is stupid.

I actually don't mind PvP in it's current format (I didn't PvP at all pre-i13, even pre-i17), and I know that if the other side has a healer it is harder to kill players so they must have some effect and can't be totally useless.


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Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Quote:
Originally Posted by PrincessDarkstar View Post
Just want to pick up on this point. I PvP occasionally, but not a great deal and I don't know that much about the mechanics, but what other than +Hp is worth slotting for if DR ruins everything?

I slot for global recharge, HP, +damage and space for procs (Maybe for KB if needed) and then I run out of ideas before my PvP build even approach the cost of my PvE builds. I don't know if that is lack of knowledge on my part or what?
Basically you need +Regen, +HP, +Range, 41 pts of KB protect, some LOTG 7.5, Microfilament Exposures for runspeed/jump speed, a Stealth IO, Glad Javelin procs, etc etc. You also need phase or hiber as an escape power.

So yeah, unless you are going to be hardcore, just build something you find amusing, fiddle around with your friends or drop into a zone and shoot people.


Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
168760: A Death in the Gish. 3 missions, 1-14. Easy to solo.
Infinity Villains
Champion, Pinnacle, Virtue Heroes

 

Posted

Just for an example, playing a fortunata vs. a psi defender.
I have and play both, defenders get the full 40% resist bonus in pvp,fortunata gets 10%.
Since diminishing returns my fortunata, a defense based toon, now has 72% less defense thanks to DR. With pvp being resistance based now, this severly cripples the fortunata, and favors the defender over it.
Since the bonus defenders now get when soloing, with decreses up to a team of 3, my defender now outdamages the fortunata.
Take into account this is only primary powers, the secondary for the fortunata is virtually nil since DR , the secondary for my defender, which is radiation, still works as intended, to a degree(not counting the effects of heal decay)the debuffs still do thier job.
So now thanks to the laundry list of bad choices the devs have forced upon us, the "support" toon in this case is now much better than what is supposed to be an attack class toon.
I've stated this numerous times, but for someone asking whats wrong with pvp, i'll phrase it as a question: What would you rather play in PvP, something you've played through level after level in PvE, and know its strengths & weaknesses, or the presumably "same" toon, only to get in a PvP zone, and find that thier damage is different, holds don't hold, they have no defense, their movement goes to a snails pace when they attack, are attacked, pop an inspiraition, heal, or even get hit byNPC characters?

Personally, i'd like to play my characters as i've learned to play them in PvE, knowing if i have to use an inspiration, like a break free, or a heal, its going to work like intended.
Every toon should have a role to play in PvP the same as PvE, this is no longer possible because of changes that were made to the system for the veiled reasoning of trying to get new players interested.
Their changes only pushed the old players out, and pushed the "even playing field" further apart.

Unfortunately the O.P. can't make a decision based on a comparison of the pre & post nerfed systems, but you do know the difference between the way your character preforms in PvE & what its like in PvP now.
The question is which would you prefer?


 

Posted

Quote:
Originally Posted by PrincessDarkstar
For me the single worst part about PvP is the lack of documentation! People spend ages learning the PvE mechanics so I can work out how to softcap my builds, or if it is worth getting that last bit of +res, attack chains etc. Considering they don't really want people knowing too much I think it was ok not to give this out, but when you get people like myself who know the PvE game pretty well scratching our heads why we are being flung about RV despite having mag 12 kb protection we have to come here for information.

Nowhere in game am I told that I need mag 41 KB protection for PvP, nowhere does the game mention DR or how much it effects you, nowhere does it talk about the animation time thing. I think having to come to the forums to find out basic information is stupid.
This is a major problem. There are probably guides for everything in one spot or another, but not sure if there is a compilation. Maybe I'll do one up as my last thing before I move on to another game. Good luck getting a pvp tutorial or information put in-game.

Quote:
Originally Posted by Voided_Soul
Since diminishing returns my fortunata, a defense based toon, now has 72% less defense thanks to DR. With pvp being resistance based now, this severly cripples the fortunata, and favors the defender over it.
Since the bonus defenders now get when soloing, with decreses up to a team of 3, my defender now outdamages the fortunata.
I've been complaining about this for months. Defenses can still work, I've written posts about it if you care to search for them. The lack of damage however, there isn't much that you can do about that beyond the typical procs and grabbing 2x assault. Ranged damage mod is the same for defender/fortunata.


 

Posted

in simple terms -

they took pvp and dumbed it down so that new pvpers would not feel outclassed when they flocked in to pvp ( a common complaint from care bear pvers..that pvp was hard, their dark,dark,dark defs were useless, and the mix/max builds made it impossible for them to survive ) .

Those of us who did pvp pre i13 - pretty much hate every change (and a huge clue to the developers - none of the pvp changes made it to pve...unlike every other major power change in the game --- like ED..)

So they gutted pvp to make it easier in the hopes more people would pvp. Those people never came and the majority of those who did pvp left because of said changes.


 

Posted

People who are not interested in pvp are not going to play pvp. No matter what changes happens. They are not even interested any changes in pvp and they skip all pvp info in patch notes (I do that). So... why bother to change pvp to please them (us/me) if they don't like pvp at all? There is good pve content in game and pve players like that content. They don't mystically start to like pvp. its matter of taste. Nothing else and nothing can affect that.

But truth is that those pvp maps are empty today. I can't remember when I saw actual fighting in Sirens last time. Probably 2 years ago.


Prunejuice is warriors drink.

 

Posted

Quote:
Originally Posted by zachary_EU View Post
People who are not interested in pvp are not going to play pvp. No matter what changes happens. They are not even interested any changes in pvp and they skip all pvp info in patch notes (I do that). So... why bother to change pvp to please them (us/me) if they don't like pvp at all? There is good pve content in game and pve players like that content. They don't mystically start to like pvp. its matter of taste. Nothing else and nothing can affect that.

I'm not so sure about this because I am a pretty good example of this. I couldn't care less about pvp until about i11ish then found it rather exciting but after playing for a while i found that this game (the good pve content you mentioned) got really repetitive, monotonous, and really really easy, and pvp was the only thing that offered a challenge.


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.

 

Posted

Quote:
Originally Posted by PC_guy View Post
I'm not so sure about this because I am a pretty good example of this. I couldn't care less about pvp until about i11ish then found it rather exciting but after playing for a while i found that this game (the good pve content you mentioned) got really repetitive, monotonous, and really really easy, and pvp was the only thing that offered a challenge.
/this. you just reminded me of pvping then pveing on any character. bunny hopping in mission always seemed to be very jarring to the other staid and seemingly still members of the team.

pve play has gotten a bit more engaging with the enhanced options, but i still miss kiting teams in siren's.


Kittens give Morbo gas.

 

Posted

Quote:
Originally Posted by B_Witched View Post
in simple terms -

they took pvp and dumbed it down so that new pvpers would not feel outclassed when they flocked in to pvp ( a common complaint from care bear pvers..that pvp was hard, their dark,dark,dark defs were useless, and the mix/max builds made it impossible for them to survive ) .
That's funny.

Assault Rifle/Ice Manipulation is still bad.


Way to go devs, you guys rock.


 

Posted

Quote:
Originally Posted by zachary_EU View Post
There is good pve content in game and pve players like that content.
Yeah okay. I like going into missions where the NPCs conveniently enough just sit there waiting for me to attack them. Missions are either kill all, rescue someone, kill a boss, or some variation of the three.

The PvE in this game is boring, monotonous, unexciting, and downright easy as hell.


I lol at people that think they need a stone brute/tank for anything. Or that you can't do something because you don't have a tank/brute to hold aggro.