What was your favorite thing about pre-I13 PvP?
Disclaimer: I am not by any stretch of the imagination a 'hardcore' PvP'er. I would consider myself casual... at best.
To be perfectly honest, what I liked about it was the exact same thing I disliked about it.
Most folks are calling it 'speed' but I prefer the term 'dynamic' and think this distinction is important. PvP was most enjoyed for its fast-paced play. The problem, for me, was when it became a contest of invisible jumping beans with brief periods of activity, only to break apart after the initial spot target and DeBuff/spike damage. Stealth, speed, and manuverability were extremely common, which made sense because it was effective. However, I think that was the same thing that was causing the problems. This didn't lend itself to the epic superhero/supervillain battles you read about.
Post 13, the pendulum swung too far the other way lending itself to stop/go herkey-jerky fights, but that's beating a dead horse.
The only reason I'm posting is because I think the key word here is 'dynamic' play. The feeling of constant motion and activity. Out of everything that could be said about pre-I13 PvP, THAT is what appealed to me.
Give a hard cap to movement speeds/height/etc if you must to make it more accessable, and lend itself to more toe to toe comic book battles. That I understand. However, for me at least, the feeling of consistent movement and activity is key.
Hope this helps.
"I play characters. I have to have a very strong visual appearance, backstory, name, etc. to get involved with a character, otherwise I simply won't play it very long. I'm not an RPer by any stretch of the imagination, but character concept is very important for me."- Back Alley Brawler
I couldn't agree more.
The best part of pre i13 pvp was the amount of people. Unfortunately all those people have left and will -never- come back.
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All I can say is, PvP used to be so much fun. I want to be able to bring my main toon in PvP zones again!
I only have one toon with all the badges, IO's, infamy, prestige, accolades, temp powers etc... I don't want to make a Blaster or a regen scrapper, just so I could PvP.
...And why is it disgusting when I type PvP? That's it! I'm never gonna say that ever! :P
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Smallzies!!!!!
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Scarlet Shocker had at least half a chance. Now Blasters are all but redundant in PVP - the world and his dog does more damage than most blasters
Thelonious Monk
My favorite thing about pre-i13 pvp was that it wasn't post-i13 pvp.
Why can't the changes just be dropped and we go back to pre-i13 pvp? That solution has been there for the past 7 issues. 7 ISSUES! This isn't rocket surgery or brain science. Just rollback the ******* changes.
Oh wait, let me guess, you can't rollback changes because this spaghetti coded piece of crap is so tangled that any power changes might break something precious like [Walk].
Oi.
Apologies if this approaches thread necromancy, I didn't see this until it showed up in the off-site Dev Digest just now:
I'm one of the really unlucky ones: both of my favorite PvP characters got nerfed into oblivion, not just rendered even with other people but rendered completely unplayable in PvP, by diminishing returns. The fact is that some builds in City of Heroes just plain have nothing but the same effect stacked lots and lots of times. Take away the ability to stack +def, and what does a bots/FF mastermind have to fight with? Take away the ability to stack slow and -rech, and what does a mercs/poison mastermind have to fight with?
I wasn't around for pre-I13 PvP, I think. If I was, I barely PvP'ed back then. Anyway, the one thing that has been echoed in these dicussions is that you could PvP with just about any primary/secondary back then. While I don't mind that there's a clear PvP metagame right now, it could be a turn off that most powersets simply aren't useful for PvP. Even then, the current system feels like you have to build NOT for your primary and secondary, but your APP or PPP set instead (at least in RV, obviously).
I'm willing to adapt, since I am only now given PvP a shot. But in the brief time I've been playing, I felt like this could be so much better.
since I a sure this will get mod smacked I will make it short. Why would i/we be fair to anyone who asked that question. It's obvious, same as the last dude who asked it (BTW - where the hell did he go...fired already?)..if you are hired as a community manager or whatever they call them and you don't get what people hate about pvp now, what they liked about i12 and the over lack of activity in the pvp forums...before post #1 then they really need to check thier hiring practices.
Is anyone really under the impression the devs, the actual people who can make the changes, don't know what we hate about the crap ball that was i13? That somehow, OH GEE no one made a list and presented it to them for 7 issues, that was the whole problem. Isn't ironic one of the biggest people responsible for the changes has been Sheened? DUH WINNING> |
It's really enough. Either fix it or be honest in your intention to do nothing or mess it up worse. Don't insult us with this nonsense.
"His Imperial Majesty's Minister of Restraints and Leather" -LHF
Two naughty acronym teams / Ascension / Convenient / Artic and the Chillz / Fap / Other teams I can't remember (sorry.. mind is goin')
You people. . . . .
And it's much easier to view feedback in categories like this, because you've got two points and all you need is to say, "Okay, well how was it more diverse? How was it more accessible?" And then there's the specifics, like how powers worked the same, which a lot of people in the thread feel was more understandable than having a modified PvP ruleset--which required a different way of approaching PvP content, and lead to builds that were viable in PvE but not PvP. So, I've been taking a look at all of your comments throughout the week and noticed these two points are the common denominators.
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That's not to say I don't think the system is flawed. There's not really a clear explanation ingame at all about diminishing returns and their effect on PvP. There's no tutorial you go through for the PvP game like you do for the PvE game, and I think it should be considered given the drastic changes that i13 introduced. I think that the lack of clear explanation is the biggest problem here because people go into PvP zones expecting that their powers will work a certain way with no thorough explanation that things are practically completely different.
My Mind Dom's effectiveness has been nerfed to hell since the i13 changes, which was pretty disappointing for me. I think the fact that the only way you can make someone drop toggles now is through end drain rather than mez takes away some enjoyable tactics. It used to be that if I was able to successfully hold someone, the fact that they would have to take the time to wait for their toggles to recharge and be able to reactivate them would have a lot of impact on my tactics, especially for long recharging toggles like Granite. Now while I can hold everyone because of the protection/resistance changes, it feels less like a tactical success because their toggles are only suppressed. Telekinesis also used to be a favorite power of mine to use, which was also nerfed.
While I enjoy PvP in other games, I don't really enjoy CoX PvP much at all. The game wasn't originally created with PvP and it shows. The lack of objective-based PvP is my biggest complaint I think. Open zone PvP (especially stuff that mixes PvE and PvP, like people doing Shivan runs and acquiring nukes) just isn't that fun for me. Running around trying to find people to punch is less fun to me than doing stuff like Capture the Flag or Territory Control and other modes of play. While RV does have elements of Territory Control, I would enjoy it more if there was a separate zone or instance dedicated to it.
Now that the League system is going to be implemented for PvE stuff like the BAF and Lambda incarnate trials, why can't there be the same thing for people to queue up for CTF/TC/etc. runs?
Hands down, out of everything I liked in PvP before the changes, the thing I liked the most is PvP followed the exact same rules as PvE.
Another way of putting it, PvP rules made sense. |
It thus felt like everyone could join PvP zones with their PvE character and, expecting Players to be like strong bosses, play along and have an effect.
Things did make sense, and even if numbers were not exactly the same as in PvE (were they?), the characters felt the same, big effects did big effects, lots of Resistance was lots of resistance, strong mez was strong mez, glass cannon was glass canon...
It thus was casual-friendly and full of excitement and variety to me.
Not something you need a special PvP build and AT-powerset combinations for, or get killed by the rules instead of defeated by a player.
I still think much this all stemmed from a much deeper problem - mechanics aside, what mattered most (to me, anyway) was that when the developers did something with PvP before I13 (which was rare) they usually listened, and even when there was disagreement in the community about a change at least there was a mutual understanding about who was benefiting and why. Changes were subtle since PvP is an extremely delicate ecosystem, much more so than standard PvE, which is why everything was done in piecemeal to allow both the community to adjust and the developers to observe the effects.
Whoever was in charge of the PvP changes in I13 certainly did not give the impression they were listening at all or considering any particular group of players aside from non-PvPers - the majority of which will likely never get into PvP in the first place, as many of us warned at the time - and that rubbed a lot of us the wrong way. So wronged did we feel that some opinions on the matter have only become more sour over the course of two and a half years.
It is nice to be heard again and a step in the right direction, though with due respect we shall see in time if we are being understood and acknowledged or if this is just for hype. And if you're going to change something again, I highly suggest it not come in massive packages with drastic mechanics changes.
Raid Leader of Task Force Vendetta "Steel 70", who defeated the first nine Drop Ships in the Second Rikti War.
70 Heroes, 9 Drop Ships, 7 Minutes. The Aliens never knew what hit them.
Now soloing: GM-Class enemy Adamaster, with a Tanker!
Please limit it to ONE aspect. What was the most standout thing for you in pre-I13 PvP? What was, in your opinion, the single best thing about it?
Here's what I see happening if anything, a revert. That means all the builds we have worked ever so hard on to build for this ridiculous design of pvp will be ruined, great job dev team? You officially wasted 3+ years of the pvp communities time and your reputation with any new game will now be tarnished from this incident, and already is trust me.
The only thing that could possibly turn the remaining pvp community around is if you guys actually spent real time and effort on creating something new and shiny for us. Quite literally an entire issue scaling close to power customization. I highly doubt that'll ever happen, in fact everyone here highly doubts -anything- will happen. Can't really blame us either, like alpha said we tried fixing the developers mistakes and they did nothing but sit there embarrassed. So now maybe give us open world pvp and people -might- consider talking about this without being overwhelmed by the ignorance shown by the people running this game. Until we see something tangible and you quit asking us for information that has been previously presented, expect this sort of attitude.