This is why I'm not PvPing.
Andy Belford
Community Manager
Paragon Studios
Reposted the link. Thanks, I typed up the wall of text on a word program and it copied over all messed up.
Caustic attitudes of PvPers... idk... man. I see a lot of it going the other way as well. Also, not ALL PvPers act that way. I don't think I have ever flamed a PvEr. |
all while it's screaming at you at the top of it's lungs about how the other person is more powerful than they are.
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Sincerely, scissors.
Also, your cat in the hat OFFENDS ME GOOD SIR!
Balance has always been a rallying cry for people wanting to *fix* PvP.
People want their flying AR/devices to perform at the same level as a fire/em blaster. That is doesn't work. It doesn't work in PvE it doesn't work in PvP. |
Is balance going to be perfect, down to the decimal point? Of course not, especially when contrasting capabilities that do not relate directly. If one powerset does strong debuffs or mezzes and another does straight DPS, you're always going to have to define specific and probably conditions under which to compare them. But if your game system is such that debuffs rarely have practical value, then no one is going to value debuffing, and that set needs change.
Any less intent than that is being lazy. Intent and reality don't always match, but if the intent is never there, the reality almost certainly won't be.
You *can* make almost anything a viable PvPer- with the right build and skill. However, you will still perform better if you had a fotm with the right build. |
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Masque is correct, to a degree.
In a PVP centric game, you will never have absolute balance. Players, by nature, are very resourceful, and will always be discovering the next FOTM build that rules them all. It's the nature of things when you challenge your Community in a competitive environment. |
MMORPG PVP, done correctly, is an enormous drain on resources. In order for it to be healthy and vibrant, you have to constantly nurture it, tend to it and occasionally trim it, all while it's screaming at you at the top of it's lungs about how the other person is more powerful than they are. |
It's like a Bonsai, with the voice of Sam Kinison. |
MMORPG PVP, done correctly, is an enormous drain on resources. In order for it to be healthy and vibrant, you have to constantly nurture it, tend to it and occasionally trim it, all while it's screaming at you at the top of it's lungs about how the other person is more powerful than they are.
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Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
In fact, it's the very fact that one of those types of blasters is more powerful in PvP (or the other is less powerful, depending on your point of view) that is part of the problem. That's an imbalance. It's that sort of problem that needs to be addressed.
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Reality is, Paper, Rock, Scissors does not exist. It cannot exist in a world where there is a huge X Factor: Player Skill and ingenuity.
Andy Belford
Community Manager
Paragon Studios
Again, "balance" does not mean what you seem to think it means. In fact, it is completely possible to make a powerset do something that makes it desirable. AR need not do as much single-target DPS as Fire Blast, but it should do something that makes people want to use it instead. If it is considered suck-tastic in all functional regards, then something is, in fact, wrong with it, and it should be changed.
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Masque is correct, to a degree.
In a PVP centric game, you will never have absolute balance. Players, by nature, are very resourceful, and will always be discovering the next FOTM build that rules them all. It's the nature of things when you challenge your Community in a competitive environment. MMORPG PVP, done correctly, is an enormous drain on resources. In order for it to be healthy and vibrant, you have to constantly nurture it, tend to it and occasionally trim it, all while it's screaming at you at the top of it's lungs about how the other person is more powerful than they are. It's like a Bonsai, with the voice of Sam Kinison. |
Also, if I may, it might be more helpful to try and design some form of pvp where the players "build" the arena, either by customizing the area people fight in, or the rules, or the power balance (either by negating the effect of enhancements or outlawing inspirations or temps, or what have you). Sort of like a pvp architect. No idea where you'd start from or how you'd go about doing it, but I get the impression that if you approached pvp from the 'customization' side, it'd have a lot more appeal.
you could have it all
My empire of dirt
I will let you down
I will make you <3
Man, that's an awesome quote right there.
Also, if I may, it might be more helpful to try and design some form of pvp where the players "build" the arena, either by customizing the area people fight in, or the rules, or the power balance (either by negating the effect of enhancements or outlawing inspirations or temps, or what have you). Sort of like a pvp architect. No idea where you'd start from or how you'd go about doing it, but I get the impression that if you approached pvp from the 'customization' side, it'd have a lot more appeal. |
As to the other idea, we did something like that: Supergroup/Villaingroup bases. It almost melted the servers.
Andy Belford
Community Manager
Paragon Studios
But AR was consistently viewed as largely under-performing in pre-I13 PvP. In that context, high accuracy was less meaningful since there was no Elusivity for Accuracy to strongly counter. Moreover, damage resistances were not normalized across types, and L/S resistance was the one resistance type all ATs could get. I that context, that left range as its only real advantage, which, while useful in pre-I13's high-speed PvP, was not seen as sufficiently useful to counter the degree to which it was resisted.
Edit to answer your edit:
That is a balancing point. In all likelihood, it is the most simplistic one in which the sets are actually equal in DPS. That is not the only way to balance powersets. Ignoring how it might step outside AT roles for a moment, what if AR dealt lower damage (or at least more-resisted damage), but being hit with all its attacks severely gimped its target's ability to travel? That would not likely become a relevant advantage in bot-on-bot combat because CoH AI sucks at using travel powers. But players might be able to leverage that on a team to a degree that it was attractive to bring AR out in team contexts.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
There should be some explanation of what happens to your stats in PvP, as well as your powers. Basically a tutorial or something to explain why mez always hits, and why BFs don't work... etc.
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For what it's worth i13 did make PvP much less enjoyable for many players. Then again i personally never said that i13 broke PvP, just that it made it more difficult to learn, actually reduced the number of effective AT and powerset combinations, and actually made an entire travel power pool almost useless. PvP wasn't balanced before i13, but in my opinion and the opinions of quite a few others it was no more balanced afterwards, just more frustrating for most players.
i can't promise that i'd PvP a lot if there was a revamp since for me PvP was always a sometimes activity, but i'd certainly give it another shot.
Dr. Todt's theme.
i make stuff...
I heard people don't PVP anymore because I bring Sharks to a Sirens Call match.
Honestly, not everything can be 'balanced', or has to be, it doesn't work that way. It is based upon luck, building right, and playing the set well. Just because you have a psi/em doesn't mean you are a god within the arena and will win every time. For example, I defeated a fire/em blaster with my horribad ice/em after the wonderful ice nerf. Problem? I don't think so bro. A flavor build doesn't make a pvp'er, the pvp'er makes the flavor build because he knows how to work it to his favor.
However, I personally will never PvP again until Masque gives me a 1v1 match.
@Sepultura
'You have enemies? Good. That means you've stood up for something, sometime in your life.'
Dr. Todt's theme.
i make stuff...
But AR was consistently viewed as largely under-performing in pre-I13 PvP. In that context, high accuracy was less meaningful since there was no Elusivity for Accuracy to strongly counter. Moreover, damage resistances were not normalized across types, and L/S resistance was the one resistance type all ATs could get. I that context, that left range as its only real advantage, which, while useful in pre-I13's high-speed PvP, was not seen as sufficiently useful to counter the degree to which it was resisted.
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Do you currently PvP (sorry if I missed that part earlier)?
Nope. I don't. I didn't much before I13, but I had a bunch of friends who did quite actively who I would sometimes join in with. I13 drove them all away.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Well the reason I'm not interested in that is that the point was very much not to discus whether those two powersets are balanced. The point was to counter a claim that if they don't both having benefits of some kind that people actually value, that's fine, because real balance is impossible. That's not valid. If one powerset (or AT) doesn't have any benefits people actually want, then either it should be given some or the system adjusted so that the capabilities it has are more valuable.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
"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."
Well the reason I'm not interested in that is that the point was very much not to discus whether those two powersets are balanced. The point was to counter a claim that if they don't both having benefits of some kind that people actually value, that's fine, because real balance is impossible. That's not valid. If one powerset (or AT) doesn't have any benefits people actually want, then either it should be given some or the system adjusted so that the capabilities it has are more valuable.
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If two sets are relatively balanced to not give a notable advantage but one just doesn't appeal to as wide of an audience that is fine. Not every set has to have a huge fan base if it's not broken. But if players don't like a set because it under preforms that is an issue.
Characters need to accomplish specific goals - in the case of damage dealers, deal as much damage as possible as quickly as possible - and there are some sets that are, simply because of how they're designed, better for that task. The only way you would ever be able to "fix" that (assuming it's even a problem in the first place, which it really isn't) would be to make every powerset and power roughly the same, and I'm sure you can imagine how well that would go over.
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Designed from the ground up, there should be no such thing as a damage dealer that's markedly inferior at actually dealing damage, unless it gives up that damage dealing for some other useful capability (or, to what I take as LISAR's point, some conditionally better way to deal its damage than another set). It's true that over time I saw Con's crew put together a lot of different powersets for different contexts (zone vs. arena vs different team sizes), but there were also AT/powerset combos that seemed clear winners and losers over the long haul. Like Zwil said, time needs to be invested in bringing the really outlying laggards up and the really outlying FotMs down.
Everything doesn't need to be equal. It just all needs to be useful somewhere. And preferably, there's nothing that is always useful everywhere.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
You *can* make almost anything a viable PvPer- with the right build and skill. However, you will still perform better if you had a fotm with the right build.
In fact, it's the very fact that one of those types of blasters is more powerful in PvP (or the other is less powerful, depending on your point of view) that is part of the problem. That's an imbalance. It's that sort of problem that needs to be addressed.