This is why I'm not PvPing.
New Mez rules- I like them. 2-4 seconds is plently long enough to help a stalker get off an AS, or for a melee toon to hustle its <pancake> rearend over to the target to hit it. Honestly, anyone who thinks controllers and doms are not viable in pvp, hasn't really been PvPing. ATs are more than just their primary and saying /posion doesn't mean a controller is viable is fooling themself. Thats like saying in PvP tanks fight by spaming taunt and hoping their chance for psi damage proc kills something. DR-Im on the fence- I get that it was suppose to help lower the bar for players to try PvP. I just don't think it worked. Inherent resists- not a fan, but I get why they were put in place. As much as people wanted to kill other targets, they also didn't want to die *that* fast on their squishy characters. I'm just not a fan. |
DR is ok...hits Defense kinda hard but Heal Decay is bleh.
Resists are meh. Beats carrying a tray of Oranges and a few Break Free into matches I guess, but the dual build feature would allow us to get Psi Shield, Fire Shield and so on.
Mixed bag at best and duel Sepultura already so they can challenge us in the Level 5 Ladder :P
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
I've worked with several very experienced PVP game designers who would give their eye-teeth for an answer to that question.
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. |
When it does, like oh, say, an AE PL farm, it becomes a lot more obvious.
But as to "perfect" balance being impossible, perfect anything is impossible. But "balanced enough to not matter anymore" is very possible. It just also happens to require a particular approach to the problem I think game designers are unable or unwilling to execute.
The enormous advantage MMO game designers have is that they not only make all the toys, they also make all the rules under which those toys must function. But I have *never*, *ever* seen an MMO in which the mechanics and offensive and defensive systems have been constructed in an integrated manner. If you do that, you can make a balanced PvP system because you can have mechanics and powers meet in the middle. If you try to bolt them together after the fact, you've just made the problem a hundred times harder, but still not impossible. Just highly improbable.
I suspect, however, the only way to prove this is proof by counter-example, and that's unlikely to happen anytime soon.
I'll make an even stronger assertion. I assert that PvP balance is *easier* than true PvE balance. The only reason this appears to not be the case is that its even harder to start with a system designed for PvE and then extend it to balanced PvP, and because most PvE systems aren't very well balanced either: they are not so much balanced as the reward systems are designed to dilute imbalances. But you can't do that in PvP, where the primary reward is "the enemy dies."
** There is also the argument that its wildly unbalanced PvE is part of the game's overall attractiveness, but that severely hampers PvP when the thing on the other side of the screen is another human being, and not a critter.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
You mention Con. You realize that post i13 he was still around, pvping right? He even went so far as to start up a team for a test league that we were never able to get off the ground. So who exactly were these friends of yours that left CoH directly due to I13?
|
I have seen a lot of PvPers leave, some say "I really hate TS/HD/DR" They don't really say I hated the I13 changes. I think people who really PvPed back then KNOW that PvP wasn't exactly working the greatest either. The I13 changes were just too drastic and heavy handed.
|
TS/HD/DR are the I13 changes, in a nutshell. Sure, there are other bits and pieces not there, but those are the three mechanics PvPers almost universally seem to dislike. I don't think any PvPer worth their salt pre-I13 would disagree with your assertion that the old system wasn't perfect. Everyone knew the system had its flaws and the community even had a nice list of things that needed fixing and how they could be fixed, and they were essentially ignored.
"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."
So if I am addressing the various rumors/myths/fallacies about pre i13 vs post i13 pvp, I think my usage of the word "balance" is correct, and perhaps the word doesn't mean what you think it means. Just because YOU view the term in a specific way does not mean that my addressing these myths is using the term incorrectly.
|
I don't think CoH is as well balanced as it could be, either before I13 or after. I think better balance is a desirable goal. I will be very shocked if we ever get it, because it takes time and effort, and PvP is too niche a concern for our community.
Again, feeding the mythology that I13 chased all the PvPers away- but we will come back to that. |
I just am not sure that someone who admittedly does not pvp, nor was ever really active would be able to offer insight into how something is or isn't working. |
I'm sure you have an extensive pvp career in other games which you will toute as proof of your superior knowledge, however you .. don't..even...PvP..here. So is your knowledge of pre I13 PvP from first hand knowledge or just dicussions with these *friends* who abandoned you? |
By the way, what are you attempting to imply with your emphasis asterisks on "friends"? Are you trying to insinuate that they didn't exist? That they weren't my friends?
I would offer that, these circumstances already exist in CoX PvP. Lets say you want to play a blaster, and everyone says OMG YOU CAN ONLY PLAY FIRE BLAST U NOOB. Honestly, that has never been true (pre or post i13). |
You want to debuff your opponents to-hit- Play a dark blaster. You want to debuff your opponents defense- play a rad blaster. You want to debuff your opponents Resist- Play a sonic blaster. You want to slot Kb procs and RP with a gun- Play a AR blaster. |
Sonic was not that popular on Blasters because of its animations. It was more popular (though I still didn't see it used a lot) on Defenders.
And thanks for reinforcing my point about AR compared to the others.
You want to play lvl 5 PvP- Play an Archery blaster. |
You kind of confuse me a bit with your feelings about skill in the game. So, you admit there is a 'skill' aspect to this game, yet its hogwash to state that it plays part in making an AT or powerset viable. If skill shouldn't be part of making a character viable in PvP then again arent we back to competitive coin flipping? |
Ok, before this wall of text becomes the great wall of text, lets go back to your friends who left because of i13 changes. |
You mention Con. You realize that post i13 he was still around, pvping right? He even went so far as to start up a team for a test league that we were never able to get off the ground. So who exactly were these friends of yours that left CoH directly due to I13? |
I have seen a lot of PvPers leave, some say "I really hate TS/HD/DR" They don't really say I hated the I13 changes. |
. I think people who really PvPed back then KNOW that PvP wasn't exactly working the greatest either. |
Edit: Ugh. Posing in non-default fonts makes responding to clipped parts of the post really sucky.
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
But as to "perfect" balance being impossible, perfect anything is impossible. But "balanced enough to not matter anymore" is very possible. It just also happens to require a particular approach to the problem I think game designers are unable or unwilling to execute.
[/I] |
The only way I can see to possibly achieve anything even coming close to balanced enough to not matter anymore is to put two or more characters of opposing factions in the room with the exact same abilities, exact same attributes and exact same weaknesses. The environment must be completely symmetrical with zero variation at any point. Both players must be of exactly the same skill level (ratings systems do not accomplish this since they can be gamed) and all players must be playing on the exact same system with the exact same technical specifications on a connection that operates at the exact same speed/latency.
Or it can be turn based.
Andy Belford
Community Manager
Paragon Studios
I am not using the word in some special way that applies only to me. I am using it in a way that many game makers and players use. Specifically, I rebut that achieving "balance" requires that two characters facing off have to have a 50/50 chance of winning and have equal DPS, mitigation, mobility, etc., to achieve "balance". You specifically claimed that and used it to assert that balance is impossible and/or undesirable. There's a term for saying an untruth about something and using it to argue that the something is wrong or bad - it's a strawman argument.
|
Perhaps you missed Coyote_Seven's post:
While player characters are arguably well balanced against the game's environment, it's pretty clear that they're rather imbalanced against each other and always have been. How well and how often could a Controller win against a Tank or a Brute on an otherwise even playing field? Even if they're both tricked out with IOs, accolades, set bonuses and Incarnate abilities. I'm sure someone out there's crunched the numbers already! Besides that, it's easy to say that it could be improved on just because other parts of the game were improved on. But the devil's always in the details. Exactly how is it supposed to be improved? The devs have already made several attempts to improve it and those have all pretty much failed. What more could they do? Give all PCs in PvP zones an equal number of hitpoints? I don't know! |
Controllers can beat tanks/brute almost 100% of the time. /poison is a beast. There is no such thing as balance in any competitive game. If there was there would no point in playing. If there was a 50/50 chance of me winning in a fight no matter what, then why would I even want to compete. There is a reason there is no competitve coin flipping league. In PvE characters are certainly not balanced. If so why do do you hear people asking for corrs/defenders over PBs/WSs. |
Therefore you are either being disingenuous by stating that balance does not mean what *I* think it means, or you simply didn't really read the posts.
I don't think CoH is as well balanced as it could be, either before I13 or after. I think better balance is a desirable goal. I will be very shocked if we ever get it, because it takes time and effort, and PvP is too niche a concern for our community. |
OK. I13 chased most of the good ones away. |
Because I was party to conversations involving a dozen or so people who did, zone and arena, pug and league/ladder, and I understand the mechanics of the game. While nothing is a replacement for actual experience, with a firm knowledge of game mechanics and some experience you can draw a lot of decent conclusions. When those conclusions are then verified by what other players who actually PvP a lot report, you can feel pretty confident that you're on the right track. |
I also spend a lot of my time talking to surgeons, that doesn't mean I'm going to pick up a scapel or tell one how to do sugery.
I just do not understand how you can ride your high horse and lay judgement on an aspect of the game which you by your own admission have never really participated in. Maybe if you did, you would realize something can be fun without having to be 'balanced'.
By the way, what are you attempting to imply with your emphasis asterisks on "friends"? Are you trying to insinuate that they didn't exist? That they weren't my friends? |
Dark Blast and Rad Blast did not exist for Blasters in I13. Sonic was not that popular on Blasters because of its animations. It was more popular (though I still didn't see it used a lot) on Defenders. And thanks for reinforcing my point about AR compared to the others. |
Also for a humor break I offer:
http://www.youtube.com/watch?v=EARb4s9KVk8&feature=fvsr
Archery is great at low level pvp, due to its power recharge and its acc.
No. I have explained why and how it is not. If you don't undestand, you aren't reading what I am saying. (Edit: Arcanaville is saying something similar, too.) |
I understand what you are saying:
You think that everything should have a place- that every power should be
desirable in some situation. I get your idea of what balance means to you. However, my point is, that isn't a PvP phenomenon (oh btw Aracana also said something similar to this). Its a CoX phenomenon. So saying that PvP isn't viable or is broken because of this is pretty rediculous. If that is what makes PvP so unplayable and that is why people don't PvP then wouldn't everyone also not PvE?
Yeah, and the community offered Castle a lot of suggestions that they felt would have improved what was not so hot while keeping some of the most attractive things - notably the mobility. Basically none of those suggestions are what happened, as I recall them saying. Mac and Flea can probably correct me if I've got that wrong, as they hung around the same crew. |
http://boards.cityofheroes.com/showthread.php?t=122744
I will also post what Putz listed under Power Balance Issues and Suggestions:
Power Balance Issues and Suggestions[*] Fly is not a viable PvP travel power. Add protection to –fly, possibly to an underused buff such as O2 boost, antidote, or one of the ST FF bubbles. Priority Issue[*] Many feel that cage suppression or some other mechanic to prevent permacaging should be added. Currently, cage has no specific counters and a single IO’d sonic can keep another player intangible for 90% of a match. Some like cage as is, and discussion about it is available here. Priority Issue[*] Villains have no access to ally grantable +perception in Sirens. Either switch the order of sonic repulsion and clarity or add it to thaw or the ice shields. Priority Issue[*] Hero and villain combat is not balanced, especially in the 40+ game. The most popular suggestion is to open up a set of APP for villains and allow them to respec out of their patron pools to get those. Priority Issue[*] TP is not viable as a solo travel power or for combat motion. Suggestions include changing the hover after tp to fly, decreasing activation time, removing the hover when tping to the ground, or allowing people to change how far they’re tping.[*] Many people feel that the balance of irresistible effects in PvP needs to be reconsidered. Changing irresistible effects might be another way of balancing heroes and villains. [*] Brutes, tanks, and scrappers are entirely absent from high end team PvP. Consider adding resistance or protection to Cage to some of the sets that aren’t as good in PvP (invuln, stone, ea) and make taunt less easy to shake. |
As far as the dogma of blaming the devs/castle for DR/HD/TS. I hate to point out since I consider Putz to be a friend but here is the suggestion that was taken out of context and all of PvP was painted by too broad of a brush stroke:
[*] New PvPers feel overwhelmed as they try to get the hang of things. Consider adding a newbie friendly zone with debuffed damage, debuffed movement, and buffed resistance so players can learn basic mechanics at a slower pace. |
Edit: Ugh. Posing in non-default fonts makes responding to clipped parts of the post really sucky. |
*sits down in his armchair*
The only way I can see to possibly achieve anything even coming close to balanced enough to not matter anymore is to put two or more characters of opposing factions in the room with the exact same abilities, exact same attributes and exact same weaknesses. |
Let me give you an example from an FPS. Yes, most FPS games are much, much simpler in terms of "classes" than an MMO, but we need a simple example to get the point across.
In Tribes (the original), there were three "classes", representing three weights of armor - light, medium and heavy. The Heavy armor was (probably unsurprisingly the toughest, and could carry heavier weapons. It was far less mobile. The light armor carried less ammo, could not use some weapons the heavy could, and was far more agile.
A head to head fight was not clearly dominated by one or the other with players of comparable skill. Their benefits had downsides. You were tougher on a heavy, but you tended to take more hits. You could dodge around more on a light, but the heavy had a wide-area blast weeapon that was extremely dangerous.
"Balanced" does not mean identical.
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
*sits down in his armchair*
The only way I can see to possibly achieve anything even coming close to balanced enough to not matter anymore is to put two or more characters of opposing factions in the room with the exact same abilities, exact same attributes and exact same weaknesses. The environment must be completely symmetrical with zero variation at any point. Both players must be of exactly the same skill level (ratings systems do not accomplish this since they can be gamed) and all players must be playing on the exact same system with the exact same technical specifications on a connection that operates at the exact same speed/latency. Or it can be turn based. |
Z!!! have you not been reading Uber's Posts. THAT IS NOT BALANCE!
Christ, Masque, I thought I posted long stuff. I'm going to have to have that open in a separate window to respond to it point by point.
Edit: A lot of the posts I made here tonight (including the pre-edit version of this one) were made during a marathon iTrial sweep, which I couldn't do and write a small novel. And now I need to hit the sack. If anyone cares, I'll post my point-by-point response to this tomorrow.
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
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
Christ, Masque, I thought I posted long stuff. I'm going to have to have that open in a separate window to respond to it point by point.
|
Dual montiors ftw.
You haven't been reading my posts. It's balance. It's just the most narrow, limited form of balance possible. |
This is wrong on a scale so epic I can't even see it all from where I'm standing.
Ask anyone who does serious game design and I promise you that is not even close to what they will tell you. Said another way: "You keep using that word (balance). I do not think it means what you think it means." |
You haven't been reading my posts. It's balance. It's just the most narrow, limited form of balance possible.
|
My direct experience has proven the opposite. Anecdotal observation has shown me that the minute you introduce any form of variation, you cannot obtain even relative balance in PVP. Even in systems which use direct mirrors, in my experience, it's impossible to obtain balance.
Edit: I do agree that what keeps PVP gameplay interesting is the fact that balance is a constantly shifting target. This introduces a dynamic element, for better or worse.
Andy Belford
Community Manager
Paragon Studios
I'm sure you have an extensive pvp career in other games which you will toute as proof of your superior knowledge, however you .. don't..even...PvP..here. So is your knowledge of pre I13 PvP from first hand knowledge or just dicussions with these *friends* who abandoned you?
|
Also, if you actually knew Con you'd know he pretty much pvp'd for the lulz that could be had. He was never all that competitive but he made pvp enjoyable mostly from his personality. His test league team came after I13 because there was a vacuum and we knew pvp was beginning to circle the drain.
In direct response to Zwil, I also then said:
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
The minute you introduce outside influences, all of that awesome design goes out the window.
YMMV .
Andy Belford
Community Manager
Paragon Studios
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
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
Let me be clear, I don't think that perfect balance is reasonably achievable, whether or not it's technically possible. But as Arcanaville I think mentions, it is always possible to get it "close enough". What's "close enough"? That's always going to have to be subjective, but if your player community can, without developer help, reasonably respond to other players' complaints that something is weak with reasonable situations (not just rare edge cases) where it's actually desirable, and that's true of most of the options available, then you are probably well on your way to a pretty well-balanced game.
|
Personally, I don't think it's possible to ever get it "close enough" because even "close enough" is entirely subjective. "Close enough" for who? And by what yardstick are you measuring it by.
Off topic: I do appreciate the genuine conversation happening in this thread about design theory and principals. It's nice that we're able to discuss this without it becoming heated .
Andy Belford
Community Manager
Paragon Studios
Even with community rep backing it failed. There are people havent received codes for the last league an a lot of people cant get one since they only distribute the codes via pm's so people with premium accounts wont get one. When people try to talk to Zwillinger about this he just dodges the the issue entirely.
Hell there are people in u2bg who still havent received their t-shirts and other stuff they were promised for winning. What happened to the stuff promised for the Champion pvp league? I mean i can understand not wanting to be associated to anything with Budweiser involved but still. |
I think you can achieve a "peaceful" state of pvp balance by making it look like the players can get better without resorting to appeals to the developers to "balance" it for them.
As soon as they see that as the easiest way to win, it's over. Give them a constructive "out" that builds their skill in the game in a healthy way? It would have to be very well done but it could work.
you could have it all
My empire of dirt
I will let you down
I will make you <3
As to PVP events prior to my time here, I have no idea what was promised or what should have been awarded. If someone can provide me documentation and some kind of record of who should have received what and hasn't, I will of course do my best to rectify the situation.
Andy Belford
Community Manager
Paragon Studios
I think you can achieve a "peaceful" state of pvp balance by making it look like the players can get better without resorting to appeals to the developers to "balance" it for them.
|
Managing a PVP community is an exercise in psychology (no negative implications implied.)
Andy Belford
Community Manager
Paragon Studios
If you don't have direct access to PM's, you can always send an email to cohcommunity@paragonstudios.com.
|
If these posts (including the "I killed Zwill" thread) do something to make that possible again, I say more power to 'em.
There is a silly lvl 5 pvp ladder happening on Victory atm. The rules are: only TOs, ts/hd on, no insp, no repeating ATs, no repeating power sets.
If you can get a few people you should come, its funny.