You know what would get ME to PvP?
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So in other words, my preference is wrong and I shouldn't want to PvP?
Well I'm happy the entire game doesn't revolve around you, then. Because I'm pretty sure you are in the minority that finds that crap 'fun'.
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I'm just sayin'. If it was PvE against players, I'd enjoy the snot out of it.
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The problem is that what you're describing is the very reason many of us DON'T enjoy PvP. Not necessarily permaholds, but the aspect of "Well, if he X, then I shouldn't be able to beat him." It's easy enough to avoid such situations in PvE, but no matter how balanced, they are unavoidable in PvP, if not because of poor balance then because sometimes your enemy is just too damn good.
So in other words, my preference is wrong and I shouldn't want to PvP?
I'm just sayin'. If it was PvE against players, I'd enjoy the snot out of it. |
Now, I'm not saying you shouldn't want to play that. What I AM saying is that you may not get enough people to enjoy it with you for PvP to sustain critical mass.
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Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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over in the Why don't you play Mission Architect thread the most popular answer is the extreme difficulty presented by 'custom' enemies.
I'm just sayin'. If it was PvE against players, I'd enjoy the snot out of it.
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And those 'custom' enemies many players hate and actively avoid don't hold a candle to the challenge posed by an even moderately well built, player controlled enemy in PvP.
Not saying *you* wouldn't enjoy it, but it strikes me as a fairly empty bandwagon you're driving.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
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PvP isn't unavoidable, though. |-:
It's easy enough to avoid such situations in PvE, but no matter how balanced, they are unavoidable in PvP, if not because of poor balance then because sometimes your enemy is just too damn good.
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Don't get me wrong, I respect that people don't like getting totally whupped, and those people either don't PvP or pick their battles. Sometimes, you just gotta know when to quit. I don't think it's appropriate for people who don't to get me all nerfed up because they want a shot at beating me solo.
It should be noted that I avoid the dimwits in PvP zones for the same reasons everyone else does. I much prefer the arena, but for so long as mez suppression stays in effect, I can't stomach it.
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And those 'custom' enemies many players hate and actively avoid don't hold a candle to the challenge posed by an even moderately well built, player controlled enemy in PvP.
Not saying *you* wouldn't enjoy it, but it strikes me as a fairly empty bandwagon you're driving. |
![](http://i7.photobucket.com/albums/y255/bgng/Platter.jpg)
... , I don't have a problem with other characters being better than mine. If I don't want to be beat, I won't fight. Simple as that.
But for people to insist that other players necessarily be more fun for them? That's exactly the opposite of what PvP is supposed to be about.
That, really, is the loop PvP threads seem to be going in most of the time when they show up. I really don't think PvP is failing so much because it's badly designed, before or after I13, so much as because it's avoidable, and people just choose to avoid it.
I went on about this in the other thread, but I just feel that City of Heroes' PvE environment, which is pretty much what the game is being sold on these days, breeds the kind of attitudes and the kind of players who just aren't that hot for the challenge of what is usually a superior enemy and for the dog-eat-dog environment of an actually fair fight. What you're saying - there being players whom I simply couldn't defeat because of how they've built and what they've chosen - is a situation I never want to be in. It doesn't motivate me to excel, but rather to find another game to play.
Again, that's not a good thing or a bad thing. Some people rise to the challenge and improve themselves, some people shrink from the challenge and seek alternate paths. When it comes to entertainment, especially such that we choose and pay for, neither path is wrong, and City of Heroes just seems to breed more of the latter than the former.
I went on about this in the other thread, but I just feel that City of Heroes' PvE environment, which is pretty much what the game is being sold on these days, breeds the kind of attitudes and the kind of players who just aren't that hot for the challenge of what is usually a superior enemy and for the dog-eat-dog environment of an actually fair fight. What you're saying - there being players whom I simply couldn't defeat because of how they've built and what they've chosen - is a situation I never want to be in. It doesn't motivate me to excel, but rather to find another game to play.
Again, that's not a good thing or a bad thing. Some people rise to the challenge and improve themselves, some people shrink from the challenge and seek alternate paths. When it comes to entertainment, especially such that we choose and pay for, neither path is wrong, and City of Heroes just seems to breed more of the latter than the former.
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Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Bingo.
That, really, is the loop PvP threads seem to be going in most of the time when they show up. I really don't think PvP is failing so much because it's badly designed, before or after I13, so much as because it's avoidable, and people just choose to avoid it.
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... , I don't have a problem with other characters being better than mine. If I don't want to be beat, I won't fight. Simple as that.
But for people to insist that other players necessarily be more fun for them? That's exactly the opposite of what PvP is supposed to be about. |
I've played FPS games my entire adult life, but as an older gamer I'm well accustomed to getting my *** beat by kids who grew up with a console in the living room, a computer by their bedside and a handheld in their backpack.
I don't care if I lose, but I require a level playing field or I get irascible- IMHO that's where CoH pvp fails.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
Ha. Try immobilize spam from powerboosted fire controllers burning your tray of breakfrees within the first two minutes. Fire doms would be sick now.
Seriously though, most of the concerns you list weren't too much of a problem in pre-I13 pvp. In highend pvp against preset teams in controlled environments where the goal is to get the maximum amount of kills regardless of who is killed and buff/debuff stacking is optimized, melee characters were generally useless, but for most actual pvp happening in zones meleers compensated for their weaker offensive output with enough defensive power to be essentially unkillable in the hands of anyone decent; coupled with ranged attacks and high-damage melee moves you could actually be a threat (though there's no argument at the same skill level you'd likely be more dangerous on one of the ranged FOTMs, but that always was a particular problem with buff/debuff stacking and specific powersets rather than melee/range IMHO; nobody has ever seen an elec/ or energy/ blaster ripping it up, for example, it was all fire/em and ice/em back when fire/ had much shorter range on blaze and ice/ had faster animations).
My concerns with mezz are that if they aren't restrained, the battle transforms into a game of who can mezz their opponent first. Back then, however there wasn't a Liberate inspiration, which gives mag 40 protection for 90 seconds for the price of one astral merit. Even the best controller would have a hard time getting through that amount of protection, especially if the opponent has defenses which make only half of their attacks hit, and their own innate mez protection. Then you have to compensate for multiple trollers/doms at once, and things just kind of end up all crazy after that.
My idea is quite simple, though: just reduce the mez duration to 2/3rds of what it currently is and the overpowered aspect should dwindle significantly. Reducing the duration also reduces the magnitude that you can layer up by roughly the same proportion, so this makes adjusting them quite a bit easier. Whether or not this change is too much or not enough I am not sure of.
Though I do think trollers should get their containment damage outside of mezzed targets. With 2000 HP, doing only 60 damage per attack leaves them highly inefficient.
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