The throw down pvp tournament
I take it this is on Protector?
Or Freedom?
You should probably ban Incandescence, since five people stacking it will make Respites cast for something like 750.
Also, what about stuff like map picks, prizes, meta-shenanigans concerning lineups etc.
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
Map picks will be similar to the last league in the sense that each team will select their own map and then the 3rd match will be a random map selection. Prizes and rewards for the winning team will be posted soon.
@Kalibash
of protector...
Weapons tight....
Power and AT limitations:
This will be consistent with the most recent past leagues. No TK. Especially since this is only 5's, TK will just be more ridiculous than normal. Only 2 stalkers per lineup (do we rlly want a team of 5 stalkers?).Only 3 masterminds. More than three mm's will just make targeting ridiculous. If the poison controller hold is still broken, then that will be banned also; not sure if that one was fixed yet. To my understanding, the dark hold has been patched, so that is good to go. Again, this is an evolving setup, so if there are any other powers declared broken out there, we can and will revisit the restriction list. |
1. Dark hold from controllers, 7.45s base hold
http://tomax.cohtitan.com/data/power...rol.Dark_Grasp
2. Dark hold from dominators, 5.96s base hold
http://tomax.cohtitan.com/data/power...rol.Dark_Grasp
3. Melee hybrid provides status protection instead of resistance (Can't be Mezed)
http://tomax.cohtitan.com/data/power...Melee_Genome_8
4. Controller Gale stacks KB higher than Force Bolt (Has been banned in the past)
http://tomax.cohtitan.com/data/power...Summoning.Gale
5. Archanos ATO 100% chance for fear ignores suppression (Perma Fear)
http://tomax.cohtitan.com/data/power...on_of_Arachnos
6. Electric Hold from Dominators (Ignores suppression) - I have a toon I could abuse this terribly with, so I suggest banning it. Holds can get up to 20 seconds with Power boost.
http://tomax.cohtitan.com/data/power...rol.Tesla_Cage
7. Controller O2 boost gives stun/sleep protection. Would mean stalagmites wouldn't affect people with O2 boost (nor any stun).
http://tomax.cohtitan.com/data/power...oning.O2_Boost
8. Control Hybrid, this wasn't 100% fixed. The other side of the tree mixed with certain combinations still brings perma holds/stuns etc.
http://tomax.cohtitan.com/data/power...ore_Embodiment
&
http://tomax.cohtitan.com/data/power...ontrol_Boost_4
I'd ban Hybrid all together. It's too new, not everyone has it, not everyone has it on all their toons. The chance for damage uses the PPM system that the devs have even admitted is too powerful and getting fixed in the next few issues. Your call though, I haven't seen it in practice in a 5v5 league.
I'd ban Incan all together, even 1 Incan makes small greens into medium ones (essentially). The healers can heal past our hit point caps already, Incan just makes greens more and the healer able to heal themselves more. If you limit it, you'll find someone misclick it in phase (only Incaning themselves), or dying just as they use and the team is without Incan for 2 minutes (big deal). This happened at our event last night, although another member used their Incan to make it fair.
I'd join if someone invites me to their team, but this isn't exactly my server and most of my regular team is MIA. So unless someone picks me up, I most likely won't be attending.
@Sentry4 @Sentry 4
PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.
Thanks for the updates, we will revisit these powers and update as needed. As far as you not having a team yet, this is also an easy fix. there will be a list created of all players who are said team-less and they can be picked up by other teams or we may use all of them to create whole team from the list. the 7 man team cap will still be in effect though, so team with 7 players will not be eligible to pick up any of the players from the free agent list. This will be updated formally soon.
@Kalibash
of protector...
Weapons tight....
(5 x Incandescence) + (-3 spike) = No deaths
I understand the feelings toward a team using 5 incans, but there's some other things to consider. If a team DID take 5 incans, then they would have no protection from end draining (ageless). So if the team wanted to be well rounded, they might not all take incan. The other thing is if incan was banned all together, then poisons would completely knock out a teams heals.
Thoughts?
I also agree with Kali about looking into these broken powers and possibly limiting some of the incarnates. We will discuss this and keep you updated. Thanks again for the info!!
@PiP3R
quite honestly you should ban all incarnates no league has ever allowed them.
Here are some other powers to ban
1. Dark hold from controllers, 7.45s base hold http://tomax.cohtitan.com/data/power...rol.Dark_Grasp 2. Dark hold from dominators, 5.96s base hold http://tomax.cohtitan.com/data/power...rol.Dark_Grasp 3. Melee hybrid provides status protection instead of resistance (Can't be Mezed) http://tomax.cohtitan.com/data/power...Melee_Genome_8 4. Controller Gale stacks KB higher than Force Bolt (Has been banned in the past) http://tomax.cohtitan.com/data/power...Summoning.Gale 5. Archanos ATO 100% chance for fear ignores suppression (Perma Fear) http://tomax.cohtitan.com/data/power...on_of_Arachnos 6. Electric Hold from Dominators (Ignores suppression) - I have a toon I could abuse this terribly with, so I suggest banning it. Holds can get up to 20 seconds with Power boost. http://tomax.cohtitan.com/data/power...rol.Tesla_Cage 7. Controller O2 boost gives stun/sleep protection. Would mean stalagmites wouldn't affect people with O2 boost (nor any stun). http://tomax.cohtitan.com/data/power...oning.O2_Boost 8. Control Hybrid, this wasn't 100% fixed. The other side of the tree mixed with certain combinations still brings perma holds/stuns etc. http://tomax.cohtitan.com/data/power...ore_Embodiment & http://tomax.cohtitan.com/data/power...ontrol_Boost_4 |
1. and 2., the Dark Holds from Controller and Dominator sets. These powers are working as intended with a 4-7.5sec of held at mag 4, we do not see this being a major issue due to the external buffs you can receive from other players which would call for more team work which is what this tournament is all about. Verdict for Dark Holds: {On} Off
3. and 8., Hybrid Incarnates, we do agree with you that Hybrid is still a bit new and there could be many things among what you have already listed that could cause the ability to be misused. I think that's simple enough and there isn't much need to elaborate further. Verdict for Hybrid Incarnates: On {Off}
4. Controller Gale, This power does do some serious KB and looks like it could pose a problem, but this is once again only for teams who aren't working together, if you place a Kin on the team you will be able to better protect yourself from such powers due to the KB Protection Increase Density could provide. So all in all we want to see some Storms and some Kins out there! Verdict for Controller Gale: {On} Off
5. Archanos ATO 100% chance for fear. We are still talking this one over. Verdict for ATO 100% chance for fear: {Under Review}
6. Electric Hold from Dominators, We talked this one over and see the issues it could create and agree that this could be abused by many teams to control spikes and lock down certain targets for separation and such things of that nature. Verdict for Electric Hold: On {Off}
7. Controller O2 boost, Now as previously stated we do wish to see some Storms and some Kins in the matches. Not just jump teams. The O2 boost does give the recipient stun and sleep protection, which does negate stalagmites. But that is just part of the game, we want to disable stalagmites if we see it coming, this will cause for more diverse teams and new strategies for everyone to have fun with. Verdict for O2 Boost: {On} Off
That should give you something to look at for now. We appreciate all the input in trying to make this as fair and fun as possible. If any other issue or concerns become apparent please don't hesitate to let us know so we can revisit them in our attempt to make this tournament as fun as possible.
@Kalibash
of protector...
Weapons tight....
1. and 2., the Dark Holds from Controller and Dominator sets. These powers are working as intended with a 4-7.5sec of held at mag 4, we do not see this being a major issue due to the external buffs you can receive from other players which would call for more team work which is what this tournament is all about. Verdict for Dark Holds: {On} Off
If any other issue or concerns become apparent please don't hesitate to let us know so we can revisit them in our attempt to make this tournament as fun as possible. |
The dark holds are not working as intended. I've talked to synapse about them. He's aware of the problem.
All of the hold and stun durations were recently normalized.
Stalagmites was 5.96 --> now 4 seconds
Mind AoE hold was 7.45 --> now 4 seconds
Now remember, Stalagmites has been banned in every league thus so far, and that was for a 5.96 base duration stun.
Now we're talking about a 7.45 base duration hold, with controllers having access to a more powerful Power boost. (Dom: 98.34% +special --> Troller: 122.925% +special).
Telekinesis only lasts for around 10 seconds, where as this could last for around 12+ seconds with power boost.
I've actually had to ban the dark holds from my 8v8 matches, since the team with the dark controller wasn't getting any actual practice spiking. Damage spam + 10 seconds is good enough.
I pretty much agree with every other point. I hope people use kins again, and maybe Gale will allow stalkers an easier hit.
Although I will warn you, that if the ATO proc for VEATS isn't fixed, it will become the spike caller for every decent team. If you haven't experienced it, it's very similar to what the control hybrid was like (if spammed).
@Sentry4 @Sentry 4
PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.
I see what your saying after looking at it that way. And I will stand corrected. the Dark Hold does seem to pose a big issue when it comes down to it.
As far as stalagmites are concerned, I do not want to fully ban them as I find them to be personally amusing and I think it is a balanced power due to the fact that the person using it must be first rooted in order to activate it. I am though for decreasing the number of earth based Toons. This would in-turn cause for the "stalagmiting" problem child to become a target.
Again we am trying to promote teamwork and have a good time doing something that apparently has been a part of our lives for years now. So placing a little chaos inside the organization is fine just in a small does. "Let em Play, just watch the toys you give them". So we can revisit that.
I will discuss all of this with @PiP3R and we will post an updated list with all corrections with the additional power bans thus far for the event.
Thanks for the input guys it is very useful.
@Kalibash
of protector...
Weapons tight....
probably be in for this.
-Liberty/Exalt/Freedom-
Channel 'VIP' Host!
/chanjoin VIP
@Annihilius
KAY HERE'S THE UPDATE!!
Well, if I'm not to hesitate.
The dark holds are not working as intended. I've talked to synapse about them. He's aware of the problem. Now we're talking about a 7.45 base duration hold, with controllers having access to a more powerful Power boost. (Dom: 98.34% +special --> Troller: 122.925% +special). Although I will warn you, that if the ATO proc for VEATS isn't fixed, |
The ATO proc for VEATS is also banned.
And lastly, we've decided only one earth control per team.
If stalagmites is still op'd, then we figure limiting the amount of earth controls will keep things from getting out of hand.
Thx Syntry for all the info, we appreciate your insight with everything. We're dedicated to making this as fair and fun as possible. By this weekend we should have another thread going for teams to list and register on. So far its looking to be a decent turnout of teams and a great season. Also, we'll have a better idea of what some of the rewards will be by this weekend, and we'll have that update as well!!!
@PiP3R
KAY HERE'S THE UPDATE!!
So in light of this info we've decided to first of all ban dark holds. The ATO proc for VEATS is also banned. And lastly, we've decided only one earth control per team. If stalagmites is still op'd, then we figure limiting the amount of earth controls will keep things from getting out of hand. Thx Syntry for all the info, we appreciate your insight with everything. We're dedicated to making this as fair and fun as possible. By this weekend we should have another thread going for teams to list and register on. So far its looking to be a decent turnout of teams and a great season. Also, we'll have a better idea of what some of the rewards will be by this weekend, and we'll have that update as well!!! @PiP3R |
Morti.
"You wrote that the world doesn't need a saviour, but everyday I hear people cry for one"
Mortilance - Elec/WP Stalker
This was part of the March 6th 2012 patch, included with Issue 22: Death Incarnate.
These are the following PvP changes and fixes.
Controller/Mind Control Total Domination, Terrify, and Mass Confusion have had their PvP duration properly set to 4 seconds. Dominator/Earth Assault Seismic Smash and Fissure have had their PvP durations properly set to 4 seconds. Dominator/Earth Control Fossilize's duration in PvP has been reduced to its intended duration of 4 seconds. |
Dominator/Earth Control Stalagmite's duration in PvP has been reduced to its intended duration of 4 seconds. |
Stalagmites isn't actually broken. It once was 5.96 seconds, but it was normalized to 4 seconds.
Since it's fixed, I don't see any reason to ban it.
Since Domination doesn't give doms their unresisted holds (as it was supposed to be), stacking even a couple CMs on a target would reduce a fully slotted stalagmites to somewhere around a 3 second stun nowadays, and that's hardly a threat.
It forces people to run emps or pains, which I'm all for. I'd like people to get used to having support, so they learn to run to the healer rather than the base.
@Sentry4 @Sentry 4
PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.
Understood!!
Stalagmites and earth control are good to go.
I was thinking about this...
Since its not broken anymore, but people might still be worried about it,
that would be a good reason to take clarion if they didnt want to take emps or pain doms. And if they did take an emp or pain dom then problem solved; but there's not really a problem now is there?
Viva la incarnates!!
Also, I plan on starting a thread today for official team signups and free agents out there. My team is almost formed, but will be posting it just to reserve a spot and let people know we're out there. I will also be letting other teams that I know are getting together to post so we can get this thing rolling!!
And in case some teams need a few more people, I'm going to make the same thread a free agent thread. I will just keep updating the begining of the post with teams that are signed up.
@PiP3R
This is the official team roster and free agent thread:
http://boards.cityofheroes.com/showt...61#post4321161
that would be a good reason to take clarion if they didnt want to take emps or pain doms.
|
Nobody should bother taking Clarion with support (2 clear mind on everyone is better), nobody should bother taking ageless because end drain barely exists in leagues (things die too quickly -and- it's 100% nullified with 1 Stormie using O2 Boost), and barrier is DRed to nothing on squishies.
The only real choice is between Incan and Rebirth. Incan gives everyone +heal while rebirth only benefits you.
You'll get teams with 5 incans, using greens for 1000+. That's why it was suggested that Incans be limited.
5 Incans makes everyone's small greens into equal to 2x Large greens. If a team skips Incan, it's 20 small greens vs 40 large greens. Regardless of end drain or anything else, the 40 large greens will win. In fact, you'll find that there will rarely be kills amongst the best players, because you'd have to time a spike perfectly to get through 2-3 1k heals in an instant.
I understand the want for a lot of diversity, and although there's potential for it, this is also a competition. If the event was specifically for unique teams and ideas, to see which was fun and worked, then you'd get things like that.
In a competition, you'll get people doing what they know works for sure, and what has been the most efficient in the past.
Wasn't the last winning league 7 Earth/Fire Doms 1 Emp? If it weren't alpha only, you can expect they'd have 8 Incans, 8 Reactive interfaces, 8 Pyronics.
I would really -really- hope Incan is limited, because as I said earlier, I know for sure I would exploit that. 5 Incans turning poison's heal into 2k and small greens into 1k means the gap between those who bring it and those who don't is wider than if it were 1 Incan per team.
1 Incan with 4 Rebirths won't be nearly as bad. It'll also allow players to try Clarion or Barrier or Ageless (If they'd want to try).
Not to mention, an emp running around, untraveled suppressed, healing for 2k every 4 seconds is a little hard to kill.
@Sentry4 @Sentry 4
PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.
This league will be amazingly terrible unless you ban incan. I would also ban judgement but thats not such a big deal. Alpha only would be best imo.
5 Incans makes everyone's small greens into equal to 2x Large greens. If a team skips Incan, it's 20 small greens vs 40 large greens. Regardless of end drain or anything else, the 40 large greens will win. In fact, you'll find that there will rarely be kills amongst the best players, because you'd have to time a spike perfectly to get through 2-3 1k heals in an instant.
I understand the want for a lot of diversity, and although there's potential for it, this is also a competition. If the event was specifically for unique teams and ideas, to see which was fun and worked, then you'd get things like that. In a competition, you'll get people doing what they know works for sure, and what has been the most efficient in the past. Not to mention, an emp running around, untraveled suppressed, healing for 2k every 4 seconds is a little hard to kill. |
Seriously, just Alpha or at worst Alpha/Interface/Judgment. We had a few 5 v 5 leagues and teams were Sonic/Pains with a few Psy Blasters or Emps and a few Psy Blasters or Poisons/Therms with a few Psy Blasters...and one of them was that huuuuuuuuuuuuuuuugely silly Budweiser league where you could vote-ban stuff if you'd lost a match and call for votes nonstop, yeah that wasn't crazy at all...
There's almost no one left anyway, I know someone said there were five teams signed up and that would be great but...you're probably better off just running a Lethal Lottery and handing out a bunch of PvP IOs/Purples and calling it a night.
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
you're probably better off just running a Lethal Lottery and handing out a bunch of PvP IOs/Purples and calling it a night.
|
Sign me up.
@Sentry4 @Sentry 4
PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.
Where is Obs in all of this?? He had a team for the lvl 5 ladder ealier this year
Where is Obs in all of this?? He had a team for the lvl 5 ladder ealier this year
|
>.>
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
Free Agent
@-Fahrenheit
psi/nrg blaster
therm/sonic def
dark/cold corr
can also PL anything needed
Luv u
Hey Guys, as planned a lot of teams are getting ready for the uncoming events, which is great. We appreciate everyone showing up for kickballs and or warm ups to get back into the spirit of pvp.
The Date for the all teams to be registered will be on the season start date which we set for September 2nd. All teams wanting to participate in the event will need to have posted there @Global line ups for their teams by this time (meaning the 7 Globals of players on the team).
The non-lottery based free agent list will then come into play, giving the teams that are short on players a chance to fill their ranks and get ready for the upcoming battles. Any questions can be directed to myself @Kalibash or to Evo @PiP3r
Thanks for all the 3rd party assistance. Rewards are still being worked out so stand by for those!
@Kalibash
of protector...
Weapons tight....
SUMMER PVP LEAGUE 2012,
THE THROWDOWN!!!
Presented by Kali @Kalibash and Evo @PiP3R
Start getting your teams ready pvpers, the summer league is here! Talks about this have been going on for some time now. There are already teams ready to go, there are teams that just need a few more members, and there are even more teams that will surely come together once hearing of this chance to show their strength. So start spreading the word and let's get this thing going!!!
Getting right down to business; the setup:
This will be a 5v5 PvP League. We feel that at this point, 8 man teams might be asking to much, so in the spirit of having as much participation and teams as possible, we're going with 5's. Also, 5v5's will probably promote more innovative lineups than traditional 8 man teams; which will probably translate to more fun! Travel suppression and heal decay will be turned off (as if that needs mentioning). Small inspirations only.
Incarnates:
All ExceptLores.This is the general feeling of most the community. If something is legitimately broken, like the control hybrid was, then we can discuss and have it possibly ruled out. This setup and these rules will be evolving as the participating community sees fit. But for now, all but lores is the rule. There was some concern that the damage hybrid did more damage than it was supposed to, but I hear that was fixed; as was the control hybrid. Some have suggested alpha only, but most feel that everyone has worked so hard and long on incarnates, that they should be a part of the league; however all agree that lore pets would be too much.
Power and AT limitations:
This will be consistent with the most recent past leagues. No TK. Especially since this is only 5's, TK will just be more ridiculous than normal. Only 2 stalkers per lineup (do we rlly want a team of 5 stalkers?).Only 3 masterminds. More than three mm's will just make targeting ridiculous. If the poison controller hold is still broken, then that will be banned also; not sure if that one was fixed yet. To my understanding, the dark hold has been patched, so that is good to go. Again, this is an evolving setup, so if there are any other powers declared broken out there, we can and will revisit the restriction list.
Roster setup:
Teams will be limited to a roster of 7 members. Since matches will be 5v5's, its really unnecessary to have a team with a roster of 15 people. At the same time, in case a member of the team can't show for a match or practice, an extra person or two on the roster will help with that. AND, it should also promote more team formation. If your team ONLY wants five people on the roster, that's fine. I also understand some people have two accounts. So if one person wants to play characters from both accounts, that's fine,Both accounts just can't be played at the same time.
Match times and ranking setup:
Officials will be held on Sundays @ 9 eastern. Teams must be in listed arena event 15 min after start time of their scheduled match. If that same team has still not showed up after 30min have elapsed from the time of the scheduled match then the absent team will be disqualified. If both teams agree to have the match a little later than normal schedule, that's fine. A Print Screen copy of the agreement from the two teams with approve this. Like everything else, this is also up for discussion (the official match times). If most people feel 10 pm eastern is better, that can be adjusted; but it's probably unlikely considering many people have to work Monday morning. Regular practices between teams can be worked out between each other. Our hope is that each team will battle each other two times during the regular season. So if we get seven teams then there will be fourteen weeks of regular season matches. If there are eight teams then sixteen weeks of regular season matches; pretty awesome!! Rankings will be simple. Each two out of the three Sunday night matches won, is one win. Teams with the most wins at the end of the season will get the playoff spots. Playoffs will consist of semi-finals and then the finals.
The rewards for the winning team are TBA. Stay tuned for that one!
TARGET STARTUP DATE IS SEPTEMBER THE 2ND!!!!!!! This should give players enough time to get back and get characters incarnated and slotted. Also, it will allow teams to get practices in and lineups ready for the season.
There will be another thread made for team rosters and adjustments!!
If there any question, feel free to pst @Kalibash or @PiP3R