Psionic Melee (finally) announced!
Personally i would like to see pvp doen away with and the zones converted to pve zone content. This would stop the issues with what works for what and would help them focus on the main stuff in the game. not a sub par secondary system which only a minuscule of players play. now you can reply to this comment i don't really care despite what you say more fell this way than the other and we are growing every day. So enjoy whats left nof your pvp because some day it will be gone, if nothing else due to causing issues with the pve part.
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Soon�
I reckon we would have gotten a lot more new content if the devs hadn't wasted so much time trying to balance PvP.
I really should do something about this signature.
*psionic sigh*
How did this thread turn into an anti-pvp rant?
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If it weren't for forum moderation, every thread would be turned by some into an anti-PvP rant.
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As far as I'm aware, there has been no such balance decision ever made. And yes I'm aware of the post you quoted. My statement stands.
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So they made it pulse less frequently, or something, such that mobs can now run through it momentarily.
I guess they didn't announce "this is because of PvP," but they'd never said anything about 'cane being overpowered in PvE prior to the change, and if I recall correctly, they made it during a raft of changes that were explicitly PvP (droning and hospital-camping-type changes). And I PMed Castle at the time and suggested they try a different solution to allow players to escape Hurricane pins (than reducing Hurricane's repel), but he said it couldn't be made to work and that there shouldn't be two different versions of the way the power works, one for PvE and one for PvP.
To me, that sounds like a balance decision for PvP affecting PvE. I mean, it's not proof, I guess. But it is a conversation about a PvP balance problem, with Castle, in which he said PvE would be affected by necessity.
Now that powers and even some IOs DO work differently in PvP and PvE by design, it seems like we could get the old Hurricane back for PvE.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
IIRC, which I may not be, until the devs had a way to separate PvP and PvE effects they were hesitant to make any changes to Stalkers due to their overwhelming PvP successes. So because of PvP an AT that struggled in team content had delays in getting changes. I could be way off base here, but I think this was ab it of an underlying problem.
Overall though I think the Devs did a fair job of keeping PvP from effecting PvE too badly. Though one questionable area is Villain Accolades, some of which required going into PvP zones to get all the necessary badges.
Back onto topic... I'm really excited about this powerset. I really hope they do something cool with the animations and don't just do the whole cookie cutter "insert generic elemental sword" powers.
Just because not everyone enjoys a system doesn't mean we should penalize those that do by getting rid of it.
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If Masterminds didn't suck, they'd be the most powerful AT in the game.