New and very, VERY confused.
Sad that I am the one telling you this.. but PVP has had changes in the past that makes all toons around the same. Meaning damage and ressistence on squishies got buffed. Strong defence, regen and ressistance toons get nerved. Holds cannot be permanent anymore (only last a few seconds).
In short.. all your cool stuff you have will be nerved in PVP zones.
That is why you hardly see PVP anymore these days.
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That's really depressing and nerve wracking. I used to play way way back before the enhancement DR even. Was so much fun dueling in RV in the train station.... Guess those days are gone.
I guess what makes me the most upset is the fact that taking in what you said, everything seems so granola (boring, the same). I guess the only thing I can hope for is a massive PvP updating patch but as things seem right now I don't think that's going to happen...
Oh well, we can only hope!
History: Once upon a time powers all worked pretty much the same in PvP and PvE. With the release of Issue 13 this was changed. Pretty much everyone hated the changes, but very little was done about it. Most have given up hope developers will look at PvP again, at summits PvP questions are generally ignored or blown off and most of the employees at Paragon who interacted with the PvP community have moved on.
Your defenses are affected by Diminishing Returns (DR) which is why they're lower in PvP. Arcanaville made a post explaining DR long ago, it can be found here...
http://boards.cityofheroes.com/showthread.php?t=126132
A few years back I did a post specifically on defenses and how they acted in PvP, as far as I know, nothing has changed so it's still valid. You can read it if you care to here....
http://boards.cityofheroes.com/showthread.php?t=196688
The above link (the 2nd one) specifically on defenses and how they acted in PvP was invalid at the time and still it. That was a time when we had less of a understanding of DR and even Arcana's defense numbers were from beta and not live.
I made a post correcting all the calculations from the first post in that thread here...
http://boards.cityofheroes.com/showp...64&postcount=8
The % chance to hit went from 72% --> 45%. That's a pretty huge difference when talking about balance and defense.
@Sentry4 @Sentry 4
PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.
Hello,
Everything everyone says is true...pvp and pve are different because of diminishing returns. However I do feel that the truly good builders (that build with dr in mind) do not get enough credit. There are pvp energy aura toons that function better than other energy aura pvp toons. This is probably because they use the slots that get hit by dr to boost other area. Possibly there is a sweet spot defensive percentage for the accuracy peeps build for, I don't know but look at building on test and check the diff before and after entering a pvp zone.
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Wouldn't it work best if PvP and PvE in this game worked similarly again? The way it seems now seems very complex and confusing, at least for me.
I know you've probably heard suggestions like this before but couldn't they just add sets to the PvP enhancements that would give some certain bonus that only PvP sets would give? That would seem like a much better fix than to add Elusivity and all that other needlessly complex stuff.
Wouldn't it work best if PvP and PvE in this game worked similarly again?
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There were a number of power nerfs that came about because of the way powers worked in PvP back in the day (Energy Transfer, I'm looking at YOU).
If the powers work differently and aren't connected, they can change how a power functions in JUST PvP or JUST PvE. Non-PvPers get upset when powers they like get changed because of a part of the game they have no interest in, and I can't really say I blame them.
When the powers worked the same, you had certain combos that were practically unbeatable because of the combinations of powers. The devs were attempting to get rid of the FOTM builds with their changes, but all that really ended up happening was they created NEW FOTM builds.
I understand what the devs were trying to do, but I also understand that it failed miserably.
I still enjoy PvPing on occasion, but I don't spend nearly as much time at it as I used to. If PvP were the main draw of the game for me, I probably would have left when it was changed. It's still fun, it just works different now.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Wouldn't it work best if PvP and PvE in this game worked similarly again? The way it seems now seems very complex and confusing, at least for me.
I know you've probably heard suggestions like this before but couldn't they just add sets to the PvP enhancements that would give some certain bonus that only PvP sets would give? That would seem like a much better fix than to add Elusivity and all that other needlessly complex stuff. |
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The above link (the 2nd one) specifically on defenses and how they acted in PvP was invalid at the time and still it. That was a time when we had less of a understanding of DR and even Arcana's defense numbers were from beta and not live.
I made a post correcting all the calculations from the first post in that thread here... http://boards.cityofheroes.com/showp...64&postcount=8 The % chance to hit went from 72% --> 45%. That's a pretty huge difference when talking about balance and defense. |
My mistake, not sure how I didn't see that the first time it was posted.
I get that some things would be broken such as ET on a stalker being able to crit (like it use to be able to) but as far as buffing everyone's resistance if they're a squisher or nerfing it if they aren't in a PvP zone just kills it for me. While we're at it, why not just give everyone an ability called samestrike and sameshield they all work the same and then that way nobody would be upset and crying for nerfs. Don't worry for all you ranged lovers out there, we'll come out with sameshot next patch.
When I play my energy aura brute and then I go play a squisher, they both seem to be getting hit for the same amount and just as often.... Things with defensive powers should have an edge in the defense department. I mean that just makes sense to me....
you shut up the devs know what is best for us. The pvp changes were brillant so much so they wanted to just keep HD,DR,TS and the like for us only because they love PVPers more than PVERs. They never do anything wrong, the PVERs have to send them fruit baskets to keep them happy, we just have to exist and be quiet.
PvP? That was murdered in the great I13 debacle.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
Seems that a lot of the CoH community would like to disagree. Or so it seems. You also seem pretty mad and ignorant, considering the way you responded.
Hi guys I would just like to say thanks for taking the time out of your day to read this forum post that you've generally probably seen 100x every day.
Here's what I'm a tad bit confused about: I have my Fire Melee/Energy Aura brute. She sits at about 47% defense to everything (but Psi's ofc) outside of a PvP zone. However, when I enter RV, it drops off to about 34%. Are there any defense debuffs that brutes get when entering a PvP zone that I'm just too nooby to know about? Or do regular non-PvP IO's not work in PvP zones?
I've got a lot of theories, but have no idea if any of my assumptions are correct. I'd love to get into the PvP in this game, I just do not know how it works quite yet to say the least.