barrier
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Don't think you've played enough PVP games if you think that's the case.
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Because a lot of the "problems" aren't apparent when 16 idiots are playing each other without any bans. The bans are there because the meta looks horrific when it's any of the high end arena teams playing against each other or when one of those teams fights a community team and doesn't hold back.
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Semi Chronological List of PvP Trends-Homecoming
barrier replied to vegetableknife's topic in The Arena (PvP)
I don't even think that's true. I think Lib was running around on a Fire/Plant really early on, probs on the second week of kickball? I rolled one shortly after because I thought it would be a fun toon and played it zone a ton because it was, even before the snipe buff. -
yup yup
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1. Again, they are not the problem. DR resists bending down resists to 40-50 percent for squishies and cast resistance shields adding 3% to your resists at best is the problem. A proc nerf would be moronic if the reason for the nerf is 8v8 damage. Mitigation is the issue. I said it before: I used to be able to two-shot 1606s on my blaster pre-i13. The way that was balanced back then was the fact that the blue ladder ran sonics and the red ladder ran sonics and therms which then mitigated how huge damage was before DR was a thing. Adjusting resists would be the way to go. And maybe also looking at DR on mez resists so that two cast CM’s put you into server tick territory for duration, effectively eliminating the power of mez’s for teams that can run a tight backline (while punishing those that can’t). 2. I am in Renegades. We use raptor packs. We have played the slow game in the past. It is fucking boring. That’s why I hate it. That simple. Raptor packs and regroups slow the game down. Speed is why I like this game and why it quickly replaced Guild Wars 2, Mortal Kombat and Street Fighter for me when Homecoming came out. Right now, I’d rather spend my time playing Overwatch than having to deal with the drudge that is a playtowin match among competitive teams. In Rens we had a couple of chats about forbearance. We didn’t run stupid stuff like Stone Blasters and we probably ran two Masterminds three times at most even though we have one decent MM from the ladder (Spec) and a very vocal one from those times as well (me). Give it a couple of months and you’ll see how this meta ends up encouraging a much slower and boring game as the community teams get themselves together and some of them start playing to win.
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Damage isn't too high because of procs. It's too high because we have few mitigation strategies/mechanics to deal with it. People need to stop saying that the problem is procs because some naive developer here is going to believe it some day and this game will be much worse off because of it. The problem with damage is the way Diminishing Returns interacts with cast resistance buffs and APP/PPP armors. Those things could be reworked to make it all a lot more like it was before i13. If you think damage is too high now, imagine a blaster two-shotting you with TF and Blaze or three shotting you with Blaze, Bone Smasher and Flares. That's what live was like. It's just that people don't remember that. The only reason people didn't blow up in 8v8's back then was that we had resistance buffs that mattered and we even carried oranges to pop when you saw icons on your bar because that made sense back then. Regarding your points: 1. Increases mortality but likely decreases the speed of the game as people spend 15 seconds in the sky every time 2 offense die. Those 15s sound like nothing, but that's enough time in a match to make me want to alt tab and tetris. 2. Meh. Jaunt is fine until resistances get fixed. 3. Nope. I consider Raptor Packs to be an issue. They slow the game down. They make me want to spend more time in other faster games. A team that Raptors after every two deaths is about as fun to fight as a team that runs a bunch of stone blasters (fossilize tanks and brutes) and masterminds. IE, Not Fun. And fire/dev is fine when you're playing casually and not Rens or Rare's core teams (which I believe are the only non-community teams that can field full 8's right now, which should give you an idea of how this meta has encouraged a huge amount of stratification and attrition). Against Rens or Rare, giving up an absorb shield (especially after the changes), Strangler and Toxins is just going to get you punished, more often than not.
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Just add -fly to it and adjust the timer so that preemptive jaunting is discouraged. Jaunt, coupled with the absorb changes, has made it so that it makes little sense to target a blaster in the upcoming meta. This is what the range bonus nerf accomplished: a bunch of blasters that can port out of blazing bolt range really easily... While I haven't been playing much lately (much like @M3z, I find this City of Raptor Packs meta to be stupid boring and would rather play faster games elsewhere), I survived more proper spikes last week than I've ever had before, and it was all about realizing that my "fuck it i'm dead" threshold for blazes and stranglers in my tray is incredibly higher now that as a blaster you have nearly 2.1k hp and you're not going to get hit with a blazing bolt if you jaunt up with your 80% range bonus on jaunt and they're not carrying a range bonus from the blazing bolt. I actually think the bolt range nerf and the absorb changes were pretty bad moves, after having play tested a bit.
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If they run to base... that's part of the game. With e liedown, if you can't get that kill you don't deserve it.
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I disagree. Jump packs are what make jaunt chasing possible.
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That is literally how you chase...
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eh, in zone i chase with jaunt more than i evade with jaunt so, maybe you need to adjust your playstyle.
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Nice deflection. Did you actually get your accolades at level 35 for Siren's
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1. There does not need to be a give and take. Take your PVE grinder mentality elsewhere. 2. The arena crowd is pushing changes because the zones are empty and the arena is not. 3. Please don't tell me you got your accolades at level 35 for Siren's because I am just going to be extra mean to you if you did.
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Argue against the "rationalization" then. Your "bottom line" is not an argument on game mechanics, which is what I responded to you with. The source of a proposed change in game mechanics is not an argument against a proposal. Pretty sure everyone wants slows to work again, but the PVEers really got their way with the power boost nerf. My grav/poison and every one of my poison and cold mm's could do actual slows before the PB nerf. Not so much now.
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The difference about this time is that this is coming from people who know how insane incarnates can be when used properly. Your newly minted beam/ta blaster with alpha only has close to zero chances against a fully t4 incarn'd fire/plant in the hands of someone who halfway knows what they are doing. It is not that it's a somewhat interesting match up, it's that it's a totally deterministic match up regardless of skill even before the encounter begins and that's not good for the game. Incarnates, other than alpha, reduce the number of possible outcomes, independent of the skill of the parties involved. Meanwhile, i13 just made skill less relevant. That was just different.