
barrier
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Everything posted by barrier
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issue 26 Patch Notes for March 3rd, 2020
barrier replied to The Curator's topic in Patch Notes Discussion
That's actually not true. I've been using the BU proc on myself since back on live. It's been a major feature in almost 10 of my MM builds (I collect MM's for PVP). Prior to the nef, the BU proc would proc on both you and the pets. It stopped proc'ing on pets after Homecoming devs fixed it to prevent it from proc'ing on pseudo-pets and them observing the behavior on players is what made the developers think of nerfing the proc. -
issue 26 Patch Notes for March 3rd, 2020
barrier replied to The Curator's topic in Patch Notes Discussion
I still find it problematic. There is no reason Masterminds should be less represented (in both PVE and PVP) than any other archetype. It's even more obvious in PVP where ROI is more important than difficulty... you can literally log into the pvp discord and ask an MM question and someone will immediately tag the 3 remaining MM PVPers in the game for answers. I don't think that's ok. Unless the shrinking population of MM PVPers is an intentional part of the nerfs noted above, some buffs are in order (Demons casting forge? Bots casting Fort? Thugs tactics applying to the MM? Mercs not being trash for 4 minutes after 30 seconds of being spawned)... -
issue 26 Patch Notes for March 3rd, 2020
barrier replied to The Curator's topic in Patch Notes Discussion
Address the content more in your posts. It's not a huge leap. Thunderspy fails by ignoring the cross-talk between various changes. Homecoming had kinda been good about this, but things like the power boost -special nerf (shelved my Demons/Cold MM, I can't slow in PVP at all anymore - which it did prior to the PB nerf), and this change, make me think that either Powerhouse is ignoring MM players or thinking that minor AI changes will solve major issues like LRM having a 4 minute recharge on Mercs, slow pets that can't keep up with players in PVP or the fact that he removed a significant source of +to-hit for non-nature MMs, Changes like these are making me think that cross-talk is starting to be ignored. Oh, and if you don't think there are any issues with the AT, please look at the March 2020 stats and try to find an AT that has such a huge chasm between "characters created" and "characters at 50". -
issue 26 Patch Notes for March 3rd, 2020
barrier replied to The Curator's topic in Patch Notes Discussion
Yup. It is. Masterminds have extremely limited access to significant to-hit buffs in PVP. I consistently proc'd that prior to trying to hit any blaster who I knew would likely have fortitude on him or any high defense melee character. It's a big nerf to a class that already has huge problems related to mobility (pets are too slow for the current pace of the game), and whose debuffs have already been nerfed by the current implementation of Diminishing Returns (no -maxrunspeed). The enhancement text has little to do with the fact that the original developers were asked about this while the game was live and they actually said it was intended. Edit: This sort of change is concerning. While I am all for making the game evolve further and correcting mistakes, this wasn't one of those. Nerfs like this need to be accompanied by compensatory buffs for the classes that are most hurt by nerfs, even if this is the way forward, otherwise, Homecoming risks becoming Thunderspy. -
issue 26 Patch Notes for March 3rd, 2020
barrier replied to The Curator's topic in Patch Notes Discussion
This is a huge nerf to MM's in PVP and I am 95% certain that the original devs noted that BU proc'ing on both players and pets was the intended effect. It was on the boards at around the time purple sets were released. -
Don't see the problem. This is a dead game. Your insistence on treating it like a live game where a source of revenue is at stake is naive. Also, AE farms are probably the only reason Indom has enough population to sustain itself. I've yet to join a TF or raid without at least one or two dirty PVPers and it's a pretty well known fact that most of us will not grind a toon to 50. Asking for AE nerfs is asking for PVP nerfs and that actually makes you kind... Let's phrase this nicely: pretty inconsiderate.
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I hear hybrid is still granting mez protection after the patch... Also, two follow-up questions: 1. Is a phase fix happening? 2. Why does judgement not follow the PVP AOE rules? Is that something you'd be willing to fix?
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Nobody is talking about PVE. Go away.
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If the mez system was the same you'd stand no hope at being held for mag 40+ on a blaster or dom only spike for the pve duration (way more than 4s). You tell me if you think that is fine.
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Nobody is talking about reversion. I am talking about listening to the wrong people again.
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Read my comment again. Don't rush.
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Dare you to solo emp in a kickball with a cold on the other team? It's terrible enough that I've stopped playing debuffers in kickballs partly because they drive people off of emping.
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I mean, a good way of doing that would be to partially revert the nerf to power boost. My cold mm can't slow anything anymore, at least before the power boost nerf, it could once in a while.
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Yeah those are generally trash. Not going to argue that one.
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That is a broadly-held misconception. I'm going to run you through a list of examples: Controllers - My arena team has run a pretty successful comp that included a mind/nature controller, as well as several other comps that have included poison controllers. The gold-standard of empathy controllers is a grav/emp and most teams run one. Ill/emps are pretty common too. Dominators - Earth/fires are a pretty solid part of the current meta because they provide the tightest spike timing available in the game (tied with fire/plant blasters). Mind/* doms are also pretty meta when it comes to mez comps. Tanks - Tanks serve a taunting function and all but one of the arena teams have run tanks. Corruptors - You'd be hard-pressed to find a team that doesn't run a nature corruptor in the current meta. Poison corrs are solid. Blasters - Beam and fire blasters are everywhere. Defenders - I play a rad/beam defender a ton and so do others. It is not unusual to see nature/ice defenders on a lot of the most common comps. Emp defenders are extremely common as well. Scrappers - Zone is full of them, so if they suck so much, I wonder why people still play them? They are the happy-medium AT for zone pvp. Brutes - Same as tanks. I play an SS/Rad taunter. Stalkers - Everpresent in zones. Just like scrappers. Mastermind - I basically main a mastermind in 8v8s, so I'm not sure what to tell you here. Nature and Kin MM's are not uncommon. Warshades - Are trash. Peacebringers - This is an information/build-style issue. I've seen people successfully kickball on peacebringers as offense with off-heals. Did I miss something? I am also not accepting the "oh that class ain't meta". If it is represented in scrims and not just in test comps, then it's working.
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I'll start with two easy Homecoming fixes that were heavily lobbied by voices coming from the arena teams. You can thank people like Dan Petro and everyone who pushed for the mez fixes the next time you get hit with a hold in RV and it's not an 10 second slotted controller dark hold or next time you get lancered by a beam and you don't end up stunned for 8 seconds straight. I also specifically asked for the nerf to Hybrid which was granting mez protection and that was fixed. On live, arena PVPers drove the devs to do minor fixes like correcting stalagmites on dominators (used to be a base 7 second duration), and unresisted debuffs in poisonous ray after i13, and major changes like adding the the option to play without movement suppression and heal decay in the arena, and fixing the elusivity issues that propped up around i13. I specifically remember making a post explaining the stupidity of playing a fire/sr brute with darkest night and chasing squishies in movement suppression all around RV while being basically unkillable because of how elusivity worked - within weeks elusivity was cut properly cut down.
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Yes. We had two active PVP ladders on test and multiple leagues. Between 2006 and 2008, the time when I was actively pvping on a test team, we had 2 active ladders (red and blue) and at least 2 HUGE leagues where we were picking from draft rolls with probably upwards of 150-200 people to pick from (I captained a team back then). That would be nothing short of a dream today and even at its post i13 high point, we probably only had 6-7 active teams in the 2011 league. Most arena PVPers left after i13 - and with good reason.
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Want to tell me more about the last time developers took your point of view to task?
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I really don't care about any snark because being an adult involves learning to argue content without going "momma momma, he hurt me feels". See, if you have a problem with roles, I think you have a problem with team pvp. Every single MMO out there revolves around specialization, and the notion that this game should be reduced to a fighting game by normalizing AT's into a singular role should be anathema to the design of the game. You are not locked out of blasters, corrs, or any other ranged class at the character creation screen. This is the thing you really need to understand when balancing a game. Not every character should be able to do everything and if that's your goal, controllers need far more help than any melee class right now. The character descriptions have never been accurate in PVP and aiming to make character fit those descriptions is a mistake. There have been two epochs as it pertains to pvp in this game. In one of them, defenders were a major source of damage in team arena matches and villain jump teams made fortunatas into major damage dealers. In the second, teams full of earth/fire doms dominated blaster teams. Balancing around character descriptions on the start-up screen would have quashed those metas before they became what they were. It's also worth noting that I don't think we've had more people actively PVPing since i13 than right now. We have a solid set of 5 or 6 teams that scrim almost every night of the week. Major meta tweaks should come from feedback pushed by those 6 teams rather than from people that hypothetically want to pvp. Those hypotheticals always find a way to stay hypothetical.
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Melee is not ins an abysmal state. I'll go ahead and post up evidence: Watch what happens on the two matches after the linked time code. I am on an SS/Rad Brute. Look at how insanely survivable the thing proves to be whenever mez, on a beam/plant blaster tries to DPS me down while I taunt him. Beam/Plant is probably the highest dps blaster combo in the game right now and the brute is literally brushing off the damage and continuing to shut down the blaster. The "problem" with melee is two-fold. 1. People do not understand what a "role" is. A brute or a tank aren't meant to be DPS machines. If you want to play meleee for the sake of damage, roll a stalker. Stalkers are fine. 2. Selection bias. Because it takes a real special dude to think that they better create the tank because "Imma kill/arrest someone with these muscles" vs. the blaster who is going "Imma set people on fire and they will die." People who roll melee are often not the sharpest tools in the shed. This is extremely obvious if you've ever played a solidly-built melee toon that fits into a particular team role and then you go by RV and watch tanks getting rolled by blasters and brutes dying to corruptors. Thatshould basically never happen if you're paying 2/3rds attention to the screen. Brutes are fine, Tanks are fine. Stalkers are fine. Scrappers are fickle depending on the defense set, but really mostly fine.
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Why does judgment not follow the AOE damage rules that make things like Throw Spines, Fireball, and other similar powers do a lot less damage in PVP than single-target powers do? This seems like an oversight.
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Weekly "Discussion", not Weekly "Suggestions Thread"
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I just want to keep reiterating that the fix to proc damage in pvp has nothing to do nerfing procs and everything to do with allowing for higher resistances for squishies through a change in Diminishing Returns. This is exactly the scenario the developers intended for DR to be used in. My rad brute is already nearly immortal. A deep proc nerf would slow down the game, and I'm not sure that's the goal here.
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1. Yes. you can blame multi-boxing for this position 2. Pst, I am a stalker. i am the bad experience. i also recognize i don't have to have hide or stealth for pvp. we should be more than a one-trick pony. 3. You're mistaken. 4. What? Is that crying? There is no crying in PVP. bwahahaha perhaps we should stick to the topics, maybe allow folks to voice their suggestions without arguing with them. your suggestions are questionable and reek of the stuff that made i13 into the calamity that it was. #1 is a non-starter. I can't imagine a single competitive pvper who would think it's a good idea. #2 is would just remove variety from the game. stalkers are basically a novelty class right now. #3 listen to what macskull said. #4 is a strong misinterpretation of how this game works. ganking isn't a thing. you can always bring friends into a zone to even it out, and coordination is heavily rewarded. if COH did not reward coordination as much as it does, i'm sure most of the competitive pvp crowd wouldn't be here (i mean, even marginally decreasing rewards on coordination was catastrophic when it came to i13).