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Glacier Peak

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Posts posted by Glacier Peak

  1. 3 hours ago, Redlynne said:

    Counter-proposal.

     

    The main problem with these Events is that on Homecoming the Devs have configured them to simultaneously happen in multiple zones.  This necessarily DIVIDES the population that wants to be doing these events across multiple zones in a way that reduces the opportunity to create the necessary concentration of PCs to take on the events in a SINGLE zone rather than (unhelpfully) spread across multiple zones.

     

    Right now, whenever there is one of these events going on, I see the announcement channel simply SPAM the number of these events in the channel because it's basically happening everywhere at the same time.

     

    If instead it happened sequentially in DIFFERENT ZONES ... one zone at a time ... then people who wanted to do the event would travel to that zone and be able to reach the necessary critical mass to take on that event, and then when they win they can move on to the next zone where the event happens next ... as a group.  You then basically wind up with a "tour group" of PCs doing the event who rotate through the zones chasing the event(s) with people joining and dropping out rather organically.

    Redlynne, great suggestion. And it addresses the concern that Razor Cure mentioned. I would be open to this alternatively.

  2. 33 minutes ago, Razor Cure said:

    That is a SLOW pick up group. Very very slow. I have formed my share of banner leagues, and no way should it take that long. Assuming you see the red text right away, it will take at most a minute to get to that Zone and start forming. The events start with 19 mins on teh clock (for supernatural events) and you can ONLY start killing teh mobs at 6 mins, giving at least 3 to form a team.

    If you are failing to take down one banner in 14 mins..either your team is tiny or full of lowbies. And even then, I have done leagues in lowbie zones that succeeded.

    Basically..if you know what you are doing (and like you said, half the challenge is getting idiots to pay attention), it is plenty of time.

     

    Making the events last even longer is a BAD idea. There is already like 10? concurrent zombie/banner events happening at almost anytime, in different zones. If you need to know why longer events are bad..go and try a Numina TF during the halloween period.

    Razor Cure, I appreciate your perspective. I am glad you are able to find team mates so quickly and engage in the mechanics of the event without as much of an issue as I have. This is a great event that I did not get to do on live and I really enjoy it now. In my edit, I mentioned running a second subsequent banner team. For that example, I began searching immediately after the zone event message displayed, and had six pick up group team mates assembled by the time the banner count down had reached 15 minutes. We were able to destroy three banners in total and we Team Teleported from one banner to the next after defeating them, so I felt like had a pretty awesome team (DPS/Time ratio). In both instances of running the banner event, my team ranged from Level 25-50. I was not picky, I accepted anyone I could get both in zone broadcast and in "Looking for Group" chat. That being said, I am under the impression that zone events are meant to allow anyone (regardless of level or experience) to participate, and find success should all the necessary variables be met. I continued to request more team mates on both chats throughout the event, I even used my temporary pets (Shivan, Snowbeast, imps, etc) to increase DPS since we did not have a full team, and I was still unable to accomplish the goal of defeating all the Banners and the Giant Monster at the end. That is why I suggested increasing the duration of the zone events, both the Zombie Apocalypse (for similar reasons) and the Supernatural events. I may concede, hopefully, that my personal experience is the outlier and this won't be the norm for me when I try this event again in the future. I believe the answer to this problem is to just increase my team size - but if that is the case, I would need more time to find players in order to facilitate this. 

     

    In response to your position about increasing the duration of the event, I am pretty certain there is a buffer time in between events from when one event finishes until the next time it activates. While I have seen both zombie and apocalypse events run concurrently and in different zone, I don't see the connection you are making between that and my suggestion to increase the duration of those events. Perhaps the compromise would be reducing the number of concurrent zones experiencing the event and increasing the duration of the singular event? I am open to other suggestions.

    • Like 1
  3. As title suggests, please increase the time duration of these two events. Forming a pick up group, then traveling to the zone where the event is taking place, and finally coordinating the strategies involved to "win" take a certain measure of logistical finesse in order to achieve the desired outcome (aka gain merits, salvage, badges, etc.) - but making the duration of these events so short is frustrating. I really enjoy the Halloween event overall, so I would like to see these two events in particular increase in duration. 

     

    I don't know how long these events last exactly, but anecdotally, they felt anywhere between 10 to 15 minutes. Today, I had a pick up group formed by around six minutes in, everyone was in the zone and at their respective banner (for this example) by ten minutes, and we made the banner vulnerable by the fourteenth minute. We failed to reduce the banner's health in time, let alone the other three, in order to "win" the event. 

     

    Alternatively, add bonus time after each banner is defeated to increase the duration of the event.

     

    Edit: On my second attempt today for the Banner event, I managed to assemble 6 team members and we got much further, knocking out three of the four banners (and getting the final one to halfway) before the timer ran out. I know it can be done with a pick up group, and perhaps even more so with a dedicated group - but please consider my suggestion of either increasing the duration of both these events or at least adding time for each banner defeat.

     

    Edit 2: I believe there is more support from the community to instead try decreasing the number of concurrent zones experiencing a particular event. I support this approach as well and it may be easier for the HC team to implement as well. 

    • Like 2
  4. 2 hours ago, xhiggy said:

    Usually it works better for people to set their team's target caller as waypoint rather than an emp.

    Ah I rarely play offense and I am horrible at locking so I didn't realize this was a thing.

     

    I absolutely agree with you and macskull about timing. I have had pre-empted heals land and immediately seen a black bar on my teammate, which makes me frustrated but I get it. Landing the right heal, at the right time, from the right distance is the best way to help keep your team outputting damage and yourself alive to continue healing. That being said, I am happy to see a new take on the emp/pain meta and I still think it is a fun experience IMO.

  5. 1 hour ago, macskull said:

    Anecdotally, I've found it easier to keep targets alive with slightly weaker but longer-ranged heals (though it is pretty much impossible for a solo Emp to heal through anything but the sloppiest of spikes in anything larger than a 5v5). I don't have to get as close to get my heals off and like xhiggy said it's more about the timing than the actual heal values. Additionally you practically have to AP to keep a teammate alive these days so the farther away from someone you can do that, the less likely you are to be seen doing it, and the easier you can evade if you do manage to draw someone's attention.

     

    As I'm sure you've noticed as you've started to play more, being an Emp can be really rough in the current meta - even when things are going well your teammates may die a frustrating number of times and the second you hit AP you practically turn into a magnet for the entire enemy team's damage lineup. Positioning is pretty important so at the end of the day you want to stay as far away from the action as possible while still being able to heal people. I've seen some Emp builds start to take Medicine instead of Sorcery and I can certainly see why it's attractive but I'm not entirely convinced it's the better choice. 

    Wow those are really great arguments for maximizing range on heals macskull, especially the AP portion I highlighted. I am finding that I hit mystic flight and TP away after using AP more frequently than I used to, in fact it is almost a requirement. I feel like I am hitting a huge horn and lighting myself up like a firework. Like you said, part of this is knowing that it is really the only way to mitigate the damage avalanche dropping on my teammates, while also realizing I am basically a free kill unless I can evade.

  6. So out of curiosity what's the argument for max range instead of heal? Just from my perspective, it would seem that range can be made up on an emp by changing individual and team playstyle - following more frequently spiked targets closer if the map dictates or getting the team to set waypoints on a designated emp(s) so they know how far/where their heals are.  The best emps I have seen communicate almost as much as the target caller, perhaps this is another area of consideration. 

     

    As far as I know, healing can't be made up through strategy. Maybe Spirit Ward on APd emps, but that's a different arguement. 

  7. Xhiggy and the others who helped, thank you for setting this up. I thought it was a fun and challenging experience. My favorite part about this was the rotation of teams, where at one point I'd be playing a difficult team, and the next match they'd be teaming with me - this was a fun idea that kept the matches civil, fair,  and interesting. The spreadsheet with the bracket was very helpful to me as well in finding the next group to join after each match. This was my first PvP tournament and I'm excited for the next one. 

     

    As for the variety of builds I saw, beam is still the go-to pick. I personally didn't have a counter to a team of beams when playing either of my builds, but I suspect there is a strategy out there to at least mitigate their effectiveness. I was also surprised to see so many emp players contributing to damage spikes! I am just getting the hang of playing emp, and there are a lot of moving pieces so to watch an emp both heal/buff, switch to the target and throw ice, then get back on the buff/heal train was very impressive. 

     

    And great job getting the message out about this tournament. I heard about it through the HC forum, Discord, in KB matches, and from pvpers in-game. I was hoping to see a HC rep or some sort of involvement, but I figured they are all volunteers so they've got their hands full with other stuff.  

     

    Lastly, I was a last minute sign up and I was still placed on a team. Thank you for making that happen and congrats to the winners. 

     

    edit: oh and this event had more players (23-24?) show up than the testing events for the RWZ Raid mechanics - which had direct involvement from the HC team. That's something!

    • Like 3
  8. 1 hour ago, vegetableknife said:

    Added October forcefield and rogue-ing.

    The rouging(?) though presents a tough decision for the emps on the team. I was thinking during a kb match where this took place that if me and the other emp split up our heals/buffs top & bottom we could mitigate the confusion or uncertainty - however, this felt difficult with a pick up team. It wasn't until maybe 3 minutes in did we realize this was occurring, which put us at a disadvantage in the KD spread.

     

    Edit: just noticed your mention about emps dealing with this in the OG post. I think it's a noteworthy addition to your list either way. 

  9. Hello, as the title states, is there a list of all the Halloween content available? I remember doing trick or treat teams, but I don't recall the other events. I am really excited for this Halloween event as a whole, it's my favorite real life holiday and was the first thing I remember doing when I started playing CoH back on live. 

     

    Any assistance would be appreciated. Thanks!

  10. What would you consider your character will be participating in most? 

     

    Zone PvP, either primarily on a team or solo?

     

    1v1 zone or arena fight clubbing?

     

    Pick up games like kickball on Wednesday and Saturday nights?

     

    I usually look at the environment I will be playing in and decide powerset based on that. From there I stick with the solid pvp build guidance from Dan Petro and others on the forums and pvp discord. I don't play any ranged classes or else I'd offer some advice. 

  11. 1 hour ago, Ya'dig said:

    I don't know but I think CoX should adopt the Bounty system from SWG. Some variation of course.

     

    Wouldn't it be cool to have a powerset just for hunting down Heroes? And I don't mean hunting NPC's.

     

    Imagine logging in on your "Bounty Hunter" and heading to the Bounty Terminal and scrolling through targets to hunt down. Pick one and send out a probe to find the approximate area of where that player is in the world. Go to that point... crap they moved. Send out another probe and find where they are now. Go to the new waypoint AND........... there they are in all of their PvP glory waiting to be PK'd so you can turn that Bounty in for sweet sweet rewards. Then the icing on the cake - in the Bounty chat everyone sees an announcement that you have collected a Bounty on that target.... or if you weren't successful it will announce the target combated a Bounty.

     

    Now wouldn't that be cool? I am the last person to PvP but I'd participate in that ALL the time.

    While no where near as elaborate as your suggestion, the Siren's Call PvP Zone has a bounty system in place that rewards successful defeats of bounty targets. 

    • Like 1
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