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Ston

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Ston last won the day on October 26 2023

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  1. Which I think is a good thing, no? Some sets/builds have better movement speed than others which should impact clear speed. Kinda like using Jaunt in Trapdoor would give you faster times than builds without any teleport.
  2. Right. The idea is they'd be the final "reinforcement" sent to defend the pillbox. Ex: Team of Heroes are capturing a neutral/villain pillbox. They defeat 3 turrets. When they start attacking the 4th, Lord Recluse spawns along with a wave of enemies in an effort to stop the pillbox from being captured by heroes.
  3. The idea is there would only be 1 turret remaining on the pillbox when the AV/Hero spawns. And the AV/Hero would spawn as an ally of the turret to try to help "save" their pillbox. Also, did a quick check: Captured turrets are lvl 50 bosses. Uncaptured turr ets are lvl 54 bosses.
  4. Introduction: As a player who enjoys PvP, I would love to see an expansion to our current PvP zones that drives more players to participate in them. Problem: There are A LOT of factors that are currently driving players away from PvP. Some of the most impactful are: Lack of meaningful rewards Lack of participation Builds performing vastly different in PvP and PvE content The large gap in skill/knowledge between veteran PvP players and newcomers Proposed Solution: My proposed idea to address some of the mentioned problems is a large revamp to the lvl 50 PvP zone, Recluse's Victory. Currently, the zone is mostly populated by experienced PvP players who play against each other with the goal of securing kills. Players will largely ignore the zone objectives. My thought is that you can encourage players to participate in the zone mechanics by increasing rewards and updating the zone objectives. Taking a look at the problems I mentioned above, updating the zone could address them in the following ways: Add a new currency that is rewarded by participating in and securing zone objectives. There needs to be rewards for players that devote their time to PvP gameplay. Currently, the rewards granted by defeating players and the handful of badges are not worth the time unless you value bragging rights. We would want to limit exploiting this system, but still allow players to farm it if they choose to do so. The goal would be to limit the reward rate to about the same as the reward rate for AE farming Update the zone mechanics so that larger team sizes are encouraged to complete the objectives. Currently, players can easily solo the zone pillboxes by killing all of the turrets and clicking the middle glowie. Add more PvE elements to objective so that all builds can meaningfully contribute to objective completion. As more waves of enemies are added to zone objectives, AoE and CC powers become increasingly valuable. Currently, there is little to no reason to use most AoE powers in PvP. Traditional ST DPS PvP builds would struggle to capture objectives without help from teammates. Limit rewards that would be granted for the current PvP meta (straight up deathmatch gameplay). Adding a short cooldown to rewards granted for defeating an enemy player would limit multibox farming concerns Solution Details: There would be a lot of work that needs to be done to deliver this new experience for the zone. Here is a detailed breakdown of my ideas for each of those points. New PvP Currency — PvP Merits A new currency that can be spent at PvP Merit Vendors that would be located in each of the zone bases. Vendors will exchange the currency for special salvage and ATO rolls that are found in super packs (XP Boosters, Tailor Sessions, Special Inspirations, Temporary Powers, etc) Special Salvage Roll 100 PvP Merits Temporary Power Roll 250 PvP Merits ATO Roll 1000 PvP Merits Updated Zone Mechanics Update all turrets to be lvl 54 Elite Bosses (neutral turrets default to Arachnos NPCs) Add Arachnos / Longbow ambushes to turrets that spawn at 75%, 50%, 25%, and 0% HP Ambush defaults to lvl 54 and a team size of 8 Add a random signature Hero / Villain to the final ambush on the final turret for all pillboxes. The zone is "won" by capturing 5 out of the 6 pillboxes Rewards Defeating Enemy Player 10 PvP Merits Destroying a Turret + All Ambushes 25 PvP Merits Defeating Signature Hero / Villain 25 PvP Merits Capturing Pillbox 50 PvP Merits Winning the Zone 125 PvP Merits Capturing a pillbox would result in 175 PvP Merits Requires defeating a total of 16 waves of enemies, 4 turrets, and 1 signature Hero / Villain Capturing 5 pillboxes and winning the zone would result in 1000 PvP merits, enough to purchase a random ATO roll Rewards will be given to all players evenly on a team as long as a player on that team is interacting with the zone objectives 60 second cooldown will be put on rewards granted by defeating an enemy player Bonuses would be added to rewards based on hero/villain population, number of pillboxes captured, and other factors. Final Thoughts: I think this game has serious potential for very fun PvP content, and I think that is accomplished by combining traditional PvP gameplay with PvE elements so that anyone can contribute in some way. Toxicity would be unavoidable and there would obviously be some bad apples, but the goal would be for any player to be able to step in, participate in PvP, and get some rewards. On top of all the new mechanics and rewards, there would be the spirit of competition, the thrill of defeating your opponents and the frustration when they get the better of you. Rewards would obviously need to be dialed-in to make sure it isn't more rewarding than regular PvE content, but can still be farmed to get meaningful rewards if players want to spend their time doing PvP content. Something to remember is this would all follow the current PvP zone rules of diminishing returns, Alpha-only for Incarnate powers, limited temporary powers, etc. Any feedback would be much appreciated! Thanks for taking a look!
  5. Now that our Trapdoor test is dead.. I was thinking of using this AE mission to replace it. What do you guys think? I'm pretty happy with the map and number of enemies, but would you want more variety in enemies? - Battle Maiden enemies (easy, good mix of range and melee attacks, standard damage types) - Defeat 1 Elite Boss (vanilla 5th Column EB who has 20% resist to all damage types) - Outdoor map with 9 total spawn (their location will vary slightly, but they will always be in the water area)
  6. I'll have to go back and add build files to those two runs later. I've been overwriting the same file and forgetting to save them 🙃
  7. Run Type: Pylon (Open Beta) Archetype: Stalker Primary Powerset: Dual Blades Secondary Powerset: Bio Armor Epic: Mace Time in seconds: Best: 33 Seconds Burst: Burst - due to Geas Hybrid: Assault - Radial* (toggled on) Number of Runs: 1 Version: Open Beta Temps Used: Offensive Amp, Geas db bio soul - Stalker (Dual Blades - Bio Armor).mbd
  8. I'll get this Stalker thing goin. I think with Geas, Amps, & Patron pool pets, we're gonna be seeing very similar times to Dominators. Something to mention: I use 2 attacks before Assassin's Blade. If I get 2 stacks of Assassin's Focus, I get 66% chance to crit on AS. On a full team, this number would go up to 90%. Run Type: Pylon (Open Beta) Archetype: Stalker Primary Powerset: Ninja Blade Secondary Powerset: Bio Armor Epic: Mace Time in seconds: Best: 34 Seconds Burst: Burst - due to Geas Hybrid: Assault - Radial* (toggled on) Number of Runs: 1 Version: Open Beta Temps Used: Offensive Amp, Geas nb bio soul - Stalker (Ninja Blade - Bio Armor).mbd
  9. Another abysmal month to be a Rikti Pylon!
  10. This was a fun challenge, thanks for posting that bounty @Koopak! Looking forward to the next one. Only submitting one "official" record. Got my best time with Illusion/Arsenal. I did a lot of tests with other builds and a lot of them could get down to the 32-36s range. Those included: Illusion Control + Fire / Elec / Rad / Arsenal Fire Control + Fire / Stone In my opinion, a big takeaway from this challenge is that the assault sets are very well balanced. I saw a lot of 30-40s results between myself and others with a variety of builds. I don't think you'd see this tight of a grouping with as many sets on any other ATs. This can probably be credited to Assault sets having more balance between recharge / animation times of their attacks. Other AT's should take notes, this is something I've harped on for years now. Procs aren't the problem, it's the gaps in recharge / animation times between sets. Run Type: Pylon (Open Beta) Archetype: Dominator Primary Powerset: Illusion Secondary Powerset: Arsenal Assault Epic: Mace Time in seconds: Best: 30 Seconds Burst: Burst - due to Geas Hybrid: Assault - Radial* (toggled on) Number of Runs: 1 Version: Open Beta 27.7.5926 Temps Used: Offensive Amp, Dagger, and Geas (No insps or Lores) illusion_arsenal_pylon.mbd
  11. 100% agree that no power changes should be balanced with procs in mind.
  12. I think it’s a buff because it’s much more reliable now. On live, those windows could still get cancelled. Sometimes damage wouldn’t cancel them, but it was a toss up whether or not it would work how you wanted it to.
  13. Here’s some footage of me messing with it on beta. It feels incredible. Shout out to the devs for making sure Stalkers didn’t walk out of this update with a nerf. Going into hide from ATO or Placate feels very reliable now when you’re trying to land follow-up crits. https://youtu.be/ABOwEynfnQ4?si=_bMtdc2DBpMDL4nB
  14. Shield is also very strong. It's noticeably less powerful once you get into higher content though. Especially 4* with a good team comp. Bio, Rad, Fiery Aura are probably your best there. The benefits of Shield get less potent when you have Kinetics and Cold Domination on your team. Super Reflexes and Shield are amazing for everything up to that though.
  15. It is for ST DPS. Which usually is the most important thing on a full team. It's the only set close to competing with Axe for that. Also has pretty good AoE still.
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