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Troo

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Everything posted by Troo

  1. interesting that's weird. pvp was fun, diverse, and fairly popular for many in COH.. I'm not sure why you'd feel the need to try and insult folks.
  2. I believe there was mention of a new knockback formula. Did that get implemented? Also secretly hoping that new formula can calculate some type of damage based on knockback distance.
  3. +1 anything good in the i13 pvp changes or was it all bad? i13 PVP Revamp (excerpt from: https://archive.paragonwiki.com/wiki/Patch_Notes/2008-12-02) PvP combat has been completely revamped in this issue, in an attempt to make it more fun for all ATs and builds. Please note that these changes only take effect in PvP situations; these changes have no effect on PvE. Here are a summary of the major changes: The damage of all attacks has been refigured. Basically, the longer the activation/animation time of an attack power, the more damage the power is going to do. There are adjustments for recharge time and Endurance cost, but the actual time the power takes up in an attack chain is the primary consideration. In general, the base damage of all Archetypes has been increased in PvP zones and Arenas. The Containment bonus for Controllers in PvP has been reduced because of their higher base damage. Being hit by an attack triggers movement suppression, just as making an attack does. Suppression for being hit by an attack is always the same duration. Any power with a negative impact on the target (including all debuff powers) is considered an attack. Note that Teleport powers are completely disabled when suppressed. Healing powers also trigger suppression. The greater the base range of an attack, the longer the suppression for the attacker. Teleport Foe and related powers in Gravity Control and Warshade powersets now grant 3/4 of a second "untouchable" flag on the target. Resistance and defense powers have greater diminishing returns when stacked than in PvE, and lower caps. Healing powers suffer from diminishing returns when several are used in a short period of time. All Archetypes (except Tankers and Masterminds) have some default resistances to all attacks in PVP. Unlike in PvE, defensive toggles do not suppress when you are held/stunned. This means that not only do the toggles not drop, they continue to grant defenses while the player is held/stunned. Melee classes gain extra resistances to all debuffs and to movement slows. These bonuses are linked to the power in each set that gives status protection (Unyielding Stance, Wet Ice, Plasma Shield, etc.). "Buffing" Archetypes (Defenders, Controllers, Corruptors, Dominators and Masterminds) have less ability to benefit from all buffing powers than other ATs (the powers have less effect on them, and their caps are lower). Melee ATs gain more benefit from buffing powers than other Archetypes (the powers have greater effect on them, and their caps are higher). Defeating enemies in PvP can award inf, Inspirations, and rarely Salvage, but no XP. In general, there is no such thing as Status Protection in PvP, only Resistance. The exception is Knockback protection, since Knockback is a binary effect. The base durations of status effects are greatly reduced in PvP (generally 4 seconds for Controllers and Dominators, 2 seconds for all other Archetypes).
  4. I do miss base raids If only there was a way to make it less specialized and fun win or lose.
  5. and a sprinkle of whimsy..
  6. Dear forum police.. do you have a PvP related item that you feel could be improved or is out of whack? (rather than hijack someone else's thread, creating a stand alone topic here seemed appropriate)
  7. I'm surprised this thread is chugging along. The OP question was: Is the reining in of their effectiveness still in the works? The reason for asking was simply for clarity as folks are sinking time and resources into proc builds that might be changing or going away.
  8. I think some of the differences are beneficial, but at this point they could be a barrier to play in those zones. (that's all I'm saying)
  9. I spend a lot of time in PvP zones doing the mini games. This is one of my favorite parts of the game. I do wish there was a zone where players can't attack each other but can interact with the enemies/environment to have an impact on what was happening and potentially effect other players indirectly. [edit] Below are two examples already in the game. Siren's is a pvp zone and Gladiator is an arena. I'm thinking of a zone without players directly attacking players style mini game. Example: Battle for Siren's Call Zone control shifts back and forth based on battles at Siren's Call hotspots. At any given time, there are usually one or two active hotspots on the map, shown by white rings with red rays. Large groups of NPCs (armies) stand around there, and sometimes decide to shoot at one another; at the southeastern (waterfront) and northwestern (plaza) hotspots, they will wait indefinitely for players to get things started by creating aggro. Players can both attack enemy forces and assist friendlies with heals, buffs and taunts. Neutral mobs also hang around the hotspots; they will aggro on Arachnos, Longbow or any player. Once started, a winner will eventually be declared for the battle with a yellow zone-wide announcement. The loser is the first side to have X of their NPCs defeated, where X is something like 20-40. Thus it's possible to win a battle in which your side's army never fires a shot; neutral kills of your enemy will also help you win. The win will color the Score bar more blue (Hero win) or red (Villain win). Example 2: Gladiator Matches The Gladiator match takes your created team of Gladiators and puts them to the ultimate test of strength against a rival player's Gladiators. The controls work similar to controlling a Mastermind's minions. Combat is between Gladiators only; their owners cannot participate in combat aside from controlling their Gladiators. To create your team of Gladiators, click on any Battle Terminal, and click the 'My Gladiators' button. Select any combination of Gladiators you wish to use. Take note though, each Gladiator has a point cost, and your Gladiator team cannot exceed 2000 points. Further, you cannot use more than three of the same Gladiator for one team, so choose carefully!
  10. A common complaint is going to PvP zones to grab badges, temp powers, or to do missions. In my mind this has been exasperated by the deviation of PvP from the rest of the game. There is not one or two simple changes. There is a complicated hodgepodge of differences that may be unexpected to the uninitiated. "Almost any effect of any power may be different between PvP and PvE" "Powers calculate damage based on their activation time, instead of their recharge." Flurry and Propel, deal two to three times their PvE damage AoE powers generally do far less damage than single-target ones Lower activation time powers get a slight bonus to damage, due to chaining low damage powers being difficult in PvP Longer recharge time powers also get a slight damage bonus, so higher level powers with long recharge times deal extra damage. Damage has been adjusted for all ATs, reducing the damage gap between each AT. Is there something specific that is broken in PvP for you?
  11. You have a good point. The way powers & stats work can be different in PvP environments. This is not the same as someone PvPing.
  12. lol Regeneration on a stalker is very good. Just have to embrace taking hits. @Errants are you planning on changing Superior Conditioning and Physical Perfection later or sticking with them?
  13. It's all PvE until another opposing player shows up. PvP zones without other players are similar to hazard zones, aren't they? (while adhering to the pvp zone rules and mechanics as pointed out by @battlewraith)
  14. AlabasterKnight, your idea is not crazy. Similar topics have been asked enough to acknowledge there is something to the request. Maybe a alternate similar idea would be better received. It would need a way to be implemented in a way that could not be abused. That's possibly no small task. Hahaha.. 'strives' good one Given the changes that have been made to PvP and the resulting massive increase in pvp play.. oh wait.. nevermind
  15. As a stalker, I can confirm there is and has been something amiss with Build Up -> Assassin Strike. In normal game play I think I've missed 3 times in a row (not debuffed). In testing the worst Build Up -> Assassin Strike streak was something alarming like missing 8 out of 15. I don't mind missing occasionally. I do mind missing more than 5% of the time. Hidden, Build Up -> Assassin Strike, should be a rare miss but it seems to happen more than it should.
  16. As stated by others gimping a mission in the Mission Architect does result in some penalties which tend to be somewhat balanced with the level of gimpage. Whether creating easy enemies (few or limited powers) or trying to create easy missions, there are impacts. If creating content for story, xp gain matters less.
  17. poor joke..
  18. Where's ur legs?!
  19. I was thinking in general.. I guess both. Casual play is likely not impacted as much by outliers as highly leveraged situations.
  20. Oh I don't disagree. Getting to that 40% being the trick and then pushing the gas peddle to the floor. /cold, /dark, /rad, /traps, /storm, /kin oh my. For the player's question it just seems that a version on another AT might be a better fit. There is very little in the game that can't be done on a /cold or /dark.
  21. @ArcadianIV maybe stick with Controller and Defender if you wanna solo AVs & GMs. I love my Corruptors and I'm sure they do what others do but giant bags of HP may be counter to the Corruptor magic that is Scourge.
  22. Troo

    Which is it?

    "Issue 21 lowered the level at which the set's powers become available: two changed from 41 to 35, two from 44 to 41, and one from 47 to 44."
  23. April 1 is around the corner..

  24. play style will have a huge impact on power picks and set bonus goals. examples: I like to control then melt when solo. when teaming, I'm debuffing and zerging while letting mobs group up before controls.
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