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The rewards for pvp in coh are very hard to get because they are based off of random drops. There is no way to work towards a pvp IO so that you can one day purchase what you actually want. The only way to be 100% sure to get what you want from pvp IO wise is to buy it from the market. Having 1 set per attack type for PvP rewards is not a reward system anyway. Thats not really the point Im trying to make though.
The really big difference between WoW and CoX PvP is the ingame AND out of game support for oranized PvP. CoX is a team game (for the most part). Is it really that hard to set up an ingame competative setting to cater to any type of person from 1v1's , 2v2s. 3v3s on up to 8v8s and using the rep or bounty system (and yes if these systems were used they would have to be acctually balanced to support buffing roles... Not that they totally don't but shared rep for a healing class is not the best way to do things). Then along with this ingame support of a consistance environment would be a reward system that you would be able to use the points/money/rep (whatever you want to call it) to put it towards IOs you want.
This would require a huge amount of time invested to get these systems in place and working properly, but just having some sort of environment besides zone gank killing and random 1v1s-8v8s would def help the PvP part of the game. Thats not even getting into power balance and adjusting things they did in i13. That is a whole different topic altogether almost. Not having a reward to PvP that really works is more what is killing the PvP game then anything else.
CuppaManga:
Your 1 and 3 points are point I do not agree with and in so your conclusion. PvP in CoX (or any MMO really, esp ones with a small PvP community) does not need open world PvP. There really is no point to it when you can accomplish the same thing with the new changes to be able to arena anywhere. Having a death toll in any RPG is dumb in my opionion (that might just be me though). Losing what someone worked hard (figurativly in some cases) to get is counter productive to getting someone to keep playing unless they have OCD.
Also just a little note on 2... Since they added a second build option creating a 30sh or so pvp sets (ranging from common to rare .. or whatever) and making them only obtainable through the pvp system.. or maybe make them available other ways to, idk,.. again not really the point. The real point is more stuff in this general area and support for casual to srs pvp for ingame matches and whatever is very much needed. -
Though the other article that has been linked also has very good points, after looking again at the one I was thinking of it is "The Evolution of Warcraft" by Adam Biessener. Here is the side blurb I was refering to.
Quote:So just a few comments.. The idea of pointing out this article was (if you have not guessed already) the PvP blurb. Someone please tell me, besides for just pure pvp and the very rare random pvp drop, what rewards does the current pvp system have? I'm looking at rep and bounty (siren's call) very hard trying to figure how they did not incorperate those into some sort of exchange for (better then SO) rewards.Turning Points
The five most important changes to the World of Warcraft
Making PvP Worth the Effort
As much fun as you can poke at the terrible initial honor system, you can't fault Blizzard for ignoring player vs. player battles. It took an awfully long time to get there (see timeline * im not typeing that...*), but PvP us at a point where large sections of the game's population enjoy taking part in Arenas, Battlegrounds, and open-world battles. Going from having no reward system whatsoever to a fleshed out endgame progression path may have taken four years, but there are a lot of players whose devotion to WoW PvP lends credence to the strength of its current implementation.
Lowering the Raiding Bar
Engaging in endgame raids at WoW's launch was often a painful process. Wrangling 40 players proved too much for many groups, leaving much of the population with little to do at level cap aside from running teh same trivial small-group dungeons ad nauseum. Starting with 20-man dungeon Zul'Gurub in the 1.7 patch, the raid game eventually morphed into its current 10- and 25-player size, with normal and heroic difficulties offering appropriate challenge to different groups. Just as a reminder, before you start typing up angry emails about Blizzard " catering to casuals" and making the game too easy, Algalon and heroic Anub'arak say "hi."
Achievement Unlocked
Microsoft introduced gamers to achievements with the Xbox 360. Turbine popularized them for the MMO genre in the Lord of the Rings Online. Blizzard knocked the concept out of the park with World of Warcraft. There's an achievement for everything in WoW, and accuring these badges of honor is a game unto itself.
Paladins for All
You may laugh now, but Horde raiding back in the day was a huge pain due to the lack of Paladins. By recanting its stance on faction-specific classes, Blizzard angered some lore nerds and solved the game's biggest ongoing balance issue. Orc racials may be all right, but blessings were easy mode.
Supporting the Soloists
Yeah, it's an MMO, but some people still want to play it by themselves. Blizzard has made constant changes to the game to support solo players, from adding daily quests to making it easier to level alts. We're convinced that this has kept more people playing then the raiding and PvP changes combined.
In reference to the raiding bit, that has not been a huge issue because this game is not centered around that and besides that TF/SF's do a very good job of this as well. I would not mind seeing SG type TF's (yes im looking at you CoP), but you only can wish for so much for christmas. As a side note if CoX had TF difficulties that actually rewarded acordingly I think that would help as well. Either that or an option to choose a difficulty (something totally separate then the restrition options we currently have) that would be balanced according to the one selected without actually penelizing the player. 99% of PUG TFs already do lowest difficulty and typically attempt as a decent time of completion. I'm sure there would be many many hours of balancing these if they were to add differnt TF difficulties (balance in reference to a "well made team being able to complete them" vs actual reward... thats a whole monster unto itself), but I do think it would add a very welcome demension to existing TFs that poeple enjoy.
This achievment bit kinda miffed me... not even an honorable mention for CoX....
Paladins for All reminds me of times before Pain Dom's on villain side where having a good emp on team would have been so much easier them a couple of therms and a kin. Now you could still argue that not having fort and Recov Aura is still an issue (maybe...) but GR should hopefully bash any lasting arguements on that bit.
Soloing. I really don't think CoX has ever really had any issues with soloers and altitis, but I'm not a huge soloer so my opinion doesn't hold much water. The continual XP smoothing and the recent addition of the Difficult Slider's face lift I am sure has made alot of non-farmers happy as well. -
I also agree with you konshu. Some of the older TFs where the story is basicly only told in text (im looking at you posi) compared to the ITF and such are like night and day in story telling elements. We need alot more interactive story.. that might be just me and konshu though...
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The online readable is missing the part I was refering to (its in a side blurb thing in the mag itself) which sounds very convient... also the side blurb is all I read.
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Do the devs read game informer? If so they should check out issue 201 and read up on wow article... esp the pvp bit... just someones opinion I personally like.
Happy holidays and everything to everyone. -
If anything they need to make common and uncommon recipes to go with the current ones and make them drop about 4 times more then normal recipes, since they only drop when killing another player. That would require them doing work though. Creating new sets, balancing them... Make an actual pvp reward system instead of some half ***** BS... Just saying.. in the mean time rappelz is kinda cool... it even has endgame after you hit level 150 2 years from when you start.
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On also a more entertaining note, having endgame content and no pvp > having no endgame cotent and broken pvp. Also on that same thing Rappelz has both endgame content and broken pvp. Its like a free wow clone with cool pets.
Okay, now that I have done my advertising anyone wanna buy a buncho stuff from my toons? -
After the 'fix' i got over 2k rep across 5 toons in the next week or so and i got 0 drops.... on a more entertaining note, Rappelz is free and has OP pets. come play!!
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I would say SR is a no for a trolelr cause of the mez click (rather then togle) they have
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how does forge and thaw make that a team build...?
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You will love the new and improved ET animation!!!
'Look at my pretty red pompoms I'm holding in the air!!!!!' -
a data chunk or link would help alot...
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Hey good to hear from you man. Hope to see you around soon. Stay safe and all that **** too.
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In a DR environment (zone and DR enabled arena) come i16 Acrobatics will not get shut off when mezed (just throwing that out there so baiscly all those SS brutes and tanks would be knocking anyone with just acro anymore).
As far as the big 3(4ish) knockers go heres the breakdown:
Power---- Needed protection
Levitate - 35
Powerpush/thrust - 40
Force Bolt - 45
Outside of DR works differently but I doubt anyone will be playing that much until they give a No Global Resist button in the arena... -
Correct me if im wrong.. but pre-i13 ladder pvp did ANYONE ever use fly?
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Son/TA or Rad/TA corrs are going to be monsters
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Quote:Are you sure you have the new mids? In-game and also the new version of mids thats in the i16 beta section both say that Sting of the Wasp does 107 damage and Gambler's Cut does 74.6. I may just be misreading what your saying and you mean DPA (damage per activation).. that is not burst damage just so you know. That would be standing in front of a stationary target and hitting it when ever its up. So yes GC has better DPA, but it has alot lower burst damage. Burst damage is king in pvp... unless your fight clubbing.
I checked in mids, pvp mode, with dps, and Gambler's Cut has a dps of 85 compared with Sting of the Wasp at 72, this is precisely why I chose Gamblers Cut over Sting (with the IOs but wouldnt matter either way).
One other thing I guess for now, if all your going to do is zone there really is no reason to pick up phase in your build. A temp phase works just fine in zones. With that said you might consider getting a dif power pool as well. -
Are you sure you have the forum section..? Thematic + PvP doesnt really go together all that well mainly because your sacrificing performance for no reason. Most villians have some sort of source of +perc in their build so going for capped stealth doesnt do all that much. It always good to have a stealth IO but for a scrapper not really worth the stealth pool unless you get phase.. even then if your zoning a temp fase inst worth the cost of a power pool.
As far as your build goes.. a few things you might want to consider is looking at the damage output of your attacks with the pvp mode turned on in mids. I sould drop Gambler's Cut for Sting of the Wasp.. Also think about how your going to play the toon in pvp.. are you just doing open zone play or you dueling alot or something else? If your just zoneing alot I would suggest picking up SJ and weapson mastery and get targeting drop from that and web nade. If more 1v1s and all consider getting aid self. Also I wouldnt drop stam just because you may not need the recov. Rethink you slotting on even quick recov. For one more slot you could put in the chance fir +end and also get another 2.5% recov.
I guess last but not least, build for more HP. Can never have enough. -
If im around id prolly be up for it... just toss me a tell on one of my globals.. i cna bring pretty much whatever and start with most if needed
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The biggest q's you need to answer is this.
Do you want to keep your buffs?
Do you want hibernate or phase as a check out power?