Reiraku

Renowned
  • Posts

    1334
  • Joined

  1. Reiraku

    Whats WRONG!?!?!

    It's a subject that's been brought up countless times since i13 was announced and is often the center of some rather heated debates. (Of course, one side of said debate brings up good points while the other says "well, my concept character is better now, so it must be good!")

    Needless to say, when people have their entire role in PvP removed, thus rendering characters they've spent time building completely useless, they tend to get upset. Combine that with a lot of changes that make little to no sense (Flurry > Energy Transfer? WTF?) and remove what made PvP unique (Hi, travel suppression) and it isn't hard to see why people don't like the changes.
  2. As nifty as this would be, the work involved seems like WAY too much of an undertaking to look towards seeing it anytime soon.

    Still, it's a nice thought.
  3. This looks like a good idea to me. They could add alternative PvP Accolades with a different set of requirements, such as kill counts against particular ATs.
  4. You know someone is bad at PvP when they add stalkers to their list of complaints.

    They were the one AT you didn't need to give much consideration to once you got even a minor amount of experience in the game.
  5. [ QUOTE ]
    [ QUOTE ]
    Maybe Castle got the idea for the pvp changes from the same select few "i got a pocket dev" buddies he entrusted the restructuring of dominators to.

    http://boards.cityofheroes.com/showflat....v=#Post13396958

    [/ QUOTE ]

    I think the changes to PvP stemmed from:
    1. Zone first timers that expected to solo an enemy team
    2. People going afk only to get WTFPWNT by a stalker, then complaining about it
    3. The extreme skill cap that PvP had. Lets face it, the players who practiced PvP were a whole lot better than the ones that didn't and thats not right! Now the training wheels are on and its like someone put saltpeter into the community's drink (can't mess with that one, it's pretty spot on)

    [/ QUOTE ]
  6. He never specified. It was in the tentonhammer interview for i13. He said, and I quote, "certain AT's were unbeatable" and another list of non-PvP'er complaints about how certain techniques were "unfair and unfun"
  7. That's the way to do it. If you can be successful with just SO's, you know you're doing something right. In that case, Shadow Meld can work just fine for you.
  8. If you didn't build for Defense (since not many do anymore) then Shadow Meld can be used quite effectively. If you did, not so much.
  9. Posi also believed that certain AT's were unbeatable in PvP, so it shows that he really doesn't have too much of an idea of what he's talking about.

    As a PvE dev, fine, but he needs to stay away from the PvP aspect of the game and get someone better suited for the job in there.
  10. For PvP, I'd probably go EA or Nin. If you're doing mostly zones, /Nin can work great for a "get in and out fast" with a backup heal handy. /EA is good in having repel resistance and is a regular choice for team arena secondaries.
  11. Adaptation isn't the issue. Whether one finds it fun or not is.

    If they added the arena options to remove the rest of the i13 changes (mez durations, protection, universal resists, DPA changes), then I'd be happy. With just what we have now, it comes out somewhat half-baked.
  12. For a /regen, I'd probably go with Shadow Meld. Alternating MoG/SM is beautiful when you do it right.
  13. That doesn't make the case either the majority or the developer position, especially when said developer is the animations lead and not the powers balancing dev. As BAB has said himself, and even left in his signature for quite some time, any statement he makes that is not directly related to animations in game are of his own opinion and do not reflect the official stance of the CoH developer team.

    I won't deny that some peoples' bad attitudes can have a negative effect on the PvP population, but as I said, those are not the majority cases. Also, changing the game mechanics in such a drastic way has absolutely zero relevance to how players behave when they win or lose.
  14. [ QUOTE ]
    they actually put hard work and effort to destroy pvp.

    as I recall- pvp was destroyed by abusive behavior from a majority of pvpers, which resulted in i13's re-balancing.

    If one was to go back in time- the best method of prevention one might use... would be


    manners.

    [/ QUOTE ]
    You recall incorrectly. One, it is not a majority of PvP players that lack manners, but a minority. Two, the non-mechanic based actions of players have no bearing on the mechanic changes to the game, that's a GM issue.

    The devs datamined what was successful in PvP and what wasn't without looking at the circumstances behind WHY it was successful. If an experienced high-end team would enter a zone and roll everyone with their test characters, that's what everyone would start using. However, those same experienced PvP'ers could have rolled the inexperienced players all the same with "bad" sets, as was shown on occasion. Stalkers were considered godly in PvP datamining due to their kill to death ratio, but any experienced PvP'er considered corrs and doms a bigger threat for good reason. Datamining doesn't show how good a player is when they go afk in a zone, only that a stalker saw them and took them out.
  15. Kinetics, Sonic Resonance are the first two that come to mind. Dark Miasma on anything that isn't a MM, and even then they still have better choices.
  16. You mean like how most buff sets are useless?
  17. Reiraku

    Spines in PvP?

    Spines/Regen is good. Go with that. HP, Damage, and Recharge are all nice set bonuses to look at.
  18. Reiraku

    i14 Stalker

    For team Arena, I'd probably go with WP. Easy to Cap HP, which means you can focus on the important IO bonuses. You also get perception and resistance to exotic effects, like repel.

    Edit: And even though you won't see capped stalkers, you'll still want that perception to see Superior Invis'd trollers and such. It's hard to lock on to a target when they disappear 100 ft away from you.
  19. [ QUOTE ]
    I was never around for CoP so I'm sure how feasbile this suggestion is...but would someone be able to develop a mission arc with MA that is similar to CoP?

    Of course you don't get an actual item of power.

    [/ QUOTE ]

    Not very feasible. CoP could allow an entire SG to participate, making the team/co-op make-up of the trial much larger than anything MA could do.
  20. Not really. SB doesn't boost speed anymore and a kin's heal is targetted AoE, meaning it's of no use to anyone who knows what they're doing in this game.
  21. Therm also has the capability to actually be useful for a team. Kin doesn't really apply there.
  22. Most PvP vets aren't tools though. Just a very vocal minority are.
  23. Then you missed the point of my first post.

    lolfiteclub is just one particular niche of PvP, and often one that isn't adhered to. People who often build for and practice fiteclub styled tactics often get decimated by those who don't. However, the people who build for and practice non-fiteclub style tactics often find themselves quite successful, even in fiteclub styled situations.

    Your videos show you being successful in fiteclub situations, but they are not what I would recommend as an example of good PvP tactics. Given that one of your more troubling opponents was a corr that stood toe to toe with you the whole time gives some evidence to that.

    If you want to use your videos as an example, then show videos that show a range of PvP situations with you doing well. Otherwise, yours are no better than Elernet's "AS-ET the unmoving squishy" videos.