macskull

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  1. Quote:
    Originally Posted by Another_Fan View Post
    Lets try this again with your own example.

    You are getting three times as much done at work and your boss notices it and gives you a giant raise. Now you go out to a pub after work and everyone is playing darts. You want to spend your raise to play against your coworkers on a bigger dart board with better darts.

    That is entitlement.
    ...Was there logic connecting that thought process? At all? Even a little? I didn't see any. If anything, using your raise money (obviously not all of it, just enough for a nice dartboard) to buy a dartboard would make you benevolent because your co-workers benefit from your success. Even if you somehow made it an incredibly obvious point that it was only due to you that the new dartboard was purchased, it wouldn't be entitlement, it'd be you being an ***.

    What you, and all the others who say "it's no fair that these people have an advantage," are asking for is simple - you're asking for them to be brought down to your level, negating most of the time and effort, and in the case of I13 PvP, skill, instead of you taking the time to get better in the hopes of being able to compete. To hell with keeping up with the Joneses, it's much less work to just drag them down to our level.

    EDIT: I think of all the non-PvPers who have posted in this thread thus far, Werner's insight and logic has been the most sound, simply because he understands the mentality and the system behind it.
  2. Quote:
    Originally Posted by Another_Fan View Post
    Yessssssss excellent that attitude is why DR was inevitable. I'll go out on a limb and say expect more of the same from the devs in their next attempt to fix pvp.
    Right, because it makes complete sense for someone who wants to put in neither the time nor the effort to have exactly the same stuff as someone who does. Now that is entitlement.

    So my boss comes up to me and says "Hey, you've been getting almost three times as much done in the same amount of time as everyone else!" but instead of asking me how I did it, he tells me "We're cutting your hours down to 1/3 of what you're working now, so you're on an even output with everyone else." Sound stupid? It is - but that's exactly what you're saying.
  3. It is fair, though - just because you don't want to put the effort into getting the "good stuff" (which everyone has equal opportunity to do) doesn't mean it's unfair.
  4. Quote:
    Originally Posted by B_L_Angel View Post
    You also said that the accolades were nice but not a big deal then went on to say that +HP is one of the big things people build for.
    People build certain ways for PvP because those are the most effective ways, just like people build certain ways for farming or AV/GM soloing. You don't need IOs or accolades for zone PvP, though they're extremely helpful especially in team and solo arena matches. You don't need accolades or IOs for PvE, though they're helpful. Your goal is to make your build as good as you possibly can, and accolades and IOs are a helpful tool in reaching that goal.

    Quote:
    What should I expect when I pvp ? If I want to go into warburg to get the exploration badges and pick up nukes should I have to organize a team or teams ? You say there is a sense of entitlement well darn tootin mister there is. I expect a fair game and a reasonable access to the same tools to win. Maybe if things were segregated by weight class like boxing or wrestling it would be different but you can hardly say a lightweight like Hector Camacho to go up against a Muhammad Ali.

    If you want to talk about entitlement the guy with the maxed out build that is looking to rack up wins on newbies, and the pvpers that bragged about farming them where the ones with a sense of entitlement.
    Everyone in this game has access to the same set of tools - the game servers, the character creator, NPCs to defeat for XP, respecs. The difference is how you use the tools - refusal to use them doesn't mean they don't exist or that you don't have access to them. If you want to get good at something, you need to put the time and effort into it, and if you don't want to do that, you don't want it badly enough. Every PvPer worth their salt knows that beating up on inexperienced players isn't a measure of skill. It never was, and no serious (good) players think it is. The ones with the sense of entitlement are the ones who have almost no PvP experience and think they can bring their PvE builds into a PvP zone and do well against players who have invested time, money, and knowledge in getting better at PvP.
  5. I'm not sure if that was sarcasm or serious.
  6. macskull

    Corrupters.

    ...Why would you run Stealth instead of Arctic Fog when AF is better in every possible way?
  7. Fire is probably right behind Psi right now. Ice is bad, yes.
  8. Quote:
    Originally Posted by Tonality View Post
    Then I think that the new PvP goes against the entire structure of the PvE CoH experience.
    Here's an amusing social experiment: go into the suggestions and ideas forum and start a thread about how the game could stand to use some rebalancing to bring certain "problem" builds in line, as everyone knows there are certain powerset combinations that are way better than others. In this thread, you'd list off the changes made to PvP in I13, but reword them and apply them to PvE so it's not immediately obvious. Make the post, and then watch the uproar as people would say "wow, if they did that, I'd quit the game." The devs knew this when I13 happened, yet they also knew that the existing PvP playerbase was so small as to be completely expendable so they had absolutely no qualm with making all those changes. Now, the PvP playerbase is even smaller, which makes me wonder if they're thinking to themselves "well, it can't get much worse, let's throw some more changes at them and see what happens," or if they're saying "hm, we should fix this."

    You hit the nail on the head, good sir.
  9. macskull

    elec/therm corr

    Yes, insulting one of the more knowledgeable players is sure to get you help and support...

    There are also about a million Elec/Therm builds floating around here, unless they all got purged during forum maintenance or something.
  10. Quote:
    Originally Posted by beyeajus74018 View Post
    geez, no wonder pvpers hate the cox pvp system....that's not a good system at all....
    People that liked the old system liked it because of the mechanics, not because of the rewards system (mostly because there was none). While post-I13 PvP is still better than most other MMO PvP out there, I13 took one of the most unique aspects of CoX PvP (the speed) and gutted it completely in favor of bringing down the high end instead of bringing up the low end. Basically, they sacrificed (for the most part) damn good mechanics and no rewards system for very mediocre mechanics and a rewards system that's only there so people can say "look, PvP rewards!"

    Quote:
    Originally Posted by eryq2 View Post
    It was another kat/regen build and both of us were new. I just had alot of sets back then and he had none. SO, skill wasn't evident for neither one of us. We just hacked away at each other. One thing that was really noticed was the movement speeds from mine to his. (he mentioned it, not me.) Also, the regen rate was improved from my build to his. Also the damage. SO, like i said, i can't see where skill makes too much diff on 2 hack toons as opposed to tons of %'s upgrades. But maybe im wrong.
    You're talking about fiteklub, or stand in melee range with another melee character until someone dies. That's like wading in the kiddie pool at the YMCA - it's fun for a while, and then you learn to swim and realize how much more open and freeing the big pool is. In fiteklub, there is almost no skill, only button-mashing, and build makes all the difference. In normal PvP and team PvP, skill is more important than build because it introduces variables like debuffs, movement, and inspiration usage.
  11. The suggestions forum and dev inboxes are that way. --->

    People set up global channels for a reason - there's nothing that says a global channel has to be available to all servers. Sometimes global channels have different purposes - that's why they exist in the first place. To suggest everyone use one or two channels for everything is ludicrous, which is why I'm not at all surprised you'd suggest it.

    EDIT: Your first post in two weeks and you pick this thread? Why couldn't you troll somewhere else?
  12. I think Fulmens has a more accurate picture here - people are used to "just winning" in PvE and they are shocked when they go into a PvP zone and they discover everything they know about PvE and their build doesn't really apply anymore. People don't like to lose, and more often than not they'll just get frustrated and give up instead of taking the time to figure out why they're losing, and then taking steps to lessen the occurrence in the future.
  13. -Res is resisted by resistance. Your average Blaster will have about 28% resistance to everything except Fire and Cold (which would be about 38-40%), because most Blasters are running Frozen Armor. Corrs, Doms, Defenders, will have maybe 40% resistance.
  14. Quote:
    Originally Posted by Tonality View Post
    I was a strict PvE'er in CoH before I played Aion. After playing Aion, I found the PvP experience exhilarating. It can be frustrating, but it can be loads of fun! I think the failure of PvP in CoH has led our community to reject the possibility of any success for future PvP in this game. I believe examining successes in what makes PvP enjoyable in other games is a very good idea when the devs decide to look at PvP again.
    The problem with PvP before I13 wasn't that it was unbalanced (yes, there were some things that needed to be changed, and just about every PvPer worth anything in the old system knew that, and many even offered suggestions for changes that would make it more beginner-friendly), it was that there was absolutely zero incentive to PvP other than for the sake of PvPing. Obviously many people will simply avoid PvP under that scenario, and that's what happened. After I13, most encounters under zone rules (travel suppression and heal decay on) are hopelessly unbalanced in favor of pure damage dealers, and there are no real rewards for PvPing (a token amount of inf and prestige and the chance for an inspiration or salvage drop don't really cut it, and the actual drop rate of PvP IOs is far too low).

    If the devs are serious about "fixing" PvP to make it more attractive, it needs to have more tangible rewards that improve your character in PvE as well as PvP - rewards need to be common enough as to be meaningful and not feel impossibly difficult to attain, but rare enough that there won't be a glut of them. PvP needs actual minigames instead of the non-PvP-related zone events in the PvP zones, with worthwhile rewards for the winning team. Lastly, revert to I12 rules, keep the global resistances in the patron/epic shields (not the base resists though), add unresisted travel suppression for being hit by a melee attack, and find a middle ground between the old and new mez systems (neither one is very good in a PvP context).

    Quote:
    For PvP IO's, I imagine if PvP IO's dropped about as often as purples off of NPC's, it would be acceptable. I have seen discussion in the market forum showing that very rare drops encourage farming. However, in a PvPvE environment, with the unpredictability of players, the often negative consequences of farming (burnout) are somewhat negated by the imprompt appearance of an ambush. Win the fight, and you can happily resume your killing.
    Fun fact: the PvP IO drop rate is actually higher than the purple drop rate (something like 1:100 or 1:200 for PvP IOs versus 1:5000 for purples - though note that these are estimated drop rates as we've never been given hard data for either of those drop types). It's just that in an evenly-matched PvP event (whether it be groups going at it in the zone, team arena, or even 1v1 arena) the scores will be low, and because drops are tied to rep, they're very rare if there are only a few people in zone killing one another.

    Quote:
    One of the interesting features of Aion is that if you are mezzed, your resistances go up. Mez then becomes a tool to take someone out of a fight. This should be possible to implement.
    In CoH, mezzes are used as offense, defense, and disruption. Under the old rules, the best way to take someone out of a fight in a team match, where Clear Mind and the like would be flying around all the time, would be to bring a Sonic or FF and cage them. However, cages are virtually useless under the new rules because their duration is so short, even on control ATs.

    Quote:
    Balance is certainly a problem that I think Castle has admitted he wants to work out. If I remember, Fire/Dark Corrs are very effective compared to the other sets for a corr, which indicates balance problems.
    There are far better Corruptor builds than Fire/Dark. Until every powerset is exactly the same, though, there will always be builds that are popular because they're better. That's just the nature of the beast. I13 was supposed to eliminate FotMs, but all it did was axe some old ones, introduce some new ones, and some are still around from the old days (Fire/EM Blaster, anyone?).

    Quote:
    However, by increasing the length of fights, player skill comes into play. It allows players time to react to surprises by countering with inspirations - especially the squishies.

    As for the net difference being negligible, my heavily IO'd Nin/Nin stalker would strongly disagree with you. There is a stark difference if I engage an NPC in a PvP zone with a PvE zone. I won't even start with talking about what I think of hide in PvP.
    Reaction time and movement is part of player skill - if you're always aware of your surroundings, as you should be in a PvP environment, you won't often get surprised, and when you do get surprised, you'll have the reaction time to do something. Now, though, you'll get hit with a mez and you'll be dead before it wears off because there's nothing you can do until it wears off. Under the old system you could've at least popped a Break Free and tried to get away. Your powers work exactly the same way against NPCs in a PvP zone as they do in a PvE zone, but the reason encounters are more dangerous against NPCs is because of DR, travel suppression, and heal decay (which NPCs have none of).

    Quote:
    Another key point about Aion is that often, PvP is done in groups. Suddenly, that rad/therm corr is a little more handy to have. One interesting feature is that there are fortresses to take where you kill a fortress guardian (closest thing would be taking down Hami). This is one case where group PvP thrives. It is also where the edge in builds start to break down.
    Pre-I13 PvP was balanced just like PvE is - for the most part, team encounters. Team balance was thrown out the window in favor of solo balance so that everyone could "contribute equally" (read: do damage, nevermind that a team would have disruption/debuff, buff, and damage dealers so everyone was contributing). The reason you don't see many buffers around these days is because they've just turned into farm targets who are much less able to help their teammates than they were under the old rules.
  15. I like the idea of PvE mobs in PvP zones dropping PvP recipes, but it would probably be too easily farmable to be really considered.

    PvP will never become "popular" because most people just don't want to PvP no matter what the rewards, for whatever reason. If you want an incentive for PvEers to PvP, the two systems need to work at least somewhat alike, and they managed to break even that. Regarding some of your points, I have a few comments:

    1) Currently, all attacks on you from NPCs follow PvE rules (except mezzes, because there is no mez protection in a PvP environment). Before they "fixed" NPC mez in I15, NPC mezzes were lasting full PvE duration and they were often a death sentence, making some NPCs more dangerous than other players (go figure). Likewise, any powers you use on an NPC will follow the PvE rules. It's just that PvE combat was designed around PvE rules, and the PvP rules being applied to you (travel suppression, heal decay, DR) make taking out even a medium-sized spawn of Longbow a royal pain.

    2) The anti-survivability changes (heal decay, DR, travel suppression) all work to make a squishy die faster when they're mass-targeted. It's no wonder most of the terrible players only play melee toons, because with rare exception they're the only ones that can escape a bad situation most of the time when phase/Hibernate isn't up. Likewise, PvP damage was specifically increased to balance around DR and base resistances. The net difference is negligible in most cases. I'd rather not have my damage reduced against another player simply because the fight should last longer - that's where inspirations, movement, and player skill should come into play. If my opponent wants to last more than a few seconds, they need to work for it instead of having the system give it to them. Unfortunately, when I go up against even a mediocre Blaster in zones on my Rad/Therm, more often than not I'll be forced to Hibernate because I can't put out enough damage to get them on the defensive before my health gets low, and I can't heal or run at that point.
  16. Quote:
    Originally Posted by Primal_Dark View Post
    So would a PvP "merit" system help more then (after DR gets dropped) to try and lure more people into zones? Say...get a merit for every non player killed in the zone and 50 merits for every player killed in the zone, with rewards being given by a PvP specific vendor?

    I think the secondary effect to this type of system would be more PvP since a lot more people would be in the zone.

    And yes, I agree. DR needs to go away. What's the point of IO's if they're simply rendered inconsequential upon entering the zone. If there needs to be an elite anywhere, it's PvP.
    The concept of DR isn't a bad one (it's not one I agree with, but I can understand why it was implemented), it's how it works with the rest of the game that causes problems. The PvP base resistance that's granted to all ATs (except Tanks and MMs) compounds the problem - between the base resist and my epic/patron shield, I'm very near (if not already at) the DR hard-cap for resistance, and external buffs like Thermal or Sonic shields will add almost nothing to my stats. DR and the change to cage powers have made Sonic a completely worthless set. However, melee ATs (which already have good defense or resistance, tons of hit points, and sometimes even multiple self-heals) aren't hit nearly as hard by DR. I can understand DR if you apply it to trying to stop a tank-mage Blaster (say, for example, a Blaster running double-stacked Sonic shields with an Emp backing him up), but a smart opposing team will be going after that Emp while the rest of the teammates are providing disruption so that Blaster is less effective against getting a lock and quick kill on a target.

    What really needs to be removed is travel suppression and heal decay, and I wouldn't be too opposed to dropping the base resistances either. The problem with the changes as a whole is they took balance from team encounters in favor of balance for 1v1 encounters, and everything's about damage now. Under the old rules there were some builds that didn't win because of damage output, but because of attrition - they wore their opponent down over a 10-minute match. With the new rules, everything's focused on damage and there are very few real attrition builds that are still viable. In a 1v1 situation under the old rules, the rock/paper/scissors metaphor applied, unless the participants were using similar builds, and in that case the better build would win assuming equal skill. Under the new rules, none of that has changed, but everything's been slowed down and essentially having skill lopped off at the top instead of being boosted from the bottom means being "good" doesn't mean nearly as much as it did before.

    Thing is, rewards shouldn't be what brings a player in. The system should be reward enough by merit of having fun while doing it. Hell, there were no PvP rewards from I4 until I12, and yet PvP garnered a respectable population. Fact of the matter is most MMO players aren't in it for the PvP. They don't want to PvP, they despise having PvP forced on them, for whatever reason. Rewards aren't going to illicit anything more than a short-lived curiosity from most people, and when they find they can't just magically waltz into a PvP environment and win like they do in PvE, they'll get frustrated and leave. A PvEer is very unlikely to just wake up one morning and decide they want to PvP - more often than not a PvEer becomes a PvPer because they go into a PvP environment and say "hey, that was fun," or they've got friends who try to get them into it, and they all have fun together, regardless of the reward.
  17. macskull

    Best Trash Talk

    /copychat <name of tab>, put it into Notepad or your favorite text editor, and cut out all but the juicy bits.
  18. macskull

    Dead PvP

    Travel suppression and heal decay (and more aggravatingly, travel suppression attached to healing) mean that when I phase, if my team isn't around to get my pursuers off me, I'm going all the way back to my base because it's the only way I'm not going to die. It sucks and I hate doing it, but them's the breaks.

    On CO: CO's PvP system has the potential to be quite a bit better than our current PvP system. I thought it was fun when I tried it during beta, but I didn't bother to sub right away at launch. However, it's still early in that game's lifespan and the "balance" hammer is swingin' away at everything it can hit - the changes to powers and mechanics in CO right now remind me of Issues 4-6 here, but once that initial balancing stage is done, things could be decent. If the devs' attention to PvP during Going Rogue turns into "I13 2.0," I'll more than likely give CO a try.
  19. Yeah, the changes were designed around making things more beginner-friendly, as well as trying to normalize everything. Unfortunately they went about it badly, and instead of trying to bring the low end up, they lopped it off at the top. Heck, it was admitted that some of the changes were implemented because experienced players were repeatedly beating new players, and experienced players had better reflexes, so everything got slowed down and simplified. I might just be being cynical here, but the I13 changes also managed to quiet things down on the PvP front - the players constantly asking for tweaks and fixes stopped asking, because they either stopped PvPing or quit the game. There's news floating around about further changes when Going Rogue comes out, but I'm afraid if the devs don't do a bang-up job of delivering what the players have been asking for, that'll be it for PvP. Of course, for those of us who still play and are trying to get changes made, we're walking a very fine line - last time the PvP community made a list of suggestions it was pretty much ignored and the players were handed a bunch of changes few people liked, and we're now wary of asking for changes because we're afraid the same thing will happen (I've already gone on the record as saying if it does happen again, I won't stick around).
  20. Given the choice between a team full of Blasters, a mixed team of Blasters and Corruptors, and a team full of Corruptors, I'd more than likely take the team of Corruptors. Blasters just bring damage, while Corruptors bring damage and extra defensive or offensive potential - on a team of buffing ATs (Defenders, Controllers, Corruptors, and even MMs), the whole will very often be greater than the sum of its parts.
  21. No slotting, just potential power picks:

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 48 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Strangler -- Empty(A)
    Level 1: Gale -- Empty(A)
    Level 2: Roots -- Empty(A)
    Level 4: O2 Boost -- Empty(A)
    Level 6: Snow Storm -- Empty(A)
    Level 8: Seeds of Confusion -- Empty(A)
    Level 10: Steamy Mist -- Empty(A)
    Level 12: Hasten -- Empty(A)
    Level 14: Super Speed -- Empty(A)
    Level 16: Freezing Rain -- Empty(A)
    Level 18: Hurdle -- Empty(A)
    Level 20: Health -- Empty(A)
    Level 22: Stamina -- Empty(A)
    Level 24: Vines -- Empty(A)
    Level 26: Carrion Creepers -- Empty(A)
    Level 28: Hurricane -- Empty(A)
    Level 30: Combat Jumping -- Empty(A)
    Level 32: Fly Trap -- Empty(A)
    Level 35: Tornado -- Empty(A)
    Level 38: Lightning Storm -- Empty(A)
    Level 41: Fire Blast -- Empty(A)
    Level 44: Fire Shield -- Empty(A)
    Level 47: Fire Ball -- Empty(A)
    Level 49: Consume -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    ------------
    Set Bonus Totals:



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;914;423;846;HEX;|
    |78DAA5D25D4BC26014C0F167942DDF52113533310CC1108697BD5C0459419020195|
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    |C298054C0413C5C43149CC12E60E33FE04C59623BC|
    |-------------------------------------------------------------------|
  22. Quote:
    Originally Posted by Harkness View Post
    I think most Controllers, Defenders and Blasters can get a serious advantage from removing themselves from all melee and most aoe typed damage. In fact, I'd suggest it's a rare Controller, Defender or Blaster that can't derive a strong benefit from that movement option.
    Your post seems to imply that there are two statuses for NPCs: right in melee range, and way below you on the ground. Something tells me you must get royally screwed when you run an indoor mission. None of my characters with Flight (I mentioned them upthread, and the reasons why they still have Flight) use it defensively - they only use it to get from point A to point B.

    You can buy a temp raptor pack if you're really that badly in need of staying above the mobs. Meanwhile, I'll just be using my travel powers to stay at range horizontally. Best of all, the CJ/SS combination (often in conjunction with Hurdle) gives you the best combat movement you can get without a Kin. If you want to take Flight, that's fine - I'm not going to waste a power pick to get it though, because with very rare exceptions, SJ and SS are going to get me there faster, CJ/SS provides combat movement far superior to Hover or no powers at all, and in those occasions where SJ and SS won't work (like the Shadow Shard, when there's no TPer on your team), you have the GvE Jump Pack and the Raptor Pack.
  23. Justice is not, nor has it at any time been, "the unofficial PvP server." That distinction went to Freedom before I13, and continues to do so. Infinity was the unofficial arena PvP server, but in the wake of I13 most of Infinity's players either left or transferred to Freedom.
  24. AR/Energy is the way to go, for sure. AR/Mental might work as well but having to run in to leverage Drain Psyche and PSW work against the strengths of AR, which is chock full of cones. That's why Energy pairs so well with it - Boost Range effectively widens your cones, not to mention provides some hard-hitting melee attacks. If you're not careful, though, you'll sometimes find yourself accidentally firing Full Auto into the next mob.
  25. They don't drop often enough even for players who actually do spend time PvPing. Some players that get them as drops will keep them for their own characters, which means less are making it to market. Doesn't help that while only PvPers are supplying these recipes, they're able to be purchased by both PvPers and PvEers so the demand is much greater than the supply. Rewards as the "carrot on the stick" for PvEers trying to get them into PvP will only work if the underlying system is at least somewhat balanced, but I13 (which was an attempt to do just that) actually ended up driving away PvPers and many PvEers won't even try PvP now that everything's so different.

    The only way PvP is going to get help is if the system is fixed, which likely won't happen anytime soon.