PvP Travel Suppression


ClawsandEffect

 

Posted

I've just started getting into PvP with an ice/ss tank, and I'm having a blast with him. However, I noticed that there is a discrepancy with the travel suppression.

When I attack someone, my travel power deactivates for awhile, which is fine. My target, however is able to continue hopping, running, or flying away. Since my travel power is suppressed more than theirs, they are able to escape most of the time. I think the travel suppressions should be reversed. If someone is hit from an attack, their travel should be suppressed as much as if they had just attacked. This would include slowing someone flying down to hover, shutting off super jump, or super speed.

If someone is attacking, their travel powers should be suppressed less than if someone hit them. This would allow combat to continue, and force people to use powers in order to escape a zone conflict.


 

Posted

Or it would allow people to kite other people with little to no risk.

Bad idea.


"the reason there are so many sarcastic pvpers is we already had a better version of pvp taken away from us to appease bad players. Back then we chuckled at how bad players came here and whined. If we knew that was the actual voice devs would listen to instead of informed, educated players we probably would have been bigger dicks back then." -ConFlict

 

Posted

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Or it would allow people to kite other people with little to no risk.

Bad idea.

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Only if the person trying to kite is never hit. That will most likly never happen. If it does, then it really doesn't matter what the attacker is doing. If he can't be hit he won't lose anyways.


 

Posted

If the attacker is a ranged damage dealing AT, they could attack a melee AT while maintaining a better scope of movement indefinitely. It'd be even easier to kite them without getting hit than it is now.


"the reason there are so many sarcastic pvpers is we already had a better version of pvp taken away from us to appease bad players. Back then we chuckled at how bad players came here and whined. If we knew that was the actual voice devs would listen to instead of informed, educated players we probably would have been bigger dicks back then." -ConFlict

 

Posted

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If the attacker is a ranged damage dealing AT, they could attack a melee AT while maintaining a better scope of movement indefinitely. It'd be even easier to kite them without getting hit than it is now.

[/ QUOTE ]

So make movement suppression equal if being hit or attacking. Every AT, even my tank, has ranged attacks.


 

Posted

Unfortunately, that would do little to prevent a stalemate of movement. While every AT has access to ranged attacks, not every AT has them available at each zone level in the game.

A better way would be to remove suppression entirely save for when being hit by a melee attack. Melee AT's could close the gap between animation rooting and keep within range if their opponents aren't careful.


"the reason there are so many sarcastic pvpers is we already had a better version of pvp taken away from us to appease bad players. Back then we chuckled at how bad players came here and whined. If we knew that was the actual voice devs would listen to instead of informed, educated players we probably would have been bigger dicks back then." -ConFlict

 

Posted

I still don't think it makes any logical sense to be suppressed when attacked. I mean, how do they rationalize that? "Oh no, I'm being shot at! I better slow down so they can aim better!"

I'm okay with the other things that cause movement suppression. Attacking, healing, being healed, popping an inspiration, turning on a toggle. All those can be rationally explained as to why they supress your movement. Being attacked and slowing down because of it makes no sense.

Now, if they were to change it so you are suppressed if you are HIT by an attack I would be okay with it. If you get hit in the head with a 400 pound chunk of concrete it's liable to impede your mobility a little bit. But then you have the defense based characters that are seldom hit that get to run around unsuppressed all the time, so it's not going to happen. And there is also the point that the PvP changes were never about making sense in the first place.

I understand the gameplay reasons for it. It is there so melee characters actually have a chance at catching ranged characters. And for some reason they seemed to want the pace of combat slowed down so new players can grasp it easier (which was one of the things I liked about CoH PvP, the fast pace). On the opposite side of it, it makes the gank squads in zones pretty much inescapable. The way it is now, (I speak from experience) if you are attacked by a full team of 8 you are NOT going to win, and you stand virtually zero chance of escaping. The worst part is they don't actually have to connect to suppress you, just shooting AT you is enough to trigger it.

I guess I'll just have to deal with it like everyone else, but I don't have to like it. And that's really the only PvP change I have an issue with.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

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The worst part is they don't actually have to connect to suppress you, just shooting AT you is enough to trigger it.

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I don't believe that's correct. If that's happening, it's almost certainly not working as intended.

(then again, the devs can't seem to make up their minds on suppression rules, so you might be right.)


"the reason there are so many sarcastic pvpers is we already had a better version of pvp taken away from us to appease bad players. Back then we chuckled at how bad players came here and whined. If we knew that was the actual voice devs would listen to instead of informed, educated players we probably would have been bigger dicks back then." -ConFlict

 

Posted

[ QUOTE ]
[ QUOTE ]
The worst part is they don't actually have to connect to suppress you, just shooting AT you is enough to trigger it.

[/ QUOTE ]

I don't believe that's correct. If that's happening, it's almost certainly not working as intended.

(then again, the devs can't seem to make up their minds on suppression rules, so you might be right.)

[/ QUOTE ]

I don't think that's how it's working either ... if you get hit, your travel is slightly suppressed, but not as much as the attacker. If they miss, nothing happens. If you can't be hit, your travel isn't suppressed. I think that is how it's currently working.

If they set travel suppression for being hit equal to attacking, then in a full out battle, if you are hitting them, and they are hitting you, it would prevent people from escaping as easily.

Phase shift or some other power would be required to escape a battle, or a series of misses from the attacker.