Repulsion?
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AFAIK that's Working As Intended (tm) in PvP.
And rightfully so, since activating Force Bubble effectively negated any chance that most melee toons (any tank or scrapper, outside of /inv and spines/*) had of causing you any damage.
My Katana scrapper, for example, would not have stood the slightest chance of being able to hit you. Neither would my Human/Dwarf form Peacebringer (unless he used Light Form for the repel protection). Meanwhile you could quite happily stack holds and setup containment on both of them (controller) or blast away to your heart's content (defender).
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Except, y'know, Epics which give all melee characters ranged attacks/holds. Counter already exists for it, without what is essentially a mechanics exploit.
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If your complaint is that pool powers now counter part of your control, consider that taking acrobatics negates all of the inherent control in several powersets.
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Not at all - Acrobatics gives hold protection. Super Speed is a plain run speed buff and does not include repel protection.
Unless there is specific Repel resistance on a power then it is not intended that you should be able to close to melee. Any other behaviour must therefore be a bug.
And Mesmer, I guess I wasn't playing in PvP zones at post-L38 at that point
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Except, y'know, Epics which give all melee characters ranged attacks/holds. Counter already exists for it, without what is essentially a mechanics exploit.
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By that logic jumping out of range of any power or running behind a wall to break line of sight could be considered a "mechanics exploit" since game mechanics also require ranged blasts to be used within a certain range to affect a target.
Scrappers and/or Tanks still have to dip into an epic pool in order to counter one power. And even then it's not a real counter, it doesn't actually help that toon close to melee range or apply anything from their melee attack set to the Forcefielder. Instead it lets them hit the Forcefielder with one ranged hold which does not stack enough to break acrobatics (let alone FF's mez protection toggle) or one ranged blast which has damage output that barely compares to a blaster's unslotted tier 1.
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Not at all - Acrobatics gives hold protection. Super Speed is a plain run speed buff and does not include repel protection.
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Acrobatics gives knockback protection, which is all several sets like energy blast, axe, katana and broadsword have to rely on in terms of control.
Super speed is a run speed buff, so by that logic it *should* let you run into directly into a strong wind, or towards someone repelling you away.
I honestly don't see a problem with the power as it stands in PvP. It really was essentially a one-power "God Mode" button against melee toons, allowing you to fully affect them but preventing them from affecting you (or to limit them to very minor resistance via one light-damage ranged blast from an epic pool). Now those toons actually have a chance to hit you (albeit only by jousting, and only by taking Super Speed).
Mes, I can tell you that force bubble is still extremely effective. Superspeed hasn't helped me much at all in fights against you or any other bubbler. One shot I can get thru once in a blue moon doesnt help me cause you still have disp.bubble to protect from disorient..
I dont understand why a power must totally shut out an opponent for it to be 'effective'.
ps. hurricane, however is weaker, but it still has the -toHit..
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Superspeed will also allow you to joust someone inside of Force Bubble - I speak from experience! I reckon thats a bug that needs fixing though - the ticks of repulsion are not fast enough to affect a superspeeder in time before they get into melee.
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you can get into meele on a player with Force Bubble with only Sprint, it repels in ticks (just like everything happens in ticks) and between those ticks you can run in and slap him.
if the force bubble was just a steady wall that couldnt be penetrated it would be way to OP to exist. so its all WAI
@EU Brimmy - Union and Exalted servers
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My Katana scrapper, for example, would not have stood the slightest chance of being able to hit you. Neither would my Human/Dwarf form Peacebringer (unless he used Light Form for the repel protection).
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That's the entire point of the power though. To give Melee protection.
People who think it's God Mode should roll a Bubbler themselves and see what it's like. It's not god mode at all. There are plenty of counters to it. Several sets have repel resistance(Invul, Stone, EA, MoG from regen, Lightform etc..), Kin defenders can give double ID for Repel Res, and very simply ranged attacks will completely negate it. Even the latency in PVP matches would give you something to take note off, as it would be possible to get a melee hit in if you were positioned wrong. You can even just hit the Bubbler with a Sleep power, as that will hit straight through his Mez protection.
I don't see why a pool power, Speedboost or even sprint should be able to counteract it. The only effect it gives is repel, that's all. No acc debuff like Hurricane. If everyone can just joust through the repel, then there is no point as it gives no protection then.
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Mes, I can tell you that force bubble is still extremely effective. Superspeed hasn't helped me much at all in fights against you or any other bubbler. One shot I can get thru once in a blue moon doesnt help me cause you still have disp.bubble to protect from disorient..
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And yet you've killed me on numerous occasions. It didn't seem to be that much of a problem then. Before I7, the power would give me enough protection for to survive with healthy supply of greens in my Insp tray. Now I need greens AND Powerboosted Aid Self to survive.
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I dont understand why a power must totally shut out an opponent for it to be 'effective'.
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This is the description of Force Bubble
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Creates a large bubble which protects all allies inside. While active, this power keeps all foes at bay, protecting all allies inside from melee or short ranged attacks. More powerful foes may be able to penetrate the Force Bubble, but may slip and get knocked down and forced back if they try
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So it should protect everyone inside from short ranged and melee attacks..... Except from "more powerful foes", meaning the people that have some form of repel resistance. Also note fact that these people may slip and get knocked down... that doesn't even happen as everyone with repel res, also has knockdown res and the knockdown of FB does not tick, or stack enough to hit through it.
So that is what the powers should do.
Currently, this is not what it does. I would change the description to this instead:
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Creates a large bubble which might protect all allies inside, if they're stupid enough to rely on it. While active, this power doesn't actually keep all foes at bay, because they will happily joust through it with uber powerful abilities like sprint and Superspeed, maybe even speedboost. More powerful foes may be able to penetrate the Force Bubble, but they don't really need to, because everyone else can do it as well
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I dont remember fights where force bubble wouldnt have protected you from me killing you a lot more. Also iirc during those cases I had something to coutneract the bubble, if nothing else than break frees.
I just want to point out that it does protect you, but nowhere does it say that protection should be infallible.
Dunno if its lag or what but I have had trouble running inside bubble to what I perceive as melee range and my attacks not triggering.. A fire/ff troller did own me in a duel not long ago.
ps. I made couple bubblers during test server event and noticed that force bubble alone wasnt completely impervious to melee, but my grav/ff was pretty safe in RV with all the repel he could get btw (force bubble, singularity and even repulsion field which isnt proper repel)
If you're completely impervious to melee attacks, then frankly that deserves to be nerfed in pvp.
The point is not that there are not counters to Force Bubble, the point is that it negated entire powersets. It was essentially akin to a one-way personal force field or phase shift: toons literally couldn't lay a finger on a bubbler unless heavily buffed by a 3rd party.
If all that a set has to throw at you are melee attacks and you remove all chance they have of landing such attacks, then there is a pvp balance issue that needs to be addressed.
Coming from the POV of someone on the recieveing end of Force Bubble, it is still very annoying to hit through and virtually impossible without a lot of breakfrees or constantly toggled-on superspeed. Even with superspeed, you cannot remain in one place since you will be pushed away outside the bubble if you linger, you must "joust" which cuts incoming damage to the bubbler considerably.
With a bubbler running fly or hover, or even one jumping around, it quickly becomes extremely difficult to joust through FB even with Super Speed.
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I dont remember fights where force bubble wouldnt have protected you from me killing you a lot more. Also iirc during those cases I had something to coutneract the bubble, if nothing else than break frees.
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Trust me, if I just used FB for protection, like before I7 came out, it wouldn't be that difficult to kill me. The FB, PFF and Powerboosted Aid Self combo, makes me difficult to kill. FB alone is not even close to enough. Right now, I use FB to disrupt team coordination and movement, not really for protection.
AFAIK that's Working As Intended (tm) in PvP.
And rightfully so, since activating Force Bubble effectively negated any chance that most melee toons (any tank or scrapper, outside of /inv and spines/*) had of causing you any damage.
My Katana scrapper, for example, would not have stood the slightest chance of being able to hit you. Neither would my Human/Dwarf form Peacebringer (unless he used Light Form for the repel protection). Meanwhile you could quite happily stack holds and setup containment on both of them (controller) or blast away to your heart's content (defender).
Now dealing with the current "nerfed" form of FB, most toons that even consider PvP will take Acrobatics via Combat Jumping and SJ. But far less will also take Super Speed, because given that "everyone takes fitness" that leaves them only one last power pool choice for all the other must-have pvp powers such as Tactics/Phase Shift/Aid Self/TP Foe etc.
If your complaint is that pool powers now counter part of your control, consider that taking acrobatics negates all of the inherent control in several powersets.
After all, you still have all the powers from your primary (controller) or secondary (defender) to call on. Plus mez protection, considerable defense, Detention Field and Personal Forcefield from your FF set.
Game balance, indeed.
As for PvE, it wouldn't be the first time that a PvP-change has negatively impacted the PvE game... but that doesn't make it right. I don't see why it needed changed in PvE.