View Full Version : Speed of Backpedling
Archived Post
09-01-2009, 05:01 PM
It seems like heroes go the same speed either forwards or backwards; allowing melee characters to be kited indefiently, before travel powers.
Thoughts?
Archived Post
09-01-2009, 05:04 PM
Roots and snares are good.
Archived Post
09-01-2009, 05:08 PM
We can't always rely on having root/snares/whatever to hold a person down. Making a person have certain powers in order to be effective in PvP is the complete opposite of what this game is about, no?
Rather than solving with devices/power choices, why not just buff forward run speed by 10-25%?
Archived Post
09-01-2009, 05:45 PM
How does buffing forward runspeed help this?
Also...how are you PvPing before travels...from my understanding you get travels before you even get to PVP. Or did they start letting us Queue up in the tutorial?
Archived Post
09-01-2009, 05:55 PM
Or, you know, they could make powers that launch you at your opponent and lock that target in place for a few seconds to get off your melee attack...
Oh, right.
This game is the dscendant of City of Heroes/Villains. High speed movement, forward or back, is something that's here to stay.
---
Actually, when you think about it, what it needs to do is let you 'chain' attacks. In other words, tap, say, your 3 key (or whatever) for Mighty Leap/Thunderbolt Lunge, then tap your 4 key for whatever your main face-smashing attack is... so that when 3 goes off and you come into range of the opponent, the 4 attack goes off immediately,
Archived Post
09-01-2009, 06:04 PM
you can queue in the crisis zones right after tuturiol potentially before you visit the powerhouse
Archived Post
09-01-2009, 06:06 PM
Oh ok I see...so it's not a failure of design then...more like user error.
Archived Post
09-02-2009, 01:34 AM
If forward runspeed was buffed up a notch, players backpeddling and shooting you at the same time would be slower, therefore you'd catch up to them.
Taking powers to be effective in PvP is a flaw of PvP; esp. in a game where they want you to customize your character completely. Mighty leap/thunderbolt lunge/travel powers shouldn't be /needed/ in order for melee to be effective against range.
Archived Post
09-02-2009, 01:57 AM
If forward runspeed was buffed up a notch, players backpeddling and shooting you at the same time would be slower, therefore you'd catch up to them.
Taking powers to be effective in PvP is a flaw of PvP; esp. in a game where they want you to customize your character completely. Mighty leap/thunderbolt lunge/travel powers shouldn't be /needed/ in order for melee to be effective against range.
No... just... no. No matter how customizable or balanced one hopes for pvp to be, the mentality of not /needing/ to bring a power is just silly. If I play rock paper scissors with someone, whom I know is bringing rock, I bring paper out. I don't claim it's imbalanced because I want to win with scissors.
Play with what you want and have fun with it, but if you're playing to win, you will always need to bring a counter to your opponent.
Archived Post
09-02-2009, 04:31 AM
We can't always rely on having root/snares/whatever to hold a person down. Making a person have certain powers in order to be effective in PvP is the complete opposite of what this game is about, no?
Actually- It does not force you to pick roots/snares. It is just more practical. Take your powers in accordance with what you plan to do. in PvP, it is very useful to have a root/snare. But a really good crit combo can do just as much. You need a way ta get to it- but they have articles out there saying that combat would be more about strategy.
Archived Post
09-02-2009, 05:03 AM
Oh ok I see...so it's not a failure of design then...more like user error.
Meldash! I love you man! :D
Ok, now back on topic. You /need/ any one power to be effective in PvP. There are alot of options to choose from (some more user friendly or convenient that others). However, you do need to think about what powers you are bringing to the table.
Taking powers to be effective in PvP is a flaw of PvP; esp. in a game where they want you to customize your character completely. Mighty leap/thunderbolt lunge/travel powers shouldn't be /needed/ in order for melee to be effective against range.
Um.. that is like saying. "If I only take heal powers, I want to be able to kill everyone just they same as they do" You can pick any powers you want to customize with, but you will run into situations that you cannot be as effective in if you don't plan for said situations. (kinda like real life.. you have to plan ahead or be stuck with whatever gets thrown at ya). Not trying to be mean to you at all. But you really have to plan a character for PvP to be optimized for it. If you don't , then you end up like me, and you have a theme that looks or seems cool to you but will struggle more in PvP against PvP optimizers. I can live with that choice and have fun in PvP..... Then turn around and have fun in PvE and then have fun in RP. :) If your theme (as mine) prevents you from taking certain powers to counter a problem that you have encountered in PvP, then the only restraint on you in self imposed.
Don't need to change game play or mechanics to please every individuals' "perception" of how their character will perform in PvP. that is an impossible and ridiculous request.
Archived Post
09-02-2009, 05:06 AM
We can't always rely on having root/snares/whatever to hold a person down. Making a person have certain powers in order to be effective in PvP is the complete opposite of what this game is about, no?
Rather than solving with devices/power choices, why not just buff forward run speed by 10-25%?
Of course, if your goal is to hold a person down you need a root or snare. Not having roots or snares (or any other "specific power") doesn't inherently make you more or less effective in PvP - it depends upon what you're trying to do and how you approach a tactical situation. You can focus on damage output for example, instead of controlling your opponent. But if your primary objective in PvP is to lock down a target, then of course you need to spec the skill that lets you do that. No?
I think defensive moves (blocks, back-peddling away) should remain viable - the risk otherwise is that you end up not needing to make trade-offs and you end up slotting all damage skills. I don't think a given character should be able to accomplish all tasks in PvP equally well. As in your scenario, just because you enter combat shouldn't mean that you automatically get to control the other player(s) without slotting the appropriate skills. If you want to control another player, you need to 'pay' for it in terms of (example) giving up a damage skill slot and taking a control power (e.g., a root).
Separately, **** Online has a very interesting feature tied to movement and direction of travel in relation to your opponent(s). I won't list out the details, but it boils down to this:
If you're on the offensive (moving forward towards your target while attacking) you have a damage bonus and defensive penalty.
If you're on the defensive (back-peddling away from your target or strafing) you get a block/parry (back-peddling) or evasion (strafing) bonus, and offensive penalty.
I like the concept, and wouldn't mind seeing this applied to CO.
{Edited to add: While buffing forward run speed would be one way to (relatively speaking) reducing the speed of back-peddling movements, it comes at completely unrelated cost: Speeds were reduced (travel powers) due to issues with the server being unable to keep up with updating player locations (see patch notes from within the past few days... I think it was the first patch after headstart. That *might* be one reason buffing everyone's forward movement speed creates a separate problem).