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Archived Post
09-09-2009, 11:31 AM
Also a Deal-Breaker for me.

Ice: You shouldn't be able to slow and essentially lock someone down the ENTIRE match with one attack.
Teleport: You should be able to Teleport all over the damned arena and PICK UP BUFFS while doing it,
Teleport: You shouldn't be able to teleport out of combat with no repurcussions.
Movement: You should NOT be able to run backwards as fast as forwards.

All PvP is here now is a bunch of ranged/frost specs with teleport.

Hero games is totally broken, and since ya need them to unlock costume parts, to me thats a deal breaker. Twenty more days til lthe first month runs out then I'm out if it isn't fixed by then. I mean, FFS did the developers EVER play PVP in ANY game?

No they DID NOT.

Know how i know? Because if they did they would KNOW that unlimited kiting and permanent lockdowns drive people AWAY from the game. Seriously, in every game it has been that way yet they see fit to SCREW pvp in Champions.

Also, before the Snarky commetns come, I still win almost all the PvP I enter, but it is annoying to sit there and do nothing but ranged attacks and block because i cant move and melee due to being frozen and once get in a good fight the coward teleports around the ring to grab buffs.

1. Remove the power-ups (especially greens ) completely from the Hero games.
2. Make running backwards half as fast and 'strafing' 80% speed, to give melees a chance.
3. Reduce the 'slow' effect in PvP for Ice.
4. Apply a movement debuff when exiting it IF they are in combat when teleport.

That would Fix PvP.

Archived Post
09-09-2009, 11:40 AM
Also, before the Snarky commetns come, I still win almost all the PvP I enter

In which case it's not a game breaker, you simply don't like it.

Archived Post
09-09-2009, 11:46 AM
Tired of being logical, but the poster above me hit the nail on the head. Bragging that there's no problem for you partially invalidates the opinion that the system is broken, especially if you aren't using one or a combination of the things you are crying about.

Can I have your stuff?

Archived Post
09-09-2009, 11:47 AM
Also a Deal-Breaker for me.

1. Remove the power-ups (especially greens ) completely from the Hero games.
2. Make running backwards half as fast and 'strafing' 80% speed, to give melees a chance.
3. Reduce the 'slow' effect in PvP for Ice.
4. Apply a movement debuff when exiting it IF they are in combat when teleport.

That would Fix PvP.

1- That may be a good idea. I haven't experienced enough pvp with different frameworks to know.
2- I don't think it should quite be 50%, maybe 60-70. And Strafing shouldn't be changed at all. Strafing in games is usually normal speed, since it is harder to maneuver with and you have less aim when trying to run.
3- Instead of lowering slow, maybe they should add a sort of protection to it....sort of like a hold protection. After suffering the full effect of slow, you can't be affected by slow for X seconds,
4- Teleport in PVP is a hotly debated topic, but a movement debuff for being in combat isn't really helpful. First off, if they are in combat, and they attack, they get a 10 second cooldown on TP. If they don't attack, they aren't doing anything and can still be attacked. If they are TP'ing, they can't attack, and they SHOULDN'T be able to heal, but I guess they can. That should be the nerf for TP. Pause all regen and healing effects during teleport. So if you are TPing away, you are out of combat, but not healing. To heal, they have to make themselves vulnerable.

Archived Post
09-09-2009, 11:49 AM
1- That may be a good idea. I haven't experienced enough pvp with different frameworks to know.
2- I don't think it should quite be 50%, maybe 60-70. And Strafing shouldn't be changed at all. Strafing in games is usually normal speed, since it is harder to maneuver with and you have less aim when trying to run.
3- Instead of lowering slow, maybe they should add a sort of protection to it....sort of like a hold protection. After suffering the full effect of slow, you can't be affected by slow for X seconds,
4- Teleport in PVP is a hotly debated topic, but a movement debuff for being in combat isn't really helpful. First off, if they are in combat, and they attack, they get a 10 second cooldown on TP. If they don't attack, they aren't doing anything and can still be attacked. If they are TP'ing, they can't attack, and they SHOULDN'T be able to heal, but I guess they can. That should be the nerf for TP. Pause all regen and healing effects during teleport. So if you are TPing away, you are out of combat, but not healing. To heal, they have to make themselves vulnerable.

In case you haven't noticed, these are almost entirely solutions for melee. Funny, my melee character has zero problems. But I play on a team... with team work.

Archived Post
09-09-2009, 11:52 AM
even though i play ice, i have to agree the slowing effect is too extreme. they should make it reduce speed by 50% rather than 90% or whatever it is now.

Archived Post
09-09-2009, 11:55 AM
No for everything.

If it's a deal breaker, than the deal has been broken.

Good luck in whatever you decide to persue!

Archived Post
09-09-2009, 11:58 AM
even though i play ice, i have to agree the slowing effect is too extreme. they should make it reduce speed by 50% rather than 90% or whatever it is now.

If you're going to bring down chill, the solution isn't the speed reduction but the amount of time chilled. You can still kite someone to hell if they're 50% slower. Less room for error, but you're still going 2 yards for every 1 of theirs. If you're going to solve the "problem" here, a duration reduction of chilled time is actually your real solution.

Instead of giving the caster a tiny bit of less margin of error, you open freedom to the chilled player sooner.

There's your actual solution there. But then again, I don't think Ice needs a nerf.

Archived Post
09-09-2009, 12:20 PM
If you're going to bring down chill, the solution isn't the speed reduction but the amount of time chilled. You can still kite someone to hell if they're 50% slower. Less room for error, but you're still going 2 yards for every 1 of theirs. If you're going to solve the "problem" here, a duration reduction of chilled time is actually your real solution.

Instead of giving the caster a tiny bit of less margin of error, you open freedom to the chilled player sooner.

There's your actual solution there. But then again, I don't think Ice needs a nerf.

The problem with that is that it's very easy to re-apply chill, so nerfing the duration won't do much at all. If anything, the devs will have to add a suppression for snare effects. Somethings needs to happen though. It's ridiculous right now. I'd settle for a super stat that added resistance to snare effects (perhaps STR), if the ice whiners absolutely need a 20sec snare that impares ground movement by 90% :rolleyes:

Archived Post
09-09-2009, 12:37 PM
The problem with that is that it's very easy to re-apply chill, so nerfing the duration won't do much at all. If anything, the devs will have to add a suppression for snare effects. Somethings needs to happen though. It's ridiculous right now. I'd settle for a super stat that added resistance to snare effects (perhaps STR), if the ice whiners absolutely need a 20sec snare that impares ground movement by 90% :rolleyes:

Oooh, good catch, didn't think about that. My whole problem with nerfing chill as a whole is that it takes potential damage from a damage dealing class as well (as chill boosts damage of ice considerably in some circumstances). Every nerf has an unintended consequence which leads to more cries of "UNFAIR!"

Archived Post
09-09-2009, 12:58 PM
Without chill Ice damage is pitiful adding a suppresion would in effect break that set. Sure Cryptic might boost its damage before chill... eventually, but in all likelyhood it would be "gotten around to".

Archived Post
09-09-2009, 01:02 PM
Also a Deal-Breaker for me.

Twenty more days til lthe first month runs out then I'm out if it isn't fixed by then.

If it's a deal-breaker, shouldn't you already be gone?

Archived Post
09-09-2009, 01:08 PM
If it's a deal-breaker, shouldn't you already be gone?

In which case it's not a game breaker, you simply don't like it.


These.
10char

Archived Post
09-09-2009, 01:19 PM
Without chill Ice damage is pitiful adding a suppresion would in effect break that set. Sure Cryptic might boost its damage before chill... eventually, but in all likelyhood it would be "gotten around to".

I meant a suppression effect specifically for the snare component. Ice can keep the damage boost duration. It's the snare that is really the problem here.

Really I just want a super stat to resist snares above all else. STR would be perfect, since alot of melee toons rely on it and Chill really fcks over melees.

Archived Post
09-09-2009, 01:22 PM
If you're going to bring down chill, the solution isn't the speed reduction but the amount of time chilled. You can still kite someone to hell if they're 50% slower. Less room for error, but you're still going 2 yards for every 1 of theirs. If you're going to solve the "problem" here, a duration reduction of chilled time is actually your real solution.

Instead of giving the caster a tiny bit of less margin of error, you open freedom to the chilled player sooner.

There's your actual solution there. But then again, I don't think Ice needs a nerf.

Chill probably needs both a time reduction and a snare reduction. Unfortunately you can't massively change the chill duration as ice damage/effect are based on having the chill status up.

You can change the speed reduction and have no damage or pve consequence, so this is probably the right fix to take without the devs breaking something else!

If they lowered chill they might not be able to catch the caster in a straight line but they might be able to reach someone else, or catch the caster if they suffer a knockback/root/etc.
Given the smallish areas pvp happens in, a low enough snare might allow them to reach the caster when they have to turn. Right now an acrobatics user would be stuck waddling on the spot.

Currently the chill slow is so extreme that its an acro/ss/walking root that isn't on the root diminishing returns timer.
Snared melee should feel disadvantaged, but if they feel helpless it has gone from a soft cc to a hard cc and needs changing.

Archived Post
09-09-2009, 01:39 PM
The problem with that is that it's very easy to re-apply chill, so nerfing the duration won't do much at all. If anything, the devs will have to add a suppression for snare effects. Somethings needs to happen though. It's ridiculous right now. I'd settle for a super stat that added resistance to snare effects (perhaps STR), if the ice whiners absolutely need a 20sec snare that impares ground movement by 90% :rolleyes:

I would really love a GLOBAL CC immunity timer. That way a coordinated team can't come along and simply rotate CC abilities and keep me perma locked down until I am dead.

I have been tasered to death plenty and its no fun to not have ANY way to counter CC and just wait to die.

Without chill Ice damage is pitiful adding a suppresion would in effect break that set. Sure Cryptic might boost its damage before chill... eventually, but in all likelyhood it would be "gotten around to".

You are kidding right? You HAVE to chill someone for 30 secs to a minute to kill them? :rolleyes: I would kill to have THAT amount of AoE lockdown but sadly it doesn't fit my concept (plus I refuse to use powers I think are completely cheezeball)

This power seriously screws over a ground based melee's ability to perform.

Archived Post
09-09-2009, 02:58 PM
Chill should enjoy its long duration, but only be like -10% to -20% movement speed.

It's necessary to have Chill on targets as a pre-requisite for special triggers inside the ice framework. It does NOT need to slow any target down to an absolute crawl.

Some root effect resistances would be nice, too.

Archived Post
09-09-2009, 03:07 PM
These.
10char

What is it with intellectually limited fanbois thinking that someone can't hate the situation in a game (enough to leave, even), but still hope to provide advice to make it worth playing in the future?

Archived Post
09-09-2009, 04:37 PM
Thank you to those who posted constructive thoughts and ideas, hopefully the developers read this and as I'll probably get a mark or ban for it, at least they will read it. To the rest of the New players who perhaps this is there first time in an M.M.O, don't know any better, or are new to the English language:

KabaalGen: You're right, I do not like it, maybe you can post some more obviousness about what i wrote. Also; Yes, it is a "Game Breaker" as the Hero Games are broken for it. I think you need to go look up what these terms mean.

Gillwynd: No you are not "Being logical" because you are agreeing with someone who doesn't even know what the terms I used mean. It was not bragging- I was making a forward statement that my Melee has zero problems winning, I can't move but I can still throw and Eye-beam... as I slowly crawl toward the enemy. Being forced to take ranged powers on a melee is so much fun only to have them teleport away to grab all the green power-ups to heal. And no, I'm not 'Crying' about anything... maybe you should learn to read better and not assume anything that is not written.

Valentine: You apparently do not know what "Deal-Breaker" means ... O.k. I'll explain it:

Defined: Some aspect of a deal you make with another person (could be anything from a job offer to a relationship) that prevents you from being able to do it.

Let me give an example that's relative, "Sure you can P.V.P. as a MELEE as long as you take RANGED powers because you wont be doing much melee against Ice/ Teleport'ers"

Qewee: See above definition.
Ianthered: See above definition.

The term does not mean what you think it means.

In closing for final post on this subject, P.V.P. is Broken and not fun, it needs to be fixed to become fun and fair. Make teleport move as slow as fly if they were just in melee (have fun there) and remove the power-ups. This is supposed to be P.V.P. not LOLTELEPORTTOGREENBUFFSANDICE. And to those who are gonna cry saying, "But I've been in betas before." You know who you are. So have I, a lot of them, and closed Alphas as well. If you had been you would understand what these terms mean, so you are called on it before you even post. Also if you had, you would know that this post was toward the Developers and didn't need ANY deconstructive posts by trolls. Constructive posts are always welcome.

Here's to hoping they fix the issues and make the P.V.P. fun.