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yeah, i was like everyone else complaining. i had a concept build character, and he was ineffective in PvP. i then decided to make a min/maxed superbuild for the sake of showing, plain and clearly, that the flaw in the system is indeed that certain abilities are far too strong, and not that instead (like others would suggest) i was simply doing something wrong.
you know what happened? 13 kills/0 deaths. 11 kills/0 deaths. 14 kills/0 deaths. etc, etc...
END/REC SS, regen, shotgun, teleport.
all i do during pvp is keep my energy builder autotoggled on, and mash my shotgun ability wildly and-- if by some rare happenstance i lose a lot of health suddenly-- i teleport away, wait 3 seconds (or grab a health bonus while teleporting) and dash right back into the battle and spam-knockdown enemies with my high damage cone ability which costs me minimal energy.
it's a lot of fun for me, but that's because i'm ok with being forced to min/max because i used to play WoW and it eased me into the habit. for others, though, they'd like to play this game and at least have a slim chance of enjoying PvP competitively while still being able to use their cool concept build character.
my suggestions?
shotgun: tone down the damage and increase its energy cost slightly, and also add at minimum a 1 second immunity to knockbacks once you've been knocked back.
teleport: if you use teleport while in combat, its duration should be 1.5 to 2 seconds (enough to warp around people but not enough to escape). in addition, make it incur a 5 to 10 second cooldown AFTER you've exited teleport, to prevent spamming it to avoid all damage. this won't hurt PvE because it will still function exactly the same outside of combat, and isn't TOO prohibitive even when inside combat.
let me be clear: i'm not suggesting these things because i'm upset or losing in PvP. my current K : D ratio on my shotty character is about 150:1. it's just that these abilities need to be toned down (mind you not nerfed drastically, just decreased the correct amount) in order to make PvP a more enjoyable experience for everyone. :)
you know what happened? 13 kills/0 deaths. 11 kills/0 deaths. 14 kills/0 deaths. etc, etc...
END/REC SS, regen, shotgun, teleport.
all i do during pvp is keep my energy builder autotoggled on, and mash my shotgun ability wildly and-- if by some rare happenstance i lose a lot of health suddenly-- i teleport away, wait 3 seconds (or grab a health bonus while teleporting) and dash right back into the battle and spam-knockdown enemies with my high damage cone ability which costs me minimal energy.
it's a lot of fun for me, but that's because i'm ok with being forced to min/max because i used to play WoW and it eased me into the habit. for others, though, they'd like to play this game and at least have a slim chance of enjoying PvP competitively while still being able to use their cool concept build character.
my suggestions?
shotgun: tone down the damage and increase its energy cost slightly, and also add at minimum a 1 second immunity to knockbacks once you've been knocked back.
teleport: if you use teleport while in combat, its duration should be 1.5 to 2 seconds (enough to warp around people but not enough to escape). in addition, make it incur a 5 to 10 second cooldown AFTER you've exited teleport, to prevent spamming it to avoid all damage. this won't hurt PvE because it will still function exactly the same outside of combat, and isn't TOO prohibitive even when inside combat.
let me be clear: i'm not suggesting these things because i'm upset or losing in PvP. my current K : D ratio on my shotty character is about 150:1. it's just that these abilities need to be toned down (mind you not nerfed drastically, just decreased the correct amount) in order to make PvP a more enjoyable experience for everyone. :)
# 2
09-04-2009, 10:53 AM
About shotgun. If people stop listening to other people they will find other powers like TK wave. Its actually very good especially with its advantage that drops you equilibrium to 0 for some time. Everyone needs to stop thinking 1 thing is op and see that there are so many very good pvp powers.
# 3
09-04-2009, 11:03 AM
Yeah, this was my experience as well.
At first I was mostly just lurking and reading about all the complaints, but when I really started having a beef with (pre-patch) regen, taser arrow chaining, and teleporting, was when I tried them myself.
I can't emphasise enough that even though these certain abilities are beatable, the issue is that they are so much better than the alternatives. I don't dislike TP because it makes people invulnerable - which it doesn't - I just dislike how it encompasses the other travel powers.
Earlier today someone went "lol he has superjump" in team chat, and we just ganked him for the rest of the match. His k/d was 0/14.
Yeah, he probably had an otherwise poor build or just not a lot of experience in pvp, but I challenge anyone to make a build which benefits more from superjump than teleport.
To be fair, it's not game-breaking right now. My absolutely biggest beef with pvp before the patch was booster pills, which they thankfully fixed.
I still have fun in pvp (and a 5:1 win/loss ratio on 2 of my characters, so I'm not complaining about others exploiting cheap tactics), but it'd be a lot better if there was more depth to it.
At first I was mostly just lurking and reading about all the complaints, but when I really started having a beef with (pre-patch) regen, taser arrow chaining, and teleporting, was when I tried them myself.
I can't emphasise enough that even though these certain abilities are beatable, the issue is that they are so much better than the alternatives. I don't dislike TP because it makes people invulnerable - which it doesn't - I just dislike how it encompasses the other travel powers.
Earlier today someone went "lol he has superjump" in team chat, and we just ganked him for the rest of the match. His k/d was 0/14.
Yeah, he probably had an otherwise poor build or just not a lot of experience in pvp, but I challenge anyone to make a build which benefits more from superjump than teleport.
To be fair, it's not game-breaking right now. My absolutely biggest beef with pvp before the patch was booster pills, which they thankfully fixed.
I still have fun in pvp (and a 5:1 win/loss ratio on 2 of my characters, so I'm not complaining about others exploiting cheap tactics), but it'd be a lot better if there was more depth to it.
# 4
09-04-2009, 11:07 AM
See there is a flaw in logic. In every post every talks about well get X ability then to counter OP ability 1.
Dont like someone spamming shotgun - Get TK wave. But its ok for someone to constantly smash there keyboard doing shotgun in a round. They are skilled at PVP... Right.. RIGHT..
Dont like someone flying or a travel power - Ok grab a ability to take away flying power that should solve it.
Dont like someone doing (insert another complain) - Great grab XYZ power.
What left is a toon I am specifically speccing to simply get rid of PVP annoyances vs actually grabbing powers for my toon to spec up with. Now obviously its ok to gather a few of the options listed to assist in PVP however i should not have to spec my whole toon around simply getting rid of people teleporting in and out of holds just to survive nonstop. Someone spamming shotgun blast over and over. I got told by someone in a cage match to L2P yet they was going around hitting shotgun on everybody. i didnt see him use anything else the whole match. And as we are seeing a growing trend of what was his 3 main powers he was running... regen/shotgun/teleport.
Honestly on some abilities there should be a toggle on stats/power when it comes to PVE vs PVP. Im a strong believer things shouldnt be messed with that hurts the other side to bad. However certain things that might be great in PVE might seriously have a flaw in PVP and visa versa.
Dont like someone spamming shotgun - Get TK wave. But its ok for someone to constantly smash there keyboard doing shotgun in a round. They are skilled at PVP... Right.. RIGHT..
Dont like someone flying or a travel power - Ok grab a ability to take away flying power that should solve it.
Dont like someone doing (insert another complain) - Great grab XYZ power.
What left is a toon I am specifically speccing to simply get rid of PVP annoyances vs actually grabbing powers for my toon to spec up with. Now obviously its ok to gather a few of the options listed to assist in PVP however i should not have to spec my whole toon around simply getting rid of people teleporting in and out of holds just to survive nonstop. Someone spamming shotgun blast over and over. I got told by someone in a cage match to L2P yet they was going around hitting shotgun on everybody. i didnt see him use anything else the whole match. And as we are seeing a growing trend of what was his 3 main powers he was running... regen/shotgun/teleport.
Honestly on some abilities there should be a toggle on stats/power when it comes to PVE vs PVP. Im a strong believer things shouldnt be messed with that hurts the other side to bad. However certain things that might be great in PVE might seriously have a flaw in PVP and visa versa.
# 5
09-04-2009, 11:14 AM
Quote:
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Originally Posted by MrTomas
Yeah, this was my experience as well.
At first I was mostly just lurking and reading about all the complaints, but when I really started having a beef with (pre-patch) regen, taser arrow chaining, and teleporting, was when I tried them myself. I can't emphasise enough that even though these certain abilities are beatable, the issue is that they are so much better than the alternatives. I don't dislike TP because it makes people invulnerable - which it doesn't - I just dislike how it encompasses the other travel powers. Earlier today someone went "lol he has superjump" in team chat, and we just ganked him for the rest of the match. His k/d was 0/14. Yeah, he probably had an otherwise poor build or just not a lot of experience in pvp, but I challenge anyone to make a build which benefits more from superjump than teleport. To be fair, it's not game-breaking right now. My absolutely biggest beef with pvp before the patch was booster pills, which they thankfully fixed. I still have fun in pvp (and a 5:1 win/loss ratio on 2 of my characters, so I'm not complaining about others exploiting cheap tactics), but it'd be a lot better if there was more depth to it. |
# 6
09-04-2009, 11:19 AM
Quote:
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Originally Posted by Moonglo
Sorry but Taser Arrow chain stun is an unbeatable and cheezeball combo that = an "I Win" button currently.
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# 7
09-04-2009, 11:23 AM
So OP is saying that his Min/Max PvP build does better in PvP then his PvE concept build?
Thank you Captain Obvious!
Thank you Captain Obvious!
# 8
09-04-2009, 11:25 AM
Quote:
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Originally Posted by IanTheRed
So OP is saying that his Min/Max PvP build does better in PvP then his PvE concept build?
Thank you Captain Obvious! |
# 9
09-04-2009, 11:27 AM
Quote:
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Originally Posted by Lo_Jystix
That statement is a gross exaggeration in 1v1s, and completely false in 5v5s.
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man if a team of 5 players decided to all roll with this power combo there would literally be no way to beat them because each person would lock down one of the other team. THAT is a scary thought.
# 10
09-04-2009, 11:30 AM
Quote:
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Originally Posted by Moonglo
Gross exaggeration? Hardly considering a most 5 vs 5 matches involve a lot of 1 vs 1 action.
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I'm not at all trying to justify anything though, but I can't agree that it's mostly 1v1 skirmishes.
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