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Ground - Bring us back to Tier 1?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited March 2010 in PvP Gameplay
I've played Ground PvP almost continuously since the day Cryptic introduced it to Closed Beta. I've also played it through every Tier and personally found the most enjoyable Ground PvP was to be had at Tier 1.

It's so much smoother. The damage to health/shield ratio makes for far more dangerous and thus more exciting PvP. The fact that you only have access to 2, maybe 3 different special abilities vastly reduces the hold/root spammage. Healing is just as vital at Tier 1 yet it cannot be spammed - the one heal available becomes all the more important.

All in all, Tier 1 ground PvP feels far more 'realistic' than the PvP found at T4-5... and now to my suggestions.

- Reduce the number of available skills to a total of 4, including 2 Captain specific and 2 Kit powers, The selection of abilities as you progress however should increase as it does now.
- Maintain the same damage to health/shield ratio throughout all Tiers of PvP.
- Give us 8 vs 8 again.
- Reduce kills to 25. IMO, the increase in the kill count is as much to blame for the drop-off in PvP participation as hold spmmage and lack of end game content.


Thoughts?
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    What I would do:
    • Reduce all healing by 50% (keep hypo heal values the same but double their cooldown timer)
    • Reduce exploit damage by 25%
    • Remove the 10 second hold effect that currently comes with expose
    • Make "melee spam" be a knockback and a 1 second hold with 0% chance to expose.

    Then see how that plays out.

    I don't think the added abilities are a big problem, I just think that exploits are too deadly and they wouldn't have to be if we would reduce the effectiveness of heals.

    In closed beta, before they adjusted all the values, you really didn't need to expose someone or be a fully trained ground combat Tactical to kill them. After they massively increased health, they basically made it so that exposes are the most viable way to kill anyone and the regular shots are basically just to keep people's shields down.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    heal is not the problem...
    as medic you are ****ed up in PVP...^

    other Problems:
    15-20 sec AOE Stun
    Multidstun (no immunty)

    when i fight vs good teams, they kill us without a chance to heal.

    aoe stun - stun - stun - stun - stun - dead.... 0 heal + 0 dmg.
    the heal isnt really the problem...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    i agree with reducing the kills per match. other then that -- t5 gpvp ftw


    and you know that spamming holds and one shots is harder to do if you make yourself harder to hit.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Slamz wrote:
    What I would do:
    • Reduce all healing by 50% (keep hypo heal values the same but double their cooldown timer)
    • Reduce exploit damage by 25%
    • Remove the 10 second hold effect that currently comes with expose
    • Make "melee spam" be a knockback and a 1 second hold with 0% chance to expose.

    Then see how that plays out.

    I don't think the added abilities are a big problem, I just think that exploits are too deadly and they wouldn't have to be if we would reduce the effectiveness of heals.

    In closed beta, before they adjusted all the values, you really didn't need to expose someone or be a fully trained ground combat Tactical to kill them. After they massively increased health, they basically made it so that exposes are the most viable way to kill anyone and the regular shots are basically just to keep people's shields down.

    Add a CC immunity timer after you're hit with a root or a hold to your list and sign me up.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    My wishlist for ground PvP :
      De-link Expose from any ability that does crowd control (hold, root etc) - these should be on separate abilities in my opinion.
      Remove both the hold and the Expose chance from all melee button 3 attacks. Currently many players live by button 3, and it's supposed to be there for emergencies, not as it is currently being used. This would see a better chance for martial arts and bat'leth users to actually use their attacks rather than being held/Exposed constantly too.
      Some crowd control ineeds toning down in duration. Quite why Weapon Malfunction needs to last so long is beyond me - an Engineer who invests heavily in this can effectively make a player useless with even less ways to counter it than most other crowd control effects.
      Fix the held-on-Expose bug . . . please!
      Expose chance seems a bit buggy with certain weapons (maybe in combination with the Telepathic and/or Lucky Traits?). I've seen some people consistently pull off near-100% Expose rates over the course of several games in a row, so something is a bit off there. Would be good if the devs could take a good look at this as well.

    I've played a lot of ground PvP with all three classes. In general I'm happy with it, but unless the crowd control is reined in quite a bit it becomes who has the most crowd control wins in many cases. Fun for those who have it, but not much fun for those being held etc permanently. Even when playing Science or Engineering I'd say cut it back to give everyone a chance to do something in ground PvP.

    Just my opinions of course. :)

    Edit : I forgot to add one of the worst offenders in the crowd control side of things - Borg Neural Blast. I play a Liberated Borg with this myself, and 30 seconds of snare with repeated checks for a 40% chance of hold over that 30 seconds is just *too* good for something on a 1 minute cooldown. I'd like to see this toned down a bit too.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I also think that having a bat'leth (or other future melee weapons) in your hand should grant you immunity to non-science roots, knockbacks and holds. Especially now that we can't swap weapons from inventory during combat, carrying a bat'leth is a big liability and should come with some benefits that make it more usable.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Slamz wrote:
    I also think that having a bat'leth (or other future melee weapons) in your hand should grant you immunity to non-science roots, knockbacks and holds. Especially now that we can't swap weapons from inventory during combat, carrying a bat'leth is a big liability and should come with some benefits that make it more usable.

    They should add CC resistance to the Physical Augmentation armor.
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