Personally, I feel too much clipping, long respawn timers, too many minions, lack of attention, and the combat system itself play heavily into the poor PvP system. Why do I believe these are the key reasons? 1. Clipping is very heavily abused, which clipping would be fine, but given how clipping clipping is HEAVILY spammed (and hasn't been penalized), it completely ruins PvP. Tie this in with the short cooldown times, and it becomes to easy for people to spam their entire power sets, with no need for actual skill whatsoever. My proposed solution for this is to penalize clipping by requiring the full animation to play out for all the ticks of damage to hit. Ex. If Bizarro uses his ground pound, and it's interrupted by the player clipping into his jump stomp, the ticks following the point of interruption will not hit. This already happen if you knockback the character, so it's reasonable to believe they can make it happen in the case of clipping as well. They should also increase cooldown timers (in PvP) to reduce the chance of clip spamming load outs. Discouraging clipping shoulf also help register attacks better, due to less lagging, and less attacks, block, and breaks to keep up with. 2. This one is pretty self explanatory, but just in case, I'll explain. Now, the respawn times can be pretty reasonable, BUT they also tend to go on as long as 10-12 seconds. While that may not be super long, it's long enough to make a difference in PvP. The respawn timers shouldn't go over 5 seconds. You'll get to actually play more, and wait less. My proposed solution is, of course to set the timer cap to 5 seconds. 3. Okay, let me start this one by saying there is no reason joker should have minions in PvP. He hits fast enough, is (since he uses a fast combat style) one of the clip heaviest characters, and his powers hit pretty hard. That being said, if he has to have minions, give him only one, just like with Doctor Fate. Do the same to Crice as well. One minion will be enough to do decent damage alongside the summoner, while not making the match minion focused. Ex1. Im sure we all remember when Circe's minions were OP. IT. WAS A. DISASTER. Ex2. A team with Circes, or any other summoners can spam their summons, and easily increase their numbers 2 fold. The resulting damage would then be astronomical. This could also be remedied by reducing the active time for minions by half. 4. This one is VERY self explanatory. Arena PvP gets next to no love, from what I've seen, and hasnt played into the story since The Last Laugh dlc. Plus, if it were given more attention, it would have been very much improved upon by now. My proposed solution is to comment, reply, and all around vocalize the PvP community's displeasure with this more. 5. The combat system for this game is ... *sigh*. While I get the were going for a rock, paper, scissors mechanic, that goes out the window when clipping or a faster combat style is involved, and leaves no point to combos or blocking at all. Ex. If a Brawler fights a Duel Pistol or Bow user, they will get stomped 8 times out of 10, simply because they were faster, even if the character using the Dual Pistols/Bow doesn't have Super Strength, while the Brawler does. (Going to start a thread in Powers about Sub-Powers mattering) The part specifically to blame for this are the counter mechanics, which leave your both taking heavy damage, and being sprawled out on the ground to be attacked for 3 seconds, unless you used a power to break out. This allows clip heavy and fast players to deal heavy damage quickly before the opponent can recover, making it uneven for slower combat users. There is no incentive to play is a Two-Handed character or Brawler, when the combat system allows for the faster combat styles to completely dominate duels, and PvP. This considered, it leaves combos almost completely out of the question, because they are so exaggerated and slow, unlike with the faster combat styles. My solution to this would be to have not only have faster combat styles do slightly less damage (Ex. Cr 180 character with Martial Arts with average precision would do 45 less damage per basic attack, and 150 less for a heavy attack), but to have any Counters only do light damage, and less exaggerated attacks for Two-Handed and Brawling. After all, there is no point to having a combat style,or even combos for it, if next to no one uses it. Those are my thoughts on a couple of the reasons i find PvP in general to be broken. What are the reason you guys believe PvP is broken, post them in the comments below. Also, yes, I am aware of the Stats Revamp update, and SERIOUSLY can't wait for it to drop.
I see you're new to the forums , If you do a search of this topic you'll see that Wade is exactly right in what he says , PvP has been broken for years and won't get looked into until after revamp , if at all.
I was following you up until number 3. Pets may do a bit of damage, but they barely have health to survive long enough. True it is annoying when you fight an entire team of characters that summon pets, However if I'm not mistaken pets give power to you when they get knocked out, they even give immunities if you counter them. For example you see a two face goon shooting you, but above that npc's head you see a vulnerability icon, lunge him and boom now you have immunity from all forms of damage for a short period of time. Or do like I do use Ursa and burn everything. Also the brawling vs dual pistol and bow part was kinda odd to me. Reason is because I have no issues fighting faster weapons using brawling. Doesn't matter who is faster, the person who has more skill(or exploit knowledge) with their weapon is going to be the winnner
wow another "pvp is broken" thread. what a surprise. it is broken, it has been broken for a looooong time, and from the look of it, it will still be broken after the revamp, or even worse. but all i can say is the points you are pointing out is not even close to what make pvp broken. no one will disagree with you about how broken pvp is. but your reasons are way off
Dude.. i was away for 1 year... i missed these threadssss!!!.. Btw, i wont support.your clip thingy because someone said the same toxic phrase and they removed jump clipping ruining thousands peoples experience for a long time. This issue comes from 1900!! (/sarc)... theres no way none of.these things get fixed. Leave clipping aside from getting owned on pvp... grrrrrr
Sorry, but your wrong, completely. Clipping is a skill. It has been penalized already. There was a large update that added dovetails to play out like you suggest. Before AM and WM crap, this is how everyone played sir. But like you and most who could not get the speed down to clip effectively. They dummied it down. Broke HL of how it used to be. Being better, aka faster, at clipping, baiting, faking, dodging, is all what makes our pvp system great. They broken aspects, like the 1000s of threads will tell you is with the powers themselves. AMs were never meant for pvp, nor was WM. Pvp used to be group based where heals and power were needed, along with a tank to cleanse debuffs. That was real pvp, team work, kicking a$$. You want less clipping and more animation time. Why? How is letting animations play out using skill? If pvp is to fast for you, don't do it. Fights are not supposed to be slow or balanced. It's whose the better fighter, not who can spam powers. Why dummy down pvp any further and continue to break it? How about remove all the nonsense, like their doing on test, and get back to what pvp is all.about skill and speed baby.
1. PvP is mainly broken because of power and weapon imbalances, simple as that. Clipping, rolling and everything else is fair game because everyone else can do it as well as spamming powers..etc. 2. The more damage you do to your enemy before you get killed the longer the timer should be, so your enemy has a fair chance and is not rushed by a continuously respawning opponent. 3. Joker's main problem is his Joker box power, which is easily susceptible to damage so it can allow you to escape do damage to your enemies, but keep the long damage mitigation it offers. As for everything else about Joker as a legend, it's mediocre. 4. They already tried to fix it, it's just been a while, just like every other time. 5. How exactly is it a rock, paper, scissor mechanic? There is no clear circular set of advantages between certain power types and weapons amongst one another. Instead what we have currently is a system in which some roles favor over other roles independently and there is one role (the troller role) that has absolutely no chance against the rest. We only have few good and effective weapons for arenas; every DPS primarily relies on MA or HBs and most tanks and healers rely on some heavy hitter weapon like brawling, two-handed or again martial-arts. If the next update hits, then to make things more fair it should offer a little socialism between powers. Every power should have the same number of breakouts because breakouts are not just effective for the tanking role but all roles. Every power should have the same opportunity to deal the same damage output for DPS role, whether it be in completely different ways or not. Same goes for healing powers. Ice relies primarily on shields, and has almost no immediate heals to use so I suggest that they put in an effective healing iconic power that works for tank through dominance, just as we have a hard-light shield to provide defense for powers like fire. We should also emphasize the power of each role, keep DPS damage, but reduce damamge for all other roles and instead increase their respective healing, shielding, debuffing, stunning and revitalizing outputs. Don't allow powers to have too much of the other roles capabilities. As for working on PvP we should start to work on making more legends again and of course repairing already done damage, I'm sure we can all agree on that.