PVP and 'overpowered' characters

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  • rednailz
    rednailz Posts: 559
    onimus wrote:
    rednailz wrote:
    simonsez wrote:
    rednailz wrote:
    If wasn't referance to your OP, but more of a prediction of where this is headed. I've barely seen a thread that mentions PvP that doesn't turn into one.
    If people address the point of the OP, it shouldn't. I agree with him... PvP shouldn't have a speed component built into it. If it didn't, fewer people would care to complain about XF/GT, since it's their speed that bugs people.

    I think that digs into a deeper issue though. To say PvP shouldn't have a speed component really opens the largest barrel of monkeys possible. The entire basis of hopping, defence and charecter choices are turned upside down if you were taking speed out of it. Devil Dino would be pretty much useless, Hulk wouldn't be half as useful. High hit point and deffence charecters wouldn't be as useful in PvP IMO.
    Those two are already useless.

    As defensive scarecrows anyway.

    Hulk has value as a hulk bomber.

    But if you're trying to argue taking speed out of the game invalidates high health and defense characters, then I have some bad news for you.

    That happened 6 months ago.

    Fair enough, especially at top tier, but IMO you see a lot of transitioners using deterents on D, and I think that will take away that option for them. Sometimes I may skip a combo I know I can beat easily becuase it takes too much time to burn through them. In a scenario where speed didn't matter that entire method of defence wouldn't work is what I'm saying.

    IMO devil dino is completelty useless, but then again I nerver have nor ever will take on a level 230+ one becuase of the amount of HP and time. I've seen a lot of deffence teams that use him that way, and while I don't like him it all I've seem some transition rosters where they don't have any other playble 4* and they throw him out on D.

    Hulk is stil a deterrent to me. I'll skip a hulk team due soley to time. Otherwise I have no hang-ups on takin on a 166 hulk. So I get and agree with your point, I'm just saying those charecters with limited usefullness would become completely useless.
  • I agree in principal with the OP BUT see no viable solution. Everything you can think of either causes massive points inflation or is very abusable.

    Lets take the "maximum points loss in a given time cap" idea. Say i'm in one of those 120 man mega alliance efforts. We all join the same slice then we use retreats to boost one member to a really high score. Once they reach a score we've arbitrarily picked all 119 other members hit him REPEATEDLY. Now he can only lose 100 points (or whatever we've picked as a threashold) so every member in our alliance can rapidly feed off him to inflate ALL of our scores.

    Next problem is, if the maximum loss is sest such that a person using a slower team can maintain their score in the face of incoming hits (so max loss in a given time is what a slower team can get in that time, allowing slower teams to be viable) THEN that means a faster team (fastest team) can get MORE points than they can lose in a given time. You can grab a few like minded people and collectively grind your scores to ludicrous levels by repeatedly hitting each other's steadily climbing scores. This will also trickle down to score inflation for everyone else because you have these constantly unshielded AND growing targets to feed off of.

    If scores are getting inflated how do you set progression rewards? What about if all those highly co-ordinated ppl are in 1 or 2 slices? How can you get the much higher progression necessitated by points inflation they cause if you don't get to feed off of it?

    That's just issues, off the top of my head, with one idea.

    No points loss and only points gain is even worse for points inflation and makes PvP a PvE like grind-a-thon.

    I agree it would be nice to allow more variety in PvP and nerfing/buffing heroes will never do that because there will always be a best option, even if only by a small %, and it'll be what all the top scorers use because any advantage is worth taking. I just don't see a way to adjust PvP to fix that underlying issue....