Megatfx Posted August 21, 2013 Posted August 21, 2013 (edited) It doesn't matter which team is has a single surviving member in the acid. Noticed this in several games that make it to the acid, which happens FREQUENTLY on good teams. Again ruining a true pvp experience. Win should go to the team with the most damage in a stalemate or the team with the most surviving members. Set the timer of every game to 10 minutes to stop the following: In a few games, we lost a member, turtled it to the slime. Used stuns and CC's to stop their damage while acid was ticking, popped defensive CD's and we won. Great PvP Bioware. Next I've had several games where the last player standing was a member of their team, but guess what? We won. Great mechanics. I've also had several games where where 1-2 members of my team were the last ones standing... but guess what? We lost. Several games where teams turtle at their base waiting for us to attack putting us in a vulnerable position, this often times goes 1-3 minutes, then we have 2-4 minutes of fighting before acid comes. Something isn't right about the acid, it's not working properly. Remove it so we can have a REAL TDM experience, not this PvE ******** that I'm running into every time I fight a good team. Matches are CONSTANTLY going for 5 minutes against good teams, whereas ****** teams are lasting 1-2 minutes. If you wanna do the acid for solo Q fair enough, but for group Q where it's a lot more competitive and games run a lot longer. REMOVE IT. It doesn't add any fun element to Arenas except "Oh **** we lost a guy, try to turtle it to the slime with all your defensive cd's and then use stuns/knockbacks/mezzes until the enemy team dies before us" Maybe in your testing where you have average to crappy players testing content for you games are shorter, but when GOOD teams are fighting it doesn't work. You are forcing another PvE imbalance on a PvP experience. The ONLY idea that makes sense, is give it a 10 minute timer. The team with the MOST members alive OR in the case of every player alive, give the win to the team with the most damage. It will force players to play more offensively instead of just trying to survive for 5 minutes. I knew the acid was going to be a complete joke, and low and behold... it is. Edited August 21, 2013 by Megatfx
Zunayson Posted August 21, 2013 Posted August 21, 2013 (edited) So the third guy on the other team didn't show, and we obliterated their three with our four in <30 seconds (The third, a tanksin, vanish'd out with low health). The assassin who vanished also started ************ in general about how one of us should have dropped to make it 3v3. Anyways, the tanksin's koolkid non armor straight mitigation saved him and he was taking like -800 and minus -900ish and we were like -2000. We had more of everything, he was just able to most likely exploit the game in order to get that round won. We won the other ones because sniper stealth detection = win. Edited August 21, 2013 by Zunayson
Morde_ Posted August 21, 2013 Posted August 21, 2013 (edited) Just make it 100% healing debuff and add stealth detect objects. Also put this in the PTS forum Megatf Edited August 21, 2013 by Morde_
Xinika Posted August 21, 2013 Posted August 21, 2013 Just make it 100% healing debuff and add stealth detect objects. Simple and all that's needed.
JackNader Posted August 21, 2013 Posted August 21, 2013 hate to break it to you but "turtling" is what is wrong with the arena. The acid is there to try and stop people from turtling through lame tactics like hiding in stealth, etc. The acid is supposed to bypass all cooldowns, it's not. This is a bug which is being fixed.
Megatfx Posted August 21, 2013 Author Posted August 21, 2013 hate to break it to you but "turtling" is what is wrong with the arena. The acid is there to try and stop people from turtling through lame tactics like hiding in stealth, etc. The acid is supposed to bypass all cooldowns, it's not. This is a bug which is being fixed. Well guess what, teams are turtling to the ACID on purpose and using abilities to prevent the enemy team from doing damage and winning. I suggested this before, but like Scold said, add stealth objects (Allows you to see stealth) like WoW Arena which spawns after a minute or two of inactivity to prevent all stealth teams from hiding. Give the stealth object a DOT, that does 1 damage to the wearer so stealth players can't pick the object up without it breaking their own stealth. Boom. Stealth problem fixed.
JackNader Posted August 21, 2013 Posted August 21, 2013 (edited) no ****.. because its not working as intended. Look.. there is no easy fix for this. Personally, I think all players should start getting stealth detection up to like 60m starting at around 1 minute into the arena. Hiding in stealth is rubbish. The second thing that should happen is that healers should have the **** nerfed out of their ability to heal anyone but themselves. People are so used to having 2 - 3 healers keeping them up in ranked, they've forgotten how to actually survive without them. but nooo this can't happen either because people are all like "well zomg nobody is going to take a healer now if they can't heal 1.5 - 2 times the output of a DPS." ........ sigh Edited August 21, 2013 by JackNader
Megatfx Posted August 21, 2013 Author Posted August 21, 2013 (edited) no ****.. because its not working as intended. Maybe you've never been on a team good enough to go toe to toe against a REAL team for 5 minutes, so you can't comprehend the point of my post. So I'll excuse your stupidity but after your replies I'm done wasting my team replying to anything you have to say. You're blocked. Edited August 21, 2013 by Megatfx
JackNader Posted August 21, 2013 Posted August 21, 2013 stupidy = not looking at the list of bugs and then creating a thread to QQ about it. They are aware of the issue.
Akuryu Posted August 21, 2013 Posted August 21, 2013 stupidy = not looking at the list of bugs and then creating a thread to QQ about it. They are aware of the issue. Even if they fix the acid so that defensive cooldowns do not protect you from it, that still will not prevent teams from stealthing/turtling up and waiting for it. If you obviously lack the DPS to overtake the other side, it's your best bet. If you're a stealther, and half your team is killed, why wouldn't you stealth out and wait? Sure, your chances of pulling off a miracle are slim, but it's either that or let them kill you and lose anyway. Even if it's just to troll the other team, that's enough reason for many people to do it.
strallart Posted August 21, 2013 Posted August 21, 2013 How about if no one attacks anybody in 5 min, you get perma banned. Sorry, but cheesing in arenas deserves the harshest punishment available.
Capt_Beers Posted August 21, 2013 Posted August 21, 2013 For those Stalkers who enjoy hiding in permanent stealth during matches… Now after two minutes of remaining stealthed in Arenas, Stalkers get hit with a beer can which will force them out of stealth, and prevents them from stealthing for 15 seconds. That's from the Wildstar beta patch notes. Something to think about BW. Dude chill out. You are aware this is a testing phase right? Things like this are the reason it's on the PTS and people are testing it. To see if it is working as intended. When you complain that they should have let better players test that is exactly what they are doing. Once again you are not playing this on the live server, you are on the Public Test Server. So how about you go the the PTS forum, submit a bug report with instructions on how to replicate it so it can fixed instead of just throwing a tantrum on a marginally related board?
Technohic Posted August 21, 2013 Posted August 21, 2013 It would be cool if in stead of acid; it would start raining and the stealthers would still be in stealth as far as their moves go, but everyone would see their silouhette from the rain hitting them. That way, stealth still get any benefit stealth might give while being unable to just turtle since they can be found and attacked. Mainly in doors, so maybe sprinkler systems?
islander Posted August 21, 2013 Posted August 21, 2013 Undying Rage > Acid. Working as intended. ding ding
Avicii Posted August 21, 2013 Posted August 21, 2013 That's from the Wildstar beta patch notes. Something to think about BW. Dude chill out. You are aware this is a testing phase right? Things like this are the reason it's on the PTS and people are testing it. To see if it is working as intended. When you complain that they should have let better players test that is exactly what they are doing. Once again you are not playing this on the live server, you are on the Public Test Server. So how about you go the the PTS forum, submit a bug report with instructions on how to replicate it so it can fixed instead of just throwing a tantrum on a marginally related board? This. People need to chill out its the PTS if it goes live with the same problems then freak out. Thus is like the dude that was ranting on Friday night about why does he pay for a game where he can't get into arena on the test server cause if a bug. Really a bottle of Prozac should be mailed to players each month when their sub is paid.
Choffware Posted August 21, 2013 Posted August 21, 2013 (edited) This. People need to chill out its the PTS if it goes live with the same problems then freak out. Thus is like the dude that was ranting on Friday night about why does he pay for a game where he can't get into arena on the test server cause if a bug. Really a bottle of Prozac should be mailed to players each month when their sub is paid. Typically I would agree with you... but this Dev team has a track record of not listening to testers on the pts and let the issues go live. The exception was 2.0, they seemed to make significant adjustments but every other patch it's been the same pattern. For this group of devs the PTS is just for fixing game stop issues most feed back is ignored until a later update. Latest example was the bounty hunter event issues. All exposed on the PTS and not fixed until a patch made the other day. Edited August 21, 2013 by Choffware
Technohic Posted August 21, 2013 Posted August 21, 2013 (edited) Typically I would agree with you... but this Dev team has a track record of not listening to testers on the pts and let the issues go live. The exception was 2.0, they seemed to make significant adjustments but every other patch it's been the same pattern. For this group of devs the PTS is just for fixing game stop issues most feed back is ignored until a later update. The exception was 2.0? Really? I mean REALLY?!?!!!?!?!?!?!?!! *cough*bolster*cough* Edited August 21, 2013 by Technohic
Mikeieveli Posted August 21, 2013 Posted August 21, 2013 If you want WoW arenas, play WoW. Keep the acid, just fix it to work as intended. Your damage idea is crap, if you go in with 3 damagers and an Op heals, gg. Acid is good idea, it prevents healer and tank comps from trolling and turtling other comps. My disc priest friend and my holy pally self used to que for twos to watch other people rage, quit, and qq cuz the timer there was 45 mins. 45 MINS of me trolling and u being unable to kill me with my heals and disc heals, go ahead and hard switch to the disc, good luck to you. Acid good, your QQ bad.
Akuryu Posted August 21, 2013 Posted August 21, 2013 No acid. 8 minute timer (negotiable... 5 mins, 10 mins... whatever is deemed enough time). If time runs out, the team with the most players left standing wins. If both teams have the same number of players standing, win goes to whichever team put out the most damage. /fixed
Morde_ Posted August 21, 2013 Posted August 21, 2013 (edited) No acid. 8 minute timer (negotiable... 5 mins, 10 mins... whatever is deemed enough time). If time runs out, the team with the most players left standing wins. If both teams have the same number of players standing, win goes to whichever team put out the most damage. /fixed Damage numbers can be misleading. One team could have two derpsmashers running rampant the whole time with no coordination and they would beat the team who took their time to set up proper kill switches but were unlucky to not get a kill. Edit: and what about the case of 3dps vs 2dps + tank? Seems unfair that one team wins automatically. Edited August 21, 2013 by Morde_
Megatfx Posted August 21, 2013 Author Posted August 21, 2013 Damage numbers can be misleading. One team could have two derpsmashers running rampant the whole time with no coordination and they would beat the team who took their time to set up proper kill switches but were unlucky to not get a kill. Edit: and what about the case of 3dps vs 2dps + tank? Seems unfair that one team wins automatically. 3 dps will never beat a team with 2 dps and a tank because they don't have guard. I've played against teams with 3 DPS who get blown up instantly.
Megatfx Posted August 21, 2013 Author Posted August 21, 2013 No acid. 8 minute timer (negotiable... 5 mins, 10 mins... whatever is deemed enough time). If time runs out, the team with the most players left standing wins. If both teams have the same number of players standing, win goes to whichever team put out the most damage. /fixed What this guy said.
Morde_ Posted August 21, 2013 Posted August 21, 2013 3 dps will never beat a team with 2 dps and a tank because they don't have guard. I've played against teams with 3 DPS who get blown up instantly. Never say never. #dongcleave And on live what if the team with 3dps is a lot more skilled and the tank is ****? My comments were in regards to using damage numbers as a tie breaker, which I think is silly.
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