A lot of people in this sub-forum seem intent on nerfing one thing or another be it remove things like /face, HJ not work or cost more, promote duelling over pvp, reduce hacker offenses etc etc. I think we have to be very careful what we ask for, because there is a genuine possibility of it backfiring.
Duelling is a subset of pvp, every skill you learn for duelling will improve your pvp ability but there are additional pvp only skills that need to be refined. For all of us who have been in the endgame 18months or more surely we should be looking and asking to increase the variety of what we do and increase the challenge we face.... CR2 heavily favoured duelling in its overall designs now it needs to be enhanced to promote because of the greater variety it can offer...rather than remove or reduce abilities its time to look at the problem from the other perspective, if there is an issue to be addressed suggest what could be ADDED to the system to offer better balance....
A level of stealth could be applied to HJ making emotes impossible/break over a short distance, if people hj and getting away is a problem for you, has your tree sufficent debuffs to keep an opponent in IL etc, if hackers are pwning what about adjusting the awkened abilities etc (I'm not condoning or arguing any of these points just offering examples)
These are the kind of suggestions that need discussion, take a positive and pro-active view to expand the combat system for a change. If we nerf we deny ourselves a challenge and deny the game its true potential, but if we expand we enhance variety and diversity in what the game will offer.
Tytanya_MxO wrote:A lot of people in this sub-forum seem intent on nerfing one thing or another be it remove things like /face, HJ not work or cost more, promote duelling over pvp, reduce hacker offenses etc etc. I think we have to be very careful what we ask for, because there is a genuine possibility of it backfiring.most of the nerf cries are in the Abilities Section, I find that the Dev thread is usually has some very imaginative idea's, some way out there but some quite nice. Too bad I've not seen many devs posting on a thought thats been discussed and thrown between players thats actually a very great, potentially easy to add feature.
i personally think the balance that we have right now is good, i dont see any tree that really needs to be nerfed. so lets stop whining about nerfing so the devs can focus on giving us content instead of trying to balance things we already have.
Unfortunately, that's not true.
Look, we can all delude ourselves and say that the game is perfectly balanced. Or, we can call for an abolishment of nerfs, believing that they're all inherently evil and bad for the game.
I'll agree, some folks on this forum are completely off their rocker, and calling for nerfs over the silliest things. HJ, for instance, just because the thought of someone getting away from an easy kill makes their blood boil.
But not all proposed changes are bad for this game. For instance, this is my proposed changes list:
Changes and Improvements -Supression Fire reuse timer now 15 seconds -Firearms Skill and Line Up The Shot can no longer stack -Counter Throw and Tomo Nage now on same family timer -Ki-Charged Punch and Ki-Charged Foot Sweep now on same family timer -Dim Mak Strike and Wooden Dummy Drill now on same family timer -Side Roll Escape reuse timer now 15 seconds -Poison Knife reuse timer now 30 seconds -Neuro-Dart effect timers now all 15 seconds -Back Roll Escape reuse timer now 30 seconds -Blinding Throw reuse timer now 10 seconds, effect timer now 8 seconds -Paralyzing Throw resuse timer now 10 seconds -Deadly Throw reuse timer now 18 seconds -Crippling Throw reuse timer now 10 seconds, effect timer now 8 seconds -Sever Artery reuse timer now 18 seconds, effect timer now all 15 seconds -Code Freeze 1.0 effect timer now 12 seconds, reuse timer now 20 seconds -Slow reuse timer now 15 seconds, effect timer now all 10 seconds -Code Freeze 2.0 effect timer now 15 seconds, reuse timer now 22 seconds -Code Infection 1.0, 2.0, 3.0 and 4.0 now no longer stack
Do you know the purpose of these changes? It's not to wreck combat, it's not about getting my way; it's about making PvP more fun! It's about removing those parts of combat that frustrate PvP. Because, if a player is frustrated, he or she is not going to stick around, and combat simply dries up.
So yes, get rid of /face and pointing emotes. Get rid of MA's "Win button", and MKT's overlapping timers. MxO's combat has never been so close to being balanced!
Spartan18 wrote:i personally think the balance that we have right now is good, i dont see any tree that really needs to be nerfed. so lets stop whining about nerfing so the devs can focus on giving us content instead of trying to balance things we already have. Unfortunately, that's not true.Look, we can all delude ourselves and say that the game is perfectly balanced. Or, we can call for an abolishment of nerfs, believing that they're all inherently evil and bad for the game.I'll agree, some folks on this forum are completely off their rocker, and calling for nerfs over the silliest things. HJ, for instance, just because the thought of someone getting away from an easy kill makes their blood boil.But not all proposed changes are bad for this game. For instance, this is my proposed changes list:Changes and Improvements -Supression Fire reuse timer now 15 seconds -Firearms Skill and Line Up The Shot can no longer stack -Counter Throw and Tomo Nage now on same family timer -Ki-Charged Punch and Ki-Charged Foot Sweep now on same family timer -Dim Mak Strike and Wooden Dummy Drill now on same family timer -Side Roll Escape reuse timer now 15 seconds -Poison Knife reuse timer now 30 seconds -Neuro-Dart effect timers now all 15 seconds -Back Roll Escape reuse timer now 30 seconds -Blinding Throw reuse timer now 10 seconds, effect timer now 8 seconds -Paralyzing Throw resuse timer now 10 seconds -Deadly Throw reuse timer now 18 seconds -Crippling Throw reuse timer now 10 seconds, effect timer now 8 seconds -Sever Artery reuse timer now 18 seconds, effect timer now all 15 seconds -Code Freeze 1.0 effect timer now 12 seconds, reuse timer now 20 seconds -Slow reuse timer now 15 seconds, effect timer now all 10 seconds -Code Freeze 2.0 effect timer now 15 seconds, reuse timer now 22 seconds -Code Infection 1.0, 2.0, 3.0 and 4.0 now no longer stackDo you know the purpose of these changes? It's not to wreck combat, it's not about getting my way; it's about making PvP more fun! It's about removing those parts of combat that frustrate PvP. Because, if a player is frustrated, he or she is not going to stick around, and combat simply dries up.So yes, get rid of /face and pointing emotes. Get rid of MA's "Win button", and MKT's overlapping timers. MxO's combat has never been so close to being balanced!
haha, you just proved how balanced this game is lol. you called for a nerf of MA, gunmen, hacker and spy abilities. sounds like balance to me.
Really?
Lets take a close look at these changes, shall we?
The changes to Gunman is an increase of a single timer by 5 seconds, and disallowing the stack of a damage buff by snipers. The changes to MA are a simple family timer modification. The changes to MKT are nine abilities across the board. The changes to hacker are four abilities, plus multiple family stacking prevention.
Are these changes somehow even, spartan?
To me, they look a bit lopsided towards MKT especially. And, interestingly enough, MKT seems to be the alpha class in PvP... funny how that works
Spartan18 wrote: haha, you just proved how balanced this game is lol. you called for a nerf of MA, gunmen, hacker and spy abilities. sounds like balance to me. Really?Lets take a close look at these changes, shall we?The changes to Gunman is an increase of a single timer by 5 seconds, and disallowing the stack of a damage buff by snipers. The changes to MA are a simple family timer modification. The changes to MKT are nine abilities across the board. The changes to hacker are four abilities, plus multiple family stacking prevention.Are these changes somehow even, spartan?To me, they look a bit lopsided towards MKT especially. And, interestingly enough, MKT seems to be the alpha class in PvP... funny how that works
Response over in: http://forums.station.sony.com/mxo/...164#36300125550
Lets keep it over there, since the OP decided to do that.