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PVP Brokenness & Thoughts to Fix It

vordaynvordayn Member, NW M9 Playtest Posts: 1,283 Arc User
edited February 2018 in Player Feedback (PC)
Being away for 1.5 modules, PvP is languishing more than ever. I thought Solo queues would have helped, but I spent about 20-30 minutes waiting for a queue to pop with solo queue. The population is so low. I see the same players over and over again, with very few new players mixed in, and the latter stand no chance against the established players.

My views on what is wrong:
1. Gap in stats - with the accumulation of modules, there is a definite power creep in player stats. This transitioned over to PvP, but is unhealthy to foster new player interest.
2. Class imbalances e.g classes which are over self-buffed / single rotate
3. No incentive to play PvP

What has improved:
1. Reduction self-healing - DCs and OPs and various sources of healing have been toned down. They are no longer invincible (except Healadins as pointed out by @etelgrin).

What needs to happen:
1. Neverwinter Combat League
2. System designers to look at the over-performing classes and balance them
3. Normalising stats (within PvP only) to narrow the IL divide

Here are some statistics on class performance in the top 100 Leaderboard as of today:
Top 100 as of 19/2/18 A snapshot:


Class composition top 100 PvP leaderboard:
Top 20 % Top 50 % Top 100 %
GF 35 GF 26 GF 21
TR 20 TR 22 TR 21
OP 0 OP 10 OP 15
GWF 10 GWF 10 GWF 10
CW 25 CW 14 CW 10
SW 0 SW 1 SW 10
DC 5 DC 12 DC 9
HR 5 HR 4 HR 4
As you can see in the top 20 players, more than 1/3 (35%) are GF. In the top 10 players, 6/10 (60%) are GF.

In the top 100 players, GF and TRs are represented as 1/5th of classes, and OPs 1/6 of classes. In comparison only approximately 1/10 are GWF, CW, SW and DCs, and 1/25 are HR.

Note, there are no SW or OP in the top 20, and in the top 50, there is only 1 SW and 2 HR.

Note: There are only 4 HRs in the top 100, so their stats are likely skewed.

Kills, Deaths and K:D Ratio
Class Kills Deaths K:D
GF 73636 15695 4.7
TR 47707 4770 10.0
OP 19686 4942 4.0
GWF 35178 5124 6.9
CW 32526 9456 3.4
SW 11275 3465 3.3
DC 7580 3025 2.5
HR 6448 3426 1.9
One can see here that GFs killed a total of 73,636 times, compared that to the TR which killed 47,707 times, even though there were the same number of players.

The TR has a better K:D ratio due to their stealth and evasive abilities. The GWF also rates a mention with a good K:D ratio due to presumably their speed to evade death when imminent.

The HR has a K:D ratio even worse than the DC at 1.9 vs 2.5 respectively.

Kills and Deaths per person in the top 100 PvP leaderboard
Kills per person Deaths per person
GF 3506 747
TR 2272 227
OP 1312 329
GWF 3518 512
CW 3253 946
SW 1128 347
DC 842 336
HR 1612 857
This shows the number of kills and death on average each person-class did in the cumulative games i.e. [(total kills)/(total no. of the class)] to average out over-representation of classes

The GWF and GF leads with 3,518 and 3,506 respectively, followed by the CW at 3,253. High number of kills are expected of DPS classes. The GF is described as a 'Defender and Controller', yet ranks almost equal to the GWF in the total number of kills per class-person.

Compared to the GWF however, the CW died more frequently at 946 vs 512, expected of a squishier class.

The TR, OP and DC have good survivability at deaths per person-class at 227 vs 329 vs 336 respectively. The SW also had a respectable number at 347, presumably due to their mobility.

Not much is expected of the HR at this stage.


Discussion:

The developers have these statistics on hand, and yet there still remains an imbalance in the game.

The K:D ratios of the top 20, 50 and 100 players in solo-domination show how wide a gap the top players have in their ability to kills players (there must be a correspondingly poor death to kill ratio on the lower end of the leaderboard). This really represents the senseless slaughter of newer or less well-geared players.

To allow these inherent imbalances to continue, and with no incentive to play PvP, the devs will implicitly allow PvP to continue its slide towards stagnation.


In summary:

In anticipation for the PvP fixes, please take note of requests to see an improvement in the health of PvP. The Neverwinter combat mechanics are good, but the balancing has become way off.

I am hopeful that there may be changes, but the time waiting to see these improvements have persisted (in some cases) for 6+ mods now. While there have been attempts to improve things, the state of PvP now in terms of population is worse than it was 1.5 mods ago.

First the Foundry, now PvP. What else will you have left if you continue to neglect these aspects of your game?
Vordon CW        Vordayn DC        Axel Wolfric GWF        Logain SW        Gawyn GF        Galad OP        Aspen Darkfire HR        Min TR
Post edited by vordayn on

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    vordaynvordayn Member, NW M9 Playtest Posts: 1,283 Arc User
    edited February 2018
    etelgrin said:

    vordayn said:


    What has improved:
    1. Reduction self-healing - DCs and OPs and various sources of healing have been toned down. They are no longer invincible.

    Healadin? One button to full health?
    True, they do persist. I often see more OPs chasing the kills with stuns and Divine Judgement finishers.
    Vordon CW        Vordayn DC        Axel Wolfric GWF        Logain SW        Gawyn GF        Galad OP        Aspen Darkfire HR        Min TR
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