After many pvp sessions and several technical tests with different gear, these are my conclusions:
- HR roots should be reduced in their duration to approximately 1 third
- Paladin capability to resist damage should be reduced by 1 half.
maybe just remove paladin and hr from game ? learn to play the classes and the game before you post complete and utter HAMSTER
the only thing that makes paladin playable in PvP is that it cant be killed(at least 1v1 unless you are abusing wheels artifact bug), since if you kill somebody with similar gear level as a paladin then he either wanted to die, or he HAMSTER up hard, Pala needs more changes to balance it. if you cut paladin survivability by half then it becomes worse than SW for PvP, paladin(at least prot) basic ability to deal with incoming damage is based on a threshold - anything below certain point is nothing, and anything above it kills paladin(ofc there is daily abilities, and opponent cc, but this is the simplified version) paladin isnt like GF that takes less damage, he just ignores everything below certain threshold, while everything above it slowly but will get him. same is for paladin damage - its constant, but it is really low, so even rene CW capstone is enough to ignore paladin damage. its kind of like combat hr of previous mods, just without the (piercing)damage. not even talking about how your changes would destroy paladin in pve completely
his utility to party might be too high, but thats a different story
as for HR - while trapper hr does have too much cc, problem(at least for ppl with a lot of tenacity) is not as much hunter cc duration, but that it procs tiny cc too often thus cancelling skill casts - similar to permabash that existed in dota. its a failed design, and needs rework, but other hunter trees just suck HAMSTER, they need to remake whole class... again
After many pvp sessions and several technical tests with different gear, these are my conclusions:
- HR roots should be reduced in their duration to approximately 1 third
- Paladin capability to resist damage should be reduced by 1 half.
maybe just remove paladin and hr from game ? learn to play the classes and the game before you post complete and utter HAMSTER
the only thing that makes paladin playable in PvP is that it cant be killed(at least 1v1 unless you are abusing wheels artifact bug), since if you kill somebody with similar gear level as a paladin then he either wanted to die, or he HAMSTER up hard, Pala needs more changes to balance it. if you cut paladin survivability by half then it becomes worse than SW for PvP, paladin(at least prot) basic ability to deal with incoming damage is based on a threshold - anything below certain point is nothing, and anything above it kills paladin(ofc there is daily abilities, and opponent cc, but this is the simplified version) paladin isnt like GF that takes less damage, he just ignores everything below certain threshold, while everything above it slowly but will get him. same is for paladin damage - its constant, but it is really low, so even rene CW capstone is enough to ignore paladin damage. its kind of like combat hr of previous mods, just without the (piercing)damage. not even talking about how your changes would destroy paladin in pve completely
his utility to party might be too high, but thats a different story
as for HR - while trapper hr does have too much cc, problem(at least for ppl with a lot of tenacity) is not as much hunter cc duration, but that it procs tiny cc too often thus cancelling skill casts - similar to permabash that existed in dota. its a failed design, and needs rework, but other hunter trees just suck HAMSTER, they need to remake whole class... again
They do not need to do much to make HR manageable. Need to buff HR damage by a moderate amount (like 30%) and move Fox's Swiftness to the COMBAT tree. It has no business in trapper tree.
ok the bigest problum with pvp right now is not the classes being unbalanced .
its the fact that ppl with 1500 GS are in pvp with ppl with 4500 GS.
not every 70th lvl player has the best gear in the game.
thats like throwing a lvl 20 into a lvl 50 dungen. hes not gonna have a chance .
PW has done perty good at putting boundrys in the game to keep ppl out of places were they should not be.
what needs to be done is set up pvp by GS. IE set pvp levels to lets say,
0 to 99 GS then 100 to 250 GS then 251 to 500 GS and so on .
i dont think the spred needs to be more than like 250 points what i have found after 2000 GS
it gets hard to get points .
most ppl are gonna fall in to the 2000 to 3000 GS ranks.
now this is were all then ppl with stupid amounts of AD are gonna say its not fair to them.
well yes it is. if you dont like pvping with lots of ppl that 1 hit you all day long.
then ur gonna have to drop some GS to get back down to were ur back to a lvl were things are fair .
or get better and stop haveing ur but handed to you.
i really beleave this will bring a more lvl playing field,
and make the game alot more fun on the pvp side of the game.
well lets see what yall think
and yes i know my spelling nad grammer sucks so let lose the spelling trolls .
After many pvp sessions and several technical tests with different gear, these are my conclusions:
- HR roots should be reduced in their duration to approximately 1 third
- Paladin capability to resist damage should be reduced by 1 half.
maybe just remove paladin and hr from game ? learn to play the classes and the game before you post complete and utter HAMSTER
the only thing that makes paladin playable in PvP is that it cant be killed(at least 1v1 unless you are abusing wheels artifact bug), since if you kill somebody with similar gear level as a paladin then he either wanted to die, or he HAMSTER up hard, Pala needs more changes to balance it. if you cut paladin survivability by half then it becomes worse than SW for PvP, paladin(at least prot) basic ability to deal with incoming damage is based on a threshold - anything below certain point is nothing, and anything above it kills paladin(ofc there is daily abilities, and opponent cc, but this is the simplified version) paladin isnt like GF that takes less damage, he just ignores everything below certain threshold, while everything above it slowly but will get him. same is for paladin damage - its constant, but it is really low, so even rene CW capstone is enough to ignore paladin damage. its kind of like combat hr of previous mods, just without the (piercing)damage. not even talking about how your changes would destroy paladin in pve completely
his utility to party might be too high, but thats a different story
as for HR - while trapper hr does have too much cc, problem(at least for ppl with a lot of tenacity) is not as much hunter cc duration, but that it procs tiny cc too often thus cancelling skill casts - similar to permabash that existed in dota. its a failed design, and needs rework, but other hunter trees just suck HAMSTER, they need to remake whole class... again
Just answering you, dear Gentlemen.
The fact that roots are so heavy is probably because i am using the elven, and it seems Elven armor enchantment is able to bug HR roots and make their dot to repeat ENDLESSLY.
Developers should definitively check it out.
I also believe the damage is too high for being an AOE effect, affecting (and stealing life) all people near to the HR target (which is even far from the HR).
For what concerns Paladins, i have seen paladin dealing with storms of high geared players (5-6 players with gs 3,2 - 3.5), and staying alive constantly like there was no tomorrow.
This is simply ridicolous. They can be more resistant in 1v1, but you cannot allow them to be invulnerable to more than 1 player, otherwise you have HAMSTER up the Dominio challenge.
Dominio is 5v5. If a paladin is planned to stand against more than 1 player, then you can make a team with just 3 paladins and two groupies to confort you at the end of the match.
2 geared dps players should always be able to kill a geared paladin, but the current pvp situation is pretty far from this.
ok on the HR i got no idea i got one hes 60 lvl and i dont play him i dont like the class.
the OP i do play and i like the class.
i see 2 things wrong with the class.
oath of protection
the trouble with this class is that when you run templars wrath and absolution togather
u got a bubble around you that drops all damage to you to 0 tell its gone and its not timed
it has its own hp and does not go away tell there gone . and templars wrath can be used
every 6 to 8 sec and adds 300% of the damage delt as temp hp . can you say god mod.
now even with this a couple well timed stuns or lifts and hes done but dont mess up
or your back to him being in god mod again.
the 2nd thing is the OP damage is a joke . before they nerfed the divine judgement
i had a skill that had a perty good chance of getting a kill. sometimes even a one hit.
now even the damn mages laugh at me .
oath of devoation
this is the one i play
my bigest gripe with this class is that it seems low in def , but this might be the fact im in pvp
with ppl with 1500 to 2500 more GS than me as i said before this is BS .
templars wrath its a good hitting skill but as for temp hp ya........ you can almost see the yellow bar .
as for absolution i dont use it i tend to stick to stunning skills and knock backs .
stuns there is a joke in most cases there not stuned long enough for me to get a skill off to make use of the stun.
even with me not being able to make use of the stun.
i have found if i stay paired with someone most the time they can.
like i said before the damage here again is a joke .
its more of a case of let me run up and tickle you with my mace.
ok the bigest problum with pvp right now is not the classes being unbalanced .
its the fact that ppl with 1500 GS are in pvp with ppl with 4500 GS.
not every 70th lvl player has the best gear in the game.
thats like throwing a lvl 20 into a lvl 50 dungen. hes not gonna have a chance .
PW has done perty good at putting boundrys in the game to keep ppl out of places were they should not be.
what needs to be done is set up pvp by GS. IE set pvp levels to lets say,
0 to 99 GS then 100 to 250 GS then 251 to 500 GS and so on .
i dont think the spred needs to be more than like 250 points what i have found after 2000 GS
it gets hard to get points .
most ppl are gonna fall in to the 2000 to 3000 GS ranks.
now this is were all then ppl with stupid amounts of AD are gonna say its not fair to them.
well yes it is. if you dont like pvping with lots of ppl that 1 hit you all day long.
then ur gonna have to drop some GS to get back down to were ur back to a lvl were things are fair .
or get better and stop haveing ur but handed to you.
i really beleave this will bring a more lvl playing field,
and make the game alot more fun on the pvp side of the game.
well lets see what yall think
and yes i know my spelling nad grammer sucks so let lose the spelling trolls .
I'll leave the grammar alone - you're posting on a video game forum, not submitting your Master's thesis.
This kind of proposal has been made many times, and even (semi) implemented once or twice; everyone loves the theory, but there's just no way to make it work without increasing the pool of PvP'ers about 1200%. Why? Because nobody wants to sit in a queue for 2 hours waiting for 2 perfectly balanced groups to appear. It's a pretty basic statistics problem, and the math just doesn't work, and that's before you take into account that people who've been in the queue for an hour are rage quitting in frustration faster than they're being replaced...
This kind of proposal has been made many times, and even (semi) implemented once or twice; everyone loves the theory, but there's just no way to make it work without increasing the pool of PvP'ers about 1200%. Why? Because nobody wants to sit in a queue for 2 hours waiting for 2 perfectly balanced groups to appear. It's a pretty basic statistics problem, and the math just doesn't work, and that's before you take into account that people who've been in the queue for an hour are rage quitting in frustration faster than they're being replaced...
yes it will work .
as i said most the lvl 70s are gonna fall in to the 2k to 3k range .
im betting 80 to 85% of them .
the ppl that are gonna have trouble are gonna be the players that get above the 3k mark.
and my feeling is they can wait or drop a few items to get back down to the rest of us.
this game is about having fun not getting into a pvp match were everyone on one team has a GS of 4k
and the 2nd team has a GS of 2k when that happens to much ppl get mad and rage quit anyways .
there are still gonna be places were there gonna be gods like icewin dale .
and in the qued stuff like tiamat in the well of dragons.
i also beleave that getting a more balanced playing feild well bring in more pvpers .
no one likes going into pvp a match and haveing the match end with the score 50 to 1000.
after that happens a few times ppl just give up and there go your que times.
also there is not reason they cant open the range up some make the spred be 333 points or even 500 .
but with a range of 1000 to 4500 GS all thats gonna happen is there are gonna be alot of pissed off players.
and a few that keep winning everything and not couse there good
but because they dumped 1000 of $ into the game of found and exploit .
and hell i might be off in left feild. but its worth a shot and if it does work there are gonna be a hole lot of happy players. and if it dont all they got to do is 1 patch and everything is back to the way it was.
After many pvp sessions and several technical tests with different gear, these are my conclusions:
- HR roots should be reduced in their duration to approximately 1 third
- Paladin capability to resist damage should be reduced by 1 half.
OK, so, in according to that, i propose :
Gf : reducing their dps by 66%, cut their defense by half, and allow them to heal themself ( congratz, you are now paladin )
Cw : reducing their range to 10 feet, reducing their dps by 66%, allow them to heal themself ( congratulatioon, you are paladin now !)
Dc : reducing their heal by 66% ( congratulation!! you are paladin now !! )
Tr : reducing their dps by 66% ( congratulation, you are a real troll now!!)
SW : ... sorry.. cannot nerf more your class..
pvp filter using gs is silly solution... because u can take off your equipment then queue... like naked -> queue -> full geared -> bam killing babies
there is an easy fix for that as well . anytime your qued or in a pvp map have them lock out your invintory .
so if u strip down to get into a lower tear your stuck that way tell the match ends or you unque.
Comments
maybe just remove paladin and hr from game ? learn to play the classes and the game before you post complete and utter HAMSTER
the only thing that makes paladin playable in PvP is that it cant be killed(at least 1v1 unless you are abusing wheels artifact bug), since if you kill somebody with similar gear level as a paladin then he either wanted to die, or he HAMSTER up hard, Pala needs more changes to balance it. if you cut paladin survivability by half then it becomes worse than SW for PvP, paladin(at least prot) basic ability to deal with incoming damage is based on a threshold - anything below certain point is nothing, and anything above it kills paladin(ofc there is daily abilities, and opponent cc, but this is the simplified version) paladin isnt like GF that takes less damage, he just ignores everything below certain threshold, while everything above it slowly but will get him. same is for paladin damage - its constant, but it is really low, so even rene CW capstone is enough to ignore paladin damage. its kind of like combat hr of previous mods, just without the (piercing)damage. not even talking about how your changes would destroy paladin in pve completely
his utility to party might be too high, but thats a different story
as for HR - while trapper hr does have too much cc, problem(at least for ppl with a lot of tenacity) is not as much hunter cc duration, but that it procs tiny cc too often thus cancelling skill casts - similar to permabash that existed in dota. its a failed design, and needs rework, but other hunter trees just suck HAMSTER, they need to remake whole class... again
I've seen some good HR's dealing lot's of dmg. Can upload screenshots laters. Not sure if they're some bug abusers though.
OP has no arguments anyway.
They do not need to do much to make HR manageable. Need to buff HR damage by a moderate amount (like 30%) and move Fox's Swiftness to the COMBAT tree. It has no business in trapper tree.
its the fact that ppl with 1500 GS are in pvp with ppl with 4500 GS.
not every 70th lvl player has the best gear in the game.
thats like throwing a lvl 20 into a lvl 50 dungen. hes not gonna have a chance .
PW has done perty good at putting boundrys in the game to keep ppl out of places were they should not be.
what needs to be done is set up pvp by GS. IE set pvp levels to lets say,
0 to 99 GS then 100 to 250 GS then 251 to 500 GS and so on .
i dont think the spred needs to be more than like 250 points what i have found after 2000 GS
it gets hard to get points .
most ppl are gonna fall in to the 2000 to 3000 GS ranks.
now this is were all then ppl with stupid amounts of AD are gonna say its not fair to them.
well yes it is. if you dont like pvping with lots of ppl that 1 hit you all day long.
then ur gonna have to drop some GS to get back down to were ur back to a lvl were things are fair .
or get better and stop haveing ur but handed to you.
i really beleave this will bring a more lvl playing field,
and make the game alot more fun on the pvp side of the game.
well lets see what yall think
and yes i know my spelling nad grammer sucks so let lose the spelling trolls .
Just answering you, dear Gentlemen.
The fact that roots are so heavy is probably because i am using the elven, and it seems Elven armor enchantment is able to bug HR roots and make their dot to repeat ENDLESSLY.
Developers should definitively check it out.
I also believe the damage is too high for being an AOE effect, affecting (and stealing life) all people near to the HR target (which is even far from the HR).
For what concerns Paladins, i have seen paladin dealing with storms of high geared players (5-6 players with gs 3,2 - 3.5), and staying alive constantly like there was no tomorrow.
This is simply ridicolous. They can be more resistant in 1v1, but you cannot allow them to be invulnerable to more than 1 player, otherwise you have HAMSTER up the Dominio challenge.
Dominio is 5v5. If a paladin is planned to stand against more than 1 player, then you can make a team with just 3 paladins and two groupies to confort you at the end of the match.
2 geared dps players should always be able to kill a geared paladin, but the current pvp situation is pretty far from this.
2 geared DPS who know what they are doing can kill paladin
the OP i do play and i like the class.
i see 2 things wrong with the class.
oath of protection
the trouble with this class is that when you run templars wrath and absolution togather
u got a bubble around you that drops all damage to you to 0 tell its gone and its not timed
it has its own hp and does not go away tell there gone . and templars wrath can be used
every 6 to 8 sec and adds 300% of the damage delt as temp hp . can you say god mod.
now even with this a couple well timed stuns or lifts and hes done but dont mess up
or your back to him being in god mod again.
the 2nd thing is the OP damage is a joke . before they nerfed the divine judgement
i had a skill that had a perty good chance of getting a kill. sometimes even a one hit.
now even the damn mages laugh at me .
oath of devoation
this is the one i play
my bigest gripe with this class is that it seems low in def , but this might be the fact im in pvp
with ppl with 1500 to 2500 more GS than me as i said before this is BS .
templars wrath its a good hitting skill but as for temp hp ya........ you can almost see the yellow bar .
as for absolution i dont use it i tend to stick to stunning skills and knock backs .
stuns there is a joke in most cases there not stuned long enough for me to get a skill off to make use of the stun.
even with me not being able to make use of the stun.
i have found if i stay paired with someone most the time they can.
like i said before the damage here again is a joke .
its more of a case of let me run up and tickle you with my mace.
I'll leave the grammar alone - you're posting on a video game forum, not submitting your Master's thesis.
This kind of proposal has been made many times, and even (semi) implemented once or twice; everyone loves the theory, but there's just no way to make it work without increasing the pool of PvP'ers about 1200%. Why? Because nobody wants to sit in a queue for 2 hours waiting for 2 perfectly balanced groups to appear. It's a pretty basic statistics problem, and the math just doesn't work, and that's before you take into account that people who've been in the queue for an hour are rage quitting in frustration faster than they're being replaced...
yes it will work .
as i said most the lvl 70s are gonna fall in to the 2k to 3k range .
im betting 80 to 85% of them .
the ppl that are gonna have trouble are gonna be the players that get above the 3k mark.
and my feeling is they can wait or drop a few items to get back down to the rest of us.
this game is about having fun not getting into a pvp match were everyone on one team has a GS of 4k
and the 2nd team has a GS of 2k when that happens to much ppl get mad and rage quit anyways .
there are still gonna be places were there gonna be gods like icewin dale .
and in the qued stuff like tiamat in the well of dragons.
i also beleave that getting a more balanced playing feild well bring in more pvpers .
no one likes going into pvp a match and haveing the match end with the score 50 to 1000.
after that happens a few times ppl just give up and there go your que times.
also there is not reason they cant open the range up some make the spred be 333 points or even 500 .
but with a range of 1000 to 4500 GS all thats gonna happen is there are gonna be alot of pissed off players.
and a few that keep winning everything and not couse there good
but because they dumped 1000 of $ into the game of found and exploit .
and hell i might be off in left feild. but its worth a shot and if it does work there are gonna be a hole lot of happy players. and if it dont all they got to do is 1 patch and everything is back to the way it was.
OK, so, in according to that, i propose :
Gf : reducing their dps by 66%, cut their defense by half, and allow them to heal themself ( congratz, you are now paladin )
Cw : reducing their range to 10 feet, reducing their dps by 66%, allow them to heal themself ( congratulatioon, you are paladin now !)
Dc : reducing their heal by 66% ( congratulation!! you are paladin now !! )
Tr : reducing their dps by 66% ( congratulation, you are a real troll now!!)
SW : ... sorry.. cannot nerf more your class..
I hope that you know why i choose 66%
there is an easy fix for that as well . anytime your qued or in a pvp map have them lock out your invintory .
so if u strip down to get into a lower tear your stuck that way tell the match ends or you unque.