Here is the original thread for anyone who wants to respond:noworries#8859 said:
We are continuing to make small steps towards better PvP balance. Some of that is difficult because of imbalances in neverwinter as a whole that we are also working towards as balance in both PvE and PvP are concerns.sh00termcl0vin said:I Haven't seen an Xbox one mod 12.5 PvP feedback thread yet so I'm making one. Here are my 2 cents regarding the new PvP changes. Feel free to add, agree, disagree with whatever:
1. TRs continue to be the class with the most burst damage (unavoidable) with shadow of demise, control, survivability and cc in PvP. The "Recovery" (30k plus recovery stat) or "perma cb" rogue can still drop smokebombs back to back while spamming encounter powers/dailies and controlling an entire node, while still being able to kill relatively fast. Also regarding smokebomb, having it add 1 stack per use means you will almost never become immune from one TR doing this. As a result smokebomb is and will continue to be the most overpowered cc effect in the game.
2. CC diminishing returns does not seem very uniform. Some control effects from items, enchants and boons do not seem to add stacks (thunderhead, curse ring, impenetrable jungle, etc), while others seem to add them too fast ( wizard control powers, trappers, etc). This either results in being CC immune really fast, or stunned for a solid 30 seconds unable to use a power. Initial CC is very strong which is fine, but imo system should be ironed out a little further.
3. Old school mod 5 feel returns with healing suppression and armor penetration suppression increases. Now you actually have to watch your health, use powers actively to survive, and make tactical retreats when needed. Overall a great job in this regard. Also removal of tenacity is a huge step forward in bringing new players to PvP.
4. Permanent solo q is great as well despite issues with players not playing and matchmaking issues with team balance. I'm not sure if anything can be done to fix this though because of low pvp player population.
5. Regarding solo q, certain classes are really strong when stacked on one side of a team, while others seem less so (not taking into account player skill). TRs, GFs, and OPs are tough to kill and can make a match lopsided when there are two on the same team. GWFs, SWs, CWs, and HRs have the opposite effect. DCs are kind of in the middle depending on what build they are (DPS or healing).
Overall though significantly better than last mod in regards to progress.
As far as TRs, for M14 we have a change in for Shadow of Demise where it will be 75% of MITIGATED damage. This should provide a reduction to the ability in PvP while giving it a boost in PvE. It now also has a small DoT applied to it when it first lands which is a bit of an experiment to see how that feels, allowing it to add some benefit to PvE when things are killed so fast the full proc can't go off, and to help people notice they have SoD on them in PvP.
Shadowborn got a slight boost to go with these changes.
To go with that Smoke Bomb will now respect CC reduction in PvP, meaning the daze will last a shorter duration as you get more stacks of CC reduction, even when you are still standing in the smoke cloud.
Guardian Fighter got a change to Bull Charge, where it will no longer make a PvP target go prone (no changes to PvE). It will still knock back.
We continue to explore with different PvP modifiers as well as look for changes we can make for any given module to bring a better sense of balance overall.
Comments
Or is it completely wrong given how PvE TRs technically get a buff to SoD?
as for SoD change in pvp it doesnt matter some bugs going on and they can deal piercing dmg with their bloodbath so you dont even live to get hit by a SoD, and before you tell me that im squishy, i have 220k hp with 210% dmg reduction and temp hps.
in the end good change but doesnt matter much
Anyway, I'm happy that TRs are getting a buff for PvE oriented content. It's been loooooooooooooooooooooooong overdue.
> Good thing Tr are getting buffed, DPS sw's were sort of catching up by abusing bug of Hadar 500%+ effectiveness glitch.
Fixed it for you.
That was a 650m hit. On live he was doing a lot of effort a lot to try to get a 400m hit. Max was ~300 or so.
I can't help but wonder how the devs see the game.
On one hand, it makes me appreciate that players are able to get to this level; but on the other hand I look at the Dev's calculation of damage and understanding of that and I'm smh.
-w-
https://www.youtube.com/watch?v=EsZZkEUdtZ4
The second clip entered at 5.5 seconds, finishes at 21 seconds, so 15.5 seconds to down Orcus.
It's a close call, but we have a winner (the top one still wins).
Sadly, Orcus just doesn't have enough life to justify a 1 bil hit ...
To me it just shows how ... um ... overtuned it is right now? Not just SoD, but the current end-game meta (although SoD takes advantage of this in a very good way, benefiting from buffs twice, and with a +25% increase in damage).
Pointing out that a 1 billion hit is more than is needed at Orcus, emphasises that the Devs could not have planned something like this - and if Devs are looking at this and thinking about what to change, the answer is *not* to give Orcus more HP, lol.
I think the new standart/meta in codg setup should be 1 TR + 9 supporter, onseshotting that endboss.
I am in for that, simply maximises the time/AD ratio, farming that dungeon.
Poor GWF, IBS 70mio+ is not enough, sry.
Well done cryptic
Tbh: No dev ever testing such things before this goes live?