Qualifers:
I've been here since before game opened to public
Statement:
PvP now is nothing more than sustain/regen wars. Last night we did an in-house guild PvP. The team we faced had 2 gwf's, a perma-stealth TR, an HR and a DC. Literally after 45minutes plus the game was barely half-over. No one had double digit kills that I recall and myself and several others only had 1 death while at least one of the opposing GWF's had 0 deaths.
Typically the scenario would go like this - whittle down enemy to near death, their soulforge goes off = lots of HP back + regen items are pumping, then they pop their artifact and a PvP pot and presto back to full health. All they then have to do is survive 2+ minutes with full health till the artifact and soulforge procs refresh. If it was a GWF they would just run away so fast you cant catch them (I have all dark 8's for + movement in utility slots) and grab a PvP pot from the environment to add on to it. You basically have to burst damage + cc an enemy when they are near death now or they will survive. Unfortunately, with deflect + soulforge + artifacts it can still be extremely difficult to take down a well-played enemy when they are near death.
I can't imagine many players are enjoying high-end PvP right now (probably why there are so few premade vs premade fights these days) with it being nothing more than a regen/sustain war.
Is this the vision you have for PvP Cryptic? If this is your vision, what is your vision as the paper to the sentinel gwf + high regen + high deflect + artifact + soulforge rock?
To the players, are you enjoying this type of PvP? Maybe I am golding memories but it seemed more fun a few months ago when people were actually dying in PvP. Or do you prefer these matches that wind up taking longer than CN runs?
I actually do enjoy the longer matches like this. It means that it's evenly balanced and one side isn't just stomping the other- that's how PvP matches should be.
The amount of survivability available in PvP at the moment can get a bit ridiculous. Not being able to kill anyone and having a complete stalemate is a bit more of a boring concept than what it could be, but that's what is available right now and it is available to everyone, so we should all make the best of it.
Yeah PVP has become even worse than it was before. I recall people that said that Soulforges will drop in price and will be useless after they changed it. The opposite is the case now in PVP. Almost everyone uses Soulforges and it has become so annoying. You often have a close fight with both at low health only to see that your final blow will just trigger Soulforge and that's it.
Some ppl also heal up so much due to regen that it has become a joke to even have healers in PVP - most players heal more due to their regen and items than due to a healer anyways. I never understood why there is a stat like regen that is ticking even in combat. In other games I played before regen abilities stopped during combat.
And that PVP artifact has become annoying also. At higher levels ppl almost get full health with it - yeah temp hitpoints drain away, but yet they have enough time to use it for their advantage.
All in all it shows even more that everything they design for this game is focussed only on PVE and PVP gets more broken with everything they add and change.
a simple resolution for pvp and also for checking balance between classes and paragons:
- Disable all runes OR encants and assign a score for each item (rank 7, 8, 9, greater, perfect, etc.)
- Disable bonuses artifacts OR assign a score depending on the level
- All with the same speed riding
- More maps
- More battle modes (1x1, deathmatch, etc.)
so only the players would fight only with the gear char + + build team and foremost FINGER and a bit of clear strategy! each class with its advantages and disadvantages! and honestly after taking into account the return diminisshing ranks above 9 are only for OSTENTATION STAFF!
It wasn't better before that is just wishful thinking. Before tens nerfing, the reduction of glory for losing, etc it was just blowouts or people afking in the spawn to farm glory.
You need a CW to kill things quickly or nothing dies and the game doesn't move. You need more burst/prone locking than before, which really just boils down to more team coordination in voice chat than was previously required to kill someone.
I still find PvP enjoyable in Mod 2, but if you know it's going to be a tough match, it could average 1hr 15minutes or so, especially when DCs are around to save everyone and prolong fights.
You need a CW to kill things quickly or nothing dies and the game doesn't move. You need more burst/prone locking than before, which really just boils down to more team coordination in voice chat than was previously required to kill someone.
I still find PvP enjoyable in Mod 2, but if you know it's going to be a tough match, it could average 1hr 15minutes or so, especially when DCs are around to save everyone and prolong fights.
Just add a HR and GWF's are killed very easy. ahhh and soulforged has an weakness, just kill it when dead are returning to life, they have no defense till stant up so... just kill it again, i usualy keep a skill just for it need to hit 5k+
Only thing I've learned is that anything that make people go prone are the best CC. Honestly I'd rather have a GF then a CW, they can prone juggle you into next week and still hit pretty **** hard. Meanwhile you are free to blow the target up with him.
Father McGruder - Scrub geared DPS DC - I kick HAMSTER for the Lord!
Explosivo - Scrub geared MoF CW - Climb upon my BIG ASSED steed....
I prefer this meta than to a glass cannon 2-3 hit meta. Everyone got more regen/lifesteal/bunker style additions (artifacts). It definitely synergizes with gwf/gfs/trs/dcs (the classes that have abilities which make them immune) better though.
It's a CC/regen fest. GWFs are the most OP class in pvp, they can control quite well and can often ignore control. They have the best of both worlds. Other classes such as the DC and to some extent, the CW, are just left in the dust.
Then there's the TR one-shotting people from stealth in pugs, but it's another issue.
0
lucidproph3cyMember, Neverwinter Beta UsersPosts: 0Arc User
edited January 2014
i have to fully agree with pvp just being how long you can last and almost no one dies anymore unless there is a large gear imbalance. Pug match lasts around 45 min for me if no one leaves which just isn't worth the reward anymore. Plus all the broken impossible to kill builds and perma has really turned me off to it. I still enjoy pve more and that is what i stick to. I have to say though the artifacts are amazing for pve the regen it gives is definitely needed. In pvp is just drags things out. I am just gonna wait for the next mod and see if they do anything about the pvp situation but as of now its not worth the reward for the time spent.
Regen and soulforged is fantastic. The #1 problem in PvP is lolOP vorpal. And yes, I rolled a regen GWF because I was tired of playing my DC and getting 2 shotted by vorpal TR. Anything that can help offset mega OP vorpal is fine by me right now.
0
ranncoreMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 2,508
edited January 2014
Wait a second... you're saying PvP is about making a character that can both sustain and deal damage?
Wait a second... you're saying PvP is about making a character that can both sustain and deal damage?
WHAT?!
The problem with that snark logic is that if a system is balanced, one cannot do one without being junk at the other.
Either you deal damage and have <font color="orange">HAMSTER</font> defense/sustain....or you have great sustain/defense but deal <font color="orange">HAMSTER</font> damage.
Currently characters can do both, some moreso than others.(GWF/TR)
I see a GWF running around chasing my CW through 3 other people hitting him, not really doing a lot to him I shouldn't expect him to drop 10k-12k crit bombs on my face with knockdowns to boot, but they do. Good times.
Father McGruder - Scrub geared DPS DC - I kick HAMSTER for the Lord!
Explosivo - Scrub geared MoF CW - Climb upon my BIG ASSED steed....
The problem with that snark logic is that if a system is balanced, one cannot do one without being junk at the other.
Either you deal damage and have <font color="orange">HAMSTER</font> defense/sustain....or you have great sustain/defense but deal <font color="orange">HAMSTER</font> damage.
Currently characters can do both, some moreso than others.(GWF/TR)
I see a GWF running around chasing my CW through 3 other people hitting him, not really doing a lot to him I shouldn't expect him to drop 10k-12k crit bombs on my face with knockdowns to boot, but they do. Good times.
Time your dodges. I went 1v1 on my gwf vs a cw tonight it was hard fight with them teleporting and running away to dodge my knockdowns. They didn't do a lot of damage each hit but they stayed mobile taking minimal damage from tr. They timed their big moves for once I was out of unstoppable. I still won but it was close. The cw got to close to a wall and I was able to get him, but if I had made a mistake first it would have been me instead. Sent GWF's are hard to kill and take a different strategy than other classes which are just hit them as hard as you can as fast as you can, but they can be beat.
This assumes similar gear levels of course, if you're 9-10k and the gwf is 14k you are going to get killed but that's pretty much any class.
0
rapticorMember, NW M9 PlaytestPosts: 1,078Arc User
edited January 2014
I was pretty surprised when I learned artifacts worked in PvP. I have no idea what they were thinking with that. I haven't bothered with PvP since before Module 2 came out and I don't see that changing anytime soon. Even 12k AD for 4 matches once a week (Rhix + Neverember daily combo) isn't enough to entice me back to PvP since it's just not fun for me with all the changes they've made since PvP was originally introduced. Every time they try to fix something it just seems to make something else worse. And now, from the sound of it, with matches taking 45+ minutes on average? That's a definite pass from me.
I was pretty surprised when I learned artifacts worked in PvP. I have no idea what they were thinking with that. I haven't bothered with PvP since before Module 2 came out and I don't see that changing anytime soon. Even 12k AD for 4 matches once a week (Rhix + Neverember daily combo) isn't enough to entice me back to PvP since it's just not fun for me with all the changes they've made since PvP was originally introduced. Every time they try to fix something it just seems to make something else worse. And now, from the sound of it, with matches taking 45+ minutes on average? That's a definite pass from me.
Matches don't take 45+ mins though that's hyperbole. Maybe a really good premade vs another really good premade could do it. The longest match I've seen was 25 ish mins though and most are significantly shorter.
I don't play premaes or guild vs guild PvP, but from what i've read and saw, most high level PvPers focus HEAVILY on survivability.
Regardless of the class, they stack regeneration.
Now, it's quite obvious that if you put tank builds vs tank builds, it results in a long fight. May be shifting to hybrid builds in premades could help you guys making it less boring.
In pug PvP, i noticed an improvement. People survive more, and considering that in module 1 it was a 1-2-3 shot fest, it's balanced now. Never have problems with soulforged users or artifacts. Just make the fights longer and more interesting.
If i get killed cause the opponent gets back to life with SF or uses an artifact, it's not a problem. I have my armor enchant and artifacts, so it's just fair.
Yeah pretty much what some of us told since these changes where on test server.
An assassin type has one main role: to be efficient at delivering killing blows, every class has a build that is towards that, high burst & long cooldowns (useless now). I am sry but i wont spend 45 min hitting a target dummy for nothing.
All this qq imo is correct and it should continue till something is going to change.
But this game has alot of loose ends and pvp is just one of them: loot drops, dungeon rewards, zen market prices, marks, companion upgrade prices just to name a few. I really wish all the teams to rise up to the graphic team level: rly good looking maps, animations(best animation i;ve ever seen) and effects.
The longest I've experienced was a 35+ minute match. It was a tough PUG vs premade match, and it just so happened that I was teamed up with REALLY, really competitive PVP-ers. But matches aren't supposed to last more than 30 minutes, in my opinion. That's too long, and the rewards for finishing a half-hour match isn't that different from a 15 - 25 minute match. A good way to get around this would be to impose a time limit for PVP matches similar to what we see for Gauntlgrym. 30 minutes, and if neither team still has not reached 1000 points, the team with the higher amount of points should be given the victory.
the problem is only on premade vs premade, when all 10 have high regen. So basically is a figth vs dummy, when you can regenerate your hp more fast then the hp you lose ^^ that's why they cry, because now even a simple newbie whit a ton of regen can face them easy ^^
0
pers3phoneBanned Users, Neverwinter Beta UsersPosts: 0Arc User
The longest I've experienced was a 35+ minute match. It was a tough PUG vs premade match, and it just so happened that I was teamed up with REALLY, really competitive PVP-ers. But matches aren't supposed to last more than 30 minutes, in my opinion. That's too long, and the rewards for finishing a half-hour match isn't that different from a 15 - 25 minute match. A good way to get around this would be to impose a time limit for PVP matches similar to what we see for Gauntlgrym. 30 minutes, and if neither team still has not reached 1000 points, the team with the higher amount of points should be given the victory.
This is a great suggestion IMO.
Actually I've played 2-3 of these 40 mins Pm vs PM matches, they aren't a hyperbole at all. It's not only about very tanky regen builds either, it's mostly about the fact that in a PM vs PM usually all 3 points are continuously contested, so no team makes any points at all much of the time.
These matches are VERY tiring and makes your hands hurt lol. So limiting the time seems to be good IMO.
As for artifacts, SF, regen and pots in PvP... these things made my CW playable basically. Too bad the others have them as well :P
It's actually a whole "network" of multiple problems in various areas that leads to this.
It's not an uncommon thing to see when people flock to "survival builds" in PvP -- traditionally, survival is always very important in PvP no matter what the game, what the genre. However, when too much of the playerbase decide its a good idea (the only viable idea) to go overboard in terms of survival, that usually indicates a problem in the opposite direction.
If so many people flock to tanky builds, that means people are at their "last resort". What this means, is that generally, the damage/CC factor of the game is so devastating and deadly, that every other build is turned obsolete, and it becomes unrealistic to expect any kind of effect (even situationally) with it. Hence, only a tanky build provides enough life-span to at least try push a key or two to make you feel like you're doing something.
Therefore, it is usually an indicator of a failure in balance -- not necessarily between classes or powers, but rather (and more likely) a failure to balance the mechanics of defense vs. offense. In PvP, people min/max builds. That's to be expected. But if the min/maxing that effects offense/defense provides too high a level of synergy, as compared to a more 'casual build', then that directly leads to the said problem.
So, it all comes down to this.
What this means, is that the 'balance' you people want is hardly achieved by just nerfing or buffing a class or a power. What this means, is that each and every one of you need to accept the hard fact that the aspect you are most proud of, and love about your own character, may be one of what's contributing to the problem mentioned above.
- Do you love your 20k crit ranged attack that one-shots average gear grade players?
- Do you love how your tanky character can wield over 10% lifesteal with average 3~4k damage per attack, coupled with an over 10% regeneration efficiency, so a little bit of defensive maneuvering and you basically roll back on all of your HP lost?
- Do you love how you can control someone back-to-back and never give them a chance to fire back until all of your powers are on cooldown?
Well ALL of that, will ultimately lead people to figure that its impossible to compete with any other build option, and therefore, will cause them to also roll an FotM tank/regen/lifesteal build.
Everyone is an accomplice to this crime. That's the reason why people cry of balance, but in reality there's no real balancing done ever. People actually hate balance. I've never seen anyone who'd agree to seriously nerf what they love so much about their own character. They talk of change and balance, and the moment it involves themselves, they turn defensive and walk away.
Since no one wants to sacrifice themselves a little bit for the "greater good", there is no "greater good" to be achieved.
Personally, I'm an adapter. I don't really care how developers change my favorite class. If something gets nerfed, then I simply adapt to that fact, so in my case, if it brings better balance and more fun to the game where more people can enjoy, then I'd not object against it. However, I cannot say the same for other people, and I seriously doubt much of them would want to see such a 'bigger picture.'
They like their tanky regen buillds. They don't really care that it makes the game frustrating. As long as they have the "Buwahahahaah I love being near-unkillable!" mindset, nothing's going to be changed.
Stop making excuses. Be a man. If you know something to be broken, stop using it. Otherwise, you've got no right to be speaking of 'balance.'
I disagree. Im having more fun now with PVP then i did before. I feel there is much more options for me.
I was in a 5v3 match the other day (being on the 3 side) and used the Lantern and my Path of Blades to take out 2 guys within seconds. (we lost)
I'm no killing machine but that little win made the enjoyment much more for me.
I love killing someone in PVP to see them jump up with health again, just so i can kill them again seconds later.
The key is trying different abilities. If i stuck with the same 3 encounter powers for that fight, I might not have improved myself.
Thorin Oakenshield - 60 DC | Floki Longarm - 60 TR | Tiny Tank - 60 GWF
Stand your Ground NW-DNBHK74ML
It's actually a whole "network" of multiple problems in various areas that leads to this.
It's not an uncommon thing to see when people flock to "survival builds" in PvP -- traditionally, survival is always very important in PvP no matter what the game, what the genre. However, when too much of the playerbase decide its a good idea (the only viable idea) to go overboard in terms of survival, that usually indicates a problem in the opposite direction.
Bingo, give this man a cigar/coconut/whatever else he prefers.
There is a problem, in the opposite direction. Time to kill in this game is far too short, which renders PvP far too shallow and unsatisfying, leaving it as a sustainability arms race and gear wars.
It's a shame, I usually love me some PvP in MMOs, and I love the the control system in NW. However, it's really not as much fun as it should be, in the current state.
It's actually a whole "network" of multiple problems in various areas that leads to this.
It's not an uncommon thing to see when people flock to "survival builds" in PvP -- traditionally, survival is always very important in PvP no matter what the game, what the genre. However, when too much of the playerbase decide its a good idea (the only viable idea) to go overboard in terms of survival, that usually indicates a problem in the opposite direction.
This guy has nailed the essence of it nothing much more to add really, very good written.
Myself i love the long fights compared to the short kill everything in sight and be killed from some afar in 2 big hits while hanging in the air :-).
A tight fight with good players with good gear where you actually have to think and change strat during a game is far more rewarding then fast kills imho that is..
0
rapticorMember, NW M9 PlaytestPosts: 1,078Arc User
Matches don't take 45+ mins though that's hyperbole. Maybe a really good premade vs another really good premade could do it. The longest match I've seen was 25 ish mins though and most are significantly shorter.
Regardless, that doesn't invalidate anything else in my post. I stopped playing before Module 2 went live because even then it stopped being enjoyable to me.
Bingo, give this man a cigar/coconut/whatever else he prefers.
There is a problem, in the opposite direction. Time to kill in this game is far too short, which renders PvP far too shallow and unsatisfying, leaving it as a sustainability arms race and gear wars.
It's a shame, I usually love me some PvP in MMOs, and I love the the control system in NW. However, it's really not as much fun as it should be, in the current state.
I think another issue is that even if you wear gear that is the current regen survival fad, you still pump out stupid damage. That's where you get issues with GWF and such when people are like "I can't kill them" but at the same time, these GWF's and other classes are still hitting for 10k, 12k, 14k, etc. It's out of whack.
Sometimes I think about dropping my "youth" gear and just going full balls to the wall power/crit to see if it even makes a difference. I can already still die in 2-3 seconds anyway heh.
Father McGruder - Scrub geared DPS DC - I kick HAMSTER for the Lord!
Explosivo - Scrub geared MoF CW - Climb upon my BIG ASSED steed....
It's actually a whole "network" of multiple problems in various areas that leads to this.
It's not an uncommon thing to see when people flock to "survival builds" in PvP -- traditionally, survival is always very important in PvP no matter what the game, what the genre. However, when too much of the playerbase decide its a good idea (the only viable idea) to go overboard in terms of survival, that usually indicates a problem in the opposite direction.
If so many people flock to tanky builds, that means people are at their "last resort". What this means, is that generally, the damage/CC factor of the game is so devastating and deadly, that every other build is turned obsolete, and it becomes unrealistic to expect any kind of effect (even situationally) with it. Hence, only a tanky build provides enough life-span to at least try push a key or two to make you feel like you're doing something.
Therefore, it is usually an indicator of a failure in balance -- not necessarily between classes or powers, but rather (and more likely) a failure to balance the mechanics of defense vs. offense. In PvP, people min/max builds. That's to be expected. But if the min/maxing that effects offense/defense provides too high a level of synergy, as compared to a more 'casual build', then that directly leads to the said problem.
So, it all comes down to this.
What this means, is that the 'balance' you people want is hardly achieved by just nerfing or buffing a class or a power. What this means, is that each and every one of you need to accept the hard fact that the aspect you are most proud of, and love about your own character, may be one of what's contributing to the problem mentioned above.
- Do you love your 20k crit ranged attack that one-shots average gear grade players?
- Do you love how your tanky character can wield over 10% lifesteal with average 3~4k damage per attack, coupled with an over 10% regeneration efficiency, so a little bit of defensive maneuvering and you basically roll back on all of your HP lost?
- Do you love how you can control someone back-to-back and never give them a chance to fire back until all of your powers are on cooldown?
Well ALL of that, will ultimately lead people to figure that its impossible to compete with any other build option, and therefore, will cause them to also roll an FotM tank/regen/lifesteal build.
Everyone is an accomplice to this crime. That's the reason why people cry of balance, but in reality there's no real balancing done ever. People actually hate balance. I've never seen anyone who'd agree to seriously nerf what they love so much about their own character. They talk of change and balance, and the moment it involves themselves, they turn defensive and walk away.
Since no one wants to sacrifice themselves a little bit for the "greater good", there is no "greater good" to be achieved.
Personally, I'm an adapter. I don't really care how developers change my favorite class. If something gets nerfed, then I simply adapt to that fact, so in my case, if it brings better balance and more fun to the game where more people can enjoy, then I'd not object against it. However, I cannot say the same for other people, and I seriously doubt much of them would want to see such a 'bigger picture.'
They like their tanky regen buillds. They don't really care that it makes the game frustrating. As long as they have the "Buwahahahaah I love being near-unkillable!" mindset, nothing's going to be changed.
You're completely right. I've been saying for months that 12k+ / greater enchantment pvp was pretty brutal and not fun for months and yet people are still surprised because of these unkillable builds. Such builds aren't fun to play, but being permastunned to death by GFs, GWFs, or one-shot by rogues isn't interesting either.
I loved pvp when everyone had around 9k GS. Now it's just for dailies and the pvp artifacts, because i hate the current state of pvp. Way too mich cc and damage everywhere.
Comments
The amount of survivability available in PvP at the moment can get a bit ridiculous. Not being able to kill anyone and having a complete stalemate is a bit more of a boring concept than what it could be, but that's what is available right now and it is available to everyone, so we should all make the best of it.
Hyenas@zokir - Essence of Aggression
Some ppl also heal up so much due to regen that it has become a joke to even have healers in PVP - most players heal more due to their regen and items than due to a healer anyways. I never understood why there is a stat like regen that is ticking even in combat. In other games I played before regen abilities stopped during combat.
And that PVP artifact has become annoying also. At higher levels ppl almost get full health with it - yeah temp hitpoints drain away, but yet they have enough time to use it for their advantage.
All in all it shows even more that everything they design for this game is focussed only on PVE and PVP gets more broken with everything they add and change.
- Disable all runes OR encants and assign a score for each item (rank 7, 8, 9, greater, perfect, etc.)
- Disable bonuses artifacts OR assign a score depending on the level
- All with the same speed riding
- More maps
- More battle modes (1x1, deathmatch, etc.)
so only the players would fight only with the gear char + + build team and foremost FINGER and a bit of clear strategy! each class with its advantages and disadvantages! and honestly after taking into account the return diminisshing ranks above 9 are only for OSTENTATION STAFF!
ps:. excuse me for my poor english
You need a CW to kill things quickly or nothing dies and the game doesn't move. You need more burst/prone locking than before, which really just boils down to more team coordination in voice chat than was previously required to kill someone.
I still find PvP enjoyable in Mod 2, but if you know it's going to be a tough match, it could average 1hr 15minutes or so, especially when DCs are around to save everyone and prolong fights.
Just add a HR and GWF's are killed very easy. ahhh and soulforged has an weakness, just kill it when dead are returning to life, they have no defense till stant up so... just kill it again, i usualy keep a skill just for it need to hit 5k+
Explosivo - Scrub geared MoF CW - Climb upon my BIG ASSED steed....
Fox Stevenson - Sandblast
Oh Wonder - Without You
Do not go gentle into that good night.
Rage, rage against the dying of the light.
- Dylan Thomas
Then there's the TR one-shotting people from stealth in pugs, but it's another issue.
WHAT?!
The problem with that snark logic is that if a system is balanced, one cannot do one without being junk at the other.
Either you deal damage and have <font color="orange">HAMSTER</font> defense/sustain....or you have great sustain/defense but deal <font color="orange">HAMSTER</font> damage.
Currently characters can do both, some moreso than others.(GWF/TR)
I see a GWF running around chasing my CW through 3 other people hitting him, not really doing a lot to him I shouldn't expect him to drop 10k-12k crit bombs on my face with knockdowns to boot, but they do. Good times.
Explosivo - Scrub geared MoF CW - Climb upon my BIG ASSED steed....
This assumes similar gear levels of course, if you're 9-10k and the gwf is 14k you are going to get killed but that's pretty much any class.
Regardless of the class, they stack regeneration.
Now, it's quite obvious that if you put tank builds vs tank builds, it results in a long fight. May be shifting to hybrid builds in premades could help you guys making it less boring.
In pug PvP, i noticed an improvement. People survive more, and considering that in module 1 it was a 1-2-3 shot fest, it's balanced now. Never have problems with soulforged users or artifacts. Just make the fights longer and more interesting.
If i get killed cause the opponent gets back to life with SF or uses an artifact, it's not a problem. I have my armor enchant and artifacts, so it's just fair.
An assassin type has one main role: to be efficient at delivering killing blows, every class has a build that is towards that, high burst & long cooldowns (useless now). I am sry but i wont spend 45 min hitting a target dummy for nothing.
All this qq imo is correct and it should continue till something is going to change.
But this game has alot of loose ends and pvp is just one of them: loot drops, dungeon rewards, zen market prices, marks, companion upgrade prices just to name a few. I really wish all the teams to rise up to the graphic team level: rly good looking maps, animations(best animation i;ve ever seen) and effects.
This is a great suggestion IMO.
Actually I've played 2-3 of these 40 mins Pm vs PM matches, they aren't a hyperbole at all. It's not only about very tanky regen builds either, it's mostly about the fact that in a PM vs PM usually all 3 points are continuously contested, so no team makes any points at all much of the time.
These matches are VERY tiring and makes your hands hurt lol. So limiting the time seems to be good IMO.
As for artifacts, SF, regen and pots in PvP... these things made my CW playable basically. Too bad the others have them as well :P
It's not an uncommon thing to see when people flock to "survival builds" in PvP -- traditionally, survival is always very important in PvP no matter what the game, what the genre. However, when too much of the playerbase decide its a good idea (the only viable idea) to go overboard in terms of survival, that usually indicates a problem in the opposite direction.
If so many people flock to tanky builds, that means people are at their "last resort". What this means, is that generally, the damage/CC factor of the game is so devastating and deadly, that every other build is turned obsolete, and it becomes unrealistic to expect any kind of effect (even situationally) with it. Hence, only a tanky build provides enough life-span to at least try push a key or two to make you feel like you're doing something.
Therefore, it is usually an indicator of a failure in balance -- not necessarily between classes or powers, but rather (and more likely) a failure to balance the mechanics of defense vs. offense. In PvP, people min/max builds. That's to be expected. But if the min/maxing that effects offense/defense provides too high a level of synergy, as compared to a more 'casual build', then that directly leads to the said problem.
So, it all comes down to this.
What this means, is that the 'balance' you people want is hardly achieved by just nerfing or buffing a class or a power. What this means, is that each and every one of you need to accept the hard fact that the aspect you are most proud of, and love about your own character, may be one of what's contributing to the problem mentioned above.
- Do you love your 20k crit ranged attack that one-shots average gear grade players?
- Do you love how your tanky character can wield over 10% lifesteal with average 3~4k damage per attack, coupled with an over 10% regeneration efficiency, so a little bit of defensive maneuvering and you basically roll back on all of your HP lost?
- Do you love how you can control someone back-to-back and never give them a chance to fire back until all of your powers are on cooldown?
Well ALL of that, will ultimately lead people to figure that its impossible to compete with any other build option, and therefore, will cause them to also roll an FotM tank/regen/lifesteal build.
Everyone is an accomplice to this crime. That's the reason why people cry of balance, but in reality there's no real balancing done ever. People actually hate balance. I've never seen anyone who'd agree to seriously nerf what they love so much about their own character. They talk of change and balance, and the moment it involves themselves, they turn defensive and walk away.
Since no one wants to sacrifice themselves a little bit for the "greater good", there is no "greater good" to be achieved.
Personally, I'm an adapter. I don't really care how developers change my favorite class. If something gets nerfed, then I simply adapt to that fact, so in my case, if it brings better balance and more fun to the game where more people can enjoy, then I'd not object against it. However, I cannot say the same for other people, and I seriously doubt much of them would want to see such a 'bigger picture.'
They like their tanky regen buillds. They don't really care that it makes the game frustrating. As long as they have the "Buwahahahaah I love being near-unkillable!" mindset, nothing's going to be changed.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
I was in a 5v3 match the other day (being on the 3 side) and used the Lantern and my Path of Blades to take out 2 guys within seconds. (we lost)
I'm no killing machine but that little win made the enjoyment much more for me.
I love killing someone in PVP to see them jump up with health again, just so i can kill them again seconds later.
The key is trying different abilities. If i stuck with the same 3 encounter powers for that fight, I might not have improved myself.
Stand your Ground NW-DNBHK74ML
Bingo, give this man a cigar/coconut/whatever else he prefers.
There is a problem, in the opposite direction. Time to kill in this game is far too short, which renders PvP far too shallow and unsatisfying, leaving it as a sustainability arms race and gear wars.
It's a shame, I usually love me some PvP in MMOs, and I love the the control system in NW. However, it's really not as much fun as it should be, in the current state.
This guy has nailed the essence of it nothing much more to add really, very good written.
Myself i love the long fights compared to the short kill everything in sight and be killed from some afar in 2 big hits while hanging in the air :-).
A tight fight with good players with good gear where you actually have to think and change strat during a game is far more rewarding then fast kills imho that is..
Regardless, that doesn't invalidate anything else in my post. I stopped playing before Module 2 went live because even then it stopped being enjoyable to me.
I think another issue is that even if you wear gear that is the current regen survival fad, you still pump out stupid damage. That's where you get issues with GWF and such when people are like "I can't kill them" but at the same time, these GWF's and other classes are still hitting for 10k, 12k, 14k, etc. It's out of whack.
Sometimes I think about dropping my "youth" gear and just going full balls to the wall power/crit to see if it even makes a difference. I can already still die in 2-3 seconds anyway heh.
Explosivo - Scrub geared MoF CW - Climb upon my BIG ASSED steed....
You're completely right. I've been saying for months that 12k+ / greater enchantment pvp was pretty brutal and not fun for months and yet people are still surprised because of these unkillable builds. Such builds aren't fun to play, but being permastunned to death by GFs, GWFs, or one-shot by rogues isn't interesting either.
I loved pvp when everyone had around 9k GS. Now it's just for dailies and the pvp artifacts, because i hate the current state of pvp. Way too mich cc and damage everywhere.