So as my guilds stronghold is starting to reach the middle levels of progression, New equipment and consumables are becoming available to us for use and testing. One of the most recent item(s) that have become obtainable in game within the last few days are the AP/Stamina Wards & Drains that are purchased through your guild overload enchatment vendor.
As far as adding a new mechanic to PvP that forces new counter play as well as opens up opportunity for class counters to be flip flopped and give the old prey a chance at turning the tables on previous predators, the wards and drains in idea would certainly fit that bill.
Unfortunately, and quite expectedly, the implemetation of these new wards require immediate rebalance and tweaking to better perform and not over perform in today's meta PvP. In their current form, both drains are way over powered, and completely merc anyone who dosen't have access to these enchants or the defensive wards that negate them. The AP wards make it impossible for some classes to ever get off dailies. Combined with the right (Most likely broken) powers, the stamina drains completely stamina starve all classes.
Faced with such an over bearing obstacle , only one option is feasible. Use the wards to completely negate the drains and return to the meta PvP that existed before the wards.
Now, this dosent seem so bad (unless your guild can't obtain the wards or drains) but here's what this situations results in. The overload slots become useless because everyone is using wards out of fear of the over bearing drains, and since everyone is using wards, the drains themselves become useless in extension.
Now hears my balance suggestion to alleviate both issues, to give wards a use, to give drains a use, and to not (completely) destroy those unsble to acquire them.
First, change the AP drain to mimic the stamina drain In terms of a progressive depression based on hits. Say 2% ap drain per hit.
Now that both drains respect a scaleable priniciple, wards can be better scaled to fit the desired affect.
Because wards completely negate the drains, both glyphs become useless in a catch 22 fashion. To alleviate this, wards needs to be made multiplicative so that they don't competely negate drains , but certainly lessen the affects of which .
The desired result should be this.
AP drains and stamina drains should be a noticeable reduction in their respective field, however on rank 1, the reduction should not overcome natural unwarded generation, but damper it. Rank 2 should completely stall genration, but not be enough to over bear natural generation to the point of complete drain on contact.
The wards of course should lessen both affects , but not completely negate them.
Now of course, all classes gain stamina and ap at different rates , this alone makes this balance suggestion a monumental task to do properly.
Hopefully a solution can be reached, and the over all affect will result in all classes being unable to continue to <font color="orange">HAMSTER</font> out dailies as if they're encounters, and the same to be true for dodges.
Of course, all my suggestions and percentage numbers are hypothetical and need to be scaled to meet appropriate balance and are not based on any tests but simply serve as placeholder.
Please respond with any constructive ideas to improve upon this suggestion.
0
Comments
Not to mention it adds a new realm of counter play
Me and Sophi had a brief discussion about this last night.
-Kymos
-Kymos
Quite currently, my only deaths directly correlate to amount of times I've come across a GF on the other team
Right now on preview...im not in the mood of log in and test tho
Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
.Suicide Squad.
But that doesn't mean they aren't OP!
@mamalion1234 , Thats 100% false. I'm not going to go around and say what class benefits the most... But the boon at max potential results in 5% more damage for tr, Thats hardly worth not having any dodges. In fact I'm a bit baffled you even think it's relevant ...
e.g. stamina drain halts stamina regen for 5 seconds. AP drain lowers AP gain by 80% for 10 seconds etc etc.
and also the featured satirical comedic adventure "A Call for Heroes".
Instead, they just decide to proliferate to anyone and everyone, making the entire PvP experience a whole lot of garbafe. Instead of such functions coming from one or two classes as their unique features, now, everyone does it to everyone. And then, when the wards are all proliferated next, then it will become useless again.
Bad idea. Don't need. Good bye. Good riddance.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
I can't buy those enchants, few days left till I'll be able.
English is not my native - "... ward proliferated ..." Is that means, that effect of drain will be totally negated?
If yes - you are bringing to me some hope Please explain.
.Suicide Squad.
Can't seem to recall whom I've heard from that tho' ...
Anyhow, that's why for the members of big/prominent PvP guilds the wards/drains will cancel each other out and basically the same thing as nothing.
It is about the stupidest move I've ever seen -- in reality, all this will be is nothing more than a feature that does nothing for those really committed/interested in PvP, but at the same time MASSIVELY abuses/punishes/griefs potential new players and just makes them never wanna try PvP again.
So why do we need this thing for??
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
If it's true, then it makes all of those drain enchant users even more stupid in my eyes. They are not oriented on win against equals, just against ppl who can't spare so much money they did.
Some opinion from "we know which guild" would be valuable.
.Suicide Squad.
i heard something about good leadership biggest pvp guild have but i have never heard who is leader, he never introduce himself on official forum. so its hard to get proper opinion
I also wanna report that Dread Ring legion's mobs must have built up their market place to rank 4, they were using AP drain on me. damn the demons...
Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
In truth, it's over power at the moment, but even so I applaud them from trying to implement a new realm of uncertainty to a pvp que.
The only thing the dev team has to get in order is to stop making new items "the new best thing" but instead make them equal with the old with a new realm to explore.
This will increase build variety and break the necessity of every class to follow the same meta to be relevant.
The idea behind the drains are good, the ap in this game was way out of control.
The implementation of the idea was very off and needs some attention.
People are just annoyed that everything new is bugged. Tenes, Emblem, Valindra, Kessels, Blue Glyphs, and so on. Same for new classes and class changes. Theyve to test their changes properly. They gave us the Alpha preview (and yes, it would need some adjustments so people can buy everything, not just a plain copy) which was a pretty good idea and worked good for alot of things. I'm confused why they don't keep it running. I rather have patchday every 2 weeks (1 week for alpha) than every 1 week for new content.
We are always looking for new models --- Borderline Fashiondolls ---