Greetings Fellow Explorers,
In preparation for module 12B’s debut we thought we would break down all of the great PvP changes coming your way. Please keep in mind that we plan to continue making additional adjustments in the future, and these are merely the adjustments we have planned for the upcoming module.
Please take some time to digest these changes and give us feedback. That feedback may help shape our plans for future changes. Now lets get to the meat of this post.
After seriously examining tenacity and how it affects the barrier to entry in PvP, we have removed the tenacity stat from the game altogether. In accordance with this change we have added a visible buff that will be applied to everyone when entering a PvP area. This buff grants each player the following modifiers:
- 60% armor pen reduction
- 40% critical severity mitigation
- 40% damage mitigation
- 50% reduction in healing from all sources (Direct heals, HOTs, Lifesteal, etc.)
(Please note that this reduction kicks in if you have been hit within the last 10 seconds. We want to make sure that out of combat healing is not affected.)
A similar buff has always been used to help tune the PvP experience but, as part of these changes, we’ve added an icon so you can see what is going on when you enter a PvP arena. The values represent the benefits an average amount of tenacity was giving previously. Basically this buff helps everyone get over the tenacity barrier without needing tenacity. Now everyone can join in the carnage and have some fun. YIPEE!!!
With that out of the way let’s focus on what you really want to know, what happens with the tenacity on PvP gear? We have redistributed the tenacity stat into stats already on the equipment or replaced it outright.
- In the case of epic PvP gear the points distributed to tenacity were applied to other stats that already existed on the item.
- For non-epic PvP gear, tenacity has been replaced with Hit Points.
- Item sets that granted tenacity have been changed to power.
PvP Item Scaling
With tenacity gone, we still want to make sure PvP equipment is competitive or superior to similar PvE equipment in PvP. As such, endgame PvP equipment will now receive an item level boost when in a PvP area. When looking at the tooltip on a piece of PvP gear you will now notice some additional text on the item level row.
The level in the parenthetical is the item level that the gear will be raised to when in a PvP area. To compensate for this scaling of item levels the base values for certain PvP gear has been reduced. The reasoning behind this is to continue to support the paradigm of equipment earned from PvE sources remaining the most effective for that activity. In either case strong PvP gear should become more viable in PvE, and vice versa.
Adjusted iLevel per set:
CC Diminishing Returns
In further efforts to address some of the issues in PvP, we have added diminishing returns to control effects in PvP. Any powers that have a control element will incur a 15 second diminishing returns effect on the target that will reduce the overall effectiveness of any additional control effects applied to that same target.
This effect can stack up to 4 times with each stack further reducing the duration of control effects by 25%, eventually rendering them ineffective. Each stack is independent meaning that each time a player is hit they gain a separate stack that starts its own timer. If at any time you have all 4 stacks then you will be immune to control effects for the length of your oldest stack.
- A new set of PvP gear has been added to Kyrian Foss in the Trade of Blades. Pay him a visit and examine the Strategist gear set.
- The weekly reward “cache of the fallen” has been removed as a reward for winning stronghold PvP matches. Its contents are now a part of a new weekly quest.
- A new weekly quest has been added for participating in Stronghold PvP.
- Quest Name: Storming the Castle
- Location: Master of Coins within your stronghold
- Quest Rewards:
- 1x Major Influence Voucher
- 4500x Rough AD
- 1x Blood Ruby
- 25x Forgotten Totems
- 100x Chultan Riches
(The campaign currency rewards will be adjusted as new campaigns are introduced offering another avenue for currency gain.)
Solo PvP Queue
After the success of the temporary solo PvP queue we have decided to make it a permanent feature with the release of module 12B. Solo queues will be available for level 70 domination only.
Misc. Bug fixes and Tuning
While the information above highlights the big changes there were a few other impactful bug fixes and adjustments made to help improve the overall PvP experience.Leadboards
Fixed the leaderboard ranking bug where players would see drastic shifts in placement after a match. This was very noticeable when you won a match and expected any movement to be up but instead it would be the opposite direction. Some reported winning a match and going from page 2 to 324.Class Changes
Devoted Cleric’s Astral Shield has been modified to reduce its uptime. Currently it is possible to reach a 100% uptime. This is outside the desired level of strength for this particular ability and has cascading effects on the overall survivability of a group in both of PvE and PvP. With that in mind we have made the following changes to Astral Shield:
- Duration reduced from 10 seconds down to 8 seconds.
- Damage absorption for empowered Astral Shield changed from 3% per stack to 1% per stack in PvP only.
We have also addressed a longstanding issue with players being able to obtain an excessive amount of buffs from consumables. This change was not made specifically with PvP in mind, however, as it affects PvP, I will be outlining the changes here. Full details will be available in the preview patch notes.
Almost all items that give 5+ minute buffs are grouped into one of 7 categories.
- Potion: Includes alchemy potions, and most misc. game potions. (Those that had "elixir" in their names have had it replaced with "potion".)
- Elixir: Includes the invocation potions, and a few other "super" potions that are hard/expensive to get but have big effects (e.g., Potion of Heroism, now renamed to Elixir of Heroism).
- Stronghold Food
- Event Food
- Reusable Item: Includes items like Tymora's Lucky Coin or Adorable Pocket Pet
- Non-food Event
A player can have at most 1 active buff from each category.
If a player has a buff from a category, and then uses something else in that category, the old buff goes away and is replaced by the new buff regardless of the buff’s strength.
There are a few buffs that live outside of these rules due to their narrow focus:
- Potion of Dragon Slaying
- Scroll of Protection from Dragon Slaying
- Shard of Permafrost
- Everfrost Resist Potions
Stamina and AP Drain have had an internal cooldown added to them.
- Added an internal cooldown of 0.5 seconds for both ranks of Stamina Drain.
- Added an internal cooldown of 5 seconds for both ranks of AP Drain.
Some specific things we ask you to keep an eye on would be:
- Any feedback related to the distribution of stats and the functionality of the PvP buff.
- Remember that the healing reduction kicks in if you have been hit within the last 10 seconds.
- We especially need to find any heals that are not abiding by the reduction in healing rule.
- Feedback on how the item level scaling feels.
- Any ability that has a control effect but is not triggering diminishing returns. (Any ability intended to bypass this feature will say so on the power description.)
As always your feedback is instrumental, so please give them a try, take some time to digest the changes and then send us your feedback!