Clearly the following are what affects pvp balance most (those with the item/class feature vs those without) 1. sigil of paladin keeps all 5 people in the circle full HP for 20 seconds, most buggy item in pvp so far 2. stun power still ignores cc stack, elevn, dodge 3. companion in new map still works, people heal from 1% to 100% hp in 1 second with the bulette pup companion and many other companion. 4. dc/cw overall too tanky compared with other class 5. soulforge damage immune for 5-7 seconds after ressurect 6. DC heal a little overpowered When should dev fix these bug?
Post edited by xvimn134 on
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kalina311Member, NW M9 PlaytestPosts: 2,082Arc User
edited September 2019
and what about soul forge / shadowclad enchantments then ? makes any class tanky / immortal the top appearing to be "tanky" cws on the leader board are mostly Vet players with all thier boons all have best in slot gear ..and some have best in slot weapons and artifacts /crit rings ... and endgame gear from elite 24K + dungeons and tales of old
not to mention best pve dps companions used for clearing lair of the mad Mage
a Cw also sacrifices 1 potential dps encounter slot in order to have a shield in pvp
Any Bis in slot class is/ can be "tanky" and needs 2-3 bis people to focus / take him out less so if the Pally artifact was nerfed and lees so if the area Map companions did not work
If you ever thought that paladin's stun is bad (it is since it can bug and proc on target when they are way out of range), barbarian has one power that is ranged, targetting, and not even rogue's dodge works on it. Both should be changed for PvP.
Paladin sigil - agreed, even after nerf it still gives way too much advantage for people using it.
Wizard's shield is in fact overpowered since while it takes encounter slot, I noticed the biggest damage taken coming from at-wills. In domination matches it takes a lot to get tanky, wizards get it nearly for free as dps.
Stardock has a lot of bugs. If people are thrown off no kill is awarded, only assist and I think it doesn't count for their deaths on leaderboard either, just like killing yourself with a command, but that needs testing.
Soulforged should have it's immunity frames time halved.
Fighter's massive amount of knockdowns is an issue, yes, same as barbarian's stun + frenzy is almost always guaranteed kill as well if one isn't tanky to nine hells.
Rangers deal an absurd amount of damage while getting a lot of root powers that trump dodges, teleports, shadow slips and so on.
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the top appearing to be "tanky" cws on the leader board are mostly Vet players with all thier boons all have best in slot gear ..and some have best in slot weapons and artifacts /crit rings ... and endgame gear from elite 24K + dungeons and tales of old
not to mention best pve dps companions used for clearing lair of the mad Mage
a Cw also sacrifices 1 potential dps encounter slot in order to have a shield in pvp
Any Bis in slot class is/ can be "tanky" and needs 2-3 bis people to focus / take him out less so if the Pally artifact was nerfed
and lees so if the area Map companions did not work
Paladin sigil - agreed, even after nerf it still gives way too much advantage for people using it.
Wizard's shield is in fact overpowered since while it takes encounter slot, I noticed the biggest damage taken coming from at-wills. In domination matches it takes a lot to get tanky, wizards get it nearly for free as dps.
Stardock has a lot of bugs. If people are thrown off no kill is awarded, only assist and I think it doesn't count for their deaths on leaderboard either, just like killing yourself with a command, but that needs testing.
Soulforged should have it's immunity frames time halved.
Rangers deal an absurd amount of damage while getting a lot of root powers that trump dodges, teleports, shadow slips and so on.