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buff team play in pvp

sdneversdnever Member, Neverwinter Beta Users Posts: 116 Bounty Hunter
edited May 2013 in The Thieves' Den
A lot of nerf rogue threads are from experiences from 1v1 encounters with rogues. I don't think I've seen anyone in a coordinated team complain about rogues. And even if they did, it would most likely be from an act of solo play like chasing too far or not protecting your squishies.

The problem is that the pvp domination style leads to a lot of solo play through the capping of points. 1 Player can stop all point accumulation from one point. And if that player happens to be a rogue, most 1v1 attempt from enemy to stop rogue will end with nerf cries. Which is totally ridiculous as an assasin high burst champ should be able to kill others 1v1. But people don't understand that...

Anyhow, you can change the game mechanics to promote grouping.

For instance, change it so that you need two stop point production of a node. A single player at a node can cap it (should be at a reduced speed) but the enemy will continue to gain points from that node until it fully caps.

In addition you can increase point production in nodes with 2 or more characters. Such that if you have a 4v2 mid, the team with only 2 players is at a significant point disadvantage.

Another option would be to give defensive bonuses when multiple people are near each other.

I'm sure there are other ways to increase team play. And whichever way is implemented, I guarantee it will drastically decrease the nerf rogue sentiment. The rogue is very strong 1v1, but in team play, he becomes much more balanced.
Post edited by sdnever on

Comments

  • rillelrillel Member Posts: 31
    edited May 2013
    Domination works exactly like similary styled "area point capture" pvp in other games do, there is no need to change anything.
    Rogues already lose in a 1v1 vs equally skilled CW or GF, they have class advanage that can't be overcome with skill alone. There is no need to nerf their 1v1.
    If open battleground pvp is released (10vs10, 20vs20) you will see rogue cry a litany of complains. Squishy melee in open pvp? It will not be fun for rogues.
    That's my take on it. I've played probably more than 100k worth of glory so it's not a completely uninformed opinion.

    Summary: rogues will only have it worse, from players getting more skilled with dealing with them to bigger pvp battles.
  • creolegamercreolegamer Member Posts: 100 Arc User
    edited May 2013
    not trying to bash anyone but i disagree with the OP. I think that its strategically wise to send a lone rogue(or any char really) to stop the opposing team from gaining points from their node. Cant tell ya how many times i've helped turn around a domination or seen one turn around because i stayed away from the group to cap an enemy node....even if it isnt capped and i die, the time the enemy spends trying to defend their node while my team collects the others is game changing. Also, being strong in 1v1 situations means that i dont fall too easily (jus keep those darn CWs away from me X_X ) so normally more than one person needs to rush me in order to get the kill quickly, which is gg for the rest of my team. Who says melee cant kite? ;)
    About the defensive bonuses, think about a DC and a GF moving together.....No thank you!!!
    I agree that the nerf threads are getting annoying but every class has something to offer in a domination that imo makes em OP, a couple trends that i've noticed is;
    *The team with the most DC wins (2 max)
    *Never solo a GF, your time is better spent elsewhere
    *GWFs run fast :P I've seen a couple good ones simply cap nodes whole domination and knowing the right time to pop unstoppable and sprint so they dont die :P plus stuns are annoying. Last but not least,
    *CW>all
    These are all strictly my opinion though, not necessarily true.
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