Clerics do completely change the dynamics of pvp when they are present. All you have to do is make a cleric with focus healing. Then stop back cappers or even go mid then stand on the point and heal substantially more so than the person or persons can do damage.
I am not going to call for a nerf or anything on that level. But there needs to be something to address this issue. I personally have lost matches just because the team had a cleric and that was the only reason. Of course I have won plenty of matches where there was a cleric involved and it didn't help.
Mainly the cleric seems to prolong the fights by dragging them out with heals. Eventually even when winning I grow tired of the fight because it just takes to long... it grows boring. In some rare instances I have to rely on a daily in order to get that massive hit in before the rest of the team comes crashing down on my head.
I can't say what should be done to resolve this type of issue. Mainly because I would've had certain powers that would dampen or remove healing effects for a short time. Or possibly a dispel healing type ability. But I have never been a fan of tacking on abilities to powers. Maybe a rune that simply procs negates (or lowers) healing effects for 3 seconds or the ones that are currently active. This would prevent multiple clerics in a pvp match from combine healing targets.
Healers are always the most dynamic PVP classes because they can enhance and buffer the effectiveness of everyone around them. A good healer is essential to successful combat.
Clerics have a passive 40% heal debuff on themselves at all times and you want to increase that because you can't do enough DMG? Maybe if you were complaining that clerics make their teams too hard to kill I would understand. But the fact that you say a cleric is healing himself more than you can DMG proves the problem is with you and not the cleric.
Mainly the cleric seems to prolong the fights by dragging them out with heals. Eventually even when winning I grow tired of the fight because it just takes to long... it grows boring.
Just try to join a team that only plays for the fastest loss
Just try to join a team that only plays for the fastest loss
I tend to win and would rather keep it that way. At times even when I lose I still win with a personal victory. I was just thinking that there might be methods to help the longevity of the game.
This sounds like an issue of strategy over function. Clerics present on teams have never had such a black-and-white influence on a PvP match for me. It's simple... everyone knows how clerics can influence the field which is why people target them first. If it's a matter of an one-on-one situation and you aren't able to take down the cleric, then either the cleric is well-dressed and its not their first rodeo, or you're not well-dressed or it is your first rodeo.
heal substantially more so than the person or persons can do damage.
I play a cleric and let me tell you; that is nearly impossible at 60 with gs of 9500 i can at best heal someone about 2000-3000 a second w/o daily and i cant sustain it. Clerics can heal suprisingly little in this game.
I have had rogues hit me for over 22,000 damage in 1 shot
NOthing to see here, every mmo with pvp that have healer vs not having a healer is always different.
Bottom line is knock the healer out of circle then CC him and kill him,Cleric die within 2-3 sec if not in circle its such a joke.
I play cleric and this is what happens CW push me then control me (helpless) then rogue kills me all in less then 2 secs. If a cleric is beating you in pvp you are doing it wrong
Well, i play guardian fighter and i stopped even trying to kill a Cleric in a 1vs1 situation.
I don't blame you. I have a 60 rogue who can kill clerics 95% of the time. Once in a while I run into the god heal cleric that can take a massive hit and heal himself after I spent all my energy almost killing him.
I also have a guardian fighter. I was doing fine in PVP until the 40s. Now a fight with a cleric might take half the match. Sure it took some time before but not like it does now. But typically his team shows up and at that point I have to leave or attempt to. Current my GF hits for about 1 - 2 k damage from abilities every 3 - 5 seconds. Roughly.
I don't blame you. I have a 60 rogue who can kill clerics 95% of the time. Once in a while I run into the god heal cleric that can take a massive hit and heal himself after I spent all my energy almost killing him.
I also have a guardian fighter. I was doing fine in PVP until the 40s. Now a fight with a cleric might take half the match. Sure it took some time before but not like it does now. But typically his team shows up and at that point I have to leave or attempt to. Current my GF hits for about 1 - 2 k damage from abilities every 3 - 5 seconds. Roughly.
You've done something wrong with your GF's build than or you're not 60 yet. Never complain about class balance before max level in any MMO:).
I am running GF in quite crappy gear with 8.5k power, not much crit but a lot of deflection and def to survive in pvp .I hit from skills like bull charge for 6-11k, up to 15k with ray from wiz on. Still, clerics are almost impossible to solo in 1v1 against GF, they're able to surve the burst, but they insta drop if i get somebody to help me.
Back to the topic, I don't see how clerics are overpowered in pvp. If you let whole group stand in circle and leave him alone, than that's meh ( I often see that). Sometimes i can see people typing "GG we lost they have cleric we not" , guess what, team with cleric usually looses anyway.
I find that two clerics together are the real "problem" in PvP (in quotations, because there are ways to deal with it.) They suffer a debuff when they heal themselves, but they heal each other for 100% of the strength of the heal. Not to mention being able to stack shields on top of each other.
Usually, when my team comes up against 2 healers working together, we identify which point they are on, and our team splits up to the other 2 points on the map. We draw the rest of their team away from them, then keep sending one of our own guys at the point they are at to keep them busy. 2 Clerics together are nearly unkillable, but they also have a hard time killing anything (especially when they are both healing focused.) 1 player can survive against 2 heal-spec clerics for a good long while, long enough for the rest of your team to take the other two points on the map by outnumbering the 3 remaining opponents.
I've said this many times, and it can't be stressed enough. PvP in Neverwinter isn't about killing other players. If you can't kill them, go around them and take them out of the fight.
-Travail.
Eagles may soar, but weasels don't get sucked into jet engines.
I am running GF in quite crappy gear with 8.5k power, not much crit but a lot of deflection and def to survive in pvp .I hit from skills like bull charge for 6-11k, up to 15k with ray from wiz on. Still, clerics are almost impossible to solo in 1v1 against GF, they're able to surve the burst, but they insta drop if i get somebody to help me.
Exactly what level are you? I know you are at least 50+. I currently hit for at most 3 - 5 k.
Oh and I have no issues tanking with <font color="orange">HAMSTER</font> gear
This is the flaw of "conquest" as a pvp mode, not healers/clerics/tanks.
Just look at GW2 and "bunkers".
It's better when players have to interact with the point in order to capture it. RIFT and SWTOR implement it this way, and battles are actually... well, battles. You actually have to push the other team, instead of playing this weird cat-and-mouse game we see in Guild Wars 2 and Neverwinter. RIFT's PvP map "The Codex" was one of the best PvP maps out there. Simple design, but still allowed for heavy use of strategy.
Of course, it helps that there are more than 5 players on each team, too. It will be nice when 20v20 is finally introduced.
-Travail.
Eagles may soar, but weasels don't get sucked into jet engines.
Every class changes the dynamics of pvp, as an example a wizard can spam knockback on 1 and 3 on a certain map and unless 2 people come to stop him he will capture the flag and tehre's very little the oppponent can do. Also, CW's can kill you while chain CC"ing you leaving you unable to fight back.
Can't really say to much about the PVP in this game, with the current class ballance it's more like playing a Alpha, heck i've played games in alpha stage that got more ballanced pvp then this. GF's that can chain knockdown you while doing 40k damage, hmmm. TR's that oneshot tanks and got infinite stealth that doesn't break while attackin. CW's that can heal themself more then Clerics can while keeping someone perma CC'd. And actually do more dmg to CC'd targets. Clerics that can stack buffs for a massive amount of flat dmg mitigration. The main defensive stat in the game being totally broken in PVP makin Mail/Plate armor classes take more dmg then cloth leather ones. Dodge/Teleport being increddible broken. Abillites flat out doesn't connect to targets even if you stand right on top of em.
So what should be done: CC immunties. When being hit by a CC you get a buff for a couple of seconds making you imune to CC. This would be a good start and be the biggest ballance fix they could do.
Makin Armor Pen actually pen a % of the armor instead of bypassing that much of it. 2nd moast important thing i belive.
3d thing i belive would be to remove buff stacking. Highest debuff/buff should count. Some classes can expliot the **** out of this as it's now and stack several 1000's of one stat. Last thing i think would be to remove the lock of some of the "I win" abillties. I've had several Ice Knifes shot at my while i was way out of range of it, and other dailys hitting me while enemy face away from me. Not every class have a Dodge function so they need to make these abillites hit the location rather then lockin on to the target.
Comments
Please no. We don't need terrible healers at 60
Bottom line is knock the healer out of circle then CC him and kill him,Cleric die within 2-3 sec if not in circle its such a joke.
Just try to join a team that only plays for the fastest loss
I tend to win and would rather keep it that way. At times even when I lose I still win with a personal victory. I was just thinking that there might be methods to help the longevity of the game.
I play a cleric and let me tell you; that is nearly impossible at 60 with gs of 9500 i can at best heal someone about 2000-3000 a second w/o daily and i cant sustain it. Clerics can heal suprisingly little in this game.
I have had rogues hit me for over 22,000 damage in 1 shot
clerics have a built in -40% healing to themselves.
they are permanently debuffed.
I play cleric and this is what happens CW push me then control me (helpless) then rogue kills me all in less then 2 secs. If a cleric is beating you in pvp you are doing it wrong
I don't blame you. I have a 60 rogue who can kill clerics 95% of the time. Once in a while I run into the god heal cleric that can take a massive hit and heal himself after I spent all my energy almost killing him.
I also have a guardian fighter. I was doing fine in PVP until the 40s. Now a fight with a cleric might take half the match. Sure it took some time before but not like it does now. But typically his team shows up and at that point I have to leave or attempt to. Current my GF hits for about 1 - 2 k damage from abilities every 3 - 5 seconds. Roughly.
Just look at GW2 and "bunkers".
You've done something wrong with your GF's build than or you're not 60 yet. Never complain about class balance before max level in any MMO:).
I am running GF in quite crappy gear with 8.5k power, not much crit but a lot of deflection and def to survive in pvp .I hit from skills like bull charge for 6-11k, up to 15k with ray from wiz on. Still, clerics are almost impossible to solo in 1v1 against GF, they're able to surve the burst, but they insta drop if i get somebody to help me.
Back to the topic, I don't see how clerics are overpowered in pvp. If you let whole group stand in circle and leave him alone, than that's meh ( I often see that). Sometimes i can see people typing "GG we lost they have cleric we not" , guess what, team with cleric usually looses anyway.
Usually, when my team comes up against 2 healers working together, we identify which point they are on, and our team splits up to the other 2 points on the map. We draw the rest of their team away from them, then keep sending one of our own guys at the point they are at to keep them busy. 2 Clerics together are nearly unkillable, but they also have a hard time killing anything (especially when they are both healing focused.) 1 player can survive against 2 heal-spec clerics for a good long while, long enough for the rest of your team to take the other two points on the map by outnumbering the 3 remaining opponents.
I've said this many times, and it can't be stressed enough. PvP in Neverwinter isn't about killing other players. If you can't kill them, go around them and take them out of the fight.
-Travail.
Exactly what level are you? I know you are at least 50+. I currently hit for at most 3 - 5 k.
Oh and I have no issues tanking with <font color="orange">HAMSTER</font> gear
It's better when players have to interact with the point in order to capture it. RIFT and SWTOR implement it this way, and battles are actually... well, battles. You actually have to push the other team, instead of playing this weird cat-and-mouse game we see in Guild Wars 2 and Neverwinter. RIFT's PvP map "The Codex" was one of the best PvP maps out there. Simple design, but still allowed for heavy use of strategy.
Of course, it helps that there are more than 5 players on each team, too. It will be nice when 20v20 is finally introduced.
-Travail.
So what should be done: CC immunties. When being hit by a CC you get a buff for a couple of seconds making you imune to CC. This would be a good start and be the biggest ballance fix they could do.
Makin Armor Pen actually pen a % of the armor instead of bypassing that much of it. 2nd moast important thing i belive.
3d thing i belive would be to remove buff stacking. Highest debuff/buff should count. Some classes can expliot the **** out of this as it's now and stack several 1000's of one stat. Last thing i think would be to remove the lock of some of the "I win" abillties. I've had several Ice Knifes shot at my while i was way out of range of it, and other dailys hitting me while enemy face away from me. Not every class have a Dodge function so they need to make these abillites hit the location rather then lockin on to the target.