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Please separate PvE and PvP

bendalekbendalek Member Posts: 1,983 Arc User
edited December 2013 in PvE Discussion
This could be heresy and I'll probably be flamed and lynched for even mentioning it, but I firmly believe that having PvE and PvP in the same game, is destroying both ...

Now I'm not saying they should be two separate games, What I believe is needed is "Dual Spec", and not just having 2 loadout options, but actually 2 totally separate and independent specs and capabilities for each and every Item, Power, Feat or Boon in game.

The same piece of equipment or enchant or boon would have 2 different sets of specs ... One for PvE and one for PvP.

The reasoning is this ... Different damage types have different effects on different enemies ... Spiders and Driders should be all but immune to Poison Damage, but highly susceptible to Cold Damage, Frost Giants/Golems should be all but immune to Cold Damage, but highly susceptible to Fire Damage, Mind Flayers, Red Wizards and Zombies should be all but immune to Terror or Necrotic Damage, but highly susceptible to Holy Damage ...

This is a core mechanic to DnD and is even referenced in many Enchants/Runes/Powers already in game, except none of them are implemented, because of PvP!

Stature (character size) should play a role as well, HR's Weak Grasping Roots would barely effect humanoid races and be completely ignored by larger (Trolls, Golems, Giants etc) races, but be unbeatable by smaller races, like Gnolls. But you can't as that would badly disadvantage the Halfling Race in PvP!

Fighting a certain Boss in a Certain Dungeon SHOULD require careful planning and group balance, you NEED a Wizard with Fire Damage for Cold Resistant enemies, or the Warrior NEEDS to slot Holy Enchants to combat Necromatic/Undead enemies or you NEED a HR with Strong Roots to combat Giants/Golems.

These are things that would make PvE and Dungeons so much more interesting, and allow for a more balanced queue system where the game could actually look for compatible players/classes based on the Dungeon chosen, and would avoid people 'coasting' through dungeons just to get to the reward, and letting everyone else do the work, and would also mean that ALL classes have a more active (even required!) role in dungeons. DC's wouldn't just tag along as a walking health pot, (No offense to DC's meant or inferred, it's just that some people think that's all DC's are good for ) but be required, to do AoE and single target Holy Damage ...

It would also cut down, I believe, on bot farming, as dungeons would NEED a working, and actively co-operating group to be able to progress through the dungeon, which is something that bots couldn't do.

But you can't have specific damage resistances and buffs in PvP because of the inevitable imbalance it would cause ... A Wizard with Fire Damage vs a Warrior with Fire Resistance won't work, it would just end in a stalemate.

There is a flurry of posts, about GWF's being OP'd in PvP because of the new Paragon Path and because GWF's are spamming Unstoppable, so we can expect a nerf soon ...

Because of PvP ...

Players are complaining that HR's are difficult in PvP = GWF's because they aren't immune to Roots and TR's because the HR can use Split Shot to hit them even when they are stealthed, so we can expect a nerf to Roots and Split soon ...

Because of PvP! ...

Both of these powers are very handy in PvE and Dungeon/Solo play .. . A HR can't hope to go toe to toe with a Giant or Golem in Melee like a GF can, but with Roots they can slow down or even stop giants and be effective in battle, when the inevitable nerf comes (and it will, to Roots and Split, I'd put money on it!) HR's will be dying in droves during Boss battles ... And so the cycle will continue because of the incompatibility between PvE and PvP ...

Stop the cycle I say!

If all powers, enchants etc in game had 2 tooltips, and 2 distinct capabilities, one for PvE/Dungeons and one for PvP, it would solve ALL of these problems ... The Devs could then balance PvP without it affecting a players ability to function in Solo or PvE and vice versa.

TL:DNR

Dual Spec everything in game, everything! One Spec for PvE/Dungeons and one Spec for PvP, and stop the nerfing/buffing of one at the expense of the other ... And stop the posts every time there's a new patch, about this or that class needing a nerf/buff.
Is it finally a T5/U/T6 KDF Science Ship?
tacofangs wrote: »
Nope, just a McKrenim Happy Meal toy.
IMPERIAL AUSMONAUTS - STO Klingon & Rom-Klink Fleet.

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Post edited by Unknown User on

Comments

  • howdyyeowhowdyyeow Member Posts: 53
    edited December 2013
    As good as it might sound, the possibility of them introducing a Dual Spec system is 0.01% at best.

    Like c'mon, it costs 300 ZEN per skill reset and implementing it would just greatly affect the sale of these.
  • bendalekbendalek Member Posts: 1,983 Arc User
    edited December 2013
    howdyyeow wrote: »
    As good as it might sound, the possibility of them introducing a Dual Spec system is 0.01% at best.

    Like c'mon, it costs 300 ZEN per skill reset and implementing it would just greatly affect the sale of these.

    Which means they probably don't sell many ... However if, to get the best possible GS for both PvE and PvP, required you to Dual Spec, you'd need more of everything, like different Pets (for bonuses) different Enchants /Runes, even different weapons, so in the end people would be spending way more $$$ and way more time in game to max out both, WITHOUT it affecting players who only wish to do one or the other (as the current system does)

    I'm not saying that it would be easy to implement, Indeed it would be a huge undertaking, but the recent advent of the HR with each At-Will, Encounter, and Daily power having dual options, made me realize that if a similar system was implemented for ALL items/powers in game, it would be a huge improvement.
    Is it finally a T5/U/T6 KDF Science Ship?
    tacofangs wrote: »
    Nope, just a McKrenim Happy Meal toy.
    IMPERIAL AUSMONAUTS - STO Klingon & Rom-Klink Fleet.

    My%20STO%20Sig%20Clear_zpsb3deonfo.png
  • mconosrepmconosrep Member Posts: 0 Arc User
    edited December 2013
    bendalek wrote: »
    Dual Spec everything in game, everything! One Spec for PvE/Dungeons and one Spec for PvP, and stop the nerfing/buffing of one at the expense of the other ... And stop the posts every time there's a new patch, about this or that class needing a nerf/buff.


    +1

    I have made this suggestion before and while it may not easy to implement it is certainly easier to do this than constantly try balance every class, feat and skill combination for both PvE and PvP.
  • inquisitorrahlinquisitorrahl Member Posts: 0 Arc User
    edited December 2013
    Over the course of many MMO's I've never understood why they never just make abilities have 2 different effects depending on the target being a player or a monster.

    Other than having to have complicated tooltips listing the correct numbers etc I don't see why. I know they can do it too because CC spells already last much shorter in PvP than they do in PvE.
    Father McGruder - Scrub geared DPS DC - I kick HAMSTER for the Lord!

    Explosivo - Scrub geared MoF CW - Climb upon my BIG ASSED steed....
  • halrloprillalarhalrloprillalar Member Posts: 68 Arc User
    edited December 2013
    OR, introduce DR on cc, remove cc immunities for pvp purposes, make enchants less absurd/costly and everything is fine.
  • vheraunvheraun Member, Neverwinter Beta Users Posts: 180 Bounty Hunter
    edited December 2013
    That would be so awesome... sadly, it's too deep for an MMO. It would be amazing if something like this was implemented.
  • bendalekbendalek Member Posts: 1,983 Arc User
    edited December 2013
    But we know they COULD do it ... As I mentioned, if you look at the HR, it's essentially a "Dual Spec" class.

    My biggest concern/annoyance is the almost constant nerfs/buffs that are required by the Devs to try an balance the classes for both PvP and PvE, it just doesn't work/ isn't working IMHO ... And what we've ended up with is almost generic classes with sometimes what's essentially the same powers, because that's the only way to make it "fair" in PvP

    Or worse, is that a power that is brilliantly thought out and is massively useful/helpful, even essential, to a class in PvE, get's nerfed to the point of uselessness to "balance" it for PvP ...
    Is it finally a T5/U/T6 KDF Science Ship?
    tacofangs wrote: »
    Nope, just a McKrenim Happy Meal toy.
    IMPERIAL AUSMONAUTS - STO Klingon & Rom-Klink Fleet.

    My%20STO%20Sig%20Clear_zpsb3deonfo.png
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