Currently the test shard is experimenting with the new damage absorb mechanics, and healing alterations, for PVP - as many know. The questions I have for everyone are:
1. Do you think PVP is currently broken?
2. Should PVP become more reliant to group synergy?
3. Killing an equally geared, equally skilled, enemy player should take longer, no change, or faster, in PVP?
4. Killing an under-geared, equally skilled, enemy player should take longer, no change, or faster, in PVP?
5. Killing an overly-geared, equally skilled, enemy player should take longer, no change, or faster, in PVP?
6. Should the amount of time to kill an enemy player be a consideration in regards to balance in PVP?
7. Should the balance changes on the test shard be more about the player choice to spec (i.e. more damage absorb, more damage, more healing, more utility) or keep the forced blanket application that it currently is in?
Please elaborate on any question - if you feel the need/want. Thanks!
No I do not. Pvp could use some minor adjustments. But broken, far from it.
2. Should PVP become more reliant to group synergy?
I think it is already quite reliant on group synergy as it is. Its a natural thing that becomes apparent within it. Trying to force it upon people will kind of ruin its appeal.
3. Killing an equally geared, equally skilled, enemy player should take longer, no change, or faster, in PVP?
It all really depends. killing an equal enemy player should not take all that long, but also not be quick. They go pretty well right now as it is.
4. Killing an under-geared, equally skilled, enemy player should take longer, no change, or faster, in PVP?
Killing an under geared person shouldnt be that much faster, but not that much longer than killing someone that is equal.
5. Killing an overly-geared, equally skilled, enemy player should take longer, no change, or faster, in PVP?
Should take just as long and some cases even longer than equal player.
6. Should the amount of time to kill an enemy player be a consideration in regards to balance in PVP?
Not overall balance, only a minor piece. Because as pvp stands right now, it is not all about killing your opponent. And in many cases, trying to hard to kill an opponent will work against you.
7. Should the balance changes on the test shard be more about the player choice to spec (i.e. more damage absorb, more damage, more healing, more utility) or keep the forced blanket application that it currently is in?
More about player choice, as that was the point to begin with, and the emphasis of the whole context of the game this is based on.
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ranncoreMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 2,508
edited January 2014
A fresh level 60 who has never PvPd before should never, ever be matched against someone who is both greatly experienced and fully geared.
Until they introduce a matchmaking system to avoid this, nothing else in PvP is really worth discussing. Yes, it is broken. Matches between new players and geared veterans will be just as lopsided as they ever have been. Until they introduce a real matchmaking system, 99/100 matches will still be over in the first minute and a half. New players will still be stunlocked, they will be unable to land a single kill against their opponents, a single geared vet will wipe the floor with an entire group of pugs. Players will cry about this or that class or enchantment being overpowered (this will always happen, actually).
Tenacity is a fine idea in and of itself, but it is not a solution to the lack of a matchmaking system.
Whether they are geared or new, players want to fight a match against opponents where both sides stand an equal chance at winning. Lopsided matches are not fun for either team. Tenacity does not even the odds between inexperienced and ill-geared new players against veterans who are fully geared. People will still leave matches and AFK less than 300 points into the game when they realize how uneven the odds are, because without a matchmaking system, the likelihood of getting into a fun match is astronomically low.
There is only one solution, and it is not Tenacity.
The changes on the test server at the moment are not even worth discussing. They are not a fix for anything. It's just another stat. It's an interesting stat. But it is not a fix for anything at all.
It's nowhere near being broken, just needs some tweaks and adjustments
2. Should PVP become more reliant to group synergy?
It already is
3. Killing an equally geared, equally skilled, enemy player should take longer, no change, or faster, in PVP?
No change
4. Killing an under-geared, equally skilled, enemy player should take longer, no change, or faster, in PVP?
No change
5. Killing an overly-geared, equally skilled, enemy player should take longer, no change, or faster, in PVP?
No change
6. Should the amount of time to kill an enemy player be a consideration in regards to balance in PVP?
TTK would be much less of an issue if they tweaked some of the ridiculous amounts of CC/survivabilty/mobility tools available to some classes/builds.
7. Should the balance changes on the test shard be more about the player choice to spec (i.e. more damage absorb, more damage, more healing, more utility) or keep the forced blanket application that it currently is in?
They should forget about the whole resilience and pvp debuff idea since it's garbage. Imo the devs don't have experience with quality pvp in MMOs and are just taking shots in the dark and hoping the hit the target.
A fresh level 60 who has never PvPd before should never, ever be matched against someone who is both greatly experienced and fully geared.
Until they introduce a matchmaking system to avoid this, nothing else in PvP is really worth discussing. Yes, it is broken. Matches between new players and geared veterans will be just as lopsided as they ever have been. Until they introduce a real matchmaking system, 99/100 matches will still be over in the first minute and a half. New players will still be stunlocked, they will be unable to land a single kill against their opponents, a single geared vet will wipe the floor with an entire group of pugs. Players will cry about this or that class or enchantment being overpowered (this will always happen, actually).
Tenacity is a fine idea in and of itself, but it is not a solution to the lack of a matchmaking system.
Whether they are geared or new, players want to fight a match against opponents where both sides stand an equal chance at winning. Lopsided matches are not fun for either team. Tenacity does not even the odds between inexperienced and ill-geared new players against veterans who are fully geared. People will still leave matches and AFK less than 300 points into the game when they realize how uneven the odds are, because without a matchmaking system, the likelihood of getting into a fun match is astronomically low.
There is only one solution, and it is not Tenacity.
The changes on the test server at the moment are not even worth discussing. They are not a fix for anything. It's just another stat. It's an interesting stat. But it is not a fix for anything at all.
I fully agree with everything you said. Word for word.
7. Should the balance changes on the test shard be more about the player choice to spec (i.e. more damage absorb, more damage, more healing, more utility) or keep the forced blanket application that it currently is in?
More about player choice, as that was the point to begin with, and the emphasis of the whole context of the game this is based on.
Indeed. Forcing the issue on everyone's play style does seem like a fundamental contradiction. A positive nerf would have at least been more consistent (additional content/gear/skills to choose from, with the balancing caveats)
I'm not even sure if I can label this as 'negative nerf' in regards to tenacity and innate stuff; I understand they want to extend combat, but the cost I foresee is making geared players having long, overdone fights; I simply don't think that's worth doing so that under-geared or the glass cannon crowd, can have 'yey' amount more seconds to respond to impending doom.
These new mechanics remind me of communism.... sure, everyone benefits, but then everyone also suffers equally (except for Dev pet classes?). Heh, this approach to "more fun" is like a race but first cutting off the legs from each runner.
.....Tenacity is a fine idea in and of itself, but it is not a solution to the lack of a matchmaking system......
.....There is only one solution, and it is not Tenacity.
Yes. I just don't know why they keep missing the real glaring issue. Have they ever pug queued for PVP? Between experiencing being afked, Mr zone-in zone-out and stuck with mr 6k gs teammates.... you would figure the real 'fun' problem is spelled out pretty plain.
Why they choose to focus in on solving mechanical differences between 16k gs vs 6k gs, and then essentially affirm its an unintentional thing is almost comedial.
1. Do you think PVP is currently broken?
- No. I think PvP is currently limited by game type and environments, but not mechanics.
2. Should PVP become more reliant to group synergy?
- Yes. Any changes should make buffs, debuffs and heals more valuable, so that those class archetypes that don't focus on damage have more value.
3. Killing an equally geared, equally skilled, enemy player should take longer, no change, or faster, in PVP?
- Dependent on the class. I do NOT think that every class should be able to beat every other, all things equal. Some classes should have advantages to take care of other class weaknesses. And as far as gear is concerned, it currently makes a lot of difference, and with this gear-driven MMO, should continue to.
4. Killing an under-geared, equally skilled, enemy player should take longer, no change, or faster, in PVP?
- See three.
5. Killing an overly-geared, equally skilled, enemy player should take longer, no change, or faster, in PVP?
- See three.
6. Should the amount of time to kill an enemy player be a consideration in regards to balance in PVP?
- Not a prime consideration. More to point, long fights shouldn't be avoided, but short, brutal assassinations should also happen.
7. Should the balance changes on the test shard be more about the player choice to spec (i.e. more damage absorb, more damage, more healing, more utility) or keep the forced blanket application that it currently is in?
- Your character spec should have a difference, and feel difference. Unluckily for us, most players simply won't go beyond FOTM builds to try new things which are unconventional. Crit-focuesed TR's being a prime example of an entire class made into the perception of 'one good build'. That said, the entire game needs more focused on the art of applying buffs and debuffs for net party gain.
"Every adventurer has two things in common: they don't like dying, and they love getting paid. The rest is just semantics." Brecken, famed mercenary of Baldur's Gate
Comments
No I do not. Pvp could use some minor adjustments. But broken, far from it.
2. Should PVP become more reliant to group synergy?
I think it is already quite reliant on group synergy as it is. Its a natural thing that becomes apparent within it. Trying to force it upon people will kind of ruin its appeal.
3. Killing an equally geared, equally skilled, enemy player should take longer, no change, or faster, in PVP?
It all really depends. killing an equal enemy player should not take all that long, but also not be quick. They go pretty well right now as it is.
4. Killing an under-geared, equally skilled, enemy player should take longer, no change, or faster, in PVP?
Killing an under geared person shouldnt be that much faster, but not that much longer than killing someone that is equal.
5. Killing an overly-geared, equally skilled, enemy player should take longer, no change, or faster, in PVP?
Should take just as long and some cases even longer than equal player.
6. Should the amount of time to kill an enemy player be a consideration in regards to balance in PVP?
Not overall balance, only a minor piece. Because as pvp stands right now, it is not all about killing your opponent. And in many cases, trying to hard to kill an opponent will work against you.
7. Should the balance changes on the test shard be more about the player choice to spec (i.e. more damage absorb, more damage, more healing, more utility) or keep the forced blanket application that it currently is in?
More about player choice, as that was the point to begin with, and the emphasis of the whole context of the game this is based on.
Until they introduce a matchmaking system to avoid this, nothing else in PvP is really worth discussing. Yes, it is broken. Matches between new players and geared veterans will be just as lopsided as they ever have been. Until they introduce a real matchmaking system, 99/100 matches will still be over in the first minute and a half. New players will still be stunlocked, they will be unable to land a single kill against their opponents, a single geared vet will wipe the floor with an entire group of pugs. Players will cry about this or that class or enchantment being overpowered (this will always happen, actually).
Tenacity is a fine idea in and of itself, but it is not a solution to the lack of a matchmaking system.
Whether they are geared or new, players want to fight a match against opponents where both sides stand an equal chance at winning. Lopsided matches are not fun for either team. Tenacity does not even the odds between inexperienced and ill-geared new players against veterans who are fully geared. People will still leave matches and AFK less than 300 points into the game when they realize how uneven the odds are, because without a matchmaking system, the likelihood of getting into a fun match is astronomically low.
There is only one solution, and it is not Tenacity.
The changes on the test server at the moment are not even worth discussing. They are not a fix for anything. It's just another stat. It's an interesting stat. But it is not a fix for anything at all.
It's nowhere near being broken, just needs some tweaks and adjustments
2. Should PVP become more reliant to group synergy?
It already is
3. Killing an equally geared, equally skilled, enemy player should take longer, no change, or faster, in PVP?
No change
4. Killing an under-geared, equally skilled, enemy player should take longer, no change, or faster, in PVP?
No change
5. Killing an overly-geared, equally skilled, enemy player should take longer, no change, or faster, in PVP?
No change
6. Should the amount of time to kill an enemy player be a consideration in regards to balance in PVP?
TTK would be much less of an issue if they tweaked some of the ridiculous amounts of CC/survivabilty/mobility tools available to some classes/builds.
7. Should the balance changes on the test shard be more about the player choice to spec (i.e. more damage absorb, more damage, more healing, more utility) or keep the forced blanket application that it currently is in?
They should forget about the whole resilience and pvp debuff idea since it's garbage. Imo the devs don't have experience with quality pvp in MMOs and are just taking shots in the dark and hoping the hit the target.
I fully agree with everything you said. Word for word.
Indeed. Forcing the issue on everyone's play style does seem like a fundamental contradiction. A positive nerf would have at least been more consistent (additional content/gear/skills to choose from, with the balancing caveats)
I'm not even sure if I can label this as 'negative nerf' in regards to tenacity and innate stuff; I understand they want to extend combat, but the cost I foresee is making geared players having long, overdone fights; I simply don't think that's worth doing so that under-geared or the glass cannon crowd, can have 'yey' amount more seconds to respond to impending doom.
These new mechanics remind me of communism.... sure, everyone benefits, but then everyone also suffers equally (except for Dev pet classes?). Heh, this approach to "more fun" is like a race but first cutting off the legs from each runner.
Yes. I just don't know why they keep missing the real glaring issue. Have they ever pug queued for PVP? Between experiencing being afked, Mr zone-in zone-out and stuck with mr 6k gs teammates.... you would figure the real 'fun' problem is spelled out pretty plain.
Why they choose to focus in on solving mechanical differences between 16k gs vs 6k gs, and then essentially affirm its an unintentional thing is almost comedial.
- No. I think PvP is currently limited by game type and environments, but not mechanics.
2. Should PVP become more reliant to group synergy?
- Yes. Any changes should make buffs, debuffs and heals more valuable, so that those class archetypes that don't focus on damage have more value.
3. Killing an equally geared, equally skilled, enemy player should take longer, no change, or faster, in PVP?
- Dependent on the class. I do NOT think that every class should be able to beat every other, all things equal. Some classes should have advantages to take care of other class weaknesses. And as far as gear is concerned, it currently makes a lot of difference, and with this gear-driven MMO, should continue to.
4. Killing an under-geared, equally skilled, enemy player should take longer, no change, or faster, in PVP?
- See three.
5. Killing an overly-geared, equally skilled, enemy player should take longer, no change, or faster, in PVP?
- See three.
6. Should the amount of time to kill an enemy player be a consideration in regards to balance in PVP?
- Not a prime consideration. More to point, long fights shouldn't be avoided, but short, brutal assassinations should also happen.
7. Should the balance changes on the test shard be more about the player choice to spec (i.e. more damage absorb, more damage, more healing, more utility) or keep the forced blanket application that it currently is in?
- Your character spec should have a difference, and feel difference. Unluckily for us, most players simply won't go beyond FOTM builds to try new things which are unconventional. Crit-focuesed TR's being a prime example of an entire class made into the perception of 'one good build'. That said, the entire game needs more focused on the art of applying buffs and debuffs for net party gain.
"D*mn wizards," said Morik the Rogue.
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