It seems most mmos have an extra stat now specific to PvP, and are copying each other. This way you cant use regular gear PvPing and have to waste time, bag space, and resources for an extra set of eq. It's really too bad because some of the best PvP has been systems where there wasn't this dynamic and you could just jump in and have fun. All games like this (that iv'e been involved in), have decided to put this extra stat in to force you to grind.
Not a big issue for me because I wasn't really interested in this game's PvP, and now I never will be.
You can just buy the GG pvp set now and then when the PvP update comes along you can go and trade it for a PvP version of the same gear so it's not like it's a whole lot of effort , that's what I'm doing , I don't really care for PvP in MMO's like this mainly due to huge amounts of drama and bad feeling that it seems to create when you kill players who don't like being killed and are bad sports but the fact is I want the PvP artifact and I'm guessing they will add other stuff to the PvP store that will be useful in PvE so I guess I'll just have to grin and bare the PvP till I get the stuff I need lol.
Look at it from a PvP perspective though. For me, I really just enjoy the game for PvP. For me it is silly that I should have to go out and grind PvE gear to be good in PvP. Now you earn good PvP gear from doing PvP. Doing PvE progresses you in PvE and doing PvP progresses you in PvP. Personally, that makes sense to me and that's what I like (and why I am sure all games are trending towards this.) Either way, they will be implementing a match-making system. Therefore, regardless of if you decide to invest into getting PvP based gear or not, you should still be paired up with people who will provide an even match overall. Hence making the opportunity to just get involved in "casual" PvP more viable.
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fauust01Member, Neverwinter Beta UsersPosts: 0Arc User
Look at it from a PvP perspective though. For me, I really just enjoy the game for PvP. For me it is silly that I should have to go out and grind PvE gear to be good in PvP. Now you earn good PvP gear from doing PvP. Doing PvE progresses you in PvE and doing PvP progresses you in PvP. Personally, that makes sense to me and that's what I like (and why I am sure all games are trending towards this.) Either way, they will be implementing a match-making system. Therefore, regardless of if you decide to invest into getting PvP based gear or not, you should still be paired up with people who will provide an even match overall. Hence making the opportunity to just get involved in "casual" PvP more viable.
u will still have 2 PVE for enchants
[SIGPIC][/SIGPIC]
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Changes in stats is a good idea. though for pvp changes I suggest a 1 on 1 pvp match or duel in the game. It doesn't really matter if there will be reward for a duel for as long as it can be done into any non-instance/raid map. This will make the game a little more lively. And as for the current domination, how bout giving penalty to players who quits most of the time, like unable to queue for a couple of minutes or hour depending on how he constantly quits the domination match within the day.
Look at it from a PvP perspective though. For me, I really just enjoy the game for PvP. For me it is silly that I should have to go out and grind PvE gear to be good in PvP. Now you earn good PvP gear from doing PvP. Doing PvE progresses you in PvE and doing PvP progresses you in PvP. Personally, that makes sense to me and that's what I like (and why I am sure all games are trending towards this.) Either way, they will be implementing a match-making system. Therefore, regardless of if you decide to invest into getting PvP based gear or not, you should still be paired up with people who will provide an even match overall. Hence making the opportunity to just get involved in "casual" PvP more viable.
It screws those of us who are only farming PvP for the Glory to buy the Raven skull on PvE characters. It's bad enough as it is, running into PvP with a PvE spec.
Theres a reason why when I pvp, I dont use the pvp gear. None of it has the match up of stats that I want. I have a unique build and way of playing and none of those sets fit that, and the stat variation is too wide for some other characters I have.
this new tenacity stat narrows down the multitude of builds and ways to play, funneling most classes into cookie cutter builds and playstyles. That is what I dont like. Further more, its unnessecary, if they put in proper matchmaking, this tenacity wont even be needed. Thats all pvp at 60 needed. All pvp prior to 60 was as balanced as I've seen. Its only at 60 where it gets hectic because of the large gaps of power between people and groups.
Putting this tenacity stat just complicates everything further, and doesnt do much for anyone really. Now for people that used to be able to acheive what they can do in pve sets, are now pretty much required to have to have pvp sets to actually pvp now. Where before it didnt really matter what you had, as long as you had equipment that matched your playstyle and was strong enough (non greens)
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tyrusaranMember, Neverwinter Beta UsersPosts: 6Arc User
edited February 2014
this new pvp stat is a disaster, it wrecked pvp in wow not to mention completely killed it in swtor, not to mention AOC; and then of course it ruined it in a multitude of other mmo's.
A pvp stat is the worst thing for any mmo, it creates an elitist pvp group that kills the forums, destroys the community, and last but not least creates needless grinds that makes people leave the game: if we wanted grind we would play other mmo's.
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twstdechoMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 630Bounty Hunter
edited February 2014
just wear your PvE set and let your win/loss ratio suffer... and end up in PvP against all the non PvP purists... like me! ;-)
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onecoolscatcatMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 575Arc User
edited February 2014
I've said for months player powers should behave differently in PvP than in PvE. This way balancing PvP doesn't nerf every class into PvE uselessness. Tenacity is their way of accomplishing this. It auto nerfs everything without the added complexity of two different stat sets.
Theres a reason why when I pvp, I dont use the pvp gear. None of it has the match up of stats that I want. I have a unique build and way of playing and none of those sets fit that, and the stat variation is too wide for some other characters I have.
this new tenacity stat narrows down the multitude of builds and ways to play, funneling most classes into cookie cutter builds and playstyles. That is what I dont like. Further more, its unnessecary, if they put in proper matchmaking, this tenacity wont even be needed. Thats all pvp at 60 needed. All pvp prior to 60 was as balanced as I've seen. Its only at 60 where it gets hectic because of the large gaps of power between people and groups.
Putting this tenacity stat just complicates everything further, and doesnt do much for anyone really. Now for people that used to be able to acheive what they can do in pve sets, are now pretty much required to have to have pvp sets to actually pvp now. Where before it didnt really matter what you had, as long as you had equipment that matched your playstyle and was strong enough (non greens)
Couldn't have said it better myself.
In addition, PvP should be more about skill, less about special gear. That's the whole point of PvP anyway, to pit your skill vs a human opponent, not epeen your gear in their face. A true power matching system would be far superior to what they are doing.
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pers3phoneBanned Users, Neverwinter Beta UsersPosts: 0Arc User
It seems most mmos have an extra stat now specific to PvP, and are copying each other. This way you cant use regular gear PvPing and have to waste time, bag space, and resources for an extra set of eq. It's really too bad because some of the best PvP has been systems where there wasn't this dynamic and you could just jump in and have fun. All games like this (that iv'e been involved in), have decided to put this extra stat in to force you to grind.
Not a big issue for me because I wasn't really interested in this game's PvP, and now I never will be.
You don't seem to understand the purpose of Resilience-type mechanics, which is extremely simple, and it's not to force anybody to grind.
Resilience is needed because of PvE powercreep. New bosses have more HP, they drop better gear to facilitate kills, new boons are introduced=players become more and more powerful. Player damage is going through the roof, resulting in frequent deaths from a single encounter rotation.
Resilience is just a way to tone down this out of control damage and limit stats on gear to make them more manageable. No more "he got the jump on me"/"who gets most crits first" battles.
Also, Tenacity can be a way to finetune damage of each class. Just as an example, let's say GWF deal too much damage for how tanky they are, and CW doesn't have enough spike damage for how squishy they are. When devs reach these conclusions, they can tweak armor stats to tune damage to what they think it should be. This would not be possible without Resilience; you cannot tweak T2 armor without affecting PvE, and PvE should never be affected by PvP. But since devs KNOW that almost everybody will wear tenacity gear in PvP (because if they don't they get obliterated), they can now tweak it as they like.
you guys have to realize that this is cryptic and this is how cryptic deals with simple issues. Sure, they could have just made a good match making system and then waited to see how things changed from there but that wouldn't be the cryptic way. Just look at the refining system. All they had to do was simply lower the cost for unslotting enchants but again they decided to make it a much more complicated system.
Cryptic, they don't just fix a flat tire, they rebuild the whole car.
You don't seem to understand the purpose of Resilience-type mechanics, which is extremely simple, and it's not to force anybody to grind.
Resilience is needed because of PvE powercreep. New bosses have more HP, they drop better gear to facilitate kills, new boons are introduced=players become more and more powerful. Player damage is going through the roof, resulting in frequent deaths from a single encounter rotation.
Resilience is just a way to tone down this out of control damage and limit stats on gear to make them more manageable. No more "he got the jump on me"/"who gets most crits first" battles.
Also, Tenacity can be a way to finetune damage of each class. Just as an example, let's say GWF deal too much damage for how tanky they are, and CW doesn't have enough spike damage for how squishy they are. When devs reach these conclusions, they can tweak armor stats to tune damage to what they think it should be. This would not be possible without Resilience; you cannot tweak T2 armor without affecting PvE, and PvE should never be affected by PvP. But since devs KNOW that almost everybody will wear tenacity gear in PvP (because if they don't they get obliterated), they can now tweak it as they like.
A proper match-making system would solve the problems you state, without introducing new grind, bloated inventory space from extra gear sets, or the extra exquisite pain people with lots of characters who now need to grind extra sets of armour for all their toons.
A proper match-making system would solve the problems you state, without introducing new grind, bloated inventory space from extra gear sets, or the extra exquisite pain people with lots of characters who now need to grind extra sets of armour for all their toons.
Exactly what we've been saying for almost a year now. That is exactly right.
Theres a reason why when I pvp, I dont use the pvp gear. None of it has the match up of stats that I want. I have a unique build and way of playing and none of those sets fit that, and the stat variation is too wide for some other characters I have.
this new tenacity stat narrows down the multitude of builds and ways to play, funneling most classes into cookie cutter builds and playstyles. That is what I dont like. Further more, its unnessecary, if they put in proper matchmaking, this tenacity wont even be needed. Thats all pvp at 60 needed. All pvp prior to 60 was as balanced as I've seen. Its only at 60 where it gets hectic because of the large gaps of power between people and groups.
Putting this tenacity stat just complicates everything further, and doesnt do much for anyone really. Now for people that used to be able to acheive what they can do in pve sets, are now pretty much required to have to have pvp sets to actually pvp now. Where before it didnt really matter what you had, as long as you had equipment that matched your playstyle and was strong enough (non greens)
This...people like me who enjoy both parts of the game, but can't afford to enchant multiple sets of gear on multiple chars and don't have inv space for two sets of gear either are getting a nice slap in the face.
Foundry - Fight Club? (nw-dluqbofu7)
- JailBreak (in development)
Im really not up to date - so you need to buy the GG set before the update?
You don't need to ,it'll still be for sale after the pvp update , the reason I got my set now in preparation for the update is because for a limited time after the update you can swap regular GG gear for the new pvp Gaunt gear and I don't want to miss out on what amounts to a free T2 pvp set (free as in I have lots of spare GG coins but nothing to spend it on atm), here's the quote -
After speaking with the development team I was able to confirm a few things for all of you regarding the Gauntlgrym Trader.
First and foremost, this vendor will be available on live, however as the patch notes indicate, he will only be available for a limited time. The duration of that availability will be announced at a later date, but it will be long enough for most players to log in and convert their PvE Gauntlgrym set to one of the new PvP sets, should they desire.
Well, of course Cryptic/PWE wants us to have go grind for more equip, that way we play the game more.
It doesn't realy bother me though, it's pretty common in MMOs that you pvp to get pvp gear and pve to get pve gear.
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Well the reason that I bought my set now ready to trade it is because the member of the development team who told us that we can do this also said that it will be for a limited amount of time , here's the quote -
The option to trade is for people who will consider their GG PvE gear less useful than one of the new PvP sets. If you want to trade, you need to do it soon after the changes are implemented.
The option to buy whichever suits you best outright will be permanent.
PvP is going to turn into casual arena with all people running the same builds/powers....
Yes. Yes it will. Going to be a bore fest now.
And apparently they dont care. They are going to be shoving this down our throats eitherway. Taking away the very reason why I liked pvp in this game. This is going to make me stop all together.
- Players already get an innate "Buff" that is 10% DR/crit/CC resist in PVP. This is around 50% of the MAX benefit from pvp sets.
- The glory gear is REALLY easy to get. The T2 gear is BIS for most classes and honestly such a small difference from T2.5 you wont even notice.
- There already is a MAJOR divide between PVP and PVE players. PVP players have different base rolls, stat allocation, gear selection etc... same goes for PVE players.
So in the end, the ONLY disadvantage to this system is casual PVPers who now have a harder time finding a "hybrid" pvp/pve set and build.
Even then, I would suggest your current setup is not going to be worthless since you already have a base "tenacuty" equivalent of around 900 if I had to guess (10%).
Most players will just run a 4pc netting them an additional 8.5% in benefits. It is an advantage? Yes. Is it anything different than before? Not really... The BIS pvp gear just changed from a PVE acquired gear combo to a PVP one...
I mean take GWF for example, what PVE GWF is going to run Titan/Scrappers or even Valiant Duelist gear as a PVE GWF? Which PVE GWF is going to run a High con/dex roll? What PVE GWF is going to run over 40k HP with 1500+ regen?
I dont know of any....
The game has already been a game if "which type of player you want to be" and it hasnt changed. You dont NEED tenacity to compete honestly... You already were given HALF the benefits of tenacity on your base character....
Min/Maxing PVP has always been at a loss of PVE effectiveness. Lucky for you PVE is really easy so you CAN spec for PVP and be decent at PVE... Unfortunately the same typically isnt said about PVE characters... AS they typically suck in PVP.
Yes. Yes it will. Going to be a bore fest now.
And apparently they dont care. They are going to be shoving this down our throats eitherway. Taking away the very reason why I liked pvp in this game. This is going to make me stop all together.
Theres a reason why when I pvp, I dont use the pvp gear. None of it has the match up of stats that I want. I have a unique build and way of playing and none of those sets fit that, and the stat variation is too wide for some other characters I have.
this new tenacity stat narrows down the multitude of builds and ways to play, funneling most classes into cookie cutter builds and playstyles. That is what I dont like. Further more, its unnessecary, if they put in proper matchmaking, this tenacity wont even be needed. Thats all pvp at 60 needed. All pvp prior to 60 was as balanced as I've seen. Its only at 60 where it gets hectic because of the large gaps of power between people and groups.
Putting this tenacity stat just complicates everything further, and doesnt do much for anyone really. Now for people that used to be able to acheive what they can do in pve sets, are now pretty much required to have to have pvp sets to actually pvp now. Where before it didnt really matter what you had, as long as you had equipment that matched your playstyle and was strong enough (non greens)
After looking into this for a week or two I've come to share this same sentiment. Tenacity will only narrow-down the number of viable builds and playstyles in PVP. If the matchmaking system works out I would be totally cool with not adding tenacity or healing depression (which seem to sort of counteract each other anyway, further complicating things...).
The way I see it, the fewer equations we have trying to work in concert with one another here, the easier time you'll have balancing stuff later when new classes, gear and now, artifacts are being made.
Comments
u will still have 2 PVE for enchants
Not unless those get made BoP as well.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Christ , shush , don't be giving them ideas xD
, beckylunatic please edit ur post before it's too late
It screws those of us who are only farming PvP for the Glory to buy the Raven skull on PvE characters. It's bad enough as it is, running into PvP with a PvE spec.
this new tenacity stat narrows down the multitude of builds and ways to play, funneling most classes into cookie cutter builds and playstyles. That is what I dont like. Further more, its unnessecary, if they put in proper matchmaking, this tenacity wont even be needed. Thats all pvp at 60 needed. All pvp prior to 60 was as balanced as I've seen. Its only at 60 where it gets hectic because of the large gaps of power between people and groups.
Putting this tenacity stat just complicates everything further, and doesnt do much for anyone really. Now for people that used to be able to acheive what they can do in pve sets, are now pretty much required to have to have pvp sets to actually pvp now. Where before it didnt really matter what you had, as long as you had equipment that matched your playstyle and was strong enough (non greens)
A pvp stat is the worst thing for any mmo, it creates an elitist pvp group that kills the forums, destroys the community, and last but not least creates needless grinds that makes people leave the game: if we wanted grind we would play other mmo's.
Elegant solution. I hope it works.
Couldn't have said it better myself.
In addition, PvP should be more about skill, less about special gear. That's the whole point of PvP anyway, to pit your skill vs a human opponent, not epeen your gear in their face. A true power matching system would be far superior to what they are doing.
You don't seem to understand the purpose of Resilience-type mechanics, which is extremely simple, and it's not to force anybody to grind.
Resilience is needed because of PvE powercreep. New bosses have more HP, they drop better gear to facilitate kills, new boons are introduced=players become more and more powerful. Player damage is going through the roof, resulting in frequent deaths from a single encounter rotation.
Resilience is just a way to tone down this out of control damage and limit stats on gear to make them more manageable. No more "he got the jump on me"/"who gets most crits first" battles.
Also, Tenacity can be a way to finetune damage of each class. Just as an example, let's say GWF deal too much damage for how tanky they are, and CW doesn't have enough spike damage for how squishy they are. When devs reach these conclusions, they can tweak armor stats to tune damage to what they think it should be. This would not be possible without Resilience; you cannot tweak T2 armor without affecting PvE, and PvE should never be affected by PvP. But since devs KNOW that almost everybody will wear tenacity gear in PvP (because if they don't they get obliterated), they can now tweak it as they like.
Cryptic, they don't just fix a flat tire, they rebuild the whole car.
A proper match-making system would solve the problems you state, without introducing new grind, bloated inventory space from extra gear sets, or the extra exquisite pain people with lots of characters who now need to grind extra sets of armour for all their toons.
Exactly what we've been saying for almost a year now. That is exactly right.
Im really not up to date - so you need to buy the GG set before the update?
WTB Class Reroll please
This...people like me who enjoy both parts of the game, but can't afford to enchant multiple sets of gear on multiple chars and don't have inv space for two sets of gear either are getting a nice slap in the face.
- JailBreak (in development)
You don't need to ,it'll still be for sale after the pvp update , the reason I got my set now in preparation for the update is because for a limited time after the update you can swap regular GG gear for the new pvp Gaunt gear and I don't want to miss out on what amounts to a free T2 pvp set (free as in I have lots of spare GG coins but nothing to spend it on atm), here's the quote -
http://nw-forum.perfectworld.com/showthread.php?602001-Shadowmantle-PvP-Preview-Patch-Notes-NW-14-20140204a-1&p=7237221&viewfull=1#post7237221
It doesn't realy bother me though, it's pretty common in MMOs that you pvp to get pvp gear and pve to get pve gear.
No. They aren't removing existing armor. This is just a way to jumpstart now for people who want to trade.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
The option to trade is for people who will consider their GG PvE gear less useful than one of the new PvP sets. If you want to trade, you need to do it soon after the changes are implemented.
The option to buy whichever suits you best outright will be permanent.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Yes. Yes it will. Going to be a bore fest now.
And apparently they dont care. They are going to be shoving this down our throats eitherway. Taking away the very reason why I liked pvp in this game. This is going to make me stop all together.
- Players already get an innate "Buff" that is 10% DR/crit/CC resist in PVP. This is around 50% of the MAX benefit from pvp sets.
- The glory gear is REALLY easy to get. The T2 gear is BIS for most classes and honestly such a small difference from T2.5 you wont even notice.
- There already is a MAJOR divide between PVP and PVE players. PVP players have different base rolls, stat allocation, gear selection etc... same goes for PVE players.
So in the end, the ONLY disadvantage to this system is casual PVPers who now have a harder time finding a "hybrid" pvp/pve set and build.
Even then, I would suggest your current setup is not going to be worthless since you already have a base "tenacuty" equivalent of around 900 if I had to guess (10%).
Most players will just run a 4pc netting them an additional 8.5% in benefits. It is an advantage? Yes. Is it anything different than before? Not really... The BIS pvp gear just changed from a PVE acquired gear combo to a PVP one...
I mean take GWF for example, what PVE GWF is going to run Titan/Scrappers or even Valiant Duelist gear as a PVE GWF? Which PVE GWF is going to run a High con/dex roll? What PVE GWF is going to run over 40k HP with 1500+ regen?
I dont know of any....
The game has already been a game if "which type of player you want to be" and it hasnt changed. You dont NEED tenacity to compete honestly... You already were given HALF the benefits of tenacity on your base character....
Min/Maxing PVP has always been at a loss of PVE effectiveness. Lucky for you PVE is really easy so you CAN spec for PVP and be decent at PVE... Unfortunately the same typically isnt said about PVE characters... AS they typically suck in PVP.
It has to do with mmos with similar mechanics and similar flaws having to adapt similar systems to overcome similar problems.
I think you missed the joke.
After looking into this for a week or two I've come to share this same sentiment. Tenacity will only narrow-down the number of viable builds and playstyles in PVP. If the matchmaking system works out I would be totally cool with not adding tenacity or healing depression (which seem to sort of counteract each other anyway, further complicating things...).
The way I see it, the fewer equations we have trying to work in concert with one another here, the easier time you'll have balancing stuff later when new classes, gear and now, artifacts are being made.