Agree! I've also heard that some people have seen halflings higher than a dwarf! That's clearly OP and such halflings should be nerfed by at least half a dozen of inches!
Ratharel - stealthy backstabber from the Myth Drannor
Of course halflings should not be nerfed lol, usually nerfing is almost always a step in the wrong direction and messes with months of investment of people's time&money. These things should be respected not played with.
Making this Thread shows that you want to make them nerfed, otherwise you would not scream on forums about halflings
So much QQ over the halflings, why ? Who forced you to make any other race ? If you don't like it, then start new character.
I highly doubt that it's a QQ Halflings thread, but it's just to point out how the racial powers of the Halfling excel much more in PvP in comparison to the other races, which is true in my opinion.
[SIGPIC][/SIGPIC]
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pers3phoneBanned Users, Neverwinter Beta UsersPosts: 0Arc User
I highly doubt that it's a QQ Halflings thread, but it's just to point out how the racial powers of the Halfling excel much more in PvP in comparison to the other races, which is true in my opinion.
Yes and that's why there are PVE and PVP races, why should you make PVE characters and go pvp with them ?
Every race have something good but for different use, and crying over halfings is just stupid. Imbalanced in game are Hunter Rangers and Sentinel GWF's, does not matter what race or what stats, high gearscore pvp GWF and HR will own everybody and that's the thing what people should post on forums.
It's an informative topic with data about what the title say.
Do you find any of my info incorrect?
Please post where and why, and I will correct it
No, everything you said is correct. Halfings are pvp gods but that doesnt matter dev's should nerf them now, they have been here since the beginning. And anyways if people are maxed out and full pvp then moore or less it matters on skill, who wins or lose.
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pers3phoneBanned Users, Neverwinter Beta UsersPosts: 0Arc User
No, everything you said is correct. Halfings are pvp gods but that doesnt matter dev's should nerf them now, they have been here since the beginning. And anyways if people are maxed out and full pvp then moore or less it matters on skill, who wins or lose.
It's Tenacity that added another layer of CC resistance. Without Tenacity, one could usually make up for the CC resists with additional damage.
Now you simply cannot do it.
The races were not tagged as PvP and PvE at their creation. Respeccing and regearing chars should be enough to make them PvP viable in other MMOs, yet in Neverwinter, you have to pick certain race as well, which is pretty lame, since there are just 2 viable classes, and people only choose one anyway. Basically, racial traits should be a MINOR influence on gameplay, yet now they are pretty much constituting a very big part of your char.
It's Tenacity that added another layer of CC resistance. Without Tenacity, one could usually make up for the CC resists with additional damage.
Now you simply cannot do it.
The races were not tagged as PvP and PvE at their creation. Respeccing and regearing chars should be enough to make them PvP viable in other MMOs, yet in Neverwinter, you have to pick certain race as well, which is pretty lame, since there are just 2 viable classes, and people only choose one anyway. Basically, racial traits should be a MINOR influence on gameplay, yet now they are pretty much constituting a very big part of your char.
So, what you want is '' Control '' wizards to have controlling powers back ? Yes i agree, but to fix that, they should add new stat on wizards items, '' Control ''. There is no problem with having a halfling race, it is becos wizards are lacking of control nothing else. Hunter rangers have way more control than Wizards in pvp and that is very very wrong.
And every race is doing fine in PVP, just some people run in perfects and rank 10's and legendaries, but yeah what i think is Wizards controlling powers should be increased.
It's not crazy enough to compensate on your lack of CC when facing Tenacity geared halflings. From personal experience, a geared halfling CW will escape your shard combo and perform his, and you will not escape as a tiefling. If you try to switch shard off for something else, it won't do you any good, because... you have no rotations to burst down the enemy CW (keep in mind, geared PvPer, 35K+ HP 20% Tenacity... and Defense/Deflect as well). He will take what you cast at him, start his shard rotation, and you will be dead
If you try to switch shard off to something else you should buy a retraining token
There are CW builds at the moment capable of bursting down anything. Im not saying that one is better then the other, but still.
Everything said is almost true.
The deflect on CC doesn't alway happens and I feel you haven't underlined enought that is a bug the devs are aware yet (hopefully fixed soon).
Honestly all I would ask for (other than the fix on the deflection) is a "respect race and initial rolls" token.
A dev some time ago said it would have been a nice idea but they never implemented it.
Tiefling is by far the best race for the CW. If you decide to run a low damage/low dynamics build (Shard; discussable pre-Tenacity, total garbage now), well... even then CON is bad. A CW gets much better bonuses from INT/CON/WIS that you can't make up for with gear. High HP can easily be achieved with gear (especially with the new blue Tenacity gear... there are ring and belt parts with 900 HP, a quite decent amount of Armpen, Tenacity, and a Defense slot. I'm not wearing any of those though and I have the lowest CON roll possible on an Elf (Tiefling would've been better). At the moment, I'm running 33k HP, and with around 22 % Tenacity, I don't have any survivability problems. The only class that troubles me, is the broken TR (SE). But that's it. The "godlike GWF" era is over. I eat them for breakfast now, while for the two best Meatball CWs I know on the server, it took two Entanglings, two Meatballs, two Icy Rays (all at the same time; both Meatballs crit) to burst my GWF down, and guess what? I still had like 20 % HP to go Unstoppable.
If pre-Tenacity Thaums were handicaps against equally-geared opponents, now they are like Duergars in GG.
The reason I'm not rerolling a Tiefling is that Elf is not the worst choice (stat-wise).
Everything said is almost true.
The deflect on CC doesn't alway happens and I feel you haven't underlined enought that is a bug the devs are aware yet (hopefully fixed soon).
Honestly all I would ask for (other than the fix on the deflection) is a "respect race and initial rolls" token.
A dev some time ago said it would have been a nice idea but they never implemented it.
There is currently a bug that allows you to Deflect incoming controls as well, which is giving you much more resistance to controls than is intended on average. We are currently investigating fixes to this bug, and I don't have an eta on it at this time, but we are aware of the issue and are working on a fix. This should prove to be a huge QoL improvement for all control effects. They will be much more consistent against targets because they will not suddenly have an additional 50% (or 75%) resistance applied to them suddenly.
I thought that maybe diversifying the racials could be OK. So one could pick a set of racials that are best suited for PvP or PvE when they start their char. Some racials are really dumb and need full rework (you recover at campfire twice as quickly... OK lol).
Problem with halflings is that soon everybody that PvPs will run one. Or maybe dwarf but they are kinda ugly I will run halfling myself, because why not, it's certainly not fun when your CC is less effective.
Of course halflings should not be nerfed lol, usually nerfing is almost always a step in the wrong direction and messes with months of investment of people's time&money. These things should be respected not played with.
That is also very true. Bug fixing first, then we see again.
Daria says, "LIES and SLANDER"
Mindflayer - Exodus
Daria - Dwarf Sentinel GWF (mistaken for Halfling a lot)
Karia (aka "The Pug") - Human Combat HR
Kayd - Human Conqueror GF - Retired
If this were true, I would see nothing but Halflings in PvP and that is not the case. There are a lot of other races in PvP all of the time... Elves, half-orcs. Don't even begin to tell me that 5% Crit severity isn't good...
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pers3phoneBanned Users, Neverwinter Beta UsersPosts: 0Arc User
If this were true, I would see nothing but Halflings in PvP and that is not the case. There are a lot of other races in PvP all of the time... Elves, half-orcs. Don't even begin to tell me that 5% Crit severity isn't good...
There are confirmations in the topic from people exclusively playing halfling, and you can also test these things yourself. There are other good racials no doubt about it, but CC resistance is godly.
Again, pugs don't really matter; you should take a look at what characters the top PvPers sport. You will see the vast majority of the people seriously PvPing have halflings, and this is for a reason.
If you try to switch shard off to something else you should buy a retraining token
There are CW builds at the moment capable of bursting down anything. Im not saying that one is better then the other, but still.
>signed Renegade
Actually, running a burst/single target CC rotation is one of the most effective ways to keep an enemy Shard user shut down. Most CWs are not fantastic, and it seldom goes well when random CW decides to whip out Shard just because he saw someone else do it. A time and place for every rotation
As far as racial bonuses go, certain other MMORPGs with PvP elements addressed player imbalance complaints by allowing players to mix and match racial special abilities as desired. It's pretty hard to handwave that in the game's lore, but mechanically it could work out.
If this were true, I would see nothing but Halflings in PvP and that is not the case. There are a lot of other races in PvP all of the time... Elves, half-orcs. Don't even begin to tell me that 5% Crit severity isn't good...
People like me PvP on non-halfling characters just because we already have a ton of time and resources invested in existing characters and aren't willing to create fresh halflings just to further min/max for PvP. My CW and DC are both great characters for both PvE and PvP, but I know that they would perform even better in PvP with that 10% additional control resist. They're still good, but they could be better considering how important CC is in PvP, and that's tough to argue against.
Other people don't PvP enough to really get into the meta and just don't have a clue or don't care about how racials impact the PvP side of the game.
There are confirmations in the topic from people exclusively playing halfling, and you can also test these things yourself. There are other good racials no doubt about it, but CC resistance is godly.
Kinda pushing it, pers.
Prior to the patch, (at least from the TR community) Halflings were mostly used for the 3% deflection bonus, and frankly speaking nobody gave any thought about the 10% CC resist in the first place. I chose Halfling because I liked the looks, and I liked the character concept of a small, perky humanoid bashing someone's brain out violently. :rolleyes:
The 10% amount of resistance would lower a 5 second CC to a 4.5 second CC. Sure, the 0.5 second difference can sometimes determine a crucial hit or miss, but frankly that amount of bonus is simply offset against any HR who faithfully followed the build course and invested in WIS, as well as pretty much meaningless against CW roots. I know, because I've been using Greater Elven Battle way before Tenacity was introduced, the reason being lesser GEB was cheap at the auction, I didn't have enough AD to buy something else, and I absolutely hate SissyForge.
I thought "Well, at least maybe GEB enchants could synergize well with the 10% resist" but honestly, didn't mean much and I'd still be rooted down for fully more than 3 secs -- this is both before and after the patch.
Whatever the mechanic is behind that cuts down CC duration so drastically, it's less Halfling and more Tenacity, or whatever other bug (as perhaps mentioned in this thread) is involved.
In the TR community, Half-Orcs and Humans are still mostly the FotM, and Halflings a second or third choice... not to mention essentially any PvP is simply a team dynamic. Not all CCs reward the players with additional, guaranteed combo damage, and sometimes you alone might not be able to chain-CC combo someone to their death. That doesn't mean CC is uselss, nor does it mean Halflings are immune to it.
Stop making excuses. Be a man. If you know something to be broken, stop using it. Otherwise, you've got no right to be speaking of 'balance.'
If this were true, I would see nothing but Halflings in PvP and that is not the case. There are a lot of other races in PvP all of the time... Elves, half-orcs. Don't even begin to tell me that 5% Crit severity isn't good...
Most people don't have the time or inclination to start from scratch every time the dynamics of part of the game change. Getting geared up can take people months. And the majority of people don't read the forums or really understand how the game works. GWFs used to be appalling in PvP, yet some people stuck with them and now they're BiS I play a dwarf CW because I want to. It isn't optimal but I enjoy it. In most dungeons I top the damage despite not being a tiefling. No doubt a similarly geared tiefling would out DPS me, but the dungeons still get run quickly and fun still gets had.
Ultimately skill should be the main decider between similarly specced and geared players, but variety is also nice It's a hard balancing act for the devs.
Tele Savalas, Dwarf Thaumaturge CW
Putting the Buff into Debuff since 2013 \o/ (Does that even make sense)?
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pers3phoneBanned Users, Neverwinter Beta UsersPosts: 0Arc User
Prior to the patch, (at least from the TR community) Halflings were mostly used for the 3% deflection bonus, and frankly speaking nobody gave any thought about the 10% CC resist in the first place.
..........
Please read the full 1st post.
Tenacity is the factor that imbalanced this basically, because some things add up, as I described.
It's important to understand that it is possible to FULLY RESIST (unrelated to Tenacity, happened before) CCs such as prones (which are fatal). It's not happening often, but it happens. It's also important to understand that high tenacity+hafling, even without deflected encounters, can effectively disable certain gameplay enabling CC combos. This game's PvP is a a lot about burst; people conserve encounters until they can perform a chain combo, trying to take as much HP as possible from the opponent. When this opponent is able to escape from the CC before the nuke lands, he just made you lose 10 secs or so in which you will either die (only at wills available, all encounters on CD), either hopefully retreat. If your char is not a halfling, then it will be CCed just fine and the combos will work on it.
I'd say this is a huge difference. There's are a lot of implications in stuff such as:
- resisted repels (CW will probably die)
- resisted FLS
- resisted shard (char not proned and just free to do stuff instead of being bursted)
And these are just the resists, which are quite rare.
After these, there's the Tenacity stacking to CC resistance, reliably lowering the period in which char is under CC. Halfling can escape some CCs fast enough so the incoming nuke won't happen, while other chars will have to eat the nuke.
These are very significant differences in PvP. I think you're wrong saying that nobody gave any thought about the CC resistance.
People like me PvP on non-halfling characters just because we already have a ton of time and resources invested in existing characters and aren't willing to create fresh halflings just to further min/max for PvP. My CW and DC are both great characters for both PvE and PvP, but I know that they would perform even better in PvP with that 10% additional control resist. They're still good, but they could be better considering how important CC is in PvP, and that's tough to argue against.
Other people don't PvP enough to really get into the meta and just don't have a clue or don't care about how racials impact the PvP side of the game.
What about people who have invested a lot of time into their Halflings? Who is going to pay for rebuilding another toon? I feel like everyone on here is just angry that they weren't smart enough to pick the correct race.
Tenacity is the factor that imbalanced this basically, because some things add up, as I described.
It's important to understand that it is possible to FULLY RESIST (unrelated to Tenacity, happened before) CCs such as prones (which are fatal). It's not happening often, but it happens. It's also important to understand that high tenacity+hafling, even without deflected encounters, can effectively disable certain gameplay enabling CC combos. This game's PvP is a a lot about burst; people conserve encounters until they can perform a chain combo, trying to take as much HP as possible from the opponent. When this opponent is able to escape from the CC before the nuke lands, he just made you lose 10 secs or so in which you will either die (only at wills available, all encounters on CD), either hopefully retreat. If your char is not a halfling, then it will be CCed just fine and the combos will work on it.
I'd say this is a huge difference. There's are a lot of implications in stuff such as:
- resisted repels (CW will probably die)
- resisted FLS
- resisted shard (char not proned and just free to do stuff instead of being bursted)
And these are just the resists, which are quite rare.
After these, there's the Tenacity stacking to CC resistance, reliably lowering the period in which char is under CC. Halfling can escape some CCs fast enough so the incoming nuke won't happen, while other chars will have to eat the nuke.
These are very significant differences in PvP. I think you're wrong saying that nobody gave any thought about the CC resistance.
The shard just qlitches and does that. It will roll over and not hit or explode... Completely nothing to do with Halflings.. Someone needs some more practice.
I think you are overrating burst and prone post pvp patch, the shard combo doesn't even seem do that much burst damage anymore in PVP, and healing depression makes slotting a skill that doesn't have such a long CD in the mastery slot preferable to me.
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pers3phoneBanned Users, Neverwinter Beta UsersPosts: 0Arc User
The shard just qlitches and does that. It will roll over and not hit or explode... Completely nothing to do with Halflings.. Someone needs some more practice.
How can I patiently and politely explain to you that I took time to actually test this. Happened to me and many other CWs. I even tested against one of the posters in this topic that has a GWF and was kind enough to stay with me and a fellow guildie after a match, and after that tested again a few more times, including top PvPers on the game.
I am playing CW since 8-9 months maybe, at least 6 or so I've been using shard basically every day. I kinda know what it does and when it glitches, and when it just passes through a STANDING char, not affected by sings or other effects. Coincidentally, these chars were halflings, and coincidentally other races I never seen fully resisting prones.
Because guess what - this is not about shard only - this affects GWF prones too and probably other CC spells I didn't get to test.
And there's no anger, no nerf requests, no need to rebuild halfling PvP chars anywhere in sight; I'm not saying anything new. People posted about this before, including those playing halflings themselves.
I think you are overrating burst and prone post pvp patch, the shard combo doesn't even seem do that much burst damage anymore in PVP, and healing depression makes slotting a skill that doesn't have such a long CD in the mastery slot preferable to me.
Oh it does a lot of damage, and it completely disables the victim for about 2 secs if it hits. It's a one-shot move for most average geared squishies, but this is not important.
What is TRULY important, is that you can synchronize shard with another prone player, such as GWF or GF - and chain them. As people are down, if your team understand to focus them, they will take enormous quantity of damage.
There are playstyles and playstyles; from those I've seen, I respect shard players the most by far, and I think it's for good reason. Meldanen posted the disadvantages for the shard playstyle which are true, and nobody asks you to keep shard in Mastery all day everyday. A good CW adapts depending on situation. But in a good team with a good setup, shard would remain best, by a very significant margin (personal opinion).
If this were true, I would see nothing but Halflings in PvP and that is not the case. There are a lot of other races in PvP all of the time... Elves, half-orcs. Don't even begin to tell me that 5% Crit severity isn't good...
Many don't build for mainly pvp and pvp is a side attraction (for lack of my tired brain coming up with a better term). Also the pvp patch changed up a lot of things. Extra crit severity isn't as good anymore, making the extra 5% weaker. As far as the others
Helf -- only 1% deflection 1% crit severity, gold find is worthless in pvp
Sun/Moon Elf is useful but the extra deflect from halfling is better than the extra ap/stamina imo for pvp. For pve /pvp combo players it might be better
Tiefling is extra damage below 50% health, this is useful, but extra defense trumps this handily for pvp
Wood Elf is extra crit chance and only cc resistance for slows, the extra crit chance is too low to matter and the slow resistance is far less useful than cc resistance.
Human the extra feats are nice, and the extra defense can help a little in pve but in pve it's likely bypassed by arp, still not optimal.
Drow, debuffs are always nice and the 10% is very nice in a tenacity world this might compete on some classes. (note don't play these on a cleric unless you are chaotic evil and want to debuff your allies, this applies to renegade as well from my understanding)
Renegade the debuff does power and defense by 6%, personally the 10% on drow for defense only is far more useful (considering this is a pay only race, this is particularly bad)
Horc as already mentioned the usefulness of crit severity has taken a hit, the runspeed increase is short enough and small enough where I can't actually notice it to be honest.
Most my toons were Horc before for the crit severity. These changes are making me consider rerolling everyone as a halfling or drow, I'm just having a hard time bitting the bullet on it as I really don't want to level them again as the leveling has gotten extremely boring to me.
Comments
I highly doubt that it's a QQ Halflings thread, but it's just to point out how the racial powers of the Halfling excel much more in PvP in comparison to the other races, which is true in my opinion.
There's no screaming...
It's an informative topic with data about what the title say.
Do you find any of my info incorrect?
Please post where and why, and I will correct it
Yes and that's why there are PVE and PVP races, why should you make PVE characters and go pvp with them ?
Every race have something good but for different use, and crying over halfings is just stupid. Imbalanced in game are Hunter Rangers and Sentinel GWF's, does not matter what race or what stats, high gearscore pvp GWF and HR will own everybody and that's the thing what people should post on forums.
No, everything you said is correct. Halfings are pvp gods but that doesnt matter dev's should nerf them now, they have been here since the beginning. And anyways if people are maxed out and full pvp then moore or less it matters on skill, who wins or lose.
It's Tenacity that added another layer of CC resistance. Without Tenacity, one could usually make up for the CC resists with additional damage.
Now you simply cannot do it.
The races were not tagged as PvP and PvE at their creation. Respeccing and regearing chars should be enough to make them PvP viable in other MMOs, yet in Neverwinter, you have to pick certain race as well, which is pretty lame, since there are just 2 viable classes, and people only choose one anyway. Basically, racial traits should be a MINOR influence on gameplay, yet now they are pretty much constituting a very big part of your char.
So, what you want is '' Control '' wizards to have controlling powers back ? Yes i agree, but to fix that, they should add new stat on wizards items, '' Control ''. There is no problem with having a halfling race, it is becos wizards are lacking of control nothing else. Hunter rangers have way more control than Wizards in pvp and that is very very wrong.
And every race is doing fine in PVP, just some people run in perfects and rank 10's and legendaries, but yeah what i think is Wizards controlling powers should be increased.
If you try to switch shard off to something else you should buy a retraining token
There are CW builds at the moment capable of bursting down anything. Im not saying that one is better then the other, but still.
>signed Renegade
I left my two first characters because of that, and I loved them.
The deflect on CC doesn't alway happens and I feel you haven't underlined enought that is a bug the devs are aware yet (hopefully fixed soon).
Honestly all I would ask for (other than the fix on the deflection) is a "respect race and initial rolls" token.
A dev some time ago said it would have been a nice idea but they never implemented it.
Unless cryptic introduces a plastic surgery of some sort to keep the stats yet be able to look aesthetically different.
Everyone doing PVP will soon be halflings
Pretty sure that Dev's comment was only about initial ability rolls.
But most people don't seem to have an issue with allowing race changes either.
Do we want diversity? Or we want everybody be the same, and everybody resisting CCs?
I'll edit the 1st post soon to make it clear it's a developer recognized bug
If pre-Tenacity Thaums were handicaps against equally-geared opponents, now they are like Duergars in GG.
The reason I'm not rerolling a Tiefling is that Elf is not the worst choice (stat-wise).
Edited 1st post with the following info:
Daria says, "LIES and SLANDER"
Daria - Dwarf Sentinel GWF (mistaken for Halfling a lot)
Karia (aka "The Pug") - Human Combat HR
Kayd - Human Conqueror GF - Retired
Ok ok I take it back she's kinda cute, in an angry way.
There are confirmations in the topic from people exclusively playing halfling, and you can also test these things yourself. There are other good racials no doubt about it, but CC resistance is godly.
Again, pugs don't really matter; you should take a look at what characters the top PvPers sport. You will see the vast majority of the people seriously PvPing have halflings, and this is for a reason.
Actually, running a burst/single target CC rotation is one of the most effective ways to keep an enemy Shard user shut down. Most CWs are not fantastic, and it seldom goes well when random CW decides to whip out Shard just because he saw someone else do it. A time and place for every rotation
As far as racial bonuses go, certain other MMORPGs with PvP elements addressed player imbalance complaints by allowing players to mix and match racial special abilities as desired. It's pretty hard to handwave that in the game's lore, but mechanically it could work out.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
People like me PvP on non-halfling characters just because we already have a ton of time and resources invested in existing characters and aren't willing to create fresh halflings just to further min/max for PvP. My CW and DC are both great characters for both PvE and PvP, but I know that they would perform even better in PvP with that 10% additional control resist. They're still good, but they could be better considering how important CC is in PvP, and that's tough to argue against.
Other people don't PvP enough to really get into the meta and just don't have a clue or don't care about how racials impact the PvP side of the game.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
Kinda pushing it, pers.
Prior to the patch, (at least from the TR community) Halflings were mostly used for the 3% deflection bonus, and frankly speaking nobody gave any thought about the 10% CC resist in the first place. I chose Halfling because I liked the looks, and I liked the character concept of a small, perky humanoid bashing someone's brain out violently. :rolleyes:
The 10% amount of resistance would lower a 5 second CC to a 4.5 second CC. Sure, the 0.5 second difference can sometimes determine a crucial hit or miss, but frankly that amount of bonus is simply offset against any HR who faithfully followed the build course and invested in WIS, as well as pretty much meaningless against CW roots. I know, because I've been using Greater Elven Battle way before Tenacity was introduced, the reason being lesser GEB was cheap at the auction, I didn't have enough AD to buy something else, and I absolutely hate SissyForge.
I thought "Well, at least maybe GEB enchants could synergize well with the 10% resist" but honestly, didn't mean much and I'd still be rooted down for fully more than 3 secs -- this is both before and after the patch.
Whatever the mechanic is behind that cuts down CC duration so drastically, it's less Halfling and more Tenacity, or whatever other bug (as perhaps mentioned in this thread) is involved.
In the TR community, Half-Orcs and Humans are still mostly the FotM, and Halflings a second or third choice... not to mention essentially any PvP is simply a team dynamic. Not all CCs reward the players with additional, guaranteed combo damage, and sometimes you alone might not be able to chain-CC combo someone to their death. That doesn't mean CC is uselss, nor does it mean Halflings are immune to it.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
Most people don't have the time or inclination to start from scratch every time the dynamics of part of the game change. Getting geared up can take people months. And the majority of people don't read the forums or really understand how the game works. GWFs used to be appalling in PvP, yet some people stuck with them and now they're BiS I play a dwarf CW because I want to. It isn't optimal but I enjoy it. In most dungeons I top the damage despite not being a tiefling. No doubt a similarly geared tiefling would out DPS me, but the dungeons still get run quickly and fun still gets had.
Ultimately skill should be the main decider between similarly specced and geared players, but variety is also nice It's a hard balancing act for the devs.
Please read the full 1st post.
Tenacity is the factor that imbalanced this basically, because some things add up, as I described.
It's important to understand that it is possible to FULLY RESIST (unrelated to Tenacity, happened before) CCs such as prones (which are fatal). It's not happening often, but it happens. It's also important to understand that high tenacity+hafling, even without deflected encounters, can effectively disable certain gameplay enabling CC combos. This game's PvP is a a lot about burst; people conserve encounters until they can perform a chain combo, trying to take as much HP as possible from the opponent. When this opponent is able to escape from the CC before the nuke lands, he just made you lose 10 secs or so in which you will either die (only at wills available, all encounters on CD), either hopefully retreat. If your char is not a halfling, then it will be CCed just fine and the combos will work on it.
I'd say this is a huge difference. There's are a lot of implications in stuff such as:
- resisted repels (CW will probably die)
- resisted FLS
- resisted shard (char not proned and just free to do stuff instead of being bursted)
And these are just the resists, which are quite rare.
After these, there's the Tenacity stacking to CC resistance, reliably lowering the period in which char is under CC. Halfling can escape some CCs fast enough so the incoming nuke won't happen, while other chars will have to eat the nuke.
These are very significant differences in PvP. I think you're wrong saying that nobody gave any thought about the CC resistance.
What about people who have invested a lot of time into their Halflings? Who is going to pay for rebuilding another toon? I feel like everyone on here is just angry that they weren't smart enough to pick the correct race.
The shard just qlitches and does that. It will roll over and not hit or explode... Completely nothing to do with Halflings.. Someone needs some more practice.
How can I patiently and politely explain to you that I took time to actually test this. Happened to me and many other CWs. I even tested against one of the posters in this topic that has a GWF and was kind enough to stay with me and a fellow guildie after a match, and after that tested again a few more times, including top PvPers on the game.
I am playing CW since 8-9 months maybe, at least 6 or so I've been using shard basically every day. I kinda know what it does and when it glitches, and when it just passes through a STANDING char, not affected by sings or other effects. Coincidentally, these chars were halflings, and coincidentally other races I never seen fully resisting prones.
Because guess what - this is not about shard only - this affects GWF prones too and probably other CC spells I didn't get to test.
And there's no anger, no nerf requests, no need to rebuild halfling PvP chars anywhere in sight; I'm not saying anything new. People posted about this before, including those playing halflings themselves.
Oh it does a lot of damage, and it completely disables the victim for about 2 secs if it hits. It's a one-shot move for most average geared squishies, but this is not important.
What is TRULY important, is that you can synchronize shard with another prone player, such as GWF or GF - and chain them. As people are down, if your team understand to focus them, they will take enormous quantity of damage.
There are playstyles and playstyles; from those I've seen, I respect shard players the most by far, and I think it's for good reason. Meldanen posted the disadvantages for the shard playstyle which are true, and nobody asks you to keep shard in Mastery all day everyday. A good CW adapts depending on situation. But in a good team with a good setup, shard would remain best, by a very significant margin (personal opinion).
Many don't build for mainly pvp and pvp is a side attraction (for lack of my tired brain coming up with a better term). Also the pvp patch changed up a lot of things. Extra crit severity isn't as good anymore, making the extra 5% weaker. As far as the others
Helf -- only 1% deflection 1% crit severity, gold find is worthless in pvp
Sun/Moon Elf is useful but the extra deflect from halfling is better than the extra ap/stamina imo for pvp. For pve /pvp combo players it might be better
Tiefling is extra damage below 50% health, this is useful, but extra defense trumps this handily for pvp
Wood Elf is extra crit chance and only cc resistance for slows, the extra crit chance is too low to matter and the slow resistance is far less useful than cc resistance.
Human the extra feats are nice, and the extra defense can help a little in pve but in pve it's likely bypassed by arp, still not optimal.
Drow, debuffs are always nice and the 10% is very nice in a tenacity world this might compete on some classes. (note don't play these on a cleric unless you are chaotic evil and want to debuff your allies, this applies to renegade as well from my understanding)
Renegade the debuff does power and defense by 6%, personally the 10% on drow for defense only is far more useful (considering this is a pay only race, this is particularly bad)
Horc as already mentioned the usefulness of crit severity has taken a hit, the runspeed increase is short enough and small enough where I can't actually notice it to be honest.
Most my toons were Horc before for the crit severity. These changes are making me consider rerolling everyone as a halfling or drow, I'm just having a hard time bitting the bullet on it as I really don't want to level them again as the leveling has gotten extremely boring to me.