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GF's Knights Valor is Destroying PvP

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  • schweifer1982schweifer1982 Member, NW M9 Playtest Posts: 1,662 Arc User
    edited September 2014
    clonkyo1 wrote: »
    I meant i used it on PvP IWD, not on the encounters, just on the PvP red zone... and trust me, do a Mother Lode with this on + Briartwine or blue dragon glyph, you will lol for sure. I did.

    Briar deal 20-120 dmg i had perfect sold it for 2 p.bark.
    Blue dragon is easy to counter use green have more hp then the other GF and use SS the he will be dead in 2 sec and he will never use this cheat enchant agan after you killed it 9 times in row.
    GWF 3700Ilvl Éjsötét & ProPala 3200Ilvl Menydörgés (main) & Szürkefarkas 2600 ilvl
  • edited September 2014
    This content has been removed.
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited September 2014
    Lets see other mmos.

    They have the so called tank hou can deal high single target dmg and do some reflect dmg and he have the so called ability UD= Ultimate Defense . In UD he is absolutly immune to any dmg .
    Also he have instant taunt agro the boss only focus or add fest on him. Also he have the biggest HP pool.


    Also in other mmos the tank is the hardest to kill class.

    In nw we dont have any of this .
    Hardest to kill class HR.
    Taunt have no class in NW.
    UD have TR .
    Best sinle target CW.
    The only 1 left the biggest HP pool yes GF have this .

    Now why he need KV to be usefull .
    Simple solution is to ask this to prevent future PVE nerfs:
    Remove KV from pvp& keep it for pve.
    Not even one good pvp GF will miss it belive me , but pve GFs will miss it .
    I was talking about D&D.
  • williep30williep30 Member Posts: 773 Bounty Hunter
    edited September 2014
    @arimakami

    Run along troll, I don't have time to explain the entire game to you AGAIN(google mustve been really hard for you to use, I take it?).

    Now, onto the actual, experienced players in here...

    Knights Valor was always a risky move for your teammates. Pre-mod4, GFs learned to never use it in pvp, as the burst damage caused them to die. They rarely used it in pve as well, but with a smart and decent team(the ones not dumb enough to stand in aoes all the time) this was both a saving grace for your teammates, and an all around savior in dungeons where the squishy classes just could not stop taking damage. BUT their guard was also broken too easily. Now, they still take damage, but between it being mitigated and block being a timed thing more than a broken in seconds by dps thing, more GFs are actually happy to use it.

    Ill tell you this: most GFs like the change to block, and most of the GFs that are complaining about it now are the ones who never understood its past unviability. In both PVE and PVP, it never really lasted long, not to mention you moved so slowly just to get where youre going. Now, you don't zoom, but at least move near normal speed. When the current dungeon meta involves zerging from fight to fight, the slow moving tank that couldn't hit for hard damage lost its utility. Now, theyre not as slow, can take more punishment(block and hp), and could afford to take more punishment because of it.

    Now, I know its still not fixed to work right, but the devs WILL get it right. They were looking at other powers from the moment people started complaining about them.

    And, unlike what a certain hidden agenda QQer is trying to hide( ;) ), Balance DOES NOT mean that every class can beat another class with equal gear/skill. I really think it should be a "rock,paper,scissors" game, not a "rock,rock,scissors" game where to beat this guy, you need this guy, not "zerg the enemy by bringing the most OP classes in your team". Unluckily, the latter is what people are doing in both PVP AND PVE.

    As for how it stands now, this is what happens when PvP affects PvE, and vice versa. Something tries to get buffed/nerfed for one, it breaks it on the other. I guess not many realize that there always will be a difference between the 2. Tbh, I ALWAYS thought that they should've reacted differently depending on what style you were playing.

    Tenacity, for example, was an example of the devs trying to differentiate, as it only affected pvp, right?

    But even then, that couldn't be a productive answer, could it? All of a sudden, complaints came in of burst classes like the CW not being able to kill within 1 rotation as much( TRs already hit hard before that), and at around the same time, a dps burst ranger class came into being. Guess who QQ'ed about HRs the most? Everyone enjoyed longevity but the CW apparently, so I see that part in the complaint.

    Many people in this game learned the hard way that too much QQ broke the game even further, and paved the way for devs to fix the problem by "buffing" the QQ'ers. Now, we have a bunch of CWs killing by their procs more than their damage, and all but the smart ones don't know why.

    Now, back on the GF. Knights Valor as it stands now, is still not WAI. I tested the range/LoS when they fixed it. Theyre fine for PvE. Dungeon boss rooms are pretty big, and whether kiting or just trying to give players some breathing room, there WILL be quite the area of space to deal with.

    Unlike what that QQ baby is insinuating(he probably cant even understand this word anyway), I believe the best change is to shorten it to 80' in pvp only.

    As I said before, before certain QQ babies got involved(shadowbunslice and arimakami), lets look for balance instead of nerf QQing. The OPer and these QQ babies are trying to derail the true reason the power's broken by trying to troll me with their stupidity. I only returned them in kind, bringing up their classes(and getting class fanatic QQing from them, might I add) when I bring up how balanced the TR used to be/kind of still is.

    Speaking of the TR, they did not really need hurt that much, did they? I know the 1 shot age of them wasn't WAI, but at least bring back their burst damage somewhat? Me and other TRs are tired of permastealth, and WK would honestly see more viability if this was possible.

    Lets get it all out: KV isn't WAI right now, but a LOT of the reason it still is, is because of the range(in pvp) and things like glyph proccing off them. I don't bring up the SS combo because a)having a little combo like that should be viable(right, TRs/HRs with fey thistle boon?) b)not nearly as devastating as the glyphs.

    I implore the reasonable men/women of this thread to continue being constructive in here. Lets not break down into trolling others, cuz you don't personally like a playstyle/hate certain classes ( ;) to 2 certain TRs).
    I hear "learn to play" all the time, but it seems to me that it should be defined as "my class is balanced, except when others beat it, then THAT class is OP"...
  • klangeddinklangeddin Member, NW M9 Playtest Posts: 882 Arc User
    edited September 2014
    Now it no longer affects companions (good), but it affects all allies in range, even those who are not in party (too good).
    In GG I was giving Knight's Valor to the whole raid. -.-
  • williep30williep30 Member Posts: 773 Bounty Hunter
    edited September 2014
    klangeddin wrote: »
    Now it no longer affects companions (good), but it affects all allies in range, even those who are not in party (too good).
    In GG I was giving Knight's Valor to the whole raid. -.-

    Yea, not gonna lie, not happy with that. You think taking damage for 4 teammates is bad? Why not take damage for 19 people?
    I hear "learn to play" all the time, but it seems to me that it should be defined as "my class is balanced, except when others beat it, then THAT class is OP"...
  • mehguy138mehguy138 Member Posts: 1,803 Arc User
    edited September 2014
    Ok, I played 3 pug PvP matches in a row with KV GF on the opposite side. This is over9000 more frustrating then playing against perma TR. It's IMPOSSIBLE to kill anyone while KV is active in an unorganized group. Kill GF? Lol, they can hold their shield up for 20+ seconds (I witnessed it while being dead and waiting for respawn) and they're not alone on the battlefield! Yes, it requires a certain build, but it's extremely effective with buffed block. Not gonna write a wall of text, just my point here.

    Frustrated, disappointed and angry, I'm sorry. KV has no place in PvP.
    M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
  • pando83pando83 Member Posts: 2,564 Arc User
    edited September 2014
    williep30 wrote: »
    And, unlike what a certain hidden agenda QQer is trying to hide( ;) ), Balance DOES NOT mean that every class can beat another class with equal gear/skill. I really think it should be a "rock,paper,scissors" game, not a "rock,rock,scissors" game where to beat this guy, you need this guy, not "zerg the enemy by bringing the most OP classes in your team". Unluckily, the latter is what people are doing in both PVP AND PVE.

    I do not agree with this. I'll explain why.
    A rock-paper-scissors" game would be working well if team composition was always set up to be a rainbow/ mix of all different classes. With current system, let's say TR vs CW is scissors vs paper. CW have no chance cause the TR is their natural predator.
    Now, let's say, and it happens, a match end up with 3 TRs on one team, 3 CWs on the other. Match pretty much f.ked up?
    Or let's say you balance making CWs/HRs the paper and GFs/ GWFs the rock. Then you end up with 3 CWs in a team (happening a lot) and 1-2 GWFs and 1-2 GFs in the other team.

    You'd be in for total unbalanced games cause classes are stacked randomly and you make a system based on matchups.

    I think every class must have its own strenghts AND a way to counter each of the other classes just switching powers/ changing rotation.

    Then, you allow different sinergies between all classes. This way a team can use what they have splitting the team tactically.

    But a rock/paper/scissors system imho would be not viable cause it would require for the matchmaking to balance teams avoiding stacks of the same class.

    The same goes for PvE. Each class should have a base role, but when it comes to builds and gear, each class is able to overlap into another role a bit. For example, the GF is the best tank, but a sentinel should be able to take that role to a certain degree, being effective at it. This way, if no GFs are available, you can join a sentinel GWF. Or if you want a bit more AoE DPS and don't really need a full tank cause you, let's say, already have a DC and a though team, you can join a sentinel to have more DPS compared to a GF.

    If you are too rigid with a rock-paper-scissors system in PvP and a fixed roles system in PvE, you end up with bigger problems in my opinion. You need flexibility.
  • williep30williep30 Member Posts: 773 Bounty Hunter
    edited September 2014
    pando83 wrote: »
    I do not agree with this. I'll explain why.
    A rock-paper-scissors" game would be working well if team composition was always set up to be a rainbow/ mix of all different classes. With current system, let's say TR vs CW is scissors vs paper. CW have no chance cause the TR is their natural predator.
    Now, let's say, and it happens, a match end up with 3 TRs on one team, 3 CWs on the other. Match pretty much f.ked up?
    Or let's say you balance making CWs/HRs the paper and GFs/ GWFs the rock. Then you end up with 3 CWs in a team (happening a lot) and 1-2 GWFs and 1-2 GFs in the other team.

    You'd be in for total unbalanced games cause classes are stacked randomly and you make a system based on matchups.

    I think every class must have its own strenghts AND a way to counter each of the other classes just switching powers/ changing rotation.

    Then, you allow different sinergies between all classes. This way a team can use what they have splitting the team tactically.

    But a rock/paper/scissors system imho would be not viable cause it would require for the matchmaking to balance teams avoiding stacks of the same class.

    The same goes for PvE. Each class should have a base role, but when it comes to builds and gear, each class is able to overlap into another role a bit. For example, the GF is the best tank, but a sentinel should be able to take that role to a certain degree, being effective at it. This way, if no GFs are available, you can join a sentinel GWF. Or if you want a bit more AoE DPS and don't really need a full tank cause you, let's say, already have a DC and a though team, you can join a sentinel to have more DPS compared to a GF.

    If you are too rigid with a rock-paper-scissors system in PvP and a fixed roles system in PvE, you end up with bigger problems in my opinion. You need flexibility.

    But that's the problem. Its not geared for flexibility, is it?

    What we have now is a rock/rock/rock/rock/scissors/scissors game. We have classes that basically nobody wants/needs. PvE wants dps in all but a few dedicated tanking dungeons. So, lets stack CWs/GWFs for CN easy mode. PvP is the same way. DCs and GFs(until now) weren't really that necessary in PvP, were they? GFs couldn't belt out CWs/GWFs/HRs damage, and HRs/GWFs could out-tank them if specced so. Tell me, how often do you see premade parties from the pvp guilds running a rainbow party? Pug at least gives a CHANCE for a rainbow party, then they get roflstomped if they end up facing a premade party. Tell me, is a rainbow pug party going to do well versus a CW/CW/CW/GWF/HR party(premade or pugged)?
    I hear "learn to play" all the time, but it seems to me that it should be defined as "my class is balanced, except when others beat it, then THAT class is OP"...
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