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Pvp needs a second look

jaydenomega812jaydenomega812 Member Posts: 152 Arc User
edited September 2014 in PvE Discussion
With all the new items that have been added to the game lately PvP needs a second look. Could be though too that it just needs a second look in general irregardless of the new items added to the game lately. Just seemed like it was a lil better before this new season. To get down to it..... gwf's are dashing thru the map stunning whatever gets in there way and taking half there life instantly in maybe 2-3 hits then dashin away being immune to control powers. Gf's are still bumping people all around the map until there dead. Tr's are just running behind people using lashing blade getting about a 15k hit which for some that dont use PvP gear and hit point enchantments 3/4 of there life. Hr's are marking people with some kind of target looking thing then doing massive damage being invisible the whole time yet when they are visible there charging up there bow to do a super strike on you. Dc's are getting slammed to death when people figure out there the party healer with no way to stun or any immunity to stuns. On a side note to that thought I have both humans and halfings and I dont see a difference whatsoever in the amount of time a control power or stun lasts and I thought halfings were supposed to be immune or have shortened time on controls. And cw's are ice spamming and generally controlling people right into death unless its a gwf that can constantly be immune to control powers or a gf that can just block it all. And sw's seem to have stuns galore and powers that do damage over time not to mention a ton of damage anyway. It's getting to be insane and quite frankly working on the PvP campaign has me wondering if its even worth trying to get an artifact especialy knowing that I cant buy the artifact from one charater to transfer to another character. You think my dc is ever gonna kill 300 players much less execute 150 get 75 double kills or 40 triple kills your crazy.

What makes it worst though and something I know has been an issue for a while is the fact that gear scores on a team will range from 8k-18k.....why is this? Is there some kind of probabilty logistics mechanism controlling PvP setting us up to fail and struggle when we get a player on our team with a 8k gs when everyone else is around 12k. Same goes with weapon enchantments. If sorry but even the best players with exact same gear and stats couldn't stand up to one using a perfect plagurefie whereas the other is using a lesser vorpal. There needs to be better matchmaking mechanics.
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Comments

  • izidiusizidius Member, Neverwinter Beta Users Posts: 40
    edited September 2014
    With all the new items that have been added to the game lately PvP needs a second look. Could be though too that it just needs a second look in general irregardless of the new items added to the game lately. Just seemed like it was a lil better before this new season. To get down to it..... gwf's are dashing thru the map stunning whatever gets in there way and taking half there life instantly in maybe 2-3 hits then dashin away being immune to control powers. Gf's are still bumping people all around the map until there dead. Tr's are just running behind people using lashing blade getting about a 15k hit which for some that dont use PvP gear and hit point enchantments 3/4 of there life. Hr's are marking people with some kind of target looking thing then doing massive damage being invisible the whole time yet when they are visible there charging up there bow to do a super strike on you. Dc's are getting slammed to death when people figure out there the party healer with no way to stun or any immunity to stuns. On a side note to that thought I have both humans and halfings and I dont see a difference whatsoever in the amount of time a control power or stun lasts and I thought halfings were supposed to be immune or have shortened time on controls. And cw's are ice spamming and generally controlling people right into death unless its a gwf that can constantly be immune to control powers or a gf that can just block it all. And sw's seem to have stuns galore and powers that do damage over time not to mention a ton of damage anyway. It's getting to be insane and quite frankly working on the PvP campaign has me wondering if its even worth trying to get an artifact especialy knowing that I cant buy the artifact from one charater to transfer to another character. You think my dc is ever gonna kill 300 players much less execute 150 get 75 double kills or 40 triple kills your crazy.

    What makes it worst though and something I know has been an issue for a while is the fact that gear scores on a team will range from 8k-18k.....why is this? Is there some kind of probabilty logistics mechanism controlling PvP setting us up to fail and struggle when we get a player on our team with a 8k gs when everyone else is around 12k. Same goes with weapon enchantments. If sorry but even the best players with exact same gear and stats couldn't stand up to one using a perfect plagurefie whereas the other is using a lesser vorpal. There needs to be better matchmaking mechanics.

    So, is that the TR's fault for that person not using pvp gear or radiants for hp? :rolleyes:
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited September 2014
    Alot of issues...

    1) We need NEW pvp gameTYPES. This is a BIg one because the current builds are all built for domination. Adding a new type would change builds some.

    2) New mechanics for classes are MUCH less "skillful" than before. CWs have a proc chance for most of their damage, GFs encounters are gap closers so they cant really miss, GWFs take skill but are purely just un-fun to play. etc

    3) ELO is NOT working. They need to seperate the PVP community (by ELO) into 3 -4 "tiers" each composing of the top middle and bottom (33%) Then create matches with 100% of the players ALL in the same "tier". This would fix mis-matched games.

    4) Glyphs are stupid. Red Glyph is a no skill enchant that rips through undergeared players. Making PVP into a glyph fest rather than a skilled game

    5) No new PVP Maps - makes for the same pvp as we had in ALL the other modules, except NOW module 4 has broken glyphs and boring classes that may be closer to "balance" than before (MAYBE) but its SO much less skillful its just boring.


    They need to take this class advocate position, and do a Q/A with the DEVs and have each advocate propose drastic changes to make this game fun again. Honestly module 1's PVP was probably the best pv out there.

    Module 3 wasnt HORRIBLE at first because of the PVP campaign - drove people to play, even with the <font color="orange">HAMSTER</font> balance that was out there.... After about 3 weeks it was only GWF/HRs so it got boring fast.

    INSTEAD OF A NEW MODULE THEY SHOULD REBALANCE AND REMAKE THEIR CURRENT GAME!!!!!
  • abecassisabecassis Member Posts: 255 Bounty Hunter
    edited September 2014
    ayroux wrote: »
    Alot of issues...

    1) We need NEW pvp gameTYPES. This is a BIg one because the current builds are all built for domination. Adding a new type would change builds some.

    2) New mechanics for classes are MUCH less "skillful" than before. CWs have a proc chance for most of their damage, GFs encounters are gap closers so they cant really miss, GWFs take skill but are purely just un-fun to play. etc

    3) ELO is NOT working. They need to seperate the PVP community (by ELO) into 3 -4 "tiers" each composing of the top middle and bottom (33%) Then create matches with 100% of the players ALL in the same "tier". This would fix mis-matched games.

    4) Glyphs are stupid. Red Glyph is a no skill enchant that rips through undergeared players. Making PVP into a glyph fest rather than a skilled game

    5) No new PVP Maps - makes for the same pvp as we had in ALL the other modules, except NOW module 4 has broken glyphs and boring classes that may be closer to "balance" than before (MAYBE) but its SO much less skillful its just boring.


    They need to take this class advocate position, and do a Q/A with the DEVs and have each advocate propose drastic changes to make this game fun again. Honestly module 1's PVP was probably the best pv out there.

    Module 3 wasnt HORRIBLE at first because of the PVP campaign - drove people to play, even with the <font color="orange">HAMSTER</font> balance that was out there.... After about 3 weeks it was only GWF/HRs so it got boring fast.

    INSTEAD OF A NEW MODULE THEY SHOULD REBALANCE AND REMAKE THEIR CURRENT GAME!!!!!

    But why would they implement something that requires skill? People would not have a reason to buy superior gear if skill > gear.

    The balance in this game is really stupid, and stuff that cost AD/ZEN is 90% of your characters strength. Enchants, artifacts, artifact-weapons, artifact-belts. It should really really not be this way. Arti/enchants should only be small additional stats to the gear you farmed through dungeons (not bought).

    They easy way to fix this ofc, and they really should, is to give lots of new gear options in mod5 with superior stats to enchants/artifacts. This way the game would balance out and gap between new players and old players would eventually be smaller and smaller, not BIgger and bigger.
    Dr. Phil
  • jaydenomega812jaydenomega812 Member Posts: 152 Arc User
    edited September 2014
    ayroux wrote: »
    Alot of issues...

    1) We need NEW pvp gameTYPES. This is a BIg one because the current builds are all built for domination. Adding a new type would change builds some.

    2) New mechanics for classes are MUCH less "skillful" than before. CWs have a proc chance for most of their damage, GFs encounters are gap closers so they cant really miss, GWFs take skill but are purely just un-fun to play. etc

    3) ELO is NOT working. They need to seperate the PVP community (by ELO) into 3 -4 "tiers" each composing of the top middle and bottom (33%) Then create matches with 100% of the players ALL in the same "tier". This would fix mis-matched games.

    4) Glyphs are stupid. Red Glyph is a no skill enchant that rips through undergeared players. Making PVP into a glyph fest rather than a skilled game

    5) No new PVP Maps - makes for the same pvp as we had in ALL the other modules, except NOW module 4 has broken glyphs and boring classes that may be closer to "balance" than before (MAYBE) but its SO much less skillful its just boring.


    They need to take this class advocate position, and do a Q/A with the DEVs and have each advocate propose drastic changes to make this game fun again. Honestly module 1's PVP was probably the best pv out there.

    Module 3 wasnt HORRIBLE at first because of the PVP campaign - drove people to play, even with the <font color="orange">HAMSTER</font> balance that was out there.... After about 3 weeks it was only GWF/HRs so it got boring fast.

    INSTEAD OF A NEW MODULE THEY SHOULD REBALANCE AND REMAKE THEIR CURRENT GAME!!!!!


    yea and for the most part current builds for domination are just op. i'm so freaking sick of hr's in particular. is there anything they can't do? with there numerous stuns, dodges, self healing, debuffing, going into stealth, being able to use 6 encouter powers as well as dailies that dont take all there action points. I mean really?!?! Who designs this <font color="orange">HAMSTER</font> and tests it to make sure it's workable with out being too much? Do they just throw all this <font color="orange">HAMSTER</font> into the game and wait for people to respond about it. C'mon Cryptic!!! Use some common sense. You have public testing shards available use them instead of using them as teasers for upcoming content for people that have lifetime subscriptions or game packs. Every other class out there has maybe one stun in there arsenal is they choose to use it and it has a cooldown. But it's like hr's have 3 they can use back to back. What is this class? Controller, boss fighter, healer, sneak attacker? Good lord.


    I'm not surprised they put out something that is broken nor am I surprised that certain aspects aren't that fun. I don't know how a gwf couldn't be fun in pvp but alas I have yet to make one myself and experience it first hand. I know that fighting them is stupid most times as the 3 classes I've made and developed to 60 being tr, cw, and dc. There immune to control powers from my cw and when in a control power can break free and run everywhere or better yet right up to me to stun me and take half my life in 3 swings whereas when i had them in a control there life bar moved a little bit but not much. My tr can't put out enough damage to really do anything to a gwf ever except kite him around and keep him from attacking others in the party which is usually in vein anyway cause once they figure out the direction my blades are coming from they run up and stun or either jsut use the growl in my general direction and find me. Oh lord and my dc...I'm enemy number one when going into pvp on my dc. A constant barrage of stuns and swings from everyone in the other party. So am generally dead before i can do much healing of anything not that a dc can do great healing anymore anyway. Ask around and they'll tell you dc's are for buffinf now which if you play a dc they have like 2 buffs. The sw's now do more healing than dc's as well as anyone in the party with a good bit of life steal. Which is so backwards I don;t even have enough space to write all my thoughts down about that.

    Furthermore though there definitely needs to be some new pvp maps and the crrent ones for domination need to have the pillars taken out cause its just stupid when a ranged character gets up there and wreaks havoc on the whole party but dodges most everything thrown at it. So then it jsut becomes a fight for everyone to run to a pillar which is just lame. And obviously the matches aren;t made right at all. Though it seems most of the time that a gear score on a gf of 17k versus a gs on a cw of 14k is about the same for whatever sense that truly makes it none the less isn't taken into account though in matchmaking, but neither is an adventurer using pvp gear versus an adventurere using pve gear. Seems that with the daily pvp domination missions giving only 1 token it takes a while to get a good set of pvp gear so in the mean time you dont have much choice to use pve gear. But with that though the pvp gear is just unbalanced and has unusuable bonuses for the most part of what I would like to have and definitely aren;t of the same level across the classes. For instance a tr gear has a bonus to crit strike whereas a gwf gear can have a bonus to hit points as if they really need anymore. And aside from that though I'm not about to have 2 different sets of everything...weapons, rings, armor, artifacts, etc....all slotted or either in my inventory cause it's just stupid nor do I have enough space in my inventory for keeping it. Which brings me to another point a lil off subject but could use addressing....leveling my dc I came across 2 inventory bags in missions for free plus the standard 1 giving my dc a total of 3 inventory bags yet my cw didnt get the same mission nor did my tr...very strange logic there.

    These games...STO and Neverwinter...are a hodge podge of broken illogical garbage rolled into a 'final' product and shoved out into the world. Cryptic/PWI/whoever owns creates and manages this stuff for the love of god start giving incentive for players to use your testing shards and make it easy to get feedback from those and develop things smarter and better before I become another too pissed off player of broken <font color="orange">HAMSTER</font> and uninstall. Cause when a game becomes more forum involved feedback and discussion to improve it versus playing it to have fun there is a problem that will cost you money.
  • jaydenomega812jaydenomega812 Member Posts: 152 Arc User
    edited September 2014
    yea for a free to play game there sure is lots of stuff you need to buy to be a good high level character to keep up and have fun. But, on t he part about where they need high level stat bonuses to gear and what not....I disagree with you there. They just need to go back to the drawing board and relook at character class abilities and balance those a bit better. It might also be wise to make certain abilities pvp only abilities for those that have skill to play and win actually be able to. Cause as it looks right now pvp is just a reminder that you need to buy this or buy that to get the edge over the other guy not you need to learn to use this at this time, dodge that, run from them when, etc. Why are they trying to teach me how to spend money.....I learned that at a young age. PWI is not hurting for money, but given there current rate I see them in the future hurting for money as they continue to drive away old players and not attract the new ones. New players don't always realize right away what's broken but when they do they stop spending money. As a old player I'm getting quite tired of the strategy of pump out new power creeping items buyable only with money then later nerf them. I'm grown smart to this strategy and generally wait to buy anything new till its been out a while. Makes me wonder though if they let new items power creep to give incentive to buy them cause it sure seems that way, but this is such a dumb strategy for overall development and growth. Keep doing it and you'll soon see why as you drive off more and more players unwilling or unable to spend more money everytime you put out something new.
  • shadowbunsliceshadowbunslice Member Posts: 175 Bounty Hunter
    edited September 2014
    IMO abilities that take skill should > abilities that don't. But this advantage should be slight. Gear obtained through effort should > gear that can be bought. Again this difference could be slight.

    In other words someone with the top gear and skill will do very well. At the same time a casual player can support their team and perform reasonably well. What we have now is an abomination of balance in SKILL rewards with powers. Gear is such a mish-mash of how easy it is to obtain versus how good it is. IMO skill>gear obtained through effort>gear that can be bought>luck. But again the EDGE of advantage should be slight.
  • mehguy138mehguy138 Member Posts: 1,803 Arc User
    edited September 2014
    ayroux wrote: »
    INSTEAD OF A NEW MODULE THEY SHOULD REBALANCE AND REMAKE THEIR CURRENT GAME!!!!!

    Yes, please.
    M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
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