If you havnt pvp'd yet. They changed domination - FOR THE BETTER!!!!!!!
There is now no longer contesting. If your team captures a node and someone tries to come "contest it" just with a 1v1. It will not contest. The ONLY way to contest a node now is to outnumber your opponant 2v1 which it will then contest the node AND cap the node. Then that 2v1 person could leave the node and keep it 1v1 which it would then stay capped.
meaning the "uber contest" builds are gone. The 2 hour pvp games are gone. Games a much shorter and require much more teamwork and coordination now.
I LOVE IT!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Now CC will be important not from a "kill" perspective but to CC players between nodes so they cant rotate.
Now if they would only start reducing the dang gear gap between BIS and new players for PVP. THen it would encourage players to come back to the game.
If a player comes back and played pre-module 6. The sheer gear gap alone (even from prior BIS) would cause me to not want to play.......
The VIP system should have been a great way to give RP and stuff to assist new players or older players who came back. All its doing now is making the rich richer.... Too bad.
If you havnt pvp'd yet. They changed domination - FOR THE BETTER!!!!!!!
There is now no longer contesting. If your team captures a node and someone tries to come "contest it" just with a 1v1. It will not contest. The ONLY way to contest a node now is to outnumber your opponant 2v1 which it will then contest the node AND cap the node. Then that 2v1 person could leave the node and keep it 1v1 which it would then stay capped.
meaning the "uber contest" builds are gone. The 2 hour pvp games are gone. Games a much shorter and require much more teamwork and coordination now.
I LOVE IT!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Now CC will be important not from a "kill" perspective but to CC players between nodes so they cant rotate.
I haven't tried it yet, hope it is how your saying.
this was also a problem of Paladins or Campers,
they just sitting on the nodes and let the time waste...
it's why we had endless BORING matches,
<::::::[]==0 GwF 0==[]::::::> ● Still waiting for the promised Improvement ● xgrandz02
It's same in GG. This change makes PvP actually even worse, because it favors premades more. HF playing solo q with players who at best will react 5min after your call for capping.
It's same in GG. This change makes PvP actually even worse, because it favors premades more. HF playing solo q with players who at best will react 5min after your call for capping.
Join the new PUG PvP channel. More players, the faster we can get coordinated in-channel games. And no more pug vs premade, or at least, a lot less chances to stumble in a full premade of some sort.
To be honest however, meeting a premade at lvl 70 is no big drama to me: they crush you, then usually after gg call they let you get some points, then match ends in few minutes.
The big, BIG issue still remaining is lvl 69- PvP. It's literally FILLED UP with grossly overgeared toons and low-attitude players that go there just to crush much less geared players and don't even read or care about allowing the losing enemy to get enough points for reward. So you basically get these Perfects/ trans/ rank 8+/ mulhorand set toons stomping regular newcomers/ less geared toons with usually either low lvl enchants or no weapon/armor enchants, then spawncamping and swarming everything that gets out of the spawn, often chasing the enemy through the whole map.
Basically you get a bad lvl 70 player who can't compete in lvl 70 PvP, stuff his lower lvl toon with higher rank gear, and let him unleash his frustration and bad attitude on "regular" lower lvl players.
I can see why a new player avoids PvP from the start. It's a very bad first impression they get.
Mulhorand weapons should go away. Enchant rank should be limited to rank 5-6 pre-lvl 60, rank 7 lvl 61-69, and lesser or normal weapon/ armor enchants.
The big, BIG issue still remaining is lvl 69- PvP. It's literally FILLED UP with grossly overgeared toons and low-attitude players that go there just to crush much less geared players and don't even read or care about allowing the losing enemy to get enough points for reward. So you basically get these Perfects/ trans/ rank 8+/ mulhorand set toons stomping regular newcomers/ less geared toons with usually either low lvl enchants or no weapon/armor enchants, then spawncamping and swarming everything that gets out of the spawn, often chasing the enemy through the whole map.
Those are the unfortunate little wannabes who didn't level up to 70 early and are now stuck in the XP grind, but not born with enough patience to actually make it to "grown up" matches. So decided to deck out their toons and cause drama in the 60-69 bracket.
I was in the Trade of Blades waiting for a queue pop, suddenly this level 67 dude comes up to me with his loud mouth. I barely had anything to say to his challenging me. His stupidity amazed me, it's cute.
Join the new PUG PvP channel. More players, the faster we can get coordinated in-channel games. And no more pug vs premade, or at least, a lot less chances to stumble in a full premade of some sort.
@quspiv you have given us plugs for the PuG PvP channel now it is time to join the people who are hungry for a change. We already have some serious big solo PvP names in channel.
Anyone interested please send me a PM I will add you as soon as I can. That will change as soon as we get more people, others will get invite powers.
Atwil "At" - Tiefling TR / Saardush - Black Dragonborn GWF / White - Tiefling OP
Need to think about its implications, since its quite different from the way we've all played Domination for such a long time. For veteran players what we do in Domination, where we move to, what we do there, it's almost instinctive now so I actually had a bit of trouble adjusting to the changed rules.
Could it be, that the previously newbie tactic of "securing the closest 'home node' first" actually works now?
It might also seem that this new Domination rules would encourage fiercer combat, and basically make node-defense necessary whenever you see any enemies on any number of your nodes.
So confusing.
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.'
Need to think about its implications, since its quite different from the way we've all played Domination for such a long time. For veteran players what we do in Domination, where we move to, what we do there, it's almost instinctive now so I actually had a bit of trouble adjusting to the changed rules.
Could it be, that the previously newbie tactic of "securing the closest 'home node' first" actually works now?
It might also seem that this new Domination rules would encourage fiercer combat, and basically make node-defense necessary whenever you see any enemies on any number of your nodes.
I liked going to solo capture and contest nodes on any of my classes, from OP to SW, so I pretty much hate this change. This doesn't take "contesting" out of the game at all, it just means that anyone can just sit on their node so any individual who goes to capture it is just wasting their time.
It'll make it too easy for one team to get all the nodes and keep them without any means for the other team to stay in it, so it'll just make for more no-fun blowouts. Either the match will be won within the first few minutes or there'll be big swings in momentum that you can't do much to fight against.
Just call me Rod. Member of Grievance! CW: Rodrant Turnbul TR: Rodran DC: Rodrat GWF: ROARdrant TurnBRAWL Other GWF: Shieldrant HR: Bowdrant SW: Wardrant Turnlock (my main!) OP: Paladrant (on Preview!)
If I'm a damage dealer, I would love this change, but as a defender with no damage and cc, this change is less favorable. in a match that we need to have more people on all nodes at all times, we either need to kill fast or do chain control. Defenders can do neither. In a longer game, though, I can see defenders each stay at one node while everybody else rotate, so they can actually be useful. Not sure how this would affect premade vs premade situations.
Another problem is that it gives us no incentive to try to win when we have fewer people than our opponents. I got into 5 gg matches today. The changes made it pretty apparent which side will win in the first 2 min or so. People start afk or leave after that. The side with fewer people lose even faster. It was possible for the side with fewer to win in previous mods, but now it's not happening unless there a huge gear gap between the two groups.
I would say this change is a mix but may be less welcomed by defender classes.
What's confusing here is not being able to know at a glance where your teammates are. The minimap is hardly any useful for situational awareness (which most veteran pvpers as you said are accustomed to). You can't very well pop up the in game map just to check party locations. I can play on a premade with teamspeak or text chat, but I'm also used to just .... feeling it by knowing which nodes are capped. I immediately have a clue who is where and what they are doing. That is, despite being a solo queue, and the pugs dont even bother to read or type chat, much less use voice chat.
Clearly, this is an advantage to teamspeak users, so premades can be much more exciting now
On the other hand, I still don't know how to "settle" into this new system. I play a TR, a designated backcapper, but now it's a bit tricky if TRs should still be doing that or retasking into "designated roamers" for its high mobility. Or... would that be more fit for a CW and SW, with better range?
I also play a DC, strategically supposed to be a roamer `heals everywhere` or an occasional blocker `screw TRs big time with EAS!`. Now that's up to discussion.
I'm interested to find out where the classes would settle in and into what roles in a strategic play.
It's same in GG. This change makes PvP actually even worse, because it favors premades more. HF playing solo q with players who at best will react 5min after your call for capping.
Join the new PUG PvP channel. More players, the faster we can get coordinated in-channel games. And no more pug vs premade, or at least, a lot less chances to stumble in a full premade of some sort.
To be honest however, meeting a premade at lvl 70 is no big drama to me: they crush you, then usually after gg call they let you get some points, then match ends in few minutes.
The big, BIG issue still remaining is lvl 69- PvP. It's literally FILLED UP with grossly overgeared toons and low-attitude players that go there just to crush much less geared players and don't even read or care about allowing the losing enemy to get enough points for reward. So you basically get these Perfects/ trans/ rank 8+/ mulhorand set toons stomping regular newcomers/ less geared toons with usually either low lvl enchants or no weapon/armor enchants, then spawncamping and swarming everything that gets out of the spawn, often chasing the enemy through the whole map.
Basically you get a bad lvl 70 player who can't compete in lvl 70 PvP, stuff his lower lvl toon with higher rank gear, and let him unleash his frustration and bad attitude on "regular" lower lvl players.
I can see why a new player avoids PvP from the start. It's a very bad first impression they get.
Mulhorand weapons should go away. Enchant rank should be limited to rank 5-6 pre-lvl 60, rank 7 lvl 61-69, and lesser or normal weapon/ armor enchants.
I look at it not just from perpective of PUGing but also upcoming NCL. If you make premade you gonna greatly increase your chance of meeting some BIS geared premade, because matchmaking is a joke. You can try to rig the match and get double premade in one match, but you will probably get very little points or even lose some, since most of you will be low ranked.
All this is going to cause is more frustration and rage across the zone/party chats. Players without Tenacity gear will be even more useless, cause they wont be able to life long enough to help with capping
At first I thought it was bugged, so stepped in and out of a node to see if I was changing it.
Agreed, for defender classes, it is a painful experience not being able to clear a node. As long as the node is capped in your favour, and you're 1v1 then it's good, but if multiple opponents are there, then there is no point in sitting on the node at all, and methods of distracting enemies will be futile.
For striker, controller and highly mobile classes though, these new changes will work in their favour. Capping nodes quickly and moving on will be the most efficient way to win.
Granted, PvP matches go more quickly now, but maybe it is because people afk quicker.
THE biggest nerfing,distraction,humiliation in pvp history is here with the contesting change .... premades all they have to do is to cap points and leave one paladin or a gf in each point..gg..game is over...if yu are not able to kill one opponent paladins,gf's,dc's 1 vs 1 in a node then pvp match is lost...sit in the campfire and cry along with your teammates....
well done cryptic,yu kill pvp with a bullet in the head...
As I understand it all you have to do now is outnumber the one defending the node and presto, it is yours.
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
THE biggest nerfing,distraction,humiliation in pvp history is here with the contesting change .... premades all they have to do is to cap points and leave one paladin or a gf in each point..gg..game is over...if yu are not able to kill one opponent paladins,gf's,dc's 1 vs 1 in a node then pvp match is lost...sit in the campfire and cry along with your teammates....
well done cryptic,yu kill pvp with a bullet in the head...
As I understand it all you have to do now is outnumber the one defending the node and presto, it is yours.
... For a period of time until capping is finished. So explain all those pugs how can they survive with their undergeared tons against BIS geared toons. Even with full tenacity, all those <2k PUG's will get killed before capping is finished, then it's 1vs1 and you cant cap anymore.
Premades will win even easier because they will pick very good geared roamer for their team. Even if you somehow end in a PUG with well geared players you will lack the cooperation which premade have, which means you will get behind with points.
THE biggest nerfing,distraction,humiliation in pvp history is here with the contesting change .... premades all they have to do is to cap points and leave one paladin or a gf in each point..gg..game is over...if yu are not able to kill one opponent paladins,gf's,dc's 1 vs 1 in a node then pvp match is lost...sit in the campfire and cry along with your teammates....
well done cryptic,yu kill pvp with a bullet in the head...
As I understand it all you have to do now is outnumber the one defending the node and presto, it is yours.
... For a period of time until capping is finished. So explain all those pugs how can they survive with their undergeared tons against BIS geared toons. Even with full tenacity, all those <2k PUG's will get killed before capping is finished, then it's 1vs1 and you cant cap anymore.
Premades will win even easier because they will pick very good geared roamer for their team. Even if you somehow end in a PUG with well geared players you will lack the cooperation which premade have, which means you will get behind with points.
Why do you all bother about the situation: you and your 2k scrubs pug party against a BIS premade??
Its lost anyway, can't follow your argumentation that this change is a disadvantage against two time better geared premades!
They kill you on their way to the next node anyway, so what is your point?
Enemy caped the node. Left perma stealth potato there who can troll 2-3 pll. GG. You will never recap that node.
Errr.. if 2 or 3 ppl are on the node they can retake it back against 1 troll tr. After recapping, they leave 1 strong enough to not die to tr in less than a minute and the troll can not even contest it. Who's trolling now?
I don't mind this cap contest change in domination matches but what really bothers me is no mentions of it whatsoever in the patch notes nor previous warnings. To me it could've well be a "bug" as far as I know, but I guess the majority of the community didn't take it that way.
Comments
If only I could get in the <font color="orange">HAMSTER</font> game to see that.
EDIT: I could see a *certain* enchant being VERY useful for the new domination. An enchant NO one uses for PVP
Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
It took 315,48 days since something similar was proposed, but they eventually made it!!
Now if they would only start reducing the dang gear gap between BIS and new players for PVP. THen it would encourage players to come back to the game.
If a player comes back and played pre-module 6. The sheer gear gap alone (even from prior BIS) would cause me to not want to play.......
The VIP system should have been a great way to give RP and stuff to assist new players or older players who came back. All its doing now is making the rich richer.... Too bad.
Anyways, PVP is much better now!
I haven't tried it yet, hope it is how your saying.
this was also a problem of Paladins or Campers,
they just sitting on the nodes and let the time waste...
it's why we had endless BORING matches,
Join the new PUG PvP channel. More players, the faster we can get coordinated in-channel games. And no more pug vs premade, or at least, a lot less chances to stumble in a full premade of some sort.
To be honest however, meeting a premade at lvl 70 is no big drama to me: they crush you, then usually after gg call they let you get some points, then match ends in few minutes.
The big, BIG issue still remaining is lvl 69- PvP. It's literally FILLED UP with grossly overgeared toons and low-attitude players that go there just to crush much less geared players and don't even read or care about allowing the losing enemy to get enough points for reward. So you basically get these Perfects/ trans/ rank 8+/ mulhorand set toons stomping regular newcomers/ less geared toons with usually either low lvl enchants or no weapon/armor enchants, then spawncamping and swarming everything that gets out of the spawn, often chasing the enemy through the whole map.
Basically you get a bad lvl 70 player who can't compete in lvl 70 PvP, stuff his lower lvl toon with higher rank gear, and let him unleash his frustration and bad attitude on "regular" lower lvl players.
I can see why a new player avoids PvP from the start. It's a very bad first impression they get.
Mulhorand weapons should go away. Enchant rank should be limited to rank 5-6 pre-lvl 60, rank 7 lvl 61-69, and lesser or normal weapon/ armor enchants.
Those are the unfortunate little wannabes who didn't level up to 70 early and are now stuck in the XP grind, but not born with enough patience to actually make it to "grown up" matches. So decided to deck out their toons and cause drama in the 60-69 bracket.
I was in the Trade of Blades waiting for a queue pop, suddenly this level 67 dude comes up to me with his loud mouth. I barely had anything to say to his challenging me. His stupidity amazed me, it's cute.
@quspiv you have given us plugs for the PuG PvP channel now it is time to join the people who are hungry for a change. We already have some serious big solo PvP names in channel.
Anyone interested please send me a PM I will add you as soon as I can. That will change as soon as we get more people, others will get invite powers.
Join the Greycloaks
Ana-GWF SM Destroyer | Farseer-CW MoF Renegade | Leon-GF SM Tactician
Adrik Battlefate-DC DO Virtuous | Cassi Woodsheart-HR PF Trapper
Could it be, that the previously newbie tactic of "securing the closest 'home node' first" actually works now?
It might also seem that this new Domination rules would encourage fiercer combat, and basically make node-defense necessary whenever you see any enemies on any number of your nodes.
So confusing.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
Interesting perspective.
It'll make it too easy for one team to get all the nodes and keep them without any means for the other team to stay in it, so it'll just make for more no-fun blowouts. Either the match will be won within the first few minutes or there'll be big swings in momentum that you can't do much to fight against.
CW: Rodrant Turnbul
TR: Rodran
DC: Rodrat
GWF: ROARdrant TurnBRAWL
Other GWF: Shieldrant
HR: Bowdrant
SW: Wardrant Turnlock (my main!)
OP: Paladrant (on Preview!)
Another problem is that it gives us no incentive to try to win when we have fewer people than our opponents. I got into 5 gg matches today. The changes made it pretty apparent which side will win in the first 2 min or so. People start afk or leave after that. The side with fewer people lose even faster. It was possible for the side with fewer to win in previous mods, but now it's not happening unless there a huge gear gap between the two groups.
I would say this change is a mix but may be less welcomed by defender classes.
Clearly, this is an advantage to teamspeak users, so premades can be much more exciting now
On the other hand, I still don't know how to "settle" into this new system. I play a TR, a designated backcapper, but now it's a bit tricky if TRs should still be doing that or retasking into "designated roamers" for its high mobility. Or... would that be more fit for a CW and SW, with better range?
I also play a DC, strategically supposed to be a roamer `heals everywhere` or an occasional blocker `screw TRs big time with EAS!`. Now that's up to discussion.
I'm interested to find out where the classes would settle in and into what roles in a strategic play.
I look at it not just from perpective of PUGing but also upcoming NCL. If you make premade you gonna greatly increase your chance of meeting some BIS geared premade, because matchmaking is a joke. You can try to rig the match and get double premade in one match, but you will probably get very little points or even lose some, since most of you will be low ranked.
All this is going to cause is more frustration and rage across the zone/party chats. Players without Tenacity gear will be even more useless, cause they wont be able to life long enough to help with capping
Agreed, for defender classes, it is a painful experience not being able to clear a node. As long as the node is capped in your favour, and you're 1v1 then it's good, but if multiple opponents are there, then there is no point in sitting on the node at all, and methods of distracting enemies will be futile.
For striker, controller and highly mobile classes though, these new changes will work in their favour. Capping nodes quickly and moving on will be the most efficient way to win.
Granted, PvP matches go more quickly now, but maybe it is because people afk quicker.
As I understand it all you have to do now is outnumber the one defending the node and presto, it is yours.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
... For a period of time until capping is finished. So explain all those pugs how can they survive with their undergeared tons against BIS geared toons. Even with full tenacity, all those <2k PUG's will get killed before capping is finished, then it's 1vs1 and you cant cap anymore.
Premades will win even easier because they will pick very good geared roamer for their team. Even if you somehow end in a PUG with well geared players you will lack the cooperation which premade have, which means you will get behind with points.
Why do you all bother about the situation: you and your 2k scrubs pug party against a BIS premade??
Its lost anyway, can't follow your argumentation that this change is a disadvantage against two time better geared premades!
They kill you on their way to the next node anyway, so what is your point?
Errr.. if 2 or 3 ppl are on the node they can retake it back against 1 troll tr. After recapping, they leave 1 strong enough to not die to tr in less than a minute and the troll can not even contest it. Who's trolling now?
I don't mind this cap contest change in domination matches but what really bothers me is no mentions of it whatsoever in the patch notes nor previous warnings. To me it could've well be a "bug" as far as I know, but I guess the majority of the community didn't take it that way.