So in a world of piercing damage that completely ignores tenacity, why do we still have tenacity? Currently all tenacity really is doing is proctecting low damage resistance classes by bumping their resistance higher and allowing them to focus on deflect where most of their proctection was supposed to come from anyway. I'd rather see tenacity removed from the game, so we can see armor classes behave a little more like what that armor class should.
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Winter Lily (CW) / Winter Rose (DC) / Winter Ivy (HR)
Pandora's Misfits Guild Leader
I tend to think there's a lot of merit to the idea that tenacity should be an environmental condition which is in effect in PvP settings, rather than something the player needs to gear for. I think it would both encourage diversity and make for a less miserable casual PvP experience. Reasonable PvP gear is more accessible than ever, but acquiring it requires deciding to allocate tradebars towards PvP gear and not something else.
I've known a lot of people who stopped PvPing entirely when it became mandatory* to have tenacity gear and not just sometimes queue in for a PvP match in your PvE stuff.
And specialized PvP gear could still exist and be something to aim for, but based on having different set bonuses from PvE equipment. I do like the idea of more things like "increase movement rate when flagged for PvP".
*Because I know people who are too smart to set themselves up for the miserable experience described in my first sentence.
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However ... like Becky said, the problem is more the piercing damage and not tenacity. Without Tenacity boosting your defense and nerfing the enemy's armor penetration ALL damage will go through your defense if the enemy has enough armor pen (which can still happen now, it just takes a lot more armor pen to do it).
Winter Lily (CW) / Winter Rose (DC) / Winter Ivy (HR)
Pandora's Misfits Guild Leader
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Boons, all the stuff with mounts, artifacts, a bazillion ways of amping up AP gain, crazy self-heals (aka. "why we had to make regeneration not work in combat")....
When companion active bonuses were added to the game, players were worried this would wreck PvP and breathed easier when assured that companions wouldn't work there... then the devs made PvP where companions would work but insisted it would be fine ("interesting"). Blacksmiths and Renegade Evokers and Cockatrices, oh my.
I think tenacity can be somewhat blamed for putting more of a crowbar of separation between PvE and PvP players, as it removed a lot of people who would PvP for a change of pace from the queues as they became less able to survive in a match sufficiently to contribute, and didn't care enough to obtain or maintain a second set of equipment. They just dropped the activity (frees up time for all that PvE grinding anyway). PvP players can adequately manage PvE content without changing even though it isn't optimal (unless they really want to), but the reverse is not true, and that's largely because of tenacity.
The fewer players there are in the PvP queue, the worse everything is.
Edit: It probably also matters to remember what kind of changes we've had made to our hitpoint pools because of gear. I looked up a module 3 PvP-TR build by Rustlord which had an astonishing 40k hitpoints (46k with augment).
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Makes control support classes suffer as well, largely impacts most classes without the special mechanics to ignore it all
Just saying..