tonyvincentMember, NW M9 PlaytestPosts: 123Arc User
edited March 2018
+ for team matchmaking UI + for new PvP maps (use existing PvE maps or make simple symmetrical maps) + for PvP campaign giving potent refinement
My additions: + for scaling down enchantments to the same level (Don't scale down weapon/armour enchantments, gear and boons. The company would like to have players advance in the PvE campaigns too) + for dodging making players immune to damage (also to piercing) (Not going to mention anything else pertaining balance)
I love this game. I don't have much time farming PvE, due to work, but I do love some PvP. If I could play PvP, as well as earning refinement, I'd actually feel it was worth q'ing up. Especially worthwhile when we fight against a premade. PvP is not too well at the moment, but Neverwinter has enough playerbase (playing PvE) who could support this. I know many PvE players who love PvP, but can't play, because they know their gear will make their team fail, and their time in PvP won't give them refinement (nor AD).
Hopefully the devs will have a look in there and do something about pvp. Unfortunately, I think they don't give a rat's HAMSTER about pvp right now. There are great ideas in this post. I hope we'll see teams not composed by 2 GF, 2 TR and one Pally. What really killed pvp too, is the unbalanced classes. Of course the "Stomp the pugs" was really hard to swallow but I think the fact that some class can pretty much one shot everybody or others can kill you with a single rotation was, ultimately, what killed pvp in the game.
I truely hope there will be change, new maps, balanced classes and all but I do think that pvp will stay as it is right now : a place where few people meet to stomp new guys and trash talk about older pvper XD There is no competitiion whatsoever in the community at the moment, just bad feelings.
This is a great idea and exactly what the game needs right now. PvP , is in a horrible state at the moment and has been for some time now actually. The competitive part of it is dead. If the devs pay attention to your proposal, it might be the only way to revive it.
+1 to this, PvP desperately needs many imrovements and one of the most important ones is the actual game mode enrichment, right now it is pretty much only SoloQ Domination (with flaws mentioned in above posts). For quite some time now the updates to PvP has been only fixes and reworks, but no actual content and ever since the Gauntlgrym dayli event was taken away we are left with 1 PvP mode and 2 maps ... which is practically less than almost 5 years ago, since other modes are de-facto dead.
0
deathklaat666Member, NW M9 PlaytestPosts: 61Arc User
edited April 2018
I like and support the ideas for this, among the numerous other things that could be done for pvp, larger capture the flag matches, an arena where you can enter 1v1s, 2v2s, King of the ring style, pyramid matches set up where 10 rounds of X vs.X with the winners of each match going on to the next tier to fight each other, and then again until the final 2 fight for the prize, (also Gladiator gear for arena fights so gear is even based rather then our normal farmed gear). so much potential if they'd dedicate a little time to it(Like the outdated and nearly impposible to do pvp campaign). Thank you for the work you put into this Post... I really do hope it leads to some change
Very nice Idea really..! I am a pvp player. but I see that the PvP system is really bad, need to add or change something for it. I want equality, I enter the same game with low level players in equipment level. this is both right for me and not for them.in short, I am confident that this idea will bring innovations to the PvP system good luck everyone. ( RW_VanpeL )
Well, like i've already posted..everything awesome, superb work, great idea...maybe dev will decide to really listen what has remained that still doing pvp.
Nice ideas to change the current state of PvP. Some things that I liked about the suggestions:
-It seems as if the ideas of teams won't prevent lower item-level players from participating since their wins/losses will determine who they will compete with in the next match, right? The "matching" of teams in the queue wasn't explicitly explained but I guess this is what you have in mind.
-The fact that the composition of teams can change means that more players can be involved --> more teams can queue simultaneously --> players can belong to more than one team; this is a really nice touch that maximises the opportunities to play.
-Adding good rewards to pvp that are accessible to everyone (read all item levels), who makes the effort to queue as a team, would be a great addition. At the moment we have to grind PvE to be somewhat competitive in PvP. Personally, I don't have time nor the will to grind PvE so that I can at some point later play PvP; adding rewards to PvP will mitigate this problem to some extent. The suggestion of refinement points is great.
-I actually think that most of the suggestions above are relatively simple to implement, since it sort of bypasses item level balancing. Between these suggestions and an algorithm that balances item level to return to the "past PvP" where anyone could queue (as a team, solo or duo-trio) and was pitted against one another, I don't know which is preferable. In terms of simplicity in implementation combined with strong potential for rejuvenating PvP, however, I think the current post has the upper hand.
Comments
Guardian Fighter
TLO
https://www.arcgames.com/en/forums/neverwinter/#/discussion/1221446/the-future-of-the-gf/p1 Existing Problems Still In The Guardian Fighter
https://www.arcgames.com/en/forums/neverwinter/#/discussion/comment/12984912m
Feat Changes I'd like to see in The Guardian Fighter
+ for new PvP maps (use existing PvE maps or make simple symmetrical maps)
+ for PvP campaign giving potent refinement
My additions:
+ for scaling down enchantments to the same level
(Don't scale down weapon/armour enchantments, gear and boons. The company would like to have players advance in the PvE campaigns too)
+ for dodging making players immune to damage (also to piercing)
(Not going to mention anything else pertaining balance)
I love this game. I don't have much time farming PvE, due to work, but I do love some PvP. If I could play PvP, as well as earning refinement, I'd actually feel it was worth q'ing up. Especially worthwhile when we fight against a premade. PvP is not too well at the moment, but Neverwinter has enough playerbase (playing PvE) who could support this. I know many PvE players who love PvP, but can't play, because they know their gear will make their team fail, and their time in PvP won't give them refinement (nor AD).
Unfortunately, I think they don't give a rat's HAMSTER about pvp right now.
There are great ideas in this post.
I hope we'll see teams not composed by 2 GF, 2 TR and one Pally.
What really killed pvp too, is the unbalanced classes.
Of course the "Stomp the pugs" was really hard to swallow but I think the fact that some class can pretty much one shot everybody or others can kill you with a single rotation was, ultimately, what killed pvp in the game.
I truely hope there will be change, new maps, balanced classes and all but I do think that pvp will stay as it is right now : a place where few people meet to stomp new guys and trash talk about older pvper XD
There is no competitiion whatsoever in the community at the moment, just bad feelings.
Cross fingers for a change.
You can close this topic.
> PvP is dead.
> You can close this topic.
>
> PvP isn't dead... it just smells a little funny 0,o
No, is it.
No reason to go to pvp.
Almost dead all classes.
A lot of pugs...
Etc....
A competitive team option, with rankings, and commensurate rewards might help revive PvP. We really need a Scroll of Mass Life for PvP at the moment.
I want equality, I enter the same game with low level players in equipment level. this is both right for me and not for them.in short, I am confident that this idea will bring innovations to the PvP system
good luck everyone. ( RW_VanpeL )
-It seems as if the ideas of teams won't prevent lower item-level players from participating since their wins/losses will determine who they will compete with in the next match, right? The "matching" of teams in the queue wasn't explicitly explained but I guess this is what you have in mind.
-The fact that the composition of teams can change means that more players can be involved --> more teams can queue simultaneously --> players can belong to more than one team; this is a really nice touch that maximises the opportunities to play.
-Adding good rewards to pvp that are accessible to everyone (read all item levels), who makes the effort to queue as a team, would be a great addition. At the moment we have to grind PvE to be somewhat competitive in PvP. Personally, I don't have time nor the will to grind PvE so that I can at some point later play PvP; adding rewards to PvP will mitigate this problem to some extent. The suggestion of refinement points is great.
-I actually think that most of the suggestions above are relatively simple to implement, since it sort of bypasses item level balancing. Between these suggestions and an algorithm that balances item level to return to the "past PvP" where anyone could queue (as a team, solo or duo-trio) and was pitted against one another, I don't know which is preferable. In terms of simplicity in implementation combined with strong potential for rejuvenating PvP, however, I think the current post has the upper hand.
Aelan Icebleed (CW)