Shadowed Armor Enchantment, Level 14 - When you suffer damage, you gain +18% deflection bonus and +4% damage reduction for 8 seconds long. Effect stacks up to 8 times and ends up when you deflect an attack succesfully. When you deflect an attack with 8 stacks of Shadowed Armor, your armor stuns the nearest enemies for 2 sec. long, and put you in a Stealth mode for 4 sec. long.Absolutely overpowered enchantment, which gives an absurd lots of benefits.
First, it stacks +4% damage reduction per stack, and can be stacked without cooldown, it is a way better in comparison with Negotiation Enchantment, which has only +1.6% per stack and has a cooldown of affecting you once per second. Totally, Negotiation gives you up to +16% total, versus Shadowed gives you up to +32% total, which is x2 times better.
Second, it also powerfully boosts your Deflection stats. +18% per stack, up to +144% when stacked to max, it literally raises Deflection stat x2.5 times. So after getting a several hits, rival player with Shadowed Armor will have his Deflection rate maxed out, no matter of your Accuracy. And with +32% damage reduction added, he is totally close to be immortal.
Third, additionally to opponent's immortality, when you attempt to hit him with a combat power, Shadowed Armor triggers and you got STUNNED and become vulnerable for any incoming damage without a chance to dodge it. Also, a stun effect from Shadowed Armor aborts your skill due you got controlled, so you actually completely do not hit your enemy, so he does not take any damage, but hey, he deflected it and his Shadowed Armor got triggered. That sucks.
And fourth, a Stealth effect. Isn't in a Trickster Rogue class property? Why shall everyone else has it? And hey, a Stealth effect from Shadowed Armor is a way better in comparison with TR's Stealth mechanic. Because you are invisible for 4 seconds long even if you are too close to your opponent, or even if you use your powers, you still are invisible at all.
This Enchantment is an ultimate overpowered thing, whick has no alternatives for PvP. When i check a lists of characters in PvP arena, i notice that 9 of 10 players use this Enchantment, which means everyone except me has it
Rarily i can see some players without Shadowed Armor, but because they simply cannot afford that yet, because the price of Shadowed Enchantment raised up to 13 millions AD. Or some players prefer to use
lv.14 Soulforged Armor, which is bugged and gives you an 8 seconds of total immunity to any control and damage after you resurrected.
Additionally, almost everyone uses another imbalanced thing -
Sigil of Paladin. Most certainly it is used after a Stealth mode from Shadowed Armor is activated. Sigil of Paladin gives +15% MORE additional Damage Reduction and also heals you very fast. And that is really annoying when you forcefully attempt to fight with your opponent and reduce his HP down to 10%, and his Stealth activates, he uses the Sigil of Paladin, drinks a PvP healing potion, and after 4 seconds - "Hello, i'm almost full-healed, u mad bro?". Regardless of Stealth has a 30 seconds cooldown, it is very easy to restack 8 stacks of Shadowed Armor, and your opponent will still be unkillable for you. Sigil of Paladin also heals everyone in range, so when a couple of players stays at the control point in Domination match, they can use their Sigils one after another and get a perma-health without clerics and potions. That may be funny, but that is so sad. And now AT LEAST 6 of 10 Domination participants wears Sigil of Paladin in active slot.
I repeat: up to 9 players uses Shadowed Armor, and at least 6 players uses Sigil of Paladin.
So really, these things are overpowered and must be nerfed ASAP. There is no pleasure when everyone is cheating with damage reduction, stealth and perma-heal.
I would like to suggest some fixes, as i like to see them.
First, reduce damage reduction bonus at Shadowed Enchantment in 4 times, from 4% to 1% at lv14 and gradually lesser at lv13 and lower. So, at lv14 it will be up to 8% damage reduction, which is 2 times lesser in comparison with Negotiation Enchantment, BUT in also boosts you Deflection, so it's OK. And adding "once per second" cooldown for stacking will be fine too. Duration of stacks must be also lowered from 8 to 3 seconds long. And of course, this Stealth and Stun thing must be removed completely. In total, we will get a normal balanced enchantment, which will be used to raise your PvP-survivability through Deflection boost, but not for this Stunning-Stealthing
HAMSTER.
Second, return back +20% damage reduction to Sigil of Paladin, BUT completely remove the healing effect of Sigil of Paladin in PvP. Just simply declare it as
"Healing from this artifact does not affect in PvP", and we will get FINE artifact which raise your PvP-survivability through additional Damage Reduction, but not by this Perma-healing
HAMSTER.
Thanks for your attention. Getting your feedback is always a pleasure!
Comments
most problematic pvp items / stuns/interrupts/dazes were successfully campaigned as well to have a dual pvp/ pve effect or hard cool down that may have been missing and needed for pvp / pve anyways
all except for stamina / action point drains those problematic items have not been dealt with
Shadowclad is sort of like having a makeshift tenacity bonus its so good. I don't consider shadowclad a priority to fix compared to other issues but its definitely not ideal for it to be so disproportionately powerful compared to the other enchantments. I don't have any issue with the stealth effect, its the deflect and damage resistance that is the disproportionate part.
PVP Rogue,
--[----- "Your friendly neighborhood spawn of Satan." -----]--
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Main Character: Hurricane Marigolds (Rogue WK & Assassin)
Ingame Handle: trgluestickz
Discord Name: Hurricane🌀Marigolds#2563
Guilds: She Looked LVL 18 & Essence of Aggression
Alliances: Imperium & Order of the Silent Shroud
Platform: PC
It was OK with Sigil of Paladin's 20% DR AOE, but that healing effect is a real pain in your hamster. Return of whole 20% DR back BUT disabling it's healing effect in PvP will be a nice solution.
Sigil of Paladin and Shadowclad enchantment! Play as DPS wizard - and additionally become a tanky tricksterrogueous healer!
I wonder if the devs are able to just give us 1 module with PvP free from any broken stuff. If they are not able to balance the interaction between artifacts, enchants and powers/feats, then they should just strip PvP from such stuff, roll everything back to lesser rank and epic level, no companion bonuses, nothing. At least we might be able to enjoy PvP without some exploitable broken sh*t every module. I just came back to PvP and thought "wow, feels fun again and more balanced". Then this.
What leaves me speechless is how stupid some PvPers are. Seeing an old PvPer still exploiting broken stuff, after that kind of behaviour already killed PvP, tells a ton about how stupid some people are. They killed PvP exploiting/ using broken stuff, transformed PvP queues in a desert, and they keep doing so even now that there might be a new start for PvP. You broke a toy, but when your parents try to give you a new toy, you start doing the same stuff that broke it in the first place. Must have the brain of a cockroach to do so.
If the devs don't learn to keep broken/ bugged stuff out of PvP, and PvPers, expecially dedicated/ more experienced ones, keep abusing such stuff, PvP will never revive. May be some newbies will try to squeeze something out of PvP season, then PvP will go back to being a desert, and these guys will end up facing each others in some boring, neverending exchange of blows where nobody dies (pretty much what happened in 2nd match, when the broken CWs ended up fighting each others at mid).
After 17 modules, old PvPers still exploit broken stuff in the same way, doing the same HAMSTER, killing PvP all over again. Years ago it was immortal CWs with T.Neg and T.Fey. Now it's immortal CWs with T.Shadow and pally sigil. Must be a joke.
My thoughts at the moment:
Devs, find yourselves another job or just delete PvP from the game. You're clearly not able to make it playable.
Exploiters: go play single player games for kids, if you want to feel like a god and kill stuff while being immortal.
- easy way to get PvP campaign achievements fast
- doing it for the "fun" of being immortal and stomping other players
- preparing for the PvP season where they will abuse the heck out of that combo to win and get the best rewards
And what i experienced was solo queue. But in the old days before solo q, you would face entire premades with "BiS" builds, where "BiS" means "with every broken piece of gear and build you can use".
so only Cws can use a shadowclad and a sigil of the paladin to be immortal as you call it .. hmmmm interesting
so if a player only has a shadowclad and can no longer exchange his armor at the vendor he should wear nothing ?
or use some other cheap rank 10 because its "over powered" (that is the argument you are going to get)
who decided what the list of "broken" items are ? there has been no guild meeting not to use shadowclad or sigil of the paladin
and some guild are still allowing drains .. i can guarantee you those "top pvpers" were not using drains
if the player on the other team wont remove his shadow clad and the devs dont have item bracketed scalled Q (that will scale it to level 10 lets say that will enforce removing of upper end armor powers ) so what then ?
there should be a scalled Q and a no hold bared Elite pay to win pay for everything what ever Q where people can use what ever "broken stuff that they or other players perceive / interpret as broken there
so what other pvp items are broken according to you so i can add them to the list of what is "ruining pvp " and petion the devs for nerf / removal ?
on another note if the CW were really "good" they would not be using sigil of the paladin anyways cause there are better choices ..you have no mobility with the sigil and can be pushed / removed the the circle ..anyways i have plenty of posts asking to adjust that artifact .. the issue with the sigil of pally if more like it does the work of a cleric for your team cause it heals everyone standing in it
Your post is the same old stuff from old days, and the exploit i've seen is the same stuff from old days. You guys never learn. And PvP is a desert because of this stuff. You know it as well as i. And spare me the old bullsh*t behaviour where some "expert PvPer" comes on the forum and tells us that we're just bad at PvP, it's not that other players exploit broken stuff. I've read such bullsh*t for entire modules, and in the end what was broken was, indeed, fixed most of the time. I've read the same, exact bs you just wrote, when i discussed years ago, the T-Neg/T-Fey combo on CWs using shield on tab (immortal). Guess what? It was indeed broken and got fixed. But before it got fixed, it pushed away a good portion of community from GG battlegrounds. And guess what? The whole time there were "smart players" writing reply like yours above, to players like me posting about the issue on forums. I remember the "well, just buy yourself a T-Neg and T-Fey, it's available to every player" BS argument. I can see the result of the same reasoning applied to what i've seen today: teams of immortals, facing each others forever without any death, eventually getting bored, the way the two CWs did today.
So it also always makes me laugh when some "expert PvPer" write posts defending broken stuff in PvP, trying to imply that it's just "my assumptions", and that maybe i'm not good at PvP, or that other PvPers "have to use" broken stuff because other players use that stuff.
I got in top 40 in old PvP season fighting with a instigator build, with Soulforged and Plaguefire when T.Neg+T.Fey was the must have BiS combo. I don't get lessons from PvPers who defend broken stuff or say that using that stuff is the only way to defend yourself/ be effective in PvP. If some players can play PvP only exploiting broken stuff, it's their problem, their lack of skill.
End of the line: after years of "expert PvPers" blabbering about how people just "didn't understand" how to play PvP, or saying that the broken stuff was ok and blasting everyone who posted about the issues on the forums, PvP died. It became a desert. And it was not just for the lack of reward, or it would not become literally a desert, with even old PvPers wuitting. It was because players were fed up with broken items/feats/ builds/ combos and so on. That was the problem, and is still the problem. That part of PvP community that module after module exploit the next broken item/build/ combo/whatever. So players like you were eventually wrong.
You can keep blabbering that it's all fine, that nobody is exploiting, that nothing is broken or that players who use that stuff just did it because they didn't have another choice. The result will always be the same: a dead PvP mode.
Sorry if i might sound rude, but it's literally 6 years of the same HAMSTER. I've seen this for 6 years. So don't come tell me it's all ok and that i just "decided" that something was broken. That two CWs using the same enchant+artifact combo and being equally immortal is just a coincidence/ the have to do it/ it's not that strong and BS like that. I've already seen it for years, and seen it kill PvP, so spare me the BS.
Have fun.
With that said, I'm all for nerfing some of the most powerful items right now, including shadowclad, OP sigil and whatnot. Drains should be removed rather than nerfed.
Finally, I strongly doubt those players were immortal as you put it. I have played before the companions patch this mod, and there was no CW that couldn't be killed (or I couldn't kill by myself), even those with all of the most powerful items. Yes, there was one who was using a fully defensive build and wouldn't die in 1v1, but because of that, he was no threat to anybody. Is it a good thing that you can make such a build, especially on a non tank class? Not in my opinion. But that's getting into different topics concerning the state of healing depression and critical severity in PvP.
said
"So it also always makes me laugh when some "expert PvPer" write posts defending broken stuff in PvP, trying to imply that it's just "my assumptions", "
on another note in no way do i defended broken stuff in pvp just look at my post history and what i championed the devs for
to nerf/ adjust for pvp ..omg
its only "non experts" that defend broken pvp stuff FYI in my opinion
in my post i was demonstrating / writing the excuses that i too in fact have heard over the years but the irony went over your head lol
on another note i always enjoyed the discussions you had with CLONKYO1 in the forum in the early days
they were the best in fact i patterned my self after you bro
I remember your discussions here and i remember you as a good poster indeed. Sorry again if i overreacted. I enjoyed some PvP in the past weeks, and i was happy to see no demigods, people getting killed a lot and killing a llot...so when i met those immortal players i got really angry. Thank you for your calm reply and sorry if i've been rude...
Now, the aim in the last modules was to change PvP so that a single player could not tank or kill entire enemy groups, no matter the gear. No matter how BiS or how skilled, no player should be able to tank 4 enemies and survive, or win 1v3. Even BiS players were supposed to go down if they tried to face multiple enemies alone.
Those CWs were not killed even once. They managed to tank enemy teams 1v3-4, and when they ended up fighting each others in mid, they could not kill each others. One of the two players stood at mid tanking 4 enemies, and literally wrote "this is boring" after a bit. This is not supposed to happen. Does not matter if the 4 enemies were newbies. You might kill 2 enemies out of 4, then die. Not tank the whole enemy team. It was the same with old sentinel GWFs 6 years ago, the so called "immortals". Could stand on a node forever and tank the whole enemy team, or fight each others forever. This thing, to show you what i believe is the first video showing that old, very old build:
https://www.youtube.com/watch?v=mNtbBpLUNAc
What i've seen yesterday is more similar to old CW with shield on tab+T.Neg+T.Fey, but still...
We're back to this stuff, after 6 years.
Extreme builds are less problematic than broken stuff. You meet an immortal extremely tank build that deals no damage? You simply cap 2v1 and then place a player on the node to contest it. You meet a glasscannon DPS? Focus that enemy first and take it down very fast before it can build any damage. That's the strategy that was used against sniper HRs archers a couple modules ago. Against extreme builds you can always come up with team strategy, since the aim of a match is capping nodes. Against builds that get to 25/0 K/D score, there are no options unless you have someone who can keep them busy and be immortal too.
I know how useful strategy can be. During NCL my GWF was way weaker than BiS ones. Still, i won many matches thanks to team coordination and strategy. It can be done, but not always.
Now we have this combo of expensive enchant + class specific sigil that works as explained in this thread, and it's, again, very, very similar to the old t.neg+t.fey before it got fixed, at least from what i've seen. I've literally had flashbacks of that combo in GG seeing those two players yesterday, lol...
This time i think PvP has a chance, if they clean it from such stuff. It can be more balanced, and PvP season can make some players come and try PvP. At least domination and GG might be revived. But not if we still have to deal with demigods who tank 4 enemies alone...
However, there are some high level, veteren players who adhere to the pov. above "no trading" who just go on a killing spree. These are usually the same guys who pop an OP sigil as soon as it looks they're about to get taken down. Hypocrisy at it's finest.
As far as I'm concerned, if new players come into pvp, a large percentage expecting to trade caps if the match is unsalvagable, and some of them become regular pvp'ers, then that is the rebirth of pvp.
If instead they are met by belittlement and outright bullying on the part of "respected" veteran pvp'ers... then pvp remains as it has been the last mod or so, a wasteland.
Not namimg names, but you know who you are.
To expect good behaviour in others is extremely short-sighted if you do not lead by example. I use neither shadowclad nor a sigil. Neither do I go on random killing sprees once the match is done.
Who are you @barbie..? In-game..? My handle is obvious, yours not. And just for clarity, I already have all the boons for kills/assists, and captures, just need another 20 or so wins for the lot. I am not biased in the this respect.
Sounds mature.
No Barbie, you are way off on your assumptions. As Jon said, the 'belittlement' goes a long way towards driving off new blood. Many simply say "f" this and either drop mid-game or never return after a veteran player tees off on them for having the wrong build, wrong enchant, wrong rotation, wrong anything.
Going to the wrong node from the start is never met with "Idiot pug!" right? Instead it's usually "hey bud, best tactic from the start is to rush mid"? I'm sure that's what happens and it's the node swapping that has them leaving in disgust.
Your literal definition of GG aside, it has been a long standing tradition that GG means the person is stepping aside and that the match is over for them. Usually when, again as Jon mentioned, the score and/or teams are completely one-sided. You're welcome to disagree with that, but don't couch your words to make it sound like you are the bastion of integrity for PvP with nothing but altruistic intentions. Just stay off the node or campfire? So basically call GG without saying GG and you'll be left alone? I'm sure there are no almost 600K HP GWFs out there that would ignore that behviour, right? I'm sure their desire to not be one shot for the tenth time will be respected and they won't be killed.
Or if they stay at the campfire there won't be some bunny-hopping BiS player below them hoping they'll come down one last time for easy pickings.
/s