So it's been a week now since PvP pre-season is live, and there are few points to adress.
1. Powers/Class Mechanics/Stats
There are some Powers that do dominate over others, but for what i've seen they some sort of balance eachother
Control Powers:
Stuns - while Barbarians, Paladins and Fighters have a undodgeable stun, i think it should stay like this despite people crying about it, and there are multiple reasons why, one of them is that these classes are melee, and are really difficult to even land a rotation on a enemy with alot of dodges. Also it only goes through Dodge, but not through other immunites.
Disrupts/Dazes - mostly coming from Rangers and Rogues, they manage to interrupt targets in their immune to CC, DAZES especially are stripping away all the Stamina from TANKs making them unable to tank
Repels/Freezes/Roots - they will annoy you alot on the map, especially sometimes Repel can be casted 3-4 times in 10 seconds.
Damaging Powers
All classes have alot of dmg, but mostly classes like Wizard and Rogues, if built well they can zerg everyone in half of a rotation, because they benefit from Combat Advantage from stealth and nighmare wizardy.
Class Mechanics
I think SHIELD on Wizards is problably the strongest defensive mechanic there is, also Impossible to Catch, for some reason.
Stats
Critical Avoidance is strong, but something is OFF when it comes for Deflect, apparently Deflect Severity on Rogues is still 75%, also there have been couple of Clerics stacking Deflect, and it seems that it affects the Critical Hits,
@nitocris83 maybe u could ask one of the developers to take a look at it.
2. Matchmaking
Currently the Matchmaking places Immortal Overlords against eachother, and then it fills it with the rest, this doesn't take into account the kills/points or anything else i assume.. alot of matches end up really imbalanced.
Gear/Skill/ Communication
While alot of players are missing the gear, they are listening, while others have skill, they don't stang a chance against others, and some do not even communicate at all... now there is a learning curve that it seems the new players aren't learning, and it doesn't seem they will learn soon enough.
It's a shame when you meet people that also Quit, or do not understand that they can turn over from alot of situations if they would listen for directions.
3. Enchants and artifacts
There are few enchants that are strong currently and that is Shadowclad and Soulforge, 3 artifacts that perform really well thats the OP sigil, Staff of Flowers and the Envenomed artifact that drops in Dread Vault (this packs alot of damage)
and lastly there are Drains, if you end up using Drains, then infact PVP isnt meant for you, the developers should take some DATA over this pre season and look that no one in page 1 is using Drains, this just shows something that Drains are being used by those in PvE that would use anything they can to their advantage. #Remove DRAINS from the game already. Whoever using Drains will never ever learn why they dont know how to play.
Comments
I'd also like something to be done about kicking players. This has a huge impact on match balancing and more importantly, it must be a big turn off for newcomers. Maybe make it so that a player can only be kicked if they haven't dealt or received damage in a certain amount of time?
Stardock arena still has companion bonuses active. Please fix asap.
Healing still seems a bit too strong, but I'd wait with any changes here until OP sigil is nerfed.
Squishy vs squishy fights are often decided by rng, whoever gets more critical hits in wins. After healing has been addressed, critical severity should also be reduced in PvP.
Drains (and slayer/ward overloads if it were up to me) should be removed.
Rewards are too small. Newer players who might not manage to get 100 tokens will walk away with very little after a season. I'd double the token amounts rewarded as a start.
Solo queue. One of the most severe issues PvP has had for a while. Playing with friends has been a big part of both PvP and PvE players staying in the game over the years. PvP has been close to unplayable at times, but a lot of us still stuck with it, only because of friends. Without risking too much in terms of match balancing, I believe solo queue should be changed into a solo/duo queue. I'd also love premade vs premade style to be incentivized, but I understand that with current population, it'd be difficult to prevent win trading.
Only thing I would like to add is a mechanic to make sure we can kick suspected bots. Was in two straight matches with a 9K TR that was either dumb as a post or a bot. Even after GG they would jump down from the fire, take the exact same route to a node and die. Wash, rinse, repeat. Perhaps having an IL requirement would weed out the lazy ones not willing to gear up their bot. I agree that the sigil needs to be addressed in PvP and I'm someone who often uses it. I will say it's funny when another player gets salty about the OP sigil in a match then hits you with the lion's knock back. I'm sure they bought the lion purely for the look. /s
These drains have been a plague in PvP since day one. It's even worse now given how long it takes for the AP to build up.
We wrote countless times about this, and i always was told that i got to use mighty leap or save avalanche and time it perfectly with SE. Stuff like that. I do agree that no power should be undodgeable. For example, courage breaker...that daily still ignores immunity? Timing a shift mechanic perfectly against an attack, should be always rewarded. Still, i don't feel like those 3 classes have the upper hand against others. In past modules, we got real examples of imbalance. For example, as i mentioned before, all the modules during which most damage would hit GWFs, while other classes shift mechanics would negate either 80% or 100% of the damage. Right now, due to the animation, the barbarian stun encounter often ends up with the barbarian stunning the enemy but getting CCed in the process. Other CC from other classes have shorter animations and are harder to dodge. Barbarian sprint also has a bit more delay, compared to other classes' dodges. I would fix the stun going through dodges but also re-balance cast time/ animations to keep the balance.
dps DC you have seraphine
Apart from that hillarious comment, no power should be unaviodable because it makes it not dependable on skill.
OP sigil could get a nerf (only for pvp like manticore bonus), i only use it to counter another op sigil. But don't mind me i'm a
healer warlockhealing potion with legs.Drains I agree that they have no purpose in pvp anymore with the nerfing to ap/stamina gain. These have to be removed
I meet wizard first
I could not take down his shield at all.
and he killed me with a combo of stun -push - freeze
I started stacking defense, deflect and i could get out with 10% health but he will just kill me from range atack.
this repeted many times.
then I meet GF
He stuned me for 5-6 seconds and instant killed me. Sometimes he miss and i lose only 50% health.
Then i Meet HR he stuned me, when i am stuned i am being killed by other player.
I meet a DC with 70k armor and it was imposible for me to land a hit because he dodge my big hits... if i hit him and take 30%-40% health from him... he just heal himself back to full and dodge. If 3 people gank on DC and somehow kill him... he have soulfforge and resurect with invicibiliy effect... and heal back to full.
i also meet a DC who kill me very fast.
I also meet Barbarian - he had so much health and defense and one shot me with immobilize for 5s?
i also meet a lot of new players which got smashed to respawn point and give up going for the experience of constantly Instat kills... most of the time 3 people running.. imobilizing one target and kill... pushing button on keyboard wont help
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I would like to suggest a subtle change in case of GROUPING on one person.
Please make control effect not stack one with each others
Target prone, stuned, dazed, freezed, immbilized, rooted
If such a control effect is on the target please cancel next control skill effect from being put on target.
(Edit i fortgot push and slow but they could be ommited?)
3 people using control effects of their respected class... only the fastest will trigger control effect... the other control effect will be canceled
if i am rooted, i cant put daze on this target... but the damage will be put like it was before.
This should create a delay on players atacks... so TR in stealh would need to wait longer untill atacking that target.
It will be wasted.
This will also create time to react for players for the stun.
it wont be brutal force kill with 11 encounter used in 3s that make your keyboard not existing.
this would improve PVP experience a lot in my opinion.
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I still dont like the healing in PVP because the problem i see is that we have x classes and they all have the same amount of Health points. You deal damage, have high cooldown.. but they heal back and it is not heal over time, but instant from my point of view. this is also how DC win the match.
maybe your 15k gear score rank 8 enchants, cardboard armor and broomstick weapon is the problem ..?
screen shot your character so we can a have clue whats wrong
I am temporary on 5 page on PVP leaderboard with 19 win 19 lose games. Its not a big achievement. If i can kill one strong wizard with 5 people then i am more happy to lose the game with smile on my face, but that just me.
you made a post and omitted the most important part ..
Instead of trying to defend only some classes' annoying skill-reducing CC bugs, you should be advocating for these bugs to get fixed on ALL classes.
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