I'm going to start this with two disclaimers: 1) I've really enjoyed the game up to 60 including and probably most of all, the PvP. 2) This isn't directed at Rogues per se.
I would like to know what the proposed future for 60 PvP is. Is there going to be anything ranked? Are there going to be more game modes?
But, most of all - are you going to fix how bursty it is? It's currently ridiculous. There's a lot of moaning about Rogues, but they aren't the only culprits. Even I, as a healing specced Cleric, can (if lucky with crits) 1 shot people with my daily. I have today been crit whilst at 100% for 19k (of 22k max hp) and at 60% hp I was crit for nearly 40k (screenshot:
).
I realise it's early days for the game and that's why I would just like to know if anyone has seen any confirmation of the plans over the PvP side of the game.
Comments
Shocking execution is a TR ability. The damage for the CW damage daily is too strong as well though.
Hmmmm.....I didn't know ARP could make stats go negative. Thanks bro.
Even I, as a GWF, can 2 or 3 shot people if I get all my encounters off successfully and get crits on all of them, which isn't hard to do. If I have my daily up, it's pretty much a guaranteed kill without my enemy even being able to react. Believe it or not, I actually hate that it has to be that way. I would love to be able to slot more utility powers, but I feel like I'm forced to spec for 100% burst just so I can stay alive, by killing them before they kill me.
And that's the problem with PVP, there isn't much room for variety or strategy. It's just a matter of who one shots who first. I agree, I would love to see some changes to the system that would improve this situation.
1) You can't maximize pve and pvp dps at the same time as a rogue, prepare to spend a lot of money or diamonds to respec to do either at 100%. You can get by, but you won't be doing either group you are in a service by showing up half assing your PvE output or PvP output. That said, a lot of rogues specced for pve will suck *** in pvp and be easily ripped apart by fellow rogues or CW.
2) as clerics stand atm, defensively speaking, the only move that will kill a cleric that actually plays their class right in pvp is shocking execution. The damage mitigation and heal on being hit abilities of a cleric make them so strong that they can easily handle two to three players at the same time until one of those players gains enough action points to perform a daily attack.. and even then it must KILL the cleric.. if it doesn't a geared and well played cleric will literally heal all the way back to full hp while whooping your *** and waiting for allies to arrive. They do this BETTER than the best guardian fighters I have faced to this point.
3) knock back, knock down juggling, is absurdly over powered in this game. I've had my entire team aoe knock backed to death in about 5 seconds of being pushed into a wall back to back while being bursted by double CW aoe. Without the use of dailies, people are literally losing control of their characters from 100% hp fully geared with the current pvp gear offered until death.. this process is then rinsed and repeated until many teams just give up and sit at their spawn until the game ends. Daze effects have been drastically nerfed in pvp, I'm fine with that, but knock backs and other cc spells have not. Again, this makes killing clerics and tankier classes extremely frustrating for players. I can't even begin to stress how limited a GWF is in pvp when fighting just about every class in the game.
4) one of the largest problems in pvp right now is that 70% of the players, roughly, are going into pvp with pve specs due to the absurd cost of respec right now. This means that: A) they don't have the feats necessary to properly compete in a pvp environment which leads to the feeling of being grossly under powered and bullied by people who ARE pvp specced, and C) encounters and passives loaded that aren't the best for pvp, because most players leveling up are going to invest their points into DPS skills that work best on targets that aren't moving a whole lot.. (long stationary drawn out attack animations which DEMAND the targets stay in place for upwards to 15 seconds just to pull off the entire attack, for example).
5) Maps are wayyy too closed quarters for fighting for the most part. Again, AOE is nearly impossible to avoid and the range of ranged attackers can easily reach players long before they get near a crystal or while escaping.. there's virtually no line of sight to make use of either. This is especially problematic for GWF trying to either escape an ugly situation or to attempt to close distance and get more than a swing off before being CC'ed by a CW and massacred before his or her feet touch the ground again. Therefore, it's not just the classes that appear unbalanced, it's the pvp arena environment that is favoring specific classes as well. (This point appears to go entirely overlooked when people lodge their complaints)