http://nw.perfectworld.com/news/?p=907501
PvP
Finished PvP maps no longer stand a chance of sometimes stranding players without a Leave button.
Players may no longer be kicked from PvP maps unless they are disconnected.
Players must now participate in a PvP match to qualify for its rewards.
Players no longer get points for Assists if they do not deal damage to the target player.
We are aware that this puts healers at a point disadvantage; we are looking into solutions for a future update.
PvP matches that go by much more quickly than expected now give fewer rewards.
The "Match Start" countdown now properly waits until the match is about to begin to start counting down.
The minimap zoom boundaries in both PvP maps have been improved; players should be able to zoom out more.
The rewards for losing a PvP match have been lowered.
While waiting for more players to join a PvP match, the UI now displays that it's waiting for players.
Comments
No matter how good an update is, some people will always complain about something. And you are complaining about something they already know, and saying they will be looking for a solution in a future update.
Just as long as it took them to fix other important issues, like foundry sound? I think clerics will end up getting short end of the stick and the next update will be god knows when.
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'A wayward child' is currently taken down for upgrades
Easy solution: Do some damage !
You take points by knocking them off with Sunburst, slowing them with Forgemaster's, and keeping yourself alive with Shield.
It's similar to the Guardian Fighter strategy. You don't have to kill your opponent to take a point from them - you just have to keep them off it.
Sunburst does damage.
Forgemasters does damage.
I see no issue.
So you actually have to do something other then drop Astral Shield in pvp? OH EM GEE...
How about throwing an astral seal, a daunting light, a sun burst or any of your other abilities that deals damage.
How does he build Divinity...?
If you don't attack as cleric, you sir are in wrong game.
Divinity is built through dealing damage
Not sure of all of the ways, but lets say my teammate "A", and enemy is "B"
A and B are fighting each other, but instead of nuking B, i heal my teammate A instead.
A kills B.
I get an assist.
Seems like this won't be the case in future though.
Along with astral shield nerf, probably means I'll be slotting 3x nukes instead (forgemasters, break spirit, daunting light), no more heals for teammates!
I certainly didn't see Clerics topping the points list due to kill assists... Is there something I am unaware of where players are racking up insane kill assist numbers while not dealing any damage? This change just seems a little baffling to me.
I use Sunburst on my own Cleric for the knockback, and spam Astral Seal like nobody's business, so this really shouldn't be an issue for me. I'm just wondering, why would they even bother making this change, if it isn't a problem?
-Travail.
The only 'problem' was astral shield stacking, but devs overswung the nerfhammer.
Even in double astral shield, TRs still 2-3hit me, and CWs 3-4 hit me.
Really don't understand what the issue was all about.
Just do pvp for dailies, but be prepared to get kicked from parties as a cleric.
All I see clerics do is staying in a point, inside their circle and knocking people off so I don't see how you won't be getting assists.
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I would be standing at node 3. looking at someone way off in the distance my team would kill them at the other node but I looked at them so I got a assist. That is not assisting. So the change was needed for proper earned points since there is a reward for top points.
Have you played a lv 60 cleric in pvp? There's no easy win when you get 2 hit killed.
Having a cleric on a team isn't a guaranteed win, nor is having 2. When you have 3 clerics on a team, it's closer to a guaranteed lose since clerics have no dps to kill anyone with, while they grab all the point nodes.
Clerics are ok in pvp, not great, although I wouldn't say they're terrible (against cw/tr, everyone is terrible, but that's off-topic).
Glass cannon that's not a cannon, but can provide some pretty decent damage mitigation and emergency heals.
The assist change was needed cause it was random and bugged. I would stack up tons of assist and never ever even come close to attacking them. I rather have a earned assist then 10 assist on players I didn't even hit.
This does suck I agree...
You are probably a TR or a CW so you can say that because you can kill them easily with ease.
Wait, foundry sound is important? Because a few missing ambient sounds in totally optional content is game breaking? Foundry sound, that they are fixing next patch? Is that the foundry sound you are crying about?
A certain phrase about molehills comes to mind.
Feast of the Moon | Rising of the Dark | Shadow of the World | Everdark
The Devoted Cleric is STRICTLY a PvE class, which in my eyes is horrifically unfair and I wish I had known that prior to leveling one all the way to 60.
I do enjoy this game, the PvE combat is phenomenal and doesn't get old and stale and keeps you on your toes, the story line was alright, it sticks to D&D well. But the classes are the epitome of imbalanced and that, coupled with hilariously inefficient and awful customer service is what is keeping me from spending any more money than the $20 I already have. I would love to support this game, but that will not happen until a PvP and class balance overhaul happens. I thought that's what beta's were for, but since we are now past "release", it appears Cryptic forgot what the reasoning behind having a beta is.
Anyone else find this statement disturbing?
They knew, before implementation, that it was broken and would need a solution, but put it in game anyway...
during the last patch was a note that stated that the skill that gave the cleric twice as much divinity points than intended for non-attack activities was reduced in half (or at least something that generated twice as much power was, I'd have to read over the patch notes again)