Almost every game has the same issued balancing gear for pve/pvp
In pvp you need way more hp to survive, but in pve too many hp can take away the challenge if the dps is not nerfed.
However, why not keep the same gear for both pve/pvp BUT apply a flat 2x or 3x hit point multiplyer for pvp matches, a simple buff that starts when you join pvp, and goes away when you leave it.
This will remove the balancing process of gear, and make it easier to make gear thats useful in all circumstances, as opposed to swapping gear around all time for pvp/pve
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Edit:
Reguarding skills that are based off hp, these skills should scale based on the un-buffed total hp.
If hp scaling with melee/ranged classes is still substantially unbalanced then the buff could by a hybrid of +flat amout of hp, then multiplied by say 25 or 50%, this will give all classes a more even balance of hp but mellee will still have more than non mellee
I can imagine this causing many build issues, mainly that certain GWF builds would become nearly unstoppable with that much health.
Also personally I am not a fan of single fights lasting way over a minute or two because everyone is struggling to chip away at ridiculous HP amounts also leading to a single game possibly being time extended as well.
Sons of Schlarb
Thaddeus Talbot - GF - Dragon
Aysta Tarley - TR - Dragon
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asashiroMember, Neverwinter Beta UsersPosts: 0Arc User
edited July 2013
I would love to see the GWF hate that this would spawn. Imagine, 20% temporary hp of a 60-120k base...
Almost every game has the same issued balancing gear for pve/pvp
In pvp you need way more hp to survive, but in pve too many hp can take away the challenge if the dps is not nerfed.
However, why not keep the same gear for both pve/pvp BUT apply a flat 2x or 3x hit point multiplyer for pvp matches, a simple buff that starts when you join pvp, and goes away when you leave it.
This will remove the balancing process of gear, and make it easier to make gear thats useful in all circumstances, as opposed to swapping gear around all time for pvp/pve
this is a horrible idea... melee classes are OP as it is compared to non-melee and multiplying hp is going to make the matter way worse, scaled down damage would be a lot better than multiplying health but scaling down damage is going to destroy the low damage classes such as the clerics
the only thing that would work well would be to make changes to the classes individually cause as a group you are making matters way worse for some while making others more immortal
Almost every game has the same issued balancing gear for pve/pvp
In pvp you need way more hp to survive, but in pve too many hp can take away the challenge if the dps is not nerfed.
However, why not keep the same gear for both pve/pvp BUT apply a flat 2x or 3x hit point multiplyer for pvp matches, a simple buff that starts when you join pvp, and goes away when you leave it.
This will remove the balancing process of gear, and make it easier to make gear thats useful in all circumstances, as opposed to swapping gear around all time for pvp/pve
The problem is then multipling the duration of mechanics to balance ie longer stealth, longers cc's. its hardly fair for a rogue or a cw vs a gf or gwf. The extra hp just gives them more time to get into stunlock range.
The problem is then multipling the duration of mechanics to balance ie longer stealth, longers cc's. its hardly fair for a rogue or a cw vs a gf or gwf. The extra hp just gives them more time to get into stunlock range.
its very unfair for the clerics that play PvP... increase health of everyone as a whole and clerics won't be able to get kills at all while about everyone will hit and stun and control them so much easier... reduce everyone's damage as a whole and clerics aren't going to be able to harm anyone and those they attack will stun and knock back the clerics so much easier in the process ... clerics get screwed either way (that is a sure sign that they need some love)
its very unfair for the clerics that play PvP... increase health of everyone as a whole and clerics won't be able to get kills at all while about everyone will hit and stun and control them so much easier... reduce everyone's damage as a whole and clerics aren't going to be able to harm anyone and those they attack will stun and knock back the clerics so much easier in the process ... clerics get screwed either way (that is a sure sign that they need some love)
As a cleric you aren't supposed to get any kills , you are supposed to heal and and cast astral shields while trying to keep your team mates alive. Whoever told you that a cleric can kill people 1 vs 1 and out heal damages is a fool. Build a tanky cleric not a paper bag and you will be fine. I've seen so many good clerics that can even kite adds in dungeons, if your cleric cant do that then the YOU have the problem not your class design.
PS. Stop shoving your cleric issues in every thread whenever a tenebrous enchantment gets mentioned. It is getting cheesy and useless.
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malkavierMember, Neverwinter Beta UsersPosts: 0Arc User
edited July 2013
Well, the class design IS awful, to be fair. The stupid consoletard aim assist doesn't help matters.
Clerics in DDO were fun. Awesomely, stupidly, fun. In THIS "4E" game? Nope.
How Cryptic trolls the entire NWO playerbase: 9200 GS listed for CN, implying anyone who needs more has no skill.
Comments
Also personally I am not a fan of single fights lasting way over a minute or two because everyone is struggling to chip away at ridiculous HP amounts also leading to a single game possibly being time extended as well.
Thaddeus Talbot - GF - Dragon
Aysta Tarley - TR - Dragon
this is a horrible idea... melee classes are OP as it is compared to non-melee and multiplying hp is going to make the matter way worse, scaled down damage would be a lot better than multiplying health but scaling down damage is going to destroy the low damage classes such as the clerics
the only thing that would work well would be to make changes to the classes individually cause as a group you are making matters way worse for some while making others more immortal
just shows how OP tenebrous really are especially when placed upon multiple items
The problem is then multipling the duration of mechanics to balance ie longer stealth, longers cc's. its hardly fair for a rogue or a cw vs a gf or gwf. The extra hp just gives them more time to get into stunlock range.
- DRAGON - ( Mehrea DC 13.1k ) - ( Volsung TR 11.7k )
its very unfair for the clerics that play PvP... increase health of everyone as a whole and clerics won't be able to get kills at all while about everyone will hit and stun and control them so much easier... reduce everyone's damage as a whole and clerics aren't going to be able to harm anyone and those they attack will stun and knock back the clerics so much easier in the process ... clerics get screwed either way (that is a sure sign that they need some love)
As a cleric you aren't supposed to get any kills , you are supposed to heal and and cast astral shields while trying to keep your team mates alive. Whoever told you that a cleric can kill people 1 vs 1 and out heal damages is a fool. Build a tanky cleric not a paper bag and you will be fine. I've seen so many good clerics that can even kite adds in dungeons, if your cleric cant do that then the YOU have the problem not your class design.
PS. Stop shoving your cleric issues in every thread whenever a tenebrous enchantment gets mentioned. It is getting cheesy and useless.
Clerics in DDO were fun. Awesomely, stupidly, fun. In THIS "4E" game? Nope.
All classes are fine. I am yet to encounter an ubergeared player who is significally better in pvp. They all die.