How is it that yet another MMO has failed to learn about balance issues between PVP and PVE.
Another month and yet more buffs or nerfs about to occur that have the forums riled up and players threatening to quit. (And Im debating it too).
Yet Cryptic developers are being blind to a golden opportunity to fix the disgruntlement you are causing and I dont understand why so many MMO's have never done this. Neverwinter already has the solution in place but fails to use it.
The answer is two sets of stats/power effects depending on whether you are in PVE or PVP. (I know it can work because I have done it when designing pen and paper roleplaying games)
You already tweak classes to match levels in pvp.
And you already have 2 effects of powers based on class specials. Surely it would be easier to also have main effects of powers that happen in pve and secondary effects that happen in pvp.
This allows you to make changes to one without messing around with the other. MMO's have often had a big division of players who like pvp and those who like pve yet one group whining about certain classes always screws around with the other groups gameplay.
With the current market of MMO's being overloaded with games that come out then die off after a few months to a year it would be a real shame to see this happen to Neverwinter which was, until this next weeks patch notes come live, a great game. And no offence but I have been beta testing your games since CO and I have experienced how you make so called changes based on player feedback which never stands the test of time when you see how pi$$ed off a large player base is when you make sweeping changes and bad decisions that a minority few really wanted. So please rethink these changes and look at the above suggestion as a way to improve this game.
Post edited by dwaindiibley on
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s32ialxMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
I don't know if they have the people available to balance and debug twice as many powers as we have now, which would essentially be the case if powers worked one way in PvE and another in PvP.
Such a system might also require them to create equipment with different stats in PvE vs. PvP, which would essentially double the amount of equipment they have to make, stat-wise.
So, this probably won't happen, though it sounds a good idea, due to available resources.
It does sound like a good idea. I vaguely remember Dueling someone in EQ2 as an Assassin and knew the tooltip for Assassinate read way more Health then the player had but I only hit him for around 35% of his health due to Powers being adapter for PvP. Lurkers Assault + Lashing Blade in current state is fine for PvE/Dungeons but is way overpowered for PvP.
[SIGPIC][/SIGPIC]
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dwaindiibleyMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 15Arc User
I don't know if they have the people available to balance and debug twice as many powers as we have now, which would essentially be the case if powers worked one way in PvE and another in PvP.
Such a system might also require them to create equipment with different stats in PvE vs. PvP, which would essentially double the amount of equipment they have to make, stat-wise.
So, this probably won't happen, though it sounds a good idea, due to available resources.
The beauty of their existing system is you dont have to have 2 sets of powers per se but rather they change the power values depending on which type of game play e.g. a stun for 10 seconds in pve might only be 5 secs in pvp or one that does 50% extra damage in pve does 25% extra instead in pvp.
I understand what you are saying about resources but coming from a logistical background it would save them a lot of time in the long run trying to compare one set of metrics for two sets of gameplay rather than two different metrics.
I dont think gear needs to have different stats based on pvp vs pve as the balance comes through the powers/feats, though I agree that maybe certain item 4 part set bonuses might need multiple roles. But again this isnt a large number of sets in the grand scheme of things, because you dont need to change the individual items that contribute the set but only the bonus itself.
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dwaindiibleyMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 15Arc User
It does sound like a good idea. I vaguely remember Dueling someone in EQ2 as an Assassin and knew the tooltip for Assassinate read way more Health then the player had but I only hit him for around 35% of his health due to Powers being adapter for PvP. Lurkers Assault + Lashing Blade in current state is fine for PvE/Dungeons but is way overpowered for PvP.
Exactly...yet we now see Lurkers Assault being nerfed deep into the ground because pvpers dont like it. But this will totally screw with the balance of pve. I think rogues are in a good place in pve but this will upset the applecart.
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s32ialxMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
I don't know if they have the people available to balance and debug twice as many powers as we have now, which would essentially be the case if powers worked one way in PvE and another in PvP.
Such a system might also require them to create equipment with different stats in PvE vs. PvP, which would essentially double the amount of equipment they have to make, stat-wise.
So, this probably won't happen, though it sounds a good idea, due to available resources.
Since when didn't they already have... Two PVP set already anyways... you know those two sets with life steal....
The beauty of their existing system is you dont have to have 2 sets of powers per se but rather they change the power values depending on which type of game play e.g. a stun for 10 seconds in pve might only be 5 secs in pvp or one that does 50% extra damage in pve does 25% extra instead in pvp.
I understand what you are saying about resources but coming from a logistical background it would save them a lot of time in the long run trying to compare one set of metrics for two sets of gameplay rather than two different metrics.
If you have a power that works one way in combat PvE and another in PvP, you effectively have two powers. I don't see how it would save them time, as they would still be having to change number to balance PvE or PvP when the power was thought to be off. It would allow for each form of the power to be changed independently, however.
I dont think gear needs to have different stats based on pvp vs pve as the balance comes through the powers/feats, though I agree that maybe certain item 4 part set bonuses might need multiple roles. But again this isnt a large number of sets in the grand scheme of things, because you dont need to change the individual items that contribute the set but only the bonus itself.
I don't know if it does or doesn't. However, if one is going to have powers work in different ways between PvE and PvP it isn't outlandish to think that equipment could also do so. Even if changing just the set bonus, you are still essentially changing the gear. Look what happened to Stalwart set when that bonus was changed. It is now totally different from what it was, with just a change to the four piece set bonus. This could result in sets that perform very differently in PvE vs. PvP, simply by having the set give a different bonus in each.
I don't know if they have enough staff to handle the extra work involved in making powers work differently between combat modes, and to balance each adequately. Though, most likely, most of the balancing would be done on the PvP side, so it may not cause all that much extra work after the initial design of how powers work in each.
Since when didn't they already have... Two PVP set already anyways... you know those two sets with life steal....
Apparently I don't know. Are you saying they have two PvP sets with life steal that operate differently in PvE than in PvP. If so, how do they differ between the two.
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s32ialxMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
Apparently I don't know. Are you saying they have two PvP sets with life steal that operate differently in PvE than in PvP. If so, how do they differ between the two.
No no they don't operate differently but they are clearly PVP catered sets as the bonuses are beneficial to PVP as well as Life steal is more beneficial to PVP steal players life give it to yourself they die faster... but how they function I'm pretty sure is the same in PVE or PVP but are better designed for PVP hence why you get them from both PVP Vendors... one for Glory and one for Guantlgrym coins.
On a note I'm assuming for every class they come with life steal I actually do not know as I pretty much only play on my Cleric... and Don't PVP to often and by no means am I saying those two sets are actually better then the PVE sets in PVP... again another factor I do not know.
My Point anyways is they already went and made the extra workload to make PVP catered sets so they could either merge those sets to pve/pvp etc... or just keep them pvp and pve seperate sets (as they already have sets for both) or double all the sets to help PVE and help PVP based on what your doing.
Comments
/HugTheButt
Such a system might also require them to create equipment with different stats in PvE vs. PvP, which would essentially double the amount of equipment they have to make, stat-wise.
So, this probably won't happen, though it sounds a good idea, due to available resources.
The beauty of their existing system is you dont have to have 2 sets of powers per se but rather they change the power values depending on which type of game play e.g. a stun for 10 seconds in pve might only be 5 secs in pvp or one that does 50% extra damage in pve does 25% extra instead in pvp.
I understand what you are saying about resources but coming from a logistical background it would save them a lot of time in the long run trying to compare one set of metrics for two sets of gameplay rather than two different metrics.
I dont think gear needs to have different stats based on pvp vs pve as the balance comes through the powers/feats, though I agree that maybe certain item 4 part set bonuses might need multiple roles. But again this isnt a large number of sets in the grand scheme of things, because you dont need to change the individual items that contribute the set but only the bonus itself.
Exactly...yet we now see Lurkers Assault being nerfed deep into the ground because pvpers dont like it. But this will totally screw with the balance of pve. I think rogues are in a good place in pve but this will upset the applecart.
Since when didn't they already have... Two PVP set already anyways... you know those two sets with life steal....
If you have a power that works one way in combat PvE and another in PvP, you effectively have two powers. I don't see how it would save them time, as they would still be having to change number to balance PvE or PvP when the power was thought to be off. It would allow for each form of the power to be changed independently, however.
I don't know if it does or doesn't. However, if one is going to have powers work in different ways between PvE and PvP it isn't outlandish to think that equipment could also do so. Even if changing just the set bonus, you are still essentially changing the gear. Look what happened to Stalwart set when that bonus was changed. It is now totally different from what it was, with just a change to the four piece set bonus. This could result in sets that perform very differently in PvE vs. PvP, simply by having the set give a different bonus in each.
I don't know if they have enough staff to handle the extra work involved in making powers work differently between combat modes, and to balance each adequately. Though, most likely, most of the balancing would be done on the PvP side, so it may not cause all that much extra work after the initial design of how powers work in each.
Apparently I don't know. Are you saying they have two PvP sets with life steal that operate differently in PvE than in PvP. If so, how do they differ between the two.
No no they don't operate differently but they are clearly PVP catered sets as the bonuses are beneficial to PVP as well as Life steal is more beneficial to PVP steal players life give it to yourself they die faster... but how they function I'm pretty sure is the same in PVE or PVP but are better designed for PVP hence why you get them from both PVP Vendors... one for Glory and one for Guantlgrym coins.
On a note I'm assuming for every class they come with life steal I actually do not know as I pretty much only play on my Cleric... and Don't PVP to often and by no means am I saying those two sets are actually better then the PVE sets in PVP... again another factor I do not know.
My Point anyways is they already went and made the extra workload to make PVP catered sets so they could either merge those sets to pve/pvp etc... or just keep them pvp and pve seperate sets (as they already have sets for both) or double all the sets to help PVE and help PVP based on what your doing.