Great Weapon Fighter: Determination Gained is now based upon percentage of HP lost. Regardless of Damage Resist. The first unstoppable will now be available at 25% of hp is lost, and 50% for a full unstoppable duration. In the Instigator Tree, Unstoppable Recovery has been swapped with Nimble Runner. Feat: Grudge Style now also adds a 2%/4%/6%/8%/10% buff to damage on Sure Strike.
MATCHMAKING SYSTEM: PvP. A new system is implemented that assigns you a PvP level basedupon your wins and losses. Win and you can increase in level, lose and you drop in level. YOu will now more likely be matched with people your own level.
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Regeneration: This stat was giving too much recovery in combat. The effectiveness of regeneration has been reduced by 25% of the current amount during combat, however the amount of health regenerated out of combat has remained the same.
Tenebrous Enchants: These Enchants were doing far more damage in player versus player combat than anticipated and their effectiveness in PVE was lacking. This enchant has now been modified. It now deals a fixed amount of Radiant damage based upon quality.
The proc chance on each enchant has been reduced and the ICD is now at 7 seconds.
GWF Changes: 50% HP loss off of base HP (before modifiers like temp health and the like) can still leave a player with the ability to pop three or four unstoppables, IF they have enough heals. I'm not against this type of change, personally.
Matchmaking: Again, using win/loss is too easy of a stat to smudge. Don't want to play against better players? Just lose a few games intentionally, then you can roll newbies and grief others for a few games, and then lose a few more. This WILL happen, as it has happened in every other game with an easily adjusted PvP system.
Points earned, win/loss, kill/death ... all subjective standards. I still feel the easiest system for matchmaking is gear based, and instead of gear score (unless it is refined to be more precise per class), using gear tier. Let players pick and have a second or third set of gear to play in lower and higher classes of queue's.
Regeneration: I would also clarify that it shouldn't work while cloaked. Despite it being a non-combat state, it's also too invulnerable. Have the rogue run around a corner to heal like everyone else has to. I also thought the 50% reduction was a better balancing act, personally.
Tenebrous: This item acts as a weapon enchant, and honestly, should be one. If they don't feel like changing it, though, then it needs to behave like regular necrotic damage (not immune to soulforge) and should only proc off of actual weapon strikes, not DOT's. Lastly, they should not all proc simultaneously.
"Every adventurer has two things in common: they don't like dying, and they love getting paid. The rest is just semantics." Brecken, famed mercenary of Baldur's Gate
GWF Changes: 50% HP loss off of base HP (before modifiers like temp health and the like) can still leave a player with the ability to pop three or four unstoppables, IF they have enough heals. I'm not against this type of change, personally.
Matchmaking: Again, using win/loss is too easy of a stat to smudge. Don't want to play against better players? Just lose a few games intentionally, then you can roll newbies and grief others for a few games, and then lose a few more. This WILL happen, as it has happened in every other game with an easily adjusted PvP system.
Points earned, win/loss, kill/death ... all subjective standards. I still feel the easiest system for matchmaking is gear based, and instead of gear score (unless it is refined to be more precise per class), using gear tier. Let players pick and have a second or third set of gear to play in lower and higher classes of queue's.
Regeneration: I would also clarify that it shouldn't work while cloaked. Despite it being a non-combat state, it's also too invulnerable. Have the rogue run around a corner to heal like everyone else has to. I also thought the 50% reduction was a better balancing act, personally.
Tenebrous: This item acts as a weapon enchant, and honestly, should be one. If they don't feel like changing it, though, then it needs to behave like regular necrotic damage (not immune to soulforge) and should only proc off of actual weapon strikes, not DOT's. Lastly, they should not all proc simultaneously.
if its a flat 25% of max hp, then thats a balance between sent and non sent. I tested my Sent out and its 15% roughly before I can unstoppable, apparently Non Sents are like 30-35% before unstoppable. This makes be believe its about damage taken pre mitigation which makes some sense, however putting it to be based upon HP loss is a nice middle ground where now non sents will unstoppable more often ebcause they take alot more damage. Sent have to not only take alot more damage because of DR, but also because of health pools to pop it. I like this usggestion alot.
yeah I would like a more complicated matchmaking system but like ive said before this game is and always will be PVE oriented, so making a very complex system wont work. I like your thoughts in the thread however if they have shown they wont devote even a little time to pvp maps, they wont devote alot of time to make a ton of matchmaking systems, but good thoughts and ideas!
I dislike gearscore requirements because most of the time people run T1/T2 mixes and are BIS. FOrinstance Titan scrappers on GWF. General and Captain GF sets as well... Those are T1 T2 mix. Not to mention enchants dont show as GS.
A BIS Sent with 7 GTE will have a 10.4k GS... So a GS related one wont work. I like locking gear, however what happens if you que and have PVE stuff on? your screwed... Maybe locking Gear if you leave spawn?
And Ive thought about win/loss etc but heres the thing I think your missing...
Youll have a PVP Level that everyone can see... People who want to be the best are going to try and get the highest pvp level... I think back to my Halo 2 days where each gametype had a level... You wanted to get 50 which was almsot impossible most people got to the high 20s and 30s... Same type type of thing in NW PVP...
make a PVP level, people will want to have that be high and care about that much more than dropping it to roll pugs... If thats waht you wanna do go for it, but having a record of win/loss nad k/d/a on a pvp tab along with pvp level etc, thatll go a LONG way..
the REAL downside I see there is that people wont want to Que up unless their friends are online for fear that they lose rank...
So maybe just create a "ranked Que" system and a non ranked que system...
that way, if you wanna just mess around do non ranked... If you wanan actually play hard matches, use the ranked system
if people get rolled in non ranked matches because they have low GS well hey, go play the ranked 1 and youll play people around your skill/gear level...
that seems to balance everything out pretty well...
Its pretty clear Tenebs will never be limited to just 1 OR that they will make this a weapon enchant... It would be worthless as 1 and screw over people who have alot of them, why would Cryptic screw over the people that more than likely spent real $ on getting that item... Probably not.
Radiant damage isnt necrotic damage, it only ignores half of DR. Only allowing 1 to proc at once is nice too. You could literally have a 25% proc chance but only allow 1 to proc at once and itll be good dps but not good burst... Not a bad idea there at all. Have a 8 sec ICD and people wont stack 7 of them thats forsure...
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kelletonMember, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited October 2013
lot of good changes but that flurry change would make it hell to play a rogue in pve especially since u must use a roll out to exit flurry
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pers3phoneBanned Users, Neverwinter Beta UsersPosts: 0Arc User
This is the best idea yet IMO, I'm quoting it so it doesn't get lost.
Honestly while this may have been a viable fix for the game 5-6 months ago when it was new. I dont even think they CAN do this if they wanted.
People HAD to spend real $ on the game to get these and if they completely screw the enchant, Im sure there is some legal ramification involved there. I mean how can you encourage players to buy enchants from boxes with real $ and then once they have them, make it so 6 of the 7 you bought are useless because you can only use 1... Not to mention it will be a worthless enchant.
I hate to say this, but people who suggest this TYPICALLY dont have any idea how the enchant works, what its strengths are and weaknesses as an enchant and just hear people say "stacking Tenes is OP" so they jump to "dont let them stack!" as the resonse.
lot of good changes but that flurry change would make it hell to play a rogue in pve especially since u must use a roll out to exit flurry
Yeah but you would have 10% faster attacks to get into flurry... it would also make the class take more skill to play in PVE. I mean how often do TRs just face tank because of this and ITC?
Maybe its not THE solution, but its A solution or on the right track... A nerf with a Buff...
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cbrowne0329Member, NW M9 PlaytestPosts: 293Arc User
I have a GWF with 1200 regen and 7 GTEs, I have a GF with BIS PVP gear and 6 GTEs, I have a TR with all R8 Darks and a perfect vorpal. The last pvp match I lost was to lemonade stand last week on the PTR, before then, I have not lost a pvp match with my guild in probably 2 weeks?
Maybe spend a little time learning who you put down before you put them down.
Here are two of my pvp videos that showcase two of my characters.
To Cbrowne0329, I dont see how any of this would drastically change PVE. If anything its going to make it easier to run dungeons because DCs will be able to keep themselves alive better this allowing them to keep parties up better. Overall damage output on TR flurry has been increased, CW set is a fix that is coming regardless, GWF mechanics buff their DPS, and GF mechanics make block overall better for PVE trash tanking.
The only arguable nerf to PVE is TR flurry and now TRs are going to have to time their flurry a little better then just spamming because they become immune to knocks while in it. Other then that, I see alot of positive changes and easier/smoother dungeon runs. Which I would imagine benefits everyone. Its not hard to run dungeons and in fact its MORE than boring at its current state. Trash is not hard and boss fights only require good CC in dealing with Adds. I have made other posts addressing this issue and I think the DEVs are looking at that for future PVE growth, but I cant see how any of these changes will SERIOUSLY damage PVE. I could be wrong though!
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cbrowne0329Member, NW M9 PlaytestPosts: 293Arc User
edited October 2013
The Lashing Blade Crit.... the Regen... which is most likely going to affect survivability of GWF making them even less favorable in dungeons.. and would prorably affect the GFs fighter recovery which is essential when tanking/kiting large groups of mobs for health regen... that is just quickly... the DC nerf was because you had people over lapping AS in dungeons and staying healed no matter what was done to them... I mean it was broken. I had heavily analyzed this when you first posted it, but this is just quickly after scannign it again. I would LOVE the changes for PVP... but I just can't see them being great in PVE, which you have to admit has always been the core of D&D games.
I mean have you played PVP in the other D&D games?! This game looks stellar in comparison.
The Lashing Blade Crit.... the Regen... which is most likely going to affect survivability of GWF making them even less favorable in dungeons.. and would prorably affect the GFs fighter recovery which is essential when tanking/kiting large groups of mobs for health regen... that is just quickly... the DC nerf was because you had people over lapping AS in dungeons and staying healed no matter what was done to them... I mean it was broken. I had heavily analyzed this when you first posted it, but this is just quickly after scannign it again. I would LOVE the changes for PVP... but I just can't see them being great in PVE, which you have to admit has always been the core of D&D games.
I mean have you played PVP in the other D&D games?! This game looks stellar in comparison.
Lashing blade crit reduction doesnt affect PVE hardly at all, because you then get 40% reduced CD on it. Most TRs with good gear have over 50% crit so on a total DPS basis, this is almost NO difference bet affects pvp a TON.
Regen: Not many GWFs run regen in PVE. and its not an effective way of keeping themselves up, this wont have much bearing in PVE. Most GWFs in PVE also are NOT Sent Spec which means they would actually get survivability BUFF because unstoppable would be available faster to them (at 25% health lost versus 35% as it is now) Also, Unstoppable ADDS a damage boost now, as opposed to it being even, so this a buff to GWF as a whole. Not to mention if DC can keep itself up, its easier to keep others up as well.
Fighters recovery is you heal a % of damage given, its not a "regen" stat and doesnt work like regen... Its more like lifesteal and this daily wouldnt be affected at all... Not to mention again, DCs get a buff, it helps everyone in PVE.
The DC AS nerf was because of stacking. The DC reduction in healing nerf was because they didnt want DCs NOT having to use potions because that would make them richer (in gold) than other players and give an unfair advantage. Gold is almost worthless now and any small difference in gold spent is no longer relevant to this game. DC is the worst class by far to play in both PVE and PVP. It wasnt broken because they could full heal themselves it was broken because AS stacked, I never proposed a change to this.
Maybe you should analyze it a little more because I really dont see your points here at all... It seems like you dont fully understand the proposed changes.
PVE is the core of D7D games no doubt, so I understand why it has been in this game... But cmon it doesnt take a genius to realize 1) people have played ALL the pve content until ad nausium. Now alot of people who have been in this game since OB and its "core" players are pvping alot... And they have what? 2 maps 1 gametype and a 20v20 that is halfbaked and only up like 2 hours a day max? Not to mention a LARGE majority of the AD bought for this game goes into PVP... Ontop of that, it takes LESS resources to come out with new stuff and also to tweak current stuff.
Just because its stellar in comparison doesnt mean its stellar as a whole. There are no real good pvp oriented mmo type games. GW2 is probably the best thing but that has its own issues...
This game has serious potential to BE that game that pvper flock to because it is good... it just needs small tweaks here and there and some new content and alot of pvpers would play this game a TON....
I post because i see the amazing potential in this game, and I feel like im watching this game which has such amazing potential keep hobbling by without addressing some of the small issues that would make thsi game truly great.
Why anyone post here? THis is BS and it doesn't change with more BS post from him.
Why dont you take your own advice then and not post here about not posting here? You just pushed this thread to the top and in virtue of that are drawing more attention to it. Congratz
Just because its stellar in comparison doesnt mean its stellar as a whole. There are no real good pvp oriented mmo type games. GW2 is probably the best thing but that has its own issues...
This game has serious potential to BE that game that pvper flock to because it is good... it just needs small tweaks here and there and some new content and alot of pvpers would play this game a TON....
Yes, decent mmo pvp games are rare. But there are some noteable mentions.
Mortal Online (MO) - hardcore, first person, open-world, RPG mmo pvp. To be honest, I only played MO one day because it's too hardcore for me. Problem with MO is: full body loot upon death, sometimes long wait to respawn, big difference between low level/gear and high level/gear players, no PvE, annoying pickpockets/thieves. Die and all your gear can be looted. Even if you don't die, a pickpocket can steal from your inventory. Needs more non-PvP objectives/quests/etc.
PlanetSide 2 (PS2) - in my opinion, the best first person open-world mmo shooter pvp. As far as I can tell, TESO pvp is being designed in a similar way which means: 3 factions and pvp fight to control territory,resources. Only problem with Planetside 2 is ... it's a shooter, not RPG. Good things about PS2: no death penalty (no lost gear upon death), quick respawn, not so huge difference between low level/gear and high level/gear player, no PvE but capturing enemy territory does satisfy my PvE desires. PS2 has been out one year now, and there are still only the 3 original game maps. Fourth map being added soon.
NW desperately needs new pvp maps or allow foundry authors to make pvp maps. When I look at another cryptic game, Star Trek Online (STO), I fear for the future of NW pvp. pvp in STO is declining and not devloping. Developers keep adding player bonuses which is similar to a boon in NW. The problem with a boon is .... new max level player must grind PvE to be equal to existing players. Eventually, as more boons are added, the players with the most boons will have a significant advantage over players with no boons. Boons may be a good idea for PvE, but in the long term, they will destroy pvp because pvp addicts prefer to pvp instead of grinding pve to get boons. Plus, the boons themselves can add to pvp unbalance. There is one boon (Sensor Targeting Assault) in STO which is so overpowered and annoying in pvp, yet developers do nothing to change it. Sensor Targeting Assault is the final straw which made me decide to quit doing pvp in STO.
If NW developers want to make fun,interesting pvp they should either (1) allow foundry authors to make new pvp maps or (2) copy Planetside 2 pvp. I could be wrong, but it appears to me, that TESO is copying Planetside 2 pvp. In it's current state, NW pvp wont survive long against the upcoming TESO pvp.
Yes, decent mmo pvp games are rare. But there are some noteable mentions.
Mortal Online (MO) - hardcore, first person, open-world, RPG mmo pvp. To be honest, I only played MO one day because it's too hardcore for me. Problem with MO is: full body loot upon death, sometimes long wait to respawn, big difference between low level/gear and high level/gear players, no PvE, annoying pickpockets/thieves. Die and all your gear can be looted. Even if you don't die, a pickpocket can steal from your inventory. Needs more non-PvP objectives/quests/etc.
PlanetSide 2 (PS2) - in my opinion, the best first person open-world mmo shooter pvp. As far as I can tell, TESO pvp is being designed in a similar way which means: 3 factions and pvp fight to control territory,resources. Only problem with Planetside 2 is ... it's a shooter, not RPG. Good things about PS2: no death penalty (no lost gear upon death), quick respawn, not so huge difference between low level/gear and high level/gear player, no PvE but capturing enemy territory does satisfy my PvE desires. PS2 has been out one year now, and there are still only the 3 original game maps. Fourth map being added soon.
NW desperately needs new pvp maps or allow foundry authors to make pvp maps. When I look at another cryptic game, Star Trek Online (STO), I fear for the future of NW pvp. pvp in STO is declining and not devloping. Developers keep adding player bonuses which is similar to a boon in NW. The problem with a boon is .... new max level player must grind PvE to be equal to existing players. Eventually, as more boons are added, the players with the most boons will have a significant advantage over players with no boons. Boons may be a good idea for PvE, but in the long term, they will destroy pvp because pvp addicts prefer to pvp instead of grinding pve to get boons. Plus, the boons themselves can add to pvp unbalance. There is one boon (Sensor Targeting Assault) in STO which is so overpowered and annoying in pvp, yet developers do nothing to change it. Sensor Targeting Assault is the final straw which made me decide to quit doing pvp in STO.
If NW developers want to make fun,interesting pvp they should either (1) allow foundry authors to make new pvp maps or (2) copy Planetside 2 pvp. I could be wrong, but it appears to me, that TESO is copying Planetside 2 pvp. In it's current state, NW pvp wont survive long against the upcoming TESO pvp.
In the comment which you quoted, I never even used the word "skill". Your comment is irrelevant to the quoted text.
The 2 main problems I see with many pvp games is:
(1) pvp goals are not interesting. pvp has no effect on the game world. pvp has little or no effect on anything outside the pvp instance.
(2) difference between low level/gear and high level/gear player is often too much, especially in RPG's. In the recent "Straight to helm - Call to arms", I was very impressed that the game autoleveled low level players to become high level. TESO has already stated that low level players will be automatically upleveled whle in pvp against higher level players. I believe this is something all pvp games should do, especially RPG pvp.
In the comment which you quoted, I never even used the word "skill". Your comment is irrelevant to the quoted text.
The 2 main problems I see with many pvp games is:
(1) pvp goals are not interesting. pvp has no effect on the game world. pvp has little or no effect on anything outside the pvp instance.
(2) difference between low level/gear and high level/gear player is often too much, especially in RPG's. In the recent "Straight to helm - Call to arms", I was very impressed that the game autoleveled low level players to become high level. TESO has already stated that low level players will be automatically upleveled whle in pvp against higher level players. I believe this is something all pvp games should do, especially RPG pvp.
This game does the "level adjusting" for lower level brackets but I agree. The gear makes too much of a difference in pvp. Part of the issue I think is just from enchants, weapon/armor/tenebs etc... If you think of pvp pre 60 its actually very balanced and pretty fun...
Im not suggesting this but imagine if enchants no longer worked in pvp... Not only would it be more balanced and probably more fun, but the negative consequence is people would stop buying zen/AD because there would be no reason to.
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cbrowne0329Member, NW M9 PlaytestPosts: 293Arc User
This game does the "level adjusting" for lower level brackets but I agree. The gear makes too much of a difference in pvp. Part of the issue I think is just from enchants, weapon/armor/tenebs etc... If you think of pvp pre 60 its actually very balanced and pretty fun...
Im not suggesting this but imagine if enchants no longer worked in pvp... Not only would it be more balanced and probably more fun, but the negative consequence is people would stop buying zen/AD because there would be no reason to.
I think if they make a ranked PVP... Enchants should NOT work Or each class should have to use the GG PVP gear for T2 and the PVP gear for T1... allowed to select maybe 4 enchants (2 for armor, 2 for main hand weapon) f... all of which would be perfect for T2 and normal for T1.
Then and only then... would you seriously remove GS+enchants from the equation.
Comments
GWF Changes: 50% HP loss off of base HP (before modifiers like temp health and the like) can still leave a player with the ability to pop three or four unstoppables, IF they have enough heals. I'm not against this type of change, personally.
Matchmaking: Again, using win/loss is too easy of a stat to smudge. Don't want to play against better players? Just lose a few games intentionally, then you can roll newbies and grief others for a few games, and then lose a few more. This WILL happen, as it has happened in every other game with an easily adjusted PvP system.
Points earned, win/loss, kill/death ... all subjective standards. I still feel the easiest system for matchmaking is gear based, and instead of gear score (unless it is refined to be more precise per class), using gear tier. Let players pick and have a second or third set of gear to play in lower and higher classes of queue's.
For more suggestions along that line, please check here: http://nw-forum.perfectworld.com/showthread.php?493811-PvP-Revamp-Ideas
Regeneration: I would also clarify that it shouldn't work while cloaked. Despite it being a non-combat state, it's also too invulnerable. Have the rogue run around a corner to heal like everyone else has to. I also thought the 50% reduction was a better balancing act, personally.
Tenebrous: This item acts as a weapon enchant, and honestly, should be one. If they don't feel like changing it, though, then it needs to behave like regular necrotic damage (not immune to soulforge) and should only proc off of actual weapon strikes, not DOT's. Lastly, they should not all proc simultaneously.
"D*mn wizards," said Morik the Rogue.
Learn what a GWF and GF really are: The History of Fighters
"Leave tene enchants alone, whats wrong with you?"
if its a flat 25% of max hp, then thats a balance between sent and non sent. I tested my Sent out and its 15% roughly before I can unstoppable, apparently Non Sents are like 30-35% before unstoppable. This makes be believe its about damage taken pre mitigation which makes some sense, however putting it to be based upon HP loss is a nice middle ground where now non sents will unstoppable more often ebcause they take alot more damage. Sent have to not only take alot more damage because of DR, but also because of health pools to pop it. I like this usggestion alot.
yeah I would like a more complicated matchmaking system but like ive said before this game is and always will be PVE oriented, so making a very complex system wont work. I like your thoughts in the thread however if they have shown they wont devote even a little time to pvp maps, they wont devote alot of time to make a ton of matchmaking systems, but good thoughts and ideas!
I dislike gearscore requirements because most of the time people run T1/T2 mixes and are BIS. FOrinstance Titan scrappers on GWF. General and Captain GF sets as well... Those are T1 T2 mix. Not to mention enchants dont show as GS.
A BIS Sent with 7 GTE will have a 10.4k GS... So a GS related one wont work. I like locking gear, however what happens if you que and have PVE stuff on? your screwed... Maybe locking Gear if you leave spawn?
And Ive thought about win/loss etc but heres the thing I think your missing...
Youll have a PVP Level that everyone can see... People who want to be the best are going to try and get the highest pvp level... I think back to my Halo 2 days where each gametype had a level... You wanted to get 50 which was almsot impossible most people got to the high 20s and 30s... Same type type of thing in NW PVP...
make a PVP level, people will want to have that be high and care about that much more than dropping it to roll pugs... If thats waht you wanna do go for it, but having a record of win/loss nad k/d/a on a pvp tab along with pvp level etc, thatll go a LONG way..
the REAL downside I see there is that people wont want to Que up unless their friends are online for fear that they lose rank...
So maybe just create a "ranked Que" system and a non ranked que system...
that way, if you wanna just mess around do non ranked... If you wanan actually play hard matches, use the ranked system
if people get rolled in non ranked matches because they have low GS well hey, go play the ranked 1 and youll play people around your skill/gear level...
that seems to balance everything out pretty well...
Its pretty clear Tenebs will never be limited to just 1 OR that they will make this a weapon enchant... It would be worthless as 1 and screw over people who have alot of them, why would Cryptic screw over the people that more than likely spent real $ on getting that item... Probably not.
Radiant damage isnt necrotic damage, it only ignores half of DR. Only allowing 1 to proc at once is nice too. You could literally have a 25% proc chance but only allow 1 to proc at once and itll be good dps but not good burst... Not a bad idea there at all. Have a 8 sec ICD and people wont stack 7 of them thats forsure...
This is the best idea yet IMO, I'm quoting it so it doesn't get lost.
Honestly while this may have been a viable fix for the game 5-6 months ago when it was new. I dont even think they CAN do this if they wanted.
People HAD to spend real $ on the game to get these and if they completely screw the enchant, Im sure there is some legal ramification involved there. I mean how can you encourage players to buy enchants from boxes with real $ and then once they have them, make it so 6 of the 7 you bought are useless because you can only use 1... Not to mention it will be a worthless enchant.
I hate to say this, but people who suggest this TYPICALLY dont have any idea how the enchant works, what its strengths are and weaknesses as an enchant and just hear people say "stacking Tenes is OP" so they jump to "dont let them stack!" as the resonse.
that is SO far from a fix.
Yeah but you would have 10% faster attacks to get into flurry... it would also make the class take more skill to play in PVE. I mean how often do TRs just face tank because of this and ITC?
Maybe its not THE solution, but its A solution or on the right track... A nerf with a Buff...
All well and good... but the changes you are asking for SERIOUSLY damage PVE...
Love to hear how!
To Cbrowne0329, I dont see how any of this would drastically change PVE. If anything its going to make it easier to run dungeons because DCs will be able to keep themselves alive better this allowing them to keep parties up better. Overall damage output on TR flurry has been increased, CW set is a fix that is coming regardless, GWF mechanics buff their DPS, and GF mechanics make block overall better for PVE trash tanking.
The only arguable nerf to PVE is TR flurry and now TRs are going to have to time their flurry a little better then just spamming because they become immune to knocks while in it. Other then that, I see alot of positive changes and easier/smoother dungeon runs. Which I would imagine benefits everyone. Its not hard to run dungeons and in fact its MORE than boring at its current state. Trash is not hard and boss fights only require good CC in dealing with Adds. I have made other posts addressing this issue and I think the DEVs are looking at that for future PVE growth, but I cant see how any of these changes will SERIOUSLY damage PVE. I could be wrong though!
I mean have you played PVP in the other D&D games?! This game looks stellar in comparison.
Lashing blade crit reduction doesnt affect PVE hardly at all, because you then get 40% reduced CD on it. Most TRs with good gear have over 50% crit so on a total DPS basis, this is almost NO difference bet affects pvp a TON.
Regen: Not many GWFs run regen in PVE. and its not an effective way of keeping themselves up, this wont have much bearing in PVE. Most GWFs in PVE also are NOT Sent Spec which means they would actually get survivability BUFF because unstoppable would be available faster to them (at 25% health lost versus 35% as it is now) Also, Unstoppable ADDS a damage boost now, as opposed to it being even, so this a buff to GWF as a whole. Not to mention if DC can keep itself up, its easier to keep others up as well.
Fighters recovery is you heal a % of damage given, its not a "regen" stat and doesnt work like regen... Its more like lifesteal and this daily wouldnt be affected at all... Not to mention again, DCs get a buff, it helps everyone in PVE.
The DC AS nerf was because of stacking. The DC reduction in healing nerf was because they didnt want DCs NOT having to use potions because that would make them richer (in gold) than other players and give an unfair advantage. Gold is almost worthless now and any small difference in gold spent is no longer relevant to this game. DC is the worst class by far to play in both PVE and PVP. It wasnt broken because they could full heal themselves it was broken because AS stacked, I never proposed a change to this.
Maybe you should analyze it a little more because I really dont see your points here at all... It seems like you dont fully understand the proposed changes.
PVE is the core of D7D games no doubt, so I understand why it has been in this game... But cmon it doesnt take a genius to realize 1) people have played ALL the pve content until ad nausium. Now alot of people who have been in this game since OB and its "core" players are pvping alot... And they have what? 2 maps 1 gametype and a 20v20 that is halfbaked and only up like 2 hours a day max? Not to mention a LARGE majority of the AD bought for this game goes into PVP... Ontop of that, it takes LESS resources to come out with new stuff and also to tweak current stuff.
Just because its stellar in comparison doesnt mean its stellar as a whole. There are no real good pvp oriented mmo type games. GW2 is probably the best thing but that has its own issues...
This game has serious potential to BE that game that pvper flock to because it is good... it just needs small tweaks here and there and some new content and alot of pvpers would play this game a TON....
I post because i see the amazing potential in this game, and I feel like im watching this game which has such amazing potential keep hobbling by without addressing some of the small issues that would make thsi game truly great.
Why dont you take your own advice then and not post here about not posting here? You just pushed this thread to the top and in virtue of that are drawing more attention to it. Congratz
Yes, decent mmo pvp games are rare. But there are some noteable mentions.
Mortal Online (MO) - hardcore, first person, open-world, RPG mmo pvp. To be honest, I only played MO one day because it's too hardcore for me. Problem with MO is: full body loot upon death, sometimes long wait to respawn, big difference between low level/gear and high level/gear players, no PvE, annoying pickpockets/thieves. Die and all your gear can be looted. Even if you don't die, a pickpocket can steal from your inventory. Needs more non-PvP objectives/quests/etc.
PlanetSide 2 (PS2) - in my opinion, the best first person open-world mmo shooter pvp. As far as I can tell, TESO pvp is being designed in a similar way which means: 3 factions and pvp fight to control territory,resources. Only problem with Planetside 2 is ... it's a shooter, not RPG. Good things about PS2: no death penalty (no lost gear upon death), quick respawn, not so huge difference between low level/gear and high level/gear player, no PvE but capturing enemy territory does satisfy my PvE desires. PS2 has been out one year now, and there are still only the 3 original game maps. Fourth map being added soon.
NW desperately needs new pvp maps or allow foundry authors to make pvp maps. When I look at another cryptic game, Star Trek Online (STO), I fear for the future of NW pvp. pvp in STO is declining and not devloping. Developers keep adding player bonuses which is similar to a boon in NW. The problem with a boon is .... new max level player must grind PvE to be equal to existing players. Eventually, as more boons are added, the players with the most boons will have a significant advantage over players with no boons. Boons may be a good idea for PvE, but in the long term, they will destroy pvp because pvp addicts prefer to pvp instead of grinding pve to get boons. Plus, the boons themselves can add to pvp unbalance. There is one boon (Sensor Targeting Assault) in STO which is so overpowered and annoying in pvp, yet developers do nothing to change it. Sensor Targeting Assault is the final straw which made me decide to quit doing pvp in STO.
If NW developers want to make fun,interesting pvp they should either (1) allow foundry authors to make new pvp maps or (2) copy Planetside 2 pvp. I could be wrong, but it appears to me, that TESO is copying Planetside 2 pvp. In it's current state, NW pvp wont survive long against the upcoming TESO pvp.
Not again, this oh so - important wall of text guy... can't you just stay quiet? You are annoying us all.
In the comment which you quoted, I never even used the word "skill". Your comment is irrelevant to the quoted text.
The 2 main problems I see with many pvp games is:
(1) pvp goals are not interesting. pvp has no effect on the game world. pvp has little or no effect on anything outside the pvp instance.
(2) difference between low level/gear and high level/gear player is often too much, especially in RPG's. In the recent "Straight to helm - Call to arms", I was very impressed that the game autoleveled low level players to become high level. TESO has already stated that low level players will be automatically upleveled whle in pvp against higher level players. I believe this is something all pvp games should do, especially RPG pvp.
This game does the "level adjusting" for lower level brackets but I agree. The gear makes too much of a difference in pvp. Part of the issue I think is just from enchants, weapon/armor/tenebs etc... If you think of pvp pre 60 its actually very balanced and pretty fun...
Im not suggesting this but imagine if enchants no longer worked in pvp... Not only would it be more balanced and probably more fun, but the negative consequence is people would stop buying zen/AD because there would be no reason to.
I think if they make a ranked PVP... Enchants should NOT work Or each class should have to use the GG PVP gear for T2 and the PVP gear for T1... allowed to select maybe 4 enchants (2 for armor, 2 for main hand weapon) f... all of which would be perfect for T2 and normal for T1.
Then and only then... would you seriously remove GS+enchants from the equation.
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Skill + C9
lol