Just a suggestion I think will make balancing classes easier. It's divided in 3 steps:
1) Rise damage reduction stat from tenacity to 25% without tenacity gear up to 50% with tenacity gear (Only damage reduction stat have to be raised, crit suppression and CC resist willstay the same).
2) Balance the damage of the classes around pve.
3) Make different classes ignore a different percentage of damage reduction from tenacity to keep they damage in line with the other classes.
An example to make it more clear:
Let's suppose an HR is fighting an opponent with 50% damage reduction from tenacity, and that the ranger can ignore 40% of damage reduction having his damage reduced by 30%. Suddenly the devs decide that they want to buff overall ranger's damage by 30% in pve because they think it's too low, this would cause HR to become OP in pvp. Now they can buff HR damage and at the same time they can reduce the percentage of damage resistance from tenacity ignored to 20% (These are just random numbers, devs will choose the actual values). This way the class can be balanced in pve without breaking it's balance for pvp. I think this way class balance can be done without breaking a class in pve or pvp and keeping it viable for both.
What do you think??
Sorry for bad English
Comments
People need to stop basing everything around PvP which quite honestly should never be more than an afterthought to any DnD roleplaying game to begin with.
Gloom level 60 Control Wizard
Dusk level 60 Trickster Rogue
Dawn level 60 Devoted Cleric
Eclipse level 60 Hunter Ranger
Wrath level 60 Great Weapon Fighter
Jinx level 60 Scourge Warlock
1.) nerf either damage or damage resistance on great weapon fighters, out of unstoppable i do only 2k crit ice knifes ( full r9s and perfect vorpal) vs a fully geared gwf. vs a tr's 30k shocking execution.
2.) nerf bilethorn tr's. who can just sit in stealth and bleed you to death and shocking you without you being able to see them at all in a 1v1
3.) buff cw's giving them either a 30% armor pen base or nerf the tankier classes damage reduction while in pvp ( similar to healing depression)
4.) leave HR's alone i play in the upper tier pvp scene as a cw and i think HR's right now are in a good spot. they are great node clearers and the only thing that can deal with rogues. yet in a 2v1 situation they get massacred. where as a TR can just permastealth and pop Impossible to catch whenever needed
You do realize that Armor Penetration does not work for the majority of CW powers, right? Ice Knife is one of those powers not affect by it (if my memory is right) so you CANNOT compare a power that does not work with Armor Penetration at all and has a constant damage (Ice Knife) and a power that ignores EVERYTHING (resistance, tenacity, deflect, etc.) and increases damage the lower their health is (Shocking Execution). Since tenacity was added, you can no longer make that comparison since the issue of Armor Penetration was never fixed for CW.
Until that gets fixed, I honestly don't think they should buff the CW at all for PvP since when (if) they do fix it and they already buffed the CW, it might get over the top.
that would go a long way to fixing cw, if ap worked for them.
Tenacity stats are fine.
It is the upcoming companion active bonus during zone PVP that needs to be taken a serious second look.
This would solve a lot of tr pvp qq issues IMO. And make it easier for other playstyle tr's to be viable in pvp.
Although nobody like limiting weapon enchants because the selection is already non existent, and bile users would cry like babies, it would help, but people don't actually want that , they want be OP. and think that they are good for using the cheesiest mechanics around to pvp with no real danger to themselves.
Old perma tr was fine with low Dmg , high annoyability and escape. But with ez mode dmg it's now out of control.
And now a word from our sponsors.
Pretty sure my waters soon will follow, and bilethorn as well?
Oh god.
Why would I spend money on you Cryptic then?
I honestly don't see how anyone is surprised with the emblem change currently on preview, at all. As for waters, I'm sure that will be changed eventually since it bypasses healing depression (obviously bugged, no one can deny it). I'm half waiting on the threads once more people realize about the emblem change if it stays when module 3 goes live. That definitely deserves some popcorn.
It's still OK.
I already theorycrafted at least 4-5 specs for each of my toons to make them near-gods in open world "PvP", and they all use... slightly malfunctioning items, so to say.
Basically, it all ends up with the fact that we have enough AD to experiment a lot and even as we are nerfed often as I mentioned earlier, we'll adapt and still find a way to pretty much be as OP as possible.
It's what I like at this game. There's no real balance. It's like the Wild West.
#fixeditforyou
Well in this posters defence. they have always stated that they use every glitch and op class they can in pvp.....but not elixers....lol.
thats right...I use every glitch and broken game mechanic to get as op as possible...but i draw the line at elixers by god, and anyone who uses them are desperate. I find that funny as hell.
The reasons elixirs are frowned upon was explained by someone else. Everybody can buy them and equal the field. You can even buy them during a game, so there's no advantage over people that "forgot".
Not my fault the classes are like this either. Cryptic made them so, we just use them. They get nerfed, I don't care, I got used to it, there will be something else to choose.
So you'd be wrong thinking I'm mad.
My feelings are somewhere around amused disgust.
I don't care about your feelings, i just think it's funny.
I'm glad you find my posts amusing Always happy to entertain.