the only dmg i have problem with is piercing dmg it should be completly removed and replaced with physical dmg that respects all defenses.
piercing dmg causes way too much imbalance between classes it was the worst idea i ve seen so far to make something like that.
that s not the problem here. being hitted for 30k encounter, and we are getting closer to way more or 18k storm spell procs after mitigation is no fun. dont throw my thread to the bin pls
the only dmg i have problem with is piercing dmg it should be completly removed and replaced with physical dmg that respects all defenses.
piercing dmg causes way too much imbalance between classes it was the worst idea i ve seen so far to make something like that.
Thats not the topic here and i think if you don't actively play a TR you dont understand how their piercing dmg works. The piercing dmg they do depends on how much their skills hit you for in the first place but there is the SoD Bug with multiple procs but that's another issue. If you halved the DMG a TR did you would effectively put there piercing dmg in line. Even with out Piercing dmg they an still 1 shot you with shocking/Lashing right off the bat. Tanks with High HP can also 1 and 2 shot people with tene procs
Tanks with High HP can also 1 and 2 shot people with tene procs
One shot people with tene procs ? first of read topics before you talk about things you dont know mkay.
Tene is supposed to be changed so they cant mulitproc but the change actually put an idc on them so they cant proc more then one at a time during a 20 sec period meaning if you have 1 or 7 they still do the same damage.
That said even if they would proc as before they sure would not have the ability to 1 shot as all will have over 100k hp module 6.
Tr still has 100% crit when attacking from stealth and their piercing damage still makes defence including tenacity non valid and now also get opressive darkness which will be one more insainly powerful tool in the already OP Tr toolbox.
The very idea with piercing damage is a failed consept from start as it create layer upon layer of differnt types of damage that needs to be balanced when things change as hp defence power damage etc etc.
This game need to splitt up damage in at least magic and physical damage to be able to balance range/melee and tank/casters not different types of physical damage.
Reduce damage = buff healers. We already have demigod DCs in live. Who will be better with just the regeneration change in mod 6. Cutting damage in half will make it literally impossible to kill them. And hey, let's not forget Paladins too.
piercing is not a issue at all.
As for combat HR piercing does 40% additional damage after all mitigation effect. This makes HR off hand work as main hand and that is it.
Halfing all damage - eg base- will reduce all stacked damage on top of it.
Math
100 as base + 0.4 * 100 as piercing = 140.
50 as base + 0.4 * 50 as piercing = 70.
0.5(a+0.4a) == 0.5a + 0.5*0.4*a
Same will be for other proc.
Generally I do support the idea. Except for the case with paladins, DC and other self healing (SW in one feat spec, combat HRs with WM or oakskin ets ets ) this classes may be able to outheal all damage they recive after 1/2 and mitigation too fast. Especially in this case paladins and DC with high DR as base.
Yes and no. Piercig damage that comes from already mitigated damage like hr is of less consern its just a way of ensuring that the next damage isent dubble mitigated.
However damage that cant be mitigated from the start like Trs followed by another (multiproccing) damage with piercing is of major consern as it removes all forms of defence and turns tanks to walking paper dolls.
The very consept of making damage unmitigated is problematic as it opens up for a flood of abuse where you can deliver enourmous amount of damage no matter what defence you opponent has.
Increasing normal damage is a much simpler consept and tbh when it comes to programming and discovering buggs in this game i do wish the devs keep it as simple as possible in all aspects.....
If they removed tenacity entirely they could just add a flat damage nerf in PVP to stop one shots, but theyd need to have all classes balanced before doing this otherwise the problem wouldnt really change, and healers would just be OP in pvp
Halving damage would not be a bad thing. It would actually be really great. Right now everything is DPS, DPS, DPS... Just throw in a CC and people die before they can move. Sure there are DC that seem pretty immortal right now, just because people run in and DPS without thinking right now. Many classes have knockbacks. If you knock them out of the AS they die pretty quick. Since one person can kill so called immortal healers, halving the damage means two would be able to. It would make teamwork more effective. Right now dominations are determined by which team can out dps the other and wipe them quickly. Every now and then you get a balanced match. Instead of a dps match, having a skill match would be much more interesting. It would give much more of a role for Tanks/Healers in pvp, where right now its just whoever has the best blow them up classes.
Or they could just make defense a useful stat on par with offensive stats.
Halving damage would not be a bad thing. It would actually be really great. Right now everything is DPS, DPS, DPS... Just throw in a CC and people die before they can move. Sure there are DC that seem pretty immortal right now, just because people run in and DPS without thinking right now. Many classes have knockbacks. If you knock them out of the AS they die pretty quick. Since one person can kill so called immortal healers, halving the damage means two would be able to. It would make teamwork more effective. Right now dominations are determined by which team can out dps the other and wipe them quickly. Every now and then you get a balanced match. Instead of a dps match, having a skill match would be much more interesting. It would give much more of a role for Tanks/Healers in pvp, where right now its just whoever has the best blow them up classes.
Or they could just make defense a useful stat on par with offensive stats.
if you halved DPS clerics would be even more immortal, as would anyone with self healing abilities.
If you half damage in pvp then how we suppose to kill DC and Paladin?
the real problem is OP TR damage that will be more broken in next mod with transq vorpal and 100% crit change
and it's because dev is numb or dumb to know this
piercing is not a issue at all.
As for combat HR piercing does 40% additional damage after all mitigation effect. This makes HR off hand work as main hand and that is it.
Halfing all damage - eg base- will reduce all stacked damage on top of it.
Math
100 as base + 0.4 * 100 as piercing = 140.
50 as base + 0.4 * 50 as piercing = 70.
0.5(a+0.4a) == 0.5a + 0.5*0.4*a
Same will be for other proc.
Generally I do support the idea. Except for the case with paladins, DC and other self healing (SW in one feat spec, combat HRs with WM or oakskin ets ets ) this classes may be able to outheal all damage they recive after 1/2 and mitigation too fast. Especially in this case paladins and DC with high DR as base.
* quartered heals due to healing depression :P but yeah I guess that'd work in a sense, if all players naturally just had 50% dmg reduction flat pre mitigation in PVP then we wouldnt need PVP sets, and we could have much more build variety (people wearing some of the less used sets for their bonuses, etc)
* quartered heals due to healing depression :P but yeah I guess that'd work in a sense, if all players naturally just had 50% dmg reduction flat pre mitigation in PVP then we wouldnt need PVP sets, and we could have much more build variety (people wearing some of the less used sets for their bonuses, etc)
I have always hated special pvp gear with special 'stats' that only work in pvp. The only purpose is more grind, and for what? less fun?
I have always hated special pvp gear with special 'stats' that only work in pvp. The only purpose is more grind, and for what? less fun?
PvP gear keeps PvP and PvE separated if you want PvP gear you should do PvP to get it and you should do more dmg to people who arent In PvP gear. I have seen PvP gear done better in other games like Aion and what Not i have also seen PvP a a whol done better In games like GW2. Neverwinter is like a wanna be in between of both those games.
Gang Busters PvP Guild Recruiting When Mod 6 goes live Pm Me for more Info If you have any Paladin question Message Me and i will get back to you ASAP
[SIGPIC][/SIGPIC]
If the damage from GWF-class is halved, then, they will never enter PvP.
you can go destroyed while receiving halved damage.
your damage is halved but even the enemy one is.
i want back a mod 2 like pvp but with lv 70 it will be impossible.
so we have 2 option:
The problem is that, even Destroyer GWF has low damage compared with other classes (Minsc's Wicked Strike hits harder than mine... just as an example...) . Worse yet, that tree needs to be "in combat and hitting" to keep the stacks... so, while we can agree on "nerf ourselves", the problem is the "ourselves" itself, because not all classes are on pair... even if a Destro GWF can get around 100k HP on PvP
everyone needs to throw their problems.....boooring.
just nerf the damage to everyone and we would still have the same ratio as now. i dont care about your gwf in this topic.
we should have the same game, the same balance, just more action
other games deal it like this in PVP to get a bit balance to the game, and to give classes a chance to stay more than 2 seconds infight to compete instead of being twohittet and stunned to death by broken nub classes
half damage, half heal, cc immunity after beeing cc´d for some seconds (like a debuff u get when entering PVP), no chain cc more, no instant kill
fights will last longer, heal must be toned down, thats it
So the only valid complaint is that healers/tanks will be competitive? 1v1 they wold not really be beatable but 2v2 with 2 tanks vs 2 dps the dps would still win since they could kill one before the tanks could kill one dps. There needs to be some advantage for having a tank or healer on a team.
The complaint about immortal DC is not a good one. 1v1 im still able to take down 20k GS ones with several different classes so they are not that immortal. There is still a problem with them. The healer DC (not talking dps spec) still do decent damage, healers should not be able to out dps some dps classes (GWF). The dps spec DC does way to much healing. The capstone should just give a 30% increase to damage (instead of a 40% temp buff). It would not be quite as bursty but would have the damage at all times. It should also receive a -30% to healing since it is now a dps spec. Choose healing or dps, not both. That is more of a class balance issue than an issue related to cutting damage in pvp.
what about halving damage in pvp ? every damage, boons tenebrous storm spell/assailant and piercing damage too i mean
in addition to tenacity changes and increased hp it can greatly help to a more healthy and longer pvp experience leaving room to gear inflation
'Halving' damage for DD/DPS classes, yeah. For Fighters? No, not really a good idea, since they wouldn't even be able to kill a cloth wearer/leather wearer. While the notoriously overpowered classes would still be remaining in a comparably good shape. Especially because, so called squishies, have more survivability than tanks... aka. shield/teleport/dodge/itc, etc., etc.
Sorry but,this suggestion is just terrible and not well thought out.
That combat hr will never kill you too.
The number may be a little of but the point still stands. Less damage more action.
From what i m reading you would propose more damage ffs.
Just look at the TS signature. Retired HR because they removed some of the OPness. Main TR > Go figure. Never played as a fighter class and obviously doesn't know what his crazy suggestions would do to us. And i also believe he is just trying to shift the attention from TR to other classes, even though we all know the real cause for PvP being dead and the current and future huge imbalances.
This will probably be deleted soon, but i just had to mention this, because requests such as the TS is bringing to the table, are pretty much un-thought out/selfish, aswell as gamebreaking for non DD classes...
But still, if you played as a GWF or GF and you would be knowing, that half damage would only benefit damage dealers, since it is THEIR damage that is out of control, not the fighter's damage... Do you even realize, how long us GF fought for a weapon damage increase??? For the duration of 5 entire modules.
Your HR has more survivability than a GWF or GF, so does the TR and CW. Halve the damage and these classes will ALL be unkillable by fighters.
Then you should be knowing, that half damage would only benefit damage dealers, since it is THEIR damage that is out of control, not the fighter's damage... Do you even realize, how long us GF fought for a weapon damage increase??? For the duration of 6 entire modules. Stop doing these suggestions, mate. Think, then post.
Your HR has more survivability than a GWF or GF, so does the TR and CW. Half the damage these classes will ALL be unkillable by fighters.
gwf underperforming for what so ever reason is another problem you may want to discuss in another place..
the point is that i just dont care about your gwf (dont want to be rude)
what i m trying to discuss here is the needing to reduce pvp damage and only pvp damage with the introduction of some greater mitigation. Remember when a 1vs1 could even last good 5 minutes? im aiming there.
tank will be able to tank better, who cares if they deal half damage too... they tank ! good for them
Comments
Thats not the topic here and i think if you don't actively play a TR you dont understand how their piercing dmg works. The piercing dmg they do depends on how much their skills hit you for in the first place but there is the SoD Bug with multiple procs but that's another issue. If you halved the DMG a TR did you would effectively put there piercing dmg in line. Even with out Piercing dmg they an still 1 shot you with shocking/Lashing right off the bat. Tanks with High HP can also 1 and 2 shot people with tene procs
One shot people with tene procs ? first of read topics before you talk about things you dont know mkay.
Tene is supposed to be changed so they cant mulitproc but the change actually put an idc on them so they cant proc more then one at a time during a 20 sec period meaning if you have 1 or 7 they still do the same damage.
That said even if they would proc as before they sure would not have the ability to 1 shot as all will have over 100k hp module 6.
Tr still has 100% crit when attacking from stealth and their piercing damage still makes defence including tenacity non valid and now also get opressive darkness which will be one more insainly powerful tool in the already OP Tr toolbox.
The very idea with piercing damage is a failed consept from start as it create layer upon layer of differnt types of damage that needs to be balanced when things change as hp defence power damage etc etc.
This game need to splitt up damage in at least magic and physical damage to be able to balance range/melee and tank/casters not different types of physical damage.
As for combat HR piercing does 40% additional damage after all mitigation effect. This makes HR off hand work as main hand and that is it.
Halfing all damage - eg base- will reduce all stacked damage on top of it.
Math
100 as base + 0.4 * 100 as piercing = 140.
50 as base + 0.4 * 50 as piercing = 70.
0.5(a+0.4a) == 0.5a + 0.5*0.4*a
Same will be for other proc.
Generally I do support the idea. Except for the case with paladins, DC and other self healing (SW in one feat spec, combat HRs with WM or oakskin ets ets ) this classes may be able to outheal all damage they recive after 1/2 and mitigation too fast. Especially in this case paladins and DC with high DR as base.
Yes and no. Piercig damage that comes from already mitigated damage like hr is of less consern its just a way of ensuring that the next damage isent dubble mitigated.
However damage that cant be mitigated from the start like Trs followed by another (multiproccing) damage with piercing is of major consern as it removes all forms of defence and turns tanks to walking paper dolls.
The very consept of making damage unmitigated is problematic as it opens up for a flood of abuse where you can deliver enourmous amount of damage no matter what defence you opponent has.
Increasing normal damage is a much simpler consept and tbh when it comes to programming and discovering buggs in this game i do wish the devs keep it as simple as possible in all aspects.....
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
Or they could just make defense a useful stat on par with offensive stats.
if you halved DPS clerics would be even more immortal, as would anyone with self healing abilities.
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
the real problem is OP TR damage that will be more broken in next mod with transq vorpal and 100% crit change
and it's because dev is numb or dumb to know this
why not halve heals too, if you halve damage?
* quartered heals due to healing depression :P but yeah I guess that'd work in a sense, if all players naturally just had 50% dmg reduction flat pre mitigation in PVP then we wouldnt need PVP sets, and we could have much more build variety (people wearing some of the less used sets for their bonuses, etc)
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
I have always hated special pvp gear with special 'stats' that only work in pvp. The only purpose is more grind, and for what? less fun?
PvP gear keeps PvP and PvE separated if you want PvP gear you should do PvP to get it and you should do more dmg to people who arent In PvP gear. I have seen PvP gear done better in other games like Aion and what Not i have also seen PvP a a whol done better In games like GW2. Neverwinter is like a wanna be in between of both those games.
[SIGPIC][/SIGPIC]
your damage is halved but even the enemy one is.
i want back a mod 2 like pvp but with lv 70 it will be impossible.
so we have 2 option:
decide to generally nerf ourselves
stop even trying
just nerf the damage to everyone and we would still have the same ratio as now. i dont care about your gwf in this topic.
we should have the same game, the same balance, just more action
half damage, half heal, cc immunity after beeing cc´d for some seconds (like a debuff u get when entering PVP), no chain cc more, no instant kill
fights will last longer, heal must be toned down, thats it
just introduce a similar and stronger one in normal domination
The complaint about immortal DC is not a good one. 1v1 im still able to take down 20k GS ones with several different classes so they are not that immortal. There is still a problem with them. The healer DC (not talking dps spec) still do decent damage, healers should not be able to out dps some dps classes (GWF). The dps spec DC does way to much healing. The capstone should just give a 30% increase to damage (instead of a 40% temp buff). It would not be quite as bursty but would have the damage at all times. It should also receive a -30% to healing since it is now a dps spec. Choose healing or dps, not both. That is more of a class balance issue than an issue related to cutting damage in pvp.
'Halving' damage for DD/DPS classes, yeah. For Fighters? No, not really a good idea, since they wouldn't even be able to kill a cloth wearer/leather wearer. While the notoriously overpowered classes would still be remaining in a comparably good shape. Especially because, so called squishies, have more survivability than tanks... aka. shield/teleport/dodge/itc, etc., etc.
Sorry but,this suggestion is just terrible and not well thought out.
The number may be a little of but the point still stands. Less damage more action.
From what i m reading you would propose more damage ffs.
He obviously doesn't know what his crazy suggestions would do to the fighters...
the retired one is the tr...another gwf right
oh and thanks for your costructive feedback
But still, if you played as a GWF or GF and you would be knowing, that half damage would only benefit damage dealers, since it is THEIR damage that is out of control, not the fighter's damage... Do you even realize, how long us GF fought for a weapon damage increase??? For the duration of 5 entire modules.
Your HR has more survivability than a GWF or GF, so does the TR and CW. Halve the damage and these classes will ALL be unkillable by fighters.
the point is that i just dont care about your gwf (dont want to be rude)
what i m trying to discuss here is the needing to reduce pvp damage and only pvp damage with the introduction of some greater mitigation. Remember when a 1vs1 could even last good 5 minutes? im aiming there.
tank will be able to tank better, who cares if they deal half damage too... they tank ! good for them