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  • djoffer1djoffer1 Member Posts: 404 Arc User
    edited April 2015
    clonkyo1 wrote: »
    Yeah, Ignoring 66% of Tenacity for free is a bad thing for sure... n_n. All other classes besides CW-class should have this stupid, useless and worthless mechanic too. I am pretty sure you will not complain about this, right?




    Well, is obvious why those buffs are considered "big buffs": The spot where the class is so bad that even a +20% to movement while unstop and getting our pre mod 4 determination gainning mechanic together a non-deflectable stun on Takedown and Frontline surge instead of facind the real problems of the class (damage, defense, stacks on destroyer tree, stamina regeneration, etc) are considered "big buffs" even for non-GWF-players themselves.

    Not sure why i even bother to argue with you, since its pretty obvious that you wont listen to any reason what so ever... Anyway not sure what good my ability to ignore 66 % tenacity does, when every controll power i have still only last half a split second.. GWFs, TRs and HR's powers already last wayyyy longer than that, even without ignoring 66 % tenacity...
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  • umscheumsche Member, NW M9 Playtest Posts: 461 Arc User
    edited April 2015
    clonkyo1 wrote: »
    But that is due you did not picked "Control Empowerment" feats but "damage empowerment" feats instead as Mirrorballs told you (for once in a while that he has a point).

    Some tried, control durations went from a split second to 2 split seconds. \o/

    Control spec feats are bugged.

    It's almost the same i pve, some mobs have so much resistance to controls that a simple chill stack lasts less than 1s. But again, some CWs tried to spec in control, it was bad.
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  • benskix2benskix2 Member, NW M9 Playtest Posts: 674 Arc User
    edited April 2015
    Can anyone even prove that CWs ignore 66% of tenacity for control purposes? I know they said when tenacity was introduced that that was the case, but almost nothing in this game works like cryptic or their tool tips say it does, it would be silly just to take their word for it. Has anyone actually ever tested CW control duration on players with and without tenacity?
  • bvirabvira Member, NW M9 Playtest Posts: 385 Arc User
    edited April 2015
    ohsvetlana wrote: »
    Indeed. this is why a majority of us have stopped PvPing...
    But you used to run with these same exploiters Vira, so w/e

    At least you can see now how the normal players who play legit, felt when going against you and your former buddies.

    Back in mod 2/mod 3 I forgot, you and your entire team in Synergy were using emblem. So much for playing legit you hypocrite.
  • ivantomdisplayivantomdisplay Member Posts: 0 Arc User
    edited April 2015
    Emblem was legit...it was just OP.
    [10:49] [Combat (Self)] Your Proton Barrage deals 96581 (43411) Proton(Critical) to Seto.
    Poor soul didnt have time to log out.
  • pando83pando83 Member Posts: 2,564 Arc User
    edited April 2015
    Hard CC is limited for everyone. GWFs have, as IV, 1 hard CC (FLS) on a 16/17s cooldown OR 2 hard CCs (FLS/TD) BUT, going for those hard CC powers, they give up a ton of DPS since those powers hit like a wet noodle and are mainly used to allow the GWF to land IBS which is close to impossible to land on a good PvPer directly (you basically land it only if you predict where the enemy will dodge/ teleport, sprint there in advance and start the animation a bit BEFORE he actually comes out from the immunity frame. I do it sometimes but it's not something you can do on a regular base).

    So, to say, a GWF going for the full CC route (FLS TD) loses 40% damage from daggers buff from the current daggers/FLS/IBS rotation.

    Now, talking about CW, the burst is high AND from the get go (not like GWF who needs to go unstoppable first and stack DP to have full damage buff), if you add full hard CC then you give both high DPS and CC all together.
    While CW in PvE must be a CC machine (allow mobs to fight back less) and a secondary DPS (currently top DPS, since 2 years now), and that's also their "defense", in PvP you are supposed to deal damage and have tools to keep distance. Repel is one example. Shield pulse is another. Ability to "freeze" for a short duration the enemy but more than once, entangle exc... these are all tools to allow the CW to keep the enemy at a distance while DPS them down. When reached, you've teleports to buy time and shield that should mitigate a bit less than it does now (makes CWs a bit too much "passive tanks").

    When i got to play CW in module 3 my impression was that the class DPS was quite strong, but they lacked tools to get away from the enemy, and once focused by a TR or fighter they were an easy prey.
    Now, let's say you nerf shield but buff CC. What you get is a CW that can rotate down enemies 1v1 with no fight back except for fighters, but in a node battle is again an easy prey if a TR/GWF/GF/HR rushes to them while they are focusing another player. No balance on both sides.

    Now let's say, instead, you reduce shield passive DR efficiency BUT, for example, buff its pulse, buff repel, increase a bit teleports lenght. Move damage away from passive procs to powers, for example add medium damage to repel and shield pulse so you move DPS from passive stuff to more proactive stuff and distribute it on powers.

    Leaving the "how" to someone who knows the class better but, imho, what CWs need is proactive defense to keep distance if timed correctly, while they DPS the enemy down.
    Passive tankiness, like passive DPS or any passive thing is bad in a action combat game. Takes skill away, which means you only make unskilled, cheesy players happy and reward the ones who go for the FOTM classes.

    I remember CWs saying, about old GWF in module 3, "you must choose between damage and survivability. Can't have both". And how the devs justified the GWF changes in module 4 "the class relies too much on passive survivability from unstoppable, we want it to be more proactive".
    I'd say the same. Powerful shield with powerful DPS is a bit too much "both high DPS and tankiness", and passive DR (undebuffable shield)+ passive DPS (procs) is not proactive AT ALL.

    If fixes are done, i'd like to see them in a less cheesy direction for all classes. Right now, too much cheesy stuff around in some classes.
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  • ohsvetlanaohsvetlana Member Posts: 93 Arc User
    edited April 2015
    bvira wrote: »
    Back in mod 2/mod 3 I forgot, you and your entire team in Synergy were using emblem. So much for playing legit you hypocrite.

    I never bought an Emblem. Back then Emblem was 9 Mill..... You forget, I play Legit. I couldn't exploit my way to an Emblem.
  • greatweaponarmygreatweaponarmy Member Posts: 352 Arc User
    edited April 2015
    clonkyo1 wrote: »
    Easy: test it vs a GWF with Steel Grace Slotted. n_n . You are welcome. :)

    Steel Grave doesn't even ****ing work lol.
  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    edited April 2015
    vordayn wrote: »
    Life steal is 10% of your current lifesteal. So if you have 10% lifesteal it's = 10*0.1 = 11% lifesteal when chaotic fury kicks in.

    no chaotic fury add is +10% lifesteal!!!!!!!!!!!!!!!!!!!!
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