Hi everyone,
I was looking on the forum for a constructive thread about the issues we are facing in PVP nowadays. Beside a lot of "nerf this" and "nerf that" threads there is not really a lot to find.
So I'd like to ask you to name the main issues you see with in PVP right now.
Lag and CE are not abilities btw, we all know this is the biggest issue.
Please also take PVE into account, changes should not affect PVE directly or too hard.
I will write my opinion, everyone can respond with a logical answer why it is not a good idea, but for all the "L2P"-comments...please save your time and do something else.
1. Tankiness:
Everyone is super tanky. I am playing 5 light and 2 heavy and I have max armor stats. This is ridiculos.
Suggestion: increase cap and lower damage reduction
Example. 50% reduction with 45k resistances
So you really have to stack armor to get the max damage reduction, it is way to easy to hit the cap right now.
2. Healing
Since DoTs have been nerfed, HoTs are very powerful. Instant heals should remain strong, but be expensive.
Suggestion: Reduce HoT by 20%. Reduce the Magicka Restoration of Honor of the dead from 60% to 30%.
3. Overtuned skills
I really don't have a problem fighting templars with their jabs - but this ability is overtuned anyways. Well...it's not the ability, its the passive burning light.
To bring Jabs in line with other class spammables my recommendation is to let burning light only apply to monsters, not to players. Burning light sometimes hits harder than the jab itself.
So what do you think? What are the main issues and how could they get addressed correctly?
I have seen that sorc healing is a bit overtuned. Saw a video with a 19k heal off of clanfear.
Idk if this is completely accurate, but if this can be achieved, that's a bit too much, imo.
Honestly, I think that CP is one of the main issues in PvP when game performance is taken out of the running. Namely, it scales too high right now, and break free/roll dodge is too expensive without it.
What this results in is a CP environment where damage mitigation and healing is in abundance (due to CP percentage bloat combined with recent damage nerfs) and a non-CP environment that's actual cancer because of all the effects/sets that are being put in to be effective in CP and extreme passive damage mitigation being necessary because roll dodge/block/break free costs too much without CP. CP fights often end in stalemates and no-CP fights often abuse cheap gimmicks like bombard to bait expensive roll dodges.
The only real way to fix this is a redesign of the CP system; however, giving less points for PvP would be a decent short term fix. ~500 is my suggestion. Then, removing the "Reduce cost of X by Y%" points would be the next step, followed by a static cost reduction for break free & friends and close look at how you can make a progression system interesting without turning to flat percentages, which have a habit of getting out of control very quickly.
When that's all said and done and everything works without the scales being tipped badly in one direction or another, just remove no-CP and balance one PvP mode.
Of course, there are certain classes and skills that need some effects pruned or added to them to either bring them in line or give them more use, but that can come later when the core issues (like lag!) are fixed.
EDIT: clarifications for ignoring performance, forgot some words
-echoing sucks ass solo(high cost if you double pump the ticks), but it is amazing in group play after 5 or 6+ people
Honestly, I think that CP is one of the main issues in PvP when game performance is taken out of the running. Namely, it scales too high right now, and break free/roll dodge is too expensive without it.
What this results in is a CP environment where damage mitigation and healing is in abundance (due to CP percentage bloat combined with recent damage nerfs) and a non-CP environment that's actual cancer because of all the effects/sets that are being put in to be effective in CP and extreme passive damage mitigation being necessary because roll dodge/block/break free costs too much without CP. CP fights often end in stalemates and no-CP fights often abuse cheap gimmicks like bombard to bait expensive roll dodges.
The only real way to fix this is a redesign of the CP system; however, giving less points for PvP would be a decent short term fix. ~500 is my suggestion. Then, removing the "Reduce cost of X by Y%" points would be the next step, followed by a static cost reduction for break free & friends and close look at how you can make a progression system interesting without turning to flat percentages, which have a habit of getting out of control very quickly.
When that's all said and done and everything works without the scales being tipped badly in one direction or another, just remove no-CP and balance one PvP mode.
Of course, there are certain classes and skills that need some effects pruned or added to them to either bring them in line or give them more use, but that can come later when the core issues (like lag!) are fixed.
EDIT: clarifications for ignoring performance, forgot some words
Ragnarock41 wrote: »Honestly, I think that CP is one of the main issues in PvP when game performance is taken out of the running. Namely, it scales too high right now, and break free/roll dodge is too expensive without it.
What this results in is a CP environment where damage mitigation and healing is in abundance (due to CP percentage bloat combined with recent damage nerfs) and a non-CP environment that's actual cancer because of all the effects/sets that are being put in to be effective in CP and extreme passive damage mitigation being necessary because roll dodge/block/break free costs too much without CP. CP fights often end in stalemates and no-CP fights often abuse cheap gimmicks like bombard to bait expensive roll dodges.
The only real way to fix this is a redesign of the CP system; however, giving less points for PvP would be a decent short term fix. ~500 is my suggestion. Then, removing the "Reduce cost of X by Y%" points would be the next step, followed by a static cost reduction for break free & friends and close look at how you can make a progression system interesting without turning to flat percentages, which have a habit of getting out of control very quickly.
When that's all said and done and everything works without the scales being tipped badly in one direction or another, just remove no-CP and balance one PvP mode.
Of course, there are certain classes and skills that need some effects pruned or added to them to either bring them in line or give them more use, but that can come later when the core issues (like lag!) are fixed.
EDIT: clarifications for ignoring performance, forgot some words
CP PvP stopped being fun unfortunately due to the amount of free sustain and tankyness given to everyone.
I was with you until you said remove no CP. Some of us like no CP more than CP PvP. No CP is a lot more balanced and skill based. It’s all about sets and rotations and timely blocks and dodge rolls. It’s not about who has the most CP invested. I play Cyro but I’m in BGs about 80% of the time.
Ok guys, before complining about tankiness, or healing or super duper skills that should be nerfed, we all should focus on the one subject that has been always the main problem with this game:
Server Performance.
Once that is solved we should start making a list of skills/effects that should be buffed. THEN we should start asking for nerfs, because nerfing one skill in isolation just leads to a over use of another skill, and its subsequent nerf.
FOR EXAMPLE:
Wings, do you remeber good ol' wings? I'm not going to say anything regarding the status of wings (most of you know my opinion), but at the time, wings was a direct counter to 41 mts destruction reach, one of the best skills this game has given us, with some burst dmg, some CC and a nice DoT.
Ok, after wings were nerfed (one of the saddest days in this game history), Reach had no counter. You just could sit at a keep's wall spamming reach all day long and never, ever, being punished for doing that. That lead to some sad threads saying "reach is OP", and what did ZoS do to solve the problem? Instead of giving us back wings, a skill that needed certain... skill to be used, but with some tweak (like reflecting attacks from 15 mts away), they just went for the lazy job... which was a huge nerf to reach.
Does anybody use reach now? What about wings?
And that, my dear friends is how you pon farr a game...
Hi everyone,
I was looking on the forum for a constructive thread about the issues we are facing in PVP nowadays. Beside a lot of "nerf this" and "nerf that" threads there is not really a lot to find.
So I'd like to ask you to name the main issues you see with in PVP right now.
Lag and CE are not abilities btw, we all know this is the biggest issue.
Please also take PVE into account, changes should not affect PVE directly or too hard.
I will write my opinion, everyone can respond with a logical answer why it is not a good idea, but for all the "L2P"-comments...please save your time and do something else.
1. Tankiness:
Everyone is super tanky. I am playing 5 light and 2 heavy and I have max armor stats. This is ridiculos.
Suggestion: increase cap and lower damage reduction
Example. 50% reduction with 45k resistances
So you really have to stack armor to get the max damage reduction, it is way to easy to hit the cap right now.
2. Healing
Since DoTs have been nerfed, HoTs are very powerful. Instant heals should remain strong, but be expensive.
Suggestion: Reduce HoT by 20%. Reduce the Magicka Restoration of Honor of the dead from 60% to 30%.
3. Overtuned skills
I really don't have a problem fighting templars with their jabs - but this ability is overtuned anyways. Well...it's not the ability, its the passive burning light.
To bring Jabs in line with other class spammables my recommendation is to let burning light only apply to monsters, not to players. Burning light sometimes hits harder than the jab itself.
So what do you think? What are the main issues and how could they get addressed correctly?
. Beside a lot of "nerf this" and "nerf that" threads there is not really a lot to find.
Joy_Division wrote: »Hi everyone,
I was looking on the forum for a constructive thread about the issues we are facing in PVP nowadays. Beside a lot of "nerf this" and "nerf that" threads there is not really a lot to find.
So I'd like to ask you to name the main issues you see with in PVP right now.
Lag and CE are not abilities btw, we all know this is the biggest issue.
Please also take PVE into account, changes should not affect PVE directly or too hard.
I will write my opinion, everyone can respond with a logical answer why it is not a good idea, but for all the "L2P"-comments...please save your time and do something else.
1. Tankiness:
Everyone is super tanky. I am playing 5 light and 2 heavy and I have max armor stats. This is ridiculos.
Suggestion: increase cap and lower damage reduction
Example. 50% reduction with 45k resistances
So you really have to stack armor to get the max damage reduction, it is way to easy to hit the cap right now.
2. Healing
Since DoTs have been nerfed, HoTs are very powerful. Instant heals should remain strong, but be expensive.
Suggestion: Reduce HoT by 20%. Reduce the Magicka Restoration of Honor of the dead from 60% to 30%.
3. Overtuned skills
I really don't have a problem fighting templars with their jabs - but this ability is overtuned anyways. Well...it's not the ability, its the passive burning light.
To bring Jabs in line with other class spammables my recommendation is to let burning light only apply to monsters, not to players. Burning light sometimes hits harder than the jab itself.
So what do you think? What are the main issues and how could they get addressed correctly?
I think it's ironic that you stated this:. Beside a lot of "nerf this" and "nerf that" threads there is not really a lot to find.
And then proceeded to write a "nerf this" and "nerf that" post.