Originally Posted by Commando
Changes to PVP
I do not agree with many changes hereby proposed, and I do agree with the spirit of some. Here are my suggestions:
PvP Merits:
Just increase the drop rate significantly, independent of Rep. There is nothing to lose here by doing this. The players involved in PvP are reduced even more already, and, collectively, that puts a dent in the drop rates as well. It's too low as it is now.
Damage tier calculations:
No, I don't want it to be strictly by tier, due to some zones which differ in levels. Boost Ice blast dmg a bit more.
Global Resists--
Eliminate the resists which are added by the zone or which are added by the arena. If the squishies take their resist shields, fine, otherwise they should not have any added resists at all.
Diminished Returns:
I would say to get rid of it, but for the sake of helping defense based toons able to compete better in PvP, cap the To Hit value any given power may grant and cap the Global accuracy as well. Resists, in PvP, has a major trump over Defense in PvP and with the reduction of Elusivity it's taken quite the toll. Even when i13 first came out, defense vs resist toons who had great global acc and some sort of to hit buff powers, those defense-based toons were fighting an uphill battle.
Buffs:
Please remove the cap placed on the effectiveness buffs have. Buffs should function as intended. This is also in harmony with removing the global resistances added by the game. Make Vengeance unusable in zones, just like Ouros portal.
Elusivity--
This was a brilliant and great mechanism for defense-based toons. In i13 this was only a problem when toons did not have enough global accuracy. People either built their toons for as much recharge, or +global dmg, or +health, or kb protection, or +global accuracy, etc. Having played and watched fights of defense-based toons vs other types. I know that defense-toons who lost or had a very difficult fight faced toons with solid global accuracy in their builds. I know blasters with great global accuracy who were beating consistently, in i13 Forts and other defense based toons because of their builds, and spines/regen scrappers who were beating Forts as well. Since those players had great accuracy and had great tools to mitigate for the incoming damg and the Forts did not have damg mitigation tools to save them from defeat. Lets not even talk about SS/resist based builds who faced vs defense based toons. That was too easy. I think the Devs should not have fixed peoples problem with defense by giving the solution to them on a platter. Players should have a choice of what they want in their build and pay the price for their weak side. For example: If you pack a lot of KB prot and dmg buff from procs or other means and you end up with not enough global accuracy, then when that player faces someone with very good defense, he has to live with the consequences and try to get by with what he has. The examples may change but I hope the point is made that players should figure what they want from their builds and if some things were left out willingly, dont ask the Devs for providence. If the Elusivity is not restored fully to what it was in i13, then add at least half of the amount nerfed after i13, or cap the global accuracy and to hit bonuses possible.
Stalkers-
This is a pain. For PvP balance issues this whole AT is a problem. On the one hand, they are (as of now) impossible to see, unless the stalkers attack or enter an area in which dmg will unhide them, and they do a devastating amount of UNRESISTED dmg from either critical hits or AS. On the other hand, while being visible, their survivability is dubious. This, IMO, was a mistake to bring to the game and now the matter is a tough one of what to do with it. 3-4 Spines stalkers coordinate one target, while completely unseen, Crit Impale, target gone, and move on to next. How to counter that? Well, exiting the zone is a great way to do it. Gone Rogue will have Stalkers on both sides and have VEATS on both sides. VEATS, who have higher perception cap, will be sought for that perception, among other things. This will turn VEATS into prime targets for the stalkers, all of them. Gone Rogue might turn into VEATS Gone
Farmed. Who knows?
Blasters--
Fix the Proc or change the utility of the Proc completely if you can not fix it. We all know the Proc, which every Psy blaster uses (or most of them) is broken. Fix or change it.
Help Ice Blasts, and help every other Blast sets so their animation, activation, secondary effects, and dmg can compete with each other, at least at a closer distance from each other.
Dominators and controllers--
Heres another difficult issue, to fight statues or not. I feel that Doms were so powerful pre i13 that only pure, raw and powerful dmg and other controllers and dominators could compete with them, especially the case with Mind/ doms. This is also why Fortunatas were so good vs most, if not all controllers/dominators, they had the dmg and holds of their own and were protected from repel, and solid defense, especially vs Psy. Props to Guild Wars which has no hold type powers at all in their PvP. This issue is another difficult one to tackle for the sake of PvP balance. For the sakes of not fighting statues in PvP, the change made in i13 is very reasonable. If holds go back to what they were pre i13, then make powers which protect from being Mez'd even more powerful, increase their protection 4-5 times the current Mag or just render them immune from holds in PvP. Make it really difficult to be able to fight statues or do not let it be at all. Perhaps, and this is as far as I would like to compromise, make all hold powers become like sleep powers, any damage at all will free you from the hold and all holds then become suppressed for 20 seconds or more. I am in favor of not fighting statues at all nor of having a battle of break frees, which was the issue the majority of the time in pre i13 PvP.
Domination--
What to do about this? Dominators already have a great dmg boost given by the devs. I also do not want a break free fight nor a fight vs statue. In PvE, this is a great tool, but in PvP it is clear it should not work the way it works in PvE. I would suggest giving Domination, for PvP, a different utility. Have Domination grant a great recovery rate for Dominators in PvP, so much so that it can overcome recovery debuffs. Having said that, increase the base recharge so it is not possible at all, even w/out DR, to have it permanent or give it a forced cool down time of 2 minutes, like you give phase.
Containment--
For practical purposes, does it exist anymore? Give controllers a dmg boost, like the ones given to dominators. Containment is practically non-existent in PvP.
Defenders--
No hibernate in their Epic pools, no unresisted debuffs/buffs, sub-standard dmg. My suggestion: significantly increase the strengths of their debuffs/buffs by 20 percent or give their unresisted debuffs/buffs back, or, make their buffs irresistible and allow them to ignore DR, if DR is not removed. Another alternative: if you are under the effect of a Defender debuff, a Defenders dmg vs you increases dramatically or doubles. Similar to what containment used to be for controllers.
Melee--
In i13, those who thought Melee was LOL at PvP and underestimated it, became the objects of LOL in the arena. Travel suppression definitely did help with that. Then came the nerf to the dmg melee toons were dishing out, and also came the introduction of no travel suppression in Arena. No range toon or hardly any will choose travel suppression when fighting a melee toon. Range vs melee is also a very difficult issue for any game developers for PvP balance. Its easy to swing the balance too much in favor of one side or the other. It becomes a bigger problem, for melee, when the vast majority of people decide to abandon playing melee consistently thereby impairing their judgment when it comes time to suggest objective solutions for the pvp balance problem.
My suggestions to help melee overcome the disadvantage they have right now are:
a. Keep the range debuff on Taunt. Make any melee attack dealt by melee toons suppress the travel of any toon they hit for 2-3 seconds, this is in addition to the suppression all toons have when they attack. The melee attack will suppress travel regardless of the buffs that opponent has. Its bad enough squishies have those global resist added. Make the melee attack count even more now. Or
b. Keep the range debuff on Taunt. Make the speed of all melee toons significantly faster than range toons. So, cap the speed of range toons, if you have to in order to reach this objective. Or
c. Make Taunt a power which suppresses the travel of any range toon for 2-3 seconds as well as keep the range debuff on it.
The activation and animation time of fossilize is long enough for me to justify the greater dmg output than the other range attacks. Given the resists and range advantage squishies have, I was never agreeing to debuff the dmg of any range attack given to melee toons, while at the same time introducing the no travel suppression option in arena. If the range dmg is debuffed more, then have the game introduce a -resist debuff on all range toons vs melee attacks from melee toons of 25% - 35% at the same time as making melee dmg from melee toon suppress all travel for 2-3 seconds.
VEATS--
Unresisted criticals for Banes and NWs. Add elusivity to any and all powers which grant defense. Increase base Fort dmg by half of what was nerfed.
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