Page 2 of 4 FirstFirst 1234 LastLast
Results 21 to 40 of 72

Thread: Class restriction in PvP

  1. #21
    Forum Adept Breakingbadxx's Avatar
    Join Date
    Nov 2013
    Posts
    350
    Thanks Thanks Given 
    3
    Thanks Thanks Received 
    66
    Thanked in
    36 Posts

    Default

    Quote Originally Posted by Zeus View Post
    They don't work on the weekend, buddy. Give them until Monday, I'm sure Vroom or Cara will give a balanced update to fix this issue that's been plaguing rogues for about a year now.
    Ah, thank you.

  2. #22
    Banned Twerk's Avatar
    Join Date
    Dec 2015
    Posts
    235
    Thanks Thanks Given 
    82
    Thanks Thanks Received 
    61
    Thanked in
    27 Posts

    Default

    Quote Originally Posted by Breakingbadxx View Post
    This is my second thread in over a year (i believe) and, not on the same issue as the first. Refrain from making false accusations and unconstructive comments.
    I only see crying.

  3. #23
    Banned Deathclaw's Avatar
    Join Date
    Jul 2016
    Posts
    62
    Thanks Thanks Given 
    10
    Thanks Thanks Received 
    14
    Thanked in
    8 Posts

    Default

    In my opinion this is a bad idea mainly because it takes 5 people to be able to clash, certain classes aren't available at all times this would kill pvp in general. I would be forced to leave the room if a tank isn't available to call or end up getting ganged. I wanna play with friends and this class restriction would strict me from having fun , pvp should be all about fun this will just ruin it in my opinion. Sts should look at balancing the classes , as for example the tanks glint stone set 3 axe pulls is just too much rouges cannot handle it enables them to freely move around in pvp , as for mages they can defend themselves by simply using their shield ability and save their butts from getting kicked. These are the types of things that should be looked at instead of restricting classes.

  4. #24
    Forum Adept Breakingbadxx's Avatar
    Join Date
    Nov 2013
    Posts
    350
    Thanks Thanks Given 
    3
    Thanks Thanks Received 
    66
    Thanked in
    36 Posts

    Default

    As an additional section on this, could you point out what you believe it will take to balance all classes in PvP.

    Balance meaning, 1 class being as necessary as the next to have on a team.

  5. #25
    Forum Adept Safiras's Avatar
    Join Date
    Jan 2013
    Location
    Somewhere up in the clouds.
    Posts
    266
    Thanks Thanks Given 
    605
    Thanks Thanks Received 
    1,326
    Thanked in
    478 Posts

    Default

    Quote Originally Posted by Breakingbadxx View Post
    As an additional section on this, could you point out what you believe it will take to balance all classes in PvP.

    Balance meaning, 1 class being as necessary as the next to have on a team.
    I had pointed out in another thread regarding the reason for the lack of usefulness of rogues. Basically it results from the increased survivability of tanks while on HoR/Jugg and mages while on Arcane Shield. Alone the tank or mage is balanced vs a rogue but when stacked in increasing numbers allows for a shield and cover rotation that a rogue will find almost impossible to break without the help of another mage or tank. This here is the issue: a rogue needs the support of another class and will suffer with rogue stacking, while tanks and mages are the opposite.

    I had suggested team debuffs for class stacking in PvP, the specific debuff corresponding to the class being stacked. I really don't know what would happen if you were to increase rogue survivability in some way. We already had problems with this before our armor got nerfed. In the past, before the buffing of mage shield/tank Jugg, the usefulness of rogues was that they could crit hard and break a tank's jugg or a mage's shield. But since everyone complained that this was too gamebreaking and relies too little on skill, tanks got their Jugg buffed to the point that (apart from using Korruption) once under Jugg they're near unkillable.
    I'm not in favor of returning to the old status quo though because of the level of unhappiness involved. However the root of the problem now as I've said lies in the ability (or lack thereof) of the rogue to break through all the shields and damage reduction capabilities of the other two classes especially when stacked in increasing numbers. If there is a way to mitigate this then there would be class balance in PvP.
    Why do we fall? So that we can rise again.

  6. #26
    Forum Adept Breakingbadxx's Avatar
    Join Date
    Nov 2013
    Posts
    350
    Thanks Thanks Given 
    3
    Thanks Thanks Received 
    66
    Thanked in
    36 Posts

    Default

    Quote Originally Posted by Safiras View Post
    I had pointed out in another thread regarding the reason for the lack of usefulness of rogues. Basically it results from the increased survivability of tanks while on HoR/Jugg and mages while on Arcane Shield. Alone the tank or mage is balanced vs a rogue but when stacked in increasing numbers allows for a shield and cover rotation that a rogue will find almost impossible to break without the help of another mage or tank. This here is the issue: a rogue needs the support of another class and will suffer with rogue stacking, while tanks and mages are the opposite.

    I had suggested team debuffs for class stacking in PvP, the specific debuff corresponding to the class being stacked. I really don't know what would happen if you were to increase rogue survivability in some way. We already had problems with this before our armor got nerfed. In the past, before the buffing of mage shield/tank Jugg, the usefulness of rogues was that they could crit hard and break a tank's jugg or a mage's shield. But since everyone complained that this was too gamebreaking and relies too little on skill, tanks got their Jugg buffed to the point that (apart from using Korruption) once under Jugg they're near unkillable.
    I'm not in favor of returning to the old status quo though because of the level of unhappiness involved. However the root of the problem now as I've said lies in the ability (or lack thereof) of the rogue to break through all the shields and damage reduction capabilities of the other two classes especially when stacked in increasing numbers. If there is a way to mitigate this then there would be class balance in PvP.
    I see, from what i have gathered, correct me if i'm wrong:
    1). Rogue damage has become insignificant in team PvP scenario's, be it from the reduction of damage in PvP or something else. Rogues no longer have the damage to ward off or scare opponents targeting them specifically with the intent to erase the rogue from the battlefield.
    2). Unlike the other 2 classes, rogues don't have an effective defensive countermeasure against attempts to erase them from the battlefield. Warriors have the juggernaut and horn of renew skills. Mages have a shield that grants a 2 second invulnerability and significant reduction in damage taken.

    I presume the razor shield skill for rogues does not work as such a countermeasure like those for warriors and mages?

  7. #27
    Forum Adept Safiras's Avatar
    Join Date
    Jan 2013
    Location
    Somewhere up in the clouds.
    Posts
    266
    Thanks Thanks Given 
    605
    Thanks Thanks Received 
    1,326
    Thanked in
    478 Posts

    Default

    Quote Originally Posted by Breakingbadxx View Post
    I see, from what i have gathered, correct me if i'm wrong:
    1). Rogue damage has become insignificant in team PvP scenario's, be it from the reduction of damage in PvP or something else. Rogues no longer have the damage to ward off or scare opponents targeting them specifically with the intent to erase the rogue from the battlefield.
    2). Unlike the other 2 classes, rogues don't have an effective defensive countermeasure against attempts to erase them from the battlefield. Warriors have the juggernaut and horn of renew skills. Mages have a shield that grants a 2 second invulnerability and significant reduction in damage taken.

    I presume the razor shield skill for rogues does not work as such a countermeasure like those for warriors and mages?
    Will answer according to your points:

    1. Rogue damage is insignificant in the sense that it poses no threat to the Juggernaut skill of an equally geared, equally-skilled tank. In a 1v1 setting this is still manageable in view that a rogue can use mobility to kite round the tank and make him miss hits, basically surviving until the Juggernaut buff expires before attempting to nuke the tank. At endgame though, Axe Throw and the Dragon Hunter Sword proc make this even harder to do. In clashes it is even worse because with proper timing and coordination between tanks, a tank can be under an almost constant shield and with all the chaos and movement in a clash, it is very difficult to pinpoint a tank which is in his window of vulnerability and take it down.

    2. In contrast, a rogue is always vulnerable, always exposed because there is no viable damage reduction/shield skill that we possess. Razor shield requires maximum mastery to reach 10% damage reduction and even then it does not measure up to the damage reduction/absorption capabilities of Juggernaut or Arcane Shield.
    Why do we fall? So that we can rise again.

  8. #28
    Senior Member Ireliaa's Avatar
    Join Date
    Jun 2013
    Posts
    678
    Thanks Thanks Given 
    121
    Thanks Thanks Received 
    218
    Thanked in
    110 Posts

    Default

    Quote Originally Posted by Safiras View Post
    I had pointed out in another thread regarding the reason for the lack of usefulness of rogues. Basically it results from the increased survivability of tanks while on HoR/Jugg and mages while on Arcane Shield. Alone the tank or mage is balanced vs a rogue but when stacked in increasing numbers allows for a shield and cover rotation that a rogue will find almost impossible to break without the help of another mage or tank. This here is the issue: a rogue needs the support of another class and will suffer with rogue stacking, while tanks and mages are the opposite.

    I had suggested team debuffs for class stacking in PvP, the specific debuff corresponding to the class being stacked. I really don't know what would happen if you were to increase rogue survivability in some way. We already had problems with this before our armor got nerfed. In the past, before the buffing of mage shield/tank Jugg, the usefulness of rogues was that they could crit hard and break a tank's jugg or a mage's shield. But since everyone complained that this was too gamebreaking and relies too little on skill, tanks got their Jugg buffed to the point that (apart from using Korruption) once under Jugg they're near unkillable.
    I'm not in favor of returning to the old status quo though because of the level of unhappiness involved. However the root of the problem now as I've said lies in the ability (or lack thereof) of the rogue to break through all the shields and damage reduction capabilities of the other two classes especially when stacked in increasing numbers. If there is a way to mitigate this then there would be class balance in PvP.
    i agree with you on survivability of the mage and warr when they are together is the issue as well as when they stack single class

    but %5 reduction isnt gonna do anything because core problem is the skill combinations of 2 class as you told in detail + the well known infamous sword proc and 3 axe throws
    rogue has no cc or defensive utility and doing about a damage little bit higher than mage and its not aoe

    im wondering myself what changed after good old days of 31 cap pvp before the release of blood rubys and fangs, I believe that balance can be achieved again

  9. #29
    Banned
    Join Date
    Feb 2014
    Posts
    2,089
    Thanks Thanks Given 
    185
    Thanks Thanks Received 
    537
    Thanked in
    237 Posts

    Default

    I think this is a great idea. However, this would lead to the collapse of one of the major end game PvP guilds who have been relying on mage and tank stacks since 46 cap, if not before that.

  10. #30
    Senior Member Zynzyn's Avatar
    Join Date
    Jan 2014
    Posts
    1,143
    Thanks Thanks Given 
    441
    Thanks Thanks Received 
    321
    Thanked in
    177 Posts

    Default

    Good idea. Hope this is considered.

  11. #31
    Guardian of Alterra Zeus's Avatar
    Join Date
    Jul 2010
    Location
    Los Angeles, California
    Posts
    25,281
    Thanks Thanks Given 
    2,649
    Thanks Thanks Received 
    5,885
    Thanked in
    2,947 Posts

    Default

    Quote Originally Posted by Safiras View Post
    I had pointed out in another thread regarding the reason for the lack of usefulness of rogues. Basically it results from the increased survivability of tanks while on HoR/Jugg and mages while on Arcane Shield. Alone the tank or mage is balanced vs a rogue but when stacked in increasing numbers allows for a shield and cover rotation that a rogue will find almost impossible to break without the help of another mage or tank. This here is the issue: a rogue needs the support of another class and will suffer with rogue stacking, while tanks and mages are the opposite.

    I had suggested team debuffs for class stacking in PvP, the specific debuff corresponding to the class being stacked. I really don't know what would happen if you were to increase rogue survivability in some way. We already had problems with this before our armor got nerfed. In the past, before the buffing of mage shield/tank Jugg, the usefulness of rogues was that they could crit hard and break a tank's jugg or a mage's shield. But since everyone complained that this was too gamebreaking and relies too little on skill, tanks got their Jugg buffed to the point that (apart from using Korruption) once under Jugg they're near unkillable.
    I'm not in favor of returning to the old status quo though because of the level of unhappiness involved. However the root of the problem now as I've said lies in the ability (or lack thereof) of the rogue to break through all the shields and damage reduction capabilities of the other two classes especially when stacked in increasing numbers. If there is a way to mitigate this then there would be class balance in PvP.
    Yes, and if you stack only Mage or warrior on other class then the rogue on other side has no chance.
    Click My Signature to Check Out My YouTube Channel.
    Warning: Any Beggars Will Be Put On Ignore List

  12. #32
    Forum Adept Breakingbadxx's Avatar
    Join Date
    Nov 2013
    Posts
    350
    Thanks Thanks Given 
    3
    Thanks Thanks Received 
    66
    Thanked in
    36 Posts

    Default

    Great discussion guys, let's take the specific rogue class discussion to the 'On Balance - Rogue class role in team PvP' thread.

  13. #33
    Luminary Poster Energizeric's Avatar
    Join Date
    Jun 2012
    Posts
    8,243
    Thanks Thanks Given 
    960
    Thanks Thanks Received 
    2,931
    Thanked in
    1,208 Posts

    Default

    Unfortunately I'm not sure if this issue can ever be solved. It seems that from the beginning, rogues were designed to deliver large amounts of single target damage, while mages were designed to deliver damage to a group. When things were "balanced" in team PvP, a mage did not stand a chance against a rogue or warrior 1-on-1 since there was no "group" to damage, and mage's single target damage was much lower than that of a rogue.

    So then to make things balanced in 1-on-1 PvP, they have now upset the balance in team PvP. From an objective standpoint, I'm not sure you can ever have both types of PvP balanced. The problem really is mages, not rogues. If you make them powerful enough to compete in 1-on-1 situations, then they become too powerful in team PvP.

    In the early days of PvP, the advantage the mage had over the other classes was the stun. But over time, with the addition of Nekro and other stun immunities, the stun became less and less reliable. So to compensate for this loss of power, mages received higher and higher damage stats, and now we are in the situation we are in. Either they are too powerful in team PvP, or not powerful enough in 1-on-1 PvP.
    Last edited by Energizeric; 07-17-2016 at 08:17 AM.

  14. The Following 2 Users Say Thank You to Energizeric For This Useful Post:


  15. #34
    Guardian of Alterra Zeus's Avatar
    Join Date
    Jul 2010
    Location
    Los Angeles, California
    Posts
    25,281
    Thanks Thanks Given 
    2,649
    Thanks Thanks Received 
    5,885
    Thanked in
    2,947 Posts

    Default

    Quote Originally Posted by Energizeric View Post
    Unfortunately I'm not sure if this issue can ever be solved. It seems that from the beginning, rogues were designed to deliver large amounts of single target damage, while mages were designed to deliver damage to a group. When things were "balanced" in team PvP, a mage did not stand a chance against a rogue or warrior 1-on-1 since there was no "group" to damage, and mage's single target damage was much lower than that of a rogue.

    So then to make things balanced in 1-on-1 PvP, they have now upset the balance in team PvP. From an objective standpoint, I'm not sure you can ever have both types of PvP balanced. The problem really is mages, not rogues. If you make them powerful enough to compete in 1-on-1 situations, then they become too powerful in team PvP.

    In the early days of PvP, the advantage the mage had over the other classes was the stun. But over time, with the addition of Nekro and other stun immunities, the stun became less and less reliable. So to compensate for this loss of power, mages received higher and higher damage stats, and now we are in the situation we are in. Either they are too powerful in team PvP, or not powerful enough in 1-on-1 PvP.
    Well, Team PvP is more of a function in this game rather than 1v1 PvP. That's why I never really cared for 1v1 balance, because its something that will never really be achieved without some heavy compromises.
    Click My Signature to Check Out My YouTube Channel.
    Warning: Any Beggars Will Be Put On Ignore List

  16. #35
    Forum Adept Breakingbadxx's Avatar
    Join Date
    Nov 2013
    Posts
    350
    Thanks Thanks Given 
    3
    Thanks Thanks Received 
    66
    Thanked in
    36 Posts

    Default

    Quote Originally Posted by Zeus View Post
    Well, Team PvP is more of a function in this game rather than 1v1 PvP. That's why I never really cared for 1v1 balance, because its something that will never really be achieved without some heavy compromises.
    I also wondered the same. PvP Duelling is a 'recent' feature added to the game, so why is it that the developers continue working hard at balancing classes in a 1v1 scenario e.g. the rock, paper, scissors theory?

    Team PvP has been the main PvP aspect in this game from the beginning. This should be the main focus of PvP balance.

    Team deathmatch.

    Capture the flag (as a team).

    I personally would like to see more effort go into balancing PvP from a 'group' perspective, because (as pointed out by Zeus), I have yet to see a successful 1v1 PvP class balance in games. The 'selfish' attribute humans have to be better than another makes it impossible.
    Last edited by Breakingbadxx; 07-17-2016 at 08:44 AM.

  17. #36
    Senior Member Intous's Avatar
    Join Date
    Sep 2015
    Location
    In your closet
    Posts
    518
    Thanks Thanks Given 
    117
    Thanks Thanks Received 
    72
    Thanked in
    50 Posts

    Default

    I think, since PvP balance has been wrecked, it'd a good choice to have a week without k/ds to test things and see which option would be an effective method to fix the issue.
    Tbh, in my point of view, rogues are a anti person class, if we make it strong on clashes, that'd would render it an all-rounded class, but still, the 46 sword, sigh.
    In the internet, you can be Whoever you want, I wonder why some people choose to become idiots...
    Intous - High Society

  18. #37
    Luminary Poster Energizeric's Avatar
    Join Date
    Jun 2012
    Posts
    8,243
    Thanks Thanks Given 
    960
    Thanks Thanks Received 
    2,931
    Thanked in
    1,208 Posts

    Default

    Quote Originally Posted by Zeus View Post
    Well, Team PvP is more of a function in this game rather than 1v1 PvP. That's why I never really cared for 1v1 balance, because its something that will never really be achieved without some heavy compromises.
    I agree. Perhaps the solution is to buff rogues a bit, and then nerf them ONLY in duels where they clearly have that high single-target damage advantage.

  19. #38
    Guardian of Alterra Zeus's Avatar
    Join Date
    Jul 2010
    Location
    Los Angeles, California
    Posts
    25,281
    Thanks Thanks Given 
    2,649
    Thanks Thanks Received 
    5,885
    Thanked in
    2,947 Posts

    Default

    Quote Originally Posted by Energizeric View Post
    I agree. Perhaps the solution is to buff rogues a bit, and then nerf them ONLY in duels where they clearly have that high single-target damage advantage.
    I wouldn't mind that.
    Click My Signature to Check Out My YouTube Channel.
    Warning: Any Beggars Will Be Put On Ignore List

  20. #39
    Banned
    Join Date
    Feb 2014
    Posts
    2,089
    Thanks Thanks Given 
    185
    Thanks Thanks Received 
    537
    Thanked in
    237 Posts

    Default

    Quote Originally Posted by Energizeric View Post
    I agree. Perhaps the solution is to buff rogues a bit, and then nerf them ONLY in duels where they clearly have that high single-target damage advantage.
    Wouldn't it be better to nerf mages and then further nerf rogues in ONLY duels since you previously stated, and i agree, the problem is with mages and tanks, not rogues.

  21. #40
    Guardian of Alterra Zeus's Avatar
    Join Date
    Jul 2010
    Location
    Los Angeles, California
    Posts
    25,281
    Thanks Thanks Given 
    2,649
    Thanks Thanks Received 
    5,885
    Thanked in
    2,947 Posts

    Default

    Quote Originally Posted by Kingofninjas View Post
    Wouldn't it be better to nerf mages and then further nerf rogues in ONLY duels since you previously stated, and i agree, the problem is with mages and tanks, not rogues.
    Yes, but nobody likes being nerfed...so I'm sure people would like to avoid that. That being said, this is the first time I've seen a mage say that mages need to be nerfed. Props!
    Click My Signature to Check Out My YouTube Channel.
    Warning: Any Beggars Will Be Put On Ignore List

Similar Threads

  1. Should there be a class restriction in PVP?
    By intrepd in forum AL General Discussion
    Replies: 19
    Last Post: 05-21-2016, 01:43 PM
  2. Replies: 2
    Last Post: 03-08-2015, 03:01 PM
  3. The New Trading Restriction
    By pewpewlazur in forum PL General Discussion
    Replies: 29
    Last Post: 09-26-2010, 08:28 AM
  4. Request for a level restriction option when setting up campaigns
    By Huzzah in forum PL Suggestions and Feedback
    Replies: 9
    Last Post: 06-25-2010, 01:12 PM
  5. Any level restriction for this game?
    By kevintr912 in forum PL General Discussion
    Replies: 5
    Last Post: 05-18-2010, 04:53 PM

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •