Results 1 to 20 of 158

  Click here to go to the first Dev post in this thread.   Thread: PvP Updates: Proposed Balance Changes (7/21/16)

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Forum Adept Pedgon's Avatar
    Join Date
    Oct 2013
    Location
    Portugal
    Posts
    407
    Thanks Thanks Given 
    125
    Thanks Thanks Received 
    59
    Thanked in
    31 Posts

    Default

    Quote Originally Posted by VROOMIGoRealFast View Post
    Greetings Arlorians!

    We've appreciated all feedback players have been posted after the corrections to Aimed Shot as well as the current state of Rogues in PvP. Due to the nature of the thread, we have taken another look at overall PvP balance based on the issues that players have brought up, and have found something we want to address.

    Currently in PvP, healing and damage are scaled based on your level. At level 56 you deal 50% damage and heal for 50%. We believe this has overall resulted in better PvP battles. Thanks to all the posts from the community we've identified aspects of survivability which do not have any kind of reduction. These are Arcane Shield's Damage Reduction, the health increase from Juggernaut, and the length of invulnerability from Horn of Renew.

    Here is our thought on why Damage Reduction not scaling becomes a problem. If I'm a Rogue (or any character) and use an attack which deals 1000 damage to a Sorcerer with Arcane Shield, that damage is reduced because Arcane Shield gives Damage Reduction. Let's say my Arcane Shield gives me 55% Damage Reduction. This means that 1000 damage becomes 450 damage. Now if you include the 50% damage decrease in place in PvP, this 1000 damage drops all the way to 225 damage. Having the damage decrease in PvP compounds the effectiveness of my Arcane Shield, in a way that players dealing damage can't keep up with.

    The health increase of Juggernaut works similarly. Juggernaut increases your health by 25% of your armor, and with the Ignore Pain upgrade gives you 40% (or 65%) damage reduction while active. Let's say I receive 1000 health from Juggernaut (meaning I have 4000 armor). Normally this would mean I can take 1 more hit from that Rogue dealing 1000 damage. Taking 40% Damage Reduction into account, the Rogue's 1000 damage would be reduced to 600 damage, so I would be able to take 2 hits before losing my Juggernaut health. Now add in the PvP damage decrease, and the Rogue only deals 300 damage. Now a single use of Juggernaut means I can take 4 more hits from the Rogue.

    Both of the given cases are further lowered by the natural armor the Sorcerer or Warrior has, further decreasing the amount of damage they receive. We want to address these abilities so that the scaling of survivability matches with the scaling of damage and healing.

    Proposed Changes:
    1) The damage reduction of Arcane Shield will scale with player level (in PvP only) at the same rate damage is scaled. At level 1 the reduction will remain 45% for uncharged and 55% for charged. At level 56 the damage reduction will be half that value, 22.5% for uncharged and 27.5% for charged. The health of the shield will not be adjusted as part of this change.
    2) The amount of bonus health that Juggernaut grants will scale with player level (in PvP only) at the same rate damage is scaled. At level 1 Juggernaut will grant 17.5% health uncharged and 25% health charged. At level 56 Juggernaut will grant 8.75% health uncharged and 12.5% health charged. The Damage Reduction gained from Juggernaut will not be adjusted as part of this change.
    3) The duration of the invulnerability upgrade on Horn of Renew will be reduced (in PvP only) from 2/3 seconds to 1/1.5 seconds.
    4) Reduce the amount of Nekro's Arcane Ability Damage Reduction in PvP
    5) Allow Juggernaut's upgrade to work even inside of a Korruption Pool (there's debate whether this is considered healing 'over time')


    While this is our current plan, because of the nature of PvP, we are looking for feedback from the players on this. If the discussion goes well this will be released next Thursday's patch!

    See you on Blood Beach,
    -STSVroom
    I understand the examples, but saying that a rogue does 1000 base damage to a tank is non-sense, the example should be done with higher amount of base damage, coz that example isn't real..at all! Also, most of the warriors have 3k or less armor in PvP lol so...

    1) Yes. But mages will complain...and a lot! lol There are many reasons why mages are better than rogues for clashes these days, this is definitely 1 of them. Mage it's just too good when "tanking", while with nek and arcane shield on lol And also for 1x1 between mage and tank, it's almost impossible for tank to break the cycle (heal, arc shiel, nek shield) lol
    2) Yes. HP buff is not what makes Juggernaut effective, damage reduction combined with heals when below 40% is what matters to keep tank alive.
    3) NO, JUST NO! Invulnerability is 3 sec right now in PvP, but it actually looks more like 2 sec, due the "delay" on 1st sec..so reducing it to 1/1.5 sec will create a problem on tank survivability; right now, we can heal..let's say..around 2k (1000x2) while with shield, if it gets nerfed, we will only heal 1 time before losing shield, and if low HP this is a problem in survivability. Also a problem when clashing for keeping team alive! When getting stunned (2-4 sec, depending on type of stun) this is, again, another issue, if shield goes away very fast..
    4) NO. This will totally change PvP..especially clashes, for all classes! And it will likely "cancel" the effects of Global 50% nerf. Also...as a tank, and combining this topic with previous one, this is an even bigger problem for warrior survivability.
    5) YES YES YES. I believe entire community agrees on this. lol
    Last edited by Pedgon; 07-22-2016 at 07:05 AM.

Similar Threads

  1. A proposed solution for Crafting Inventory
    By AngryLucas in forum AL General Discussion
    Replies: 28
    Last Post: 07-12-2016, 04:41 AM
  2. Balance this!
    By BlacknWild in forum PL General Discussion
    Replies: 48
    Last Post: 11-18-2013, 10:31 PM
  3. Proposed 'time-out' for PvP quitters!
    By Michael Flynn in forum AL Player vs. Player
    Replies: 8
    Last Post: 01-23-2013, 03:03 AM

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
  •