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FriedSushi
05-25-2010, 09:32 PM
I know this has probably been suggested already, but the pvp damage should be somewhere between the original release damage and current damage

Original release :|<----------------------$---------|------------------------------>Current :(
$- THERE :)

EDIT: ok, after playing a few more pvp games, I have a NEW CHART!!

original release<-----------------------------|---$------------------------->current

nerdherd
05-25-2010, 09:34 PM
Haha, I like your little illustration :)

Prest87
05-25-2010, 10:00 PM
Actually it is pretty good with my archer i can kill guys in 5seconds

Aerospacegod
05-25-2010, 10:17 PM
I find my abilities do more damage than the weapon, may go full defense and max mana regen and just spam spells

Azrael
05-25-2010, 10:46 PM
The damage isn't the issue. When archers actually hit their target they can still kill very quickly.
The problem is the ridiculous dodge rate. Dodge is way to high for most characters. For some reason, focus and rage seem to be increasing hit % even though it doesn't show it on the stat page.

Armor mitigation needs to actually define classes, but as of now armor is so similar it doesn't, and the dodge rates are what is keeping people alive. Yes warriors have noticeably higher armor, but its Ironblood and evasion that actually makes most of the difference, once it is stacked onto a base of around 88 armor.

Aerospacegod
05-25-2010, 11:01 PM
If someone is frozen dodge should be zero but I don't think that is the case either.

FriedSushi
05-26-2010, 12:04 AM
They can do the matrix if only their feet are frozen

Royce
05-26-2010, 12:15 AM
They can do the matrix if only their feet are frozen

LOL. Excellent point, but that should be a passive skill or something :)

Seriously, damage right now is hilarious. My mage faced off against another earlier, and we were toe to toe for about 15 minutes before he went down. I think he just got bored. It works okay if you have teams actually working together, but any one on one is just an infinite draw. I think the current level is probably slightly closer to the sweet spot than the original release damage was. That was just terrible, unplayable. This is somewhat playable though kind of amusing at times.

FriedSushi
05-26-2010, 01:32 AM
Yup. As second chart says (chart haha), should be in between, but leaning more towards current damage now

Azrael
05-26-2010, 02:20 AM
LOL. Excellent point, but that should be a passive skill or something :)

Seriously, damage right now is hilarious. My mage faced off against another earlier, and we were toe to toe for about 15 minutes before he went down. I think he just got bored. It works okay if you have teams actually working together, but any one on one is just an infinite draw. I think the current level is probably slightly closer to the sweet spot than the original release damage was. That was just terrible, unplayable. This is somewhat playable though kind of amusing at times.

I joined a game where two mages were fighting for about 5 minutes. I popped rage with my 2h croc spine, walked up to one of them, and 2 shot him. I laughed.

Ajeje
05-26-2010, 06:38 AM
Hope they listen and they patch fast.

Prest87
05-26-2010, 09:35 PM
Plz change it back to 2nd update were u did less damage.

FriedSushi
05-26-2010, 10:46 PM
No way, this is the SWEET SPOT-or closer to it

but also, why can a warrior with 140 armor including iron blood, and I do 1-2 damage crits, while me, with 104 armor including iron blood take 20-30 damag crits. Same weapon, same stats. Does 30 armor make that much of a differnece?

Justg
05-26-2010, 10:56 PM
I played for awhile tonight as Boomer... I thought the pace was pretty darn good. Balance is a different issue, and I think that Cinco is working on some spectal things to even out the playing field, but the amount of time it took to engage in battle felt pretty good to me. How about you guys?

Demarrer
05-27-2010, 08:44 AM
I played for awhile tonight as Boomer... I thought the pace was pretty darn good. Balance is a different issue, and I think that Cinco is working on some spectal things to even out the playing field, but the amount of time it took to engage in battle felt pretty good to me. How about you guys?

I am not a big fan of team deathmatch, because I just feel it is boring. However, I thought that the amount of time it takes to play a game is great. All that needs to be fixed are the spawns and the balance issues.

I think what would be awesome is a capture the flag type game. Obviously this isn't a gametype that is ended by kills, so more strategic elements come into play. I believe you guy said you were adding new gametypes down the line, so I shall wait for those!

FriedSushi
05-27-2010, 08:01 PM
damage is almost perfect now- dodge seems to be normal now too, or it might just have been that once in the game i played. If it is changed, make it 30%-40% reduction IMO, nothing higher nothing lower.
Can anyone confirm if dodge rates are fixed?

Azrael
05-27-2010, 08:14 PM
damage is perfect now- dodge seems to be normal now too, or it might just have been that once in the game i played. If it is changed, make it 30%-40% reduction IMO, nothing higher nothing lower.
Can anyone confirm if dodge rates are fixed?

Dodge seems to be fixed for the most part, but i want to test it more.
Damage is fine, but fight end WAY to fast. Health should be raised by having str provide a significant health burst.

Edit: I really don't like reliably killing my enemies in 2-3 hits almost every time. Fight end so quickly in pvp that it all just comes down to who has their cool downs ready. Its making pvp really boring. when two 5 man teams run into each other, it should end in 10-15 seconds. When 2 players fight each other, it should end in 3 seconds. I think a lot of us feel that way. It takes the skill out of it.

FriedSushi
05-27-2010, 08:17 PM
str shouldnt be that significant. it should be a set amount every level ( maybe like 5 health and 3 manna per level), and both strength and int raise health and mana by 1 point per point