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VROOMIGoRealFast
04-18-2018, 02:08 PM
Greetings Warriors of Arlor,

Along with this week's event of Jewel Elixirs, we're going to be running an experiment at endgame PvP.

Full Details
We will be reducing damage dealt in endgame PvP even further, down to 30% instead of the current 45%. Recovery will remain at 45% for this experiment.
This will only apply to PvP within the level 62-66 bracket.

Goals of the Experiment
It is our desire that:
- Speed Sets become an option and playstyle in PvP, rather than a necessity to survive/win
- Fights become longer to promote multiple use of abilities and more developed strategies (It's important that they don't become too long that no one dies)
- Endgame PvP becomes more entertaining and enjoyable for players

We would greatly appreciate any and all feedback from players during this time on how endgame PvP feels with these changes!

See you on Blood Beach,
- Vroom

Perceval
04-18-2018, 02:48 PM
I'm not trying to be rude or anything but did you know endgame rogues and mages have high armor builds now (myself included)? I'm talking 8,000 armor on rogues for example. This high armor can still be balanced with high damage. Reducing damage done while such armor remains doesn't look like a good idea theoretically.

So...I think we might be looking at the "no one dies" scenario lol

Perceval
04-18-2018, 02:51 PM
Also, you might want to take a look at the DoT damage of the rogue skill 'noxus bolt'.

I kinda feel sorry for all the warriors on the receiving end now xD

VROOMIGoRealFast
04-18-2018, 02:52 PM
I'm not trying to be rude or anything but did you know endgame rogues and mages have high armor builds now (myself included)? I'm talking 8,000 armor on rogues for example. This high armor can still be balanced with high damage. Reducing damage done while such armor remains doesn't look like a good idea theoretically.

So...I think we might be looking at the "no one dies" scenario lol

That is an interesting comment to keep in mind, as most of the complaints around Speed Set and endgame PvP I've heard are due to Rogues still 1-shotting people while wearing the Speed Set and instantly dying without it.

We'll keep that in mind!

Spell
04-18-2018, 02:58 PM
please please please look into armor and armor awakenings . its getting ridiculous.
consider leaving mages damage alone...we barely do enough as it is! im seeing 610crits or 1.5k lightning crits...and im pretty well geared imo.
i mean nowadays in pvp rogues are at almost 9k armor 3.5k dmg 70crit.tanks are 11-12k armor 15k hp.we barely do damage . forget a trying to vs anything. either u get two shot after 2seconds of invulnerability ends or the vs takes 20mins to end (and it only ends most of the time from instakill+axe throw)

i kno that mages are support but man...its just a lil offputting sometimes.

also could u guys fix battlegrounds ? there is no damage reduction there. rogues are critting 20k ...
I myself nuked a tank in battlegrounds,as much as i wish mages could nuke things,i dont think this is how it is supposed to be.

Spell
04-18-2018, 03:00 PM
p.s ty vroom for takin the time to help try balance pvp at endgame!!

Tippertwo
04-18-2018, 03:04 PM
Hmm...maybe I'll actually enjoy pvp now ;) thanks guys!

Screenshotz
04-18-2018, 03:06 PM
Nice to hear that some adjustments are being made. Do you guys have any plans on removing insta-kill from pvp?

phillyr
04-18-2018, 03:12 PM
please please please look into armor and armor awakenings . its getting ridiculous.
consider leaving mages damage alone...we barely do enough as it is! im seeing 610crits or 1.5k lightning crits...and im pretty well geared imo.
i mean nowadays in pvp rogues are at almost 9k armor 3.5k dmg 70crit.tanks are 11-12k armor 15k hp.we barely do damage . forget a trying to vs anything. either u get two shot after 2seconds of invulnerability ends or the vs takes 20mins to end (and it only ends most of the time from instakill+axe throw)

i kno that mages are support but man...its just a lil offputting sometimes.

also could u guys fix battlegrounds ? there is no damage reduction there. rogues are critting 20k ...
I myself nuked a tank in battlegrounds,as much as i wish mages could nuke things,i dont think this is how it is supposed to be.Good points. I remember years ago it was stated that mages were never meant to be a support class. But it seems that's all were good for most of the time. With the exception of 36-41 cap

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Nohealth
04-18-2018, 03:20 PM
I'm glad y'all looking at endgame. I myself don't pvp right now because of the gear issues but here's my two cents;
- All about armor awakenings. As people stated above they aren't problem only in endgme but in whole pvp world.
- Stat adjustments in battleground. If you want to end one shoot-one kill situations then take a look at the battleground and adjust it as well as normal pvp. Reduced damage in pvp helps but just watch battleground and you'll see that bringing it back to normal state isn't great idea.

I know that with new gears and expansion it will be harder and harder to balance PvP as rogues will get more damage & crit, tanks more armor & hp and mages.. they will stay mages. I'd consider slowly adding special PvP sets and/or special PvP stat Adjustments that will balance the stats and make every class useful and able to do their job effectively. There won't be one shoot-one kill situations but also there won't be 10min fights without any kills.

Illegaly
04-18-2018, 04:25 PM
Actually, the armor awakenings and actuall armor state in the game is the thing to change.. Let's make it enjoyable as it was at 41/46 cap :)

Fearrr
04-18-2018, 04:33 PM
Please look at the skill Noxious Bolt DOT Damage. TY.

buysell
04-18-2018, 05:35 PM
regulation of the balance algorithm. If the higher level is not damaged, the lower level is not increased, the sts player loses. my suggestion is to change the damage. For example, 11 level helmet gives 2.64 dmg and 66 lvl gives 10.05. If it is the opposite of them, it is easy to kill the player in the low lvl and it is easy to kill the player in the high lvl. Note: If you do not understand English well, please let me know in a more regular and detailed manner. tnx sts

Paw
04-18-2018, 05:56 PM
Greetings Warriors of Arlor,

Along with this week's event of Jewel Elixirs, we're going to be running an experiment at endgame PvP.

Full Details
We will be reducing damage dealt in endgame PvP even further, down to 30% instead of the current 45%. Recovery will remain at 45% for this experiment.
This will only apply to PvP within the level 62-66 bracket.

Goals of the Experiment
It is our desire that:
- Speed Sets become an option and playstyle in PvP, rather than a necessity to survive/win
- Fights become longer to promote multiple use of abilities and more developed strategies (It's important that they don't become too long that no one dies)
- Endgame PvP becomes more entertaining and enjoyable for players

We would greatly appreciate any and all feedback from players during this time on how endgame PvP feels with these changes!

See you on Blood Beach,
- Vroom

Brilliant move and will encourage team work a lot more. The damage most rogues were doing was getting ridiculous. i dont know how the percentages or damage values work in PvP but as long as its not a 1 hit kill i think it will make PvP infinitely better. Currently you could play with the best warrior in game but that 1 aim will kill you and there is nothing anyone can do. There definitely needs to be a recovery time wether its running behind a warrior or just running for your life. Anything is better than 1 hit K.O then respawn and repeat.

1 hit could just be luck or a stray arrow. 2 simultaneous hits takes some skill. Cant wait to see how it works out.

crossfire
04-18-2018, 06:49 PM
Please balance pvp damage,only rogues enjoy pvp end game

Tank have 13k armor die :(

Azebor
04-18-2018, 06:51 PM
In regards to awakenings, STS should change armor awaken to their % counterparts:

+150 armor = +5% armor
+125 armor = +4% armor,
+100 armor = +3% armor,
+75 armor = +2% armor,
+50 armor = +1% armor

Apply the same concept to other +stats like health, mana, str, dex, int.

That way everyone can keep their awakenings but it will scale with your level's base stats and base gear.

Fearrr
04-18-2018, 07:06 PM
"Noxus Bolt" sorry misspelled in previous bolt and can not edit it*. Tbh the overall damage seems fine at these Lvl's besides the skill DOT Damage that seems to ignore Armor completely(is this intended, I don't play rouge?). I don't see how Speed Set is the issue at all. You guys made Maus a gold farm map, the people complaining should farm Maus or use Plat to buy one. Like people stated before with the High Armor Awakes on alot of the OP Arc Arti Lvl 60 Rouges/Mages, reducing the overall damage is really not the answer.

Loot
04-18-2018, 07:21 PM
Adjust it based on class
Keep it at 40% damage reduction rogue because they ignore armor, etc.

30%damage reduction because they literally tank e.e

40% Mage because they stun and lightning bolts insane xd

Perceval
04-18-2018, 08:05 PM
That is an interesting comment to keep in mind, as most of the complaints around Speed Set and endgame PvP I've heard are due to Rogues still 1-shotting people while wearing the Speed Set and instantly dying without it.

We'll keep that in mind!

If it helps, I remember when speed sets were first introduced. There was a downside to using these sets at the time because for example, a level 56 rogue with the standard top tier gear for that level would be lacking in some aspects e.g. health and mana. This meant that in order to actually use the set, you had to use combinations of mythic gears, legendary gears and even rarely used jewels (nature and water) to compensate. This did mean a loss of damage and armor but the sets were usable. At the time, the arcane ring was a viable option because it meant that you could keep your damage, health, armor and mana capability, allowing you to usually avoid 1-shot kills from speed set users.

My honest opinion would be that there are currently no risks in gear usage. Everything is either really good or really bad, there is no middle ground.

If it was up to me, I would remove all these % PvP nerfs and revise the actual values...I'm talking: skill damage, skill healing values, gear stats, pet damage, passive pet regen etc., etc. It might be a lot of work but I think it will make future decisions easier to make.

Taking a look at awakening values might be a better point to begin than reducing damage.

Finally, if you decide to remove the awakening system altogether, a more balanced alternative may be physical gear enhancement e.g. a dagger that gives base stats of 150dps, 10 health, 10mana and 200 armor could be enhanced to e.g. tier 2 (it now has 160dps, 20 health, 10mana, 300armor). This way you control the max values at which no class can exceed (depending on whether or not you find the correct balance of stats for each individual class) but hey! I'm half asleep here so this could all be useless information xD

PsychoNuke
04-18-2018, 09:03 PM
@vroom: Sure the rogue's aimshot damage is a concern, but then armor awakenings are bigger concern IMO. How is a mage (with reduced damage) suppose to defeat a warrior(with same armor)? It was like a boss fight already, now it will be worse.

Kindly consider and tune stats and skills for each class individually when balancing the pvp, instead of reducing the overall damage for all classes. Ty.

Xxsoifongxx
04-18-2018, 09:22 PM
That is an interesting comment to keep in mind, as most of the complaints around Speed Set and endgame PvP I've heard are due to Rogues still 1-shotting people while wearing the Speed Set and instantly dying without it.

We'll keep that in mind!

Guy guys guys guys guys guys I think the dev team needs to try the pvp for them self’s With regular players instead of listening to what some non-pvp players are saying, most people left 66 pvp and went back to 62 because the armor is insane , now u reduce the damage RIP, 61-63 is not perfect but it’s a lot better than all other pvp zones atm and this update will just ruin the reason all went back to 61-63 , so please just keep this update for 66 leave 61-63 out pls


Sent from my iPhone using Tapatalk

Decide
04-18-2018, 10:38 PM
Greetings Warriors of Arlor,

Along with this week's event of Jewel Elixirs, we're going to be running an experiment at endgame PvP.

Full Details
We will be reducing damage dealt in endgame PvP even further, down to 30% instead of the current 45%. Recovery will remain at 45% for this experiment.
This will only apply to PvP within the level 62-66 bracket.

Goals of the Experiment
It is our desire that:
- Speed Sets become an option and playstyle in PvP, rather than a necessity to survive/win
- Fights become longer to promote multiple use of abilities and more developed strategies (It's important that they don't become too long that no one dies)
- Endgame PvP becomes more entertaining and enjoyable for players

We would greatly appreciate any and all feedback from players during this time on how endgame PvP feels with these changes!

See you on Blood Beach,
- VroomThis is what i'm waiting for.. [emoji23]

Sent from my Lenovo TAB 2 A7-30HC using Tapatalk

Rspy
04-19-2018, 05:56 AM
its all ok with aims shoot , good for kill op warior rather than no one dies , no need to reduce damage , atleast they are good on attack for rogue nd defend for warior , warior protect their teammate with his op heal , but not for mage , mage really weak on end game , they a lot of mana , and weakest armor . i m a rogue , still looking for mage action on endgame pvp . i saw they always got killed by rogue , even by warior , so ironic . maybe , should able speed set for mage but 50% only, unable for rogue and warior . is it fair enough guys?

Darkquantum
04-19-2018, 06:12 AM
What happens in pvp when 61 and 62 are in the same room? Dose the 62 get the nerf and the 61 dose not? Or if there in the same room the nerf will apply to both?

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Armani Boi
04-19-2018, 08:38 AM
Good points. I remember years ago it was stated that mages were never meant to be a support class. But it seems that's all were good for most of the time. With the exception of 36-41 cap

Sent from my SM-G955U using Tapatalk

Mage in Leve 10-11 is superior and best.

Screenshotz
04-19-2018, 08:47 AM
Mage in Leve 10-11 is superior and best.

Yes with 2k armor

Flamesofanger
04-19-2018, 08:48 AM
Guess rogues will be impossible to kill now. GG

Terrorshock1
04-19-2018, 09:54 AM
Wait... speed set one shot was a issue 6months ago the issues you mention are far gone
Not tryna sound rude but do u guys test endgame? Vs? Guild battleground? I been endgame since cap 41

The current issue now at endgame are
1:Insta kill
2:Rogues armor is too high
3:Rogues nox is eating tanks hp like a stick of butter
4:Mages became useless only used for mana and spamming bombs

My solution ...
nerf rogue armor
Buff mage dmg
Give tanks a wep proc with a dmg spike (not too strong but just right that gives us a chance to kill or do some dmg)

insta kill is based on luck pls remove this from pvp keep it in pve

Also fix guild battleground no one like to play there when rogues are criting 20k whats the point in tanking when u cant take dmg without dying

Sent from my P00A using Tapatalk

Justg
04-19-2018, 10:03 AM
Guess rogues will be impossible to kill now. GG

How about you actually try the changes before making an assessment?

Flamesofanger
04-19-2018, 10:43 AM
How about you actually try the changes before making an assessment?

I've been playing alot of pvp recently, tanks and mages do no damage to rogues anymore now even the best mages and tanks that i know and play with out there are having a

very hard time with rogues and nox skill is doing more damage then it ever used to. I had no idea nox' poison

effect is supposed to ignore armor...i've never heard anything of that being a feature nor did i feel such impact of the nox effect back then. I'm not sure if a bug or a Feature?

If the damage nerf applies, then warriors and mages will just get weaker then ever we will start criting 400-300 damage and rogues won't change.

Thank you for replying to my post tho @Justg

Flamesofanger
04-19-2018, 10:48 AM
Wait... speed set one shot was a issue 6months ago the issues you mention are far gone
Not tryna sound rude but do u guys test endgame? Vs? Guild battleground? I been endgame since cap 41

The current issue now at endgame are
1:Insta kill
2:Rogues armor is too high
3:Rogues nox is eating tanks hp like a stick of butter
4:Mages became useless only used for mana and spamming bombs

My solution ...
nerf rogue armor
Buff mage dmg
Give tanks a wep proc with a dmg spike (not too strong but just right that gives us a chance to kill or do some dmg)

insta kill is based on luck pls remove this from pvp keep it in pve

Also fix guild battleground no one like to play there when rogues are criting 20k whats the point in tanking when u cant take dmg without dying

Sent from my P00A using Tapatalk

I absolutely agree with you, rogues are starting to reach like 10k armor and most already reached 9k. Rogues armor needs to get nerfed. They already do an insane amount of damage even with the pvp global damage reduction effect being applied. Us warriors and mages are doing like 500-600 crit currently.

#RogueLegendsIsBack

Arcane Ziix
04-19-2018, 11:24 AM
Sorry if I come across rude, this is just an assessment i'm making which comes from a lot of experience and some frustration due to how endgame pvp is right now.

First and foremost I want to let you know that the idea of 1 shot/1 combo killing is far in the past. Right now at lvl 66 rogues rogues have over 8k armor, some even almost reaching 9k. I can assure you, as im sure many will agree, that rogues do not 1 shot / 1 combo at end game. In fact the problem is they are very hard to kill due to the amount of armor awakening stack + pet happiness' such as heroic dreambot. I can see that you guys want to put out changes to create sollutions but nerfing damage should be the last thing that comes to mind you want to make an effective change.

(The very simple sollution(s) )

Nerf rogues armor: This can be done in 2 ways; Decrease the amount of pure armor given in items (such as Weapon/Helm/Armor etc) OR decrease the amount of armor given from awakenings, possibly a decrease of 20-40% (final digit is subject to testing of course)

This will allow mages to do more damage on rogues and actually give them a chance to kill rogues. (BUFFING mage damage is also another option to think about. I as a rog am happy to see this because its another huge problem in endgame pvp; Mages dont do enough damage.)

(2nd main problem with rogues)

Noxious Bolt; Mastery

This is a test ive conducted with many endgame tanks; 1 nox (provided the mastery is 10/10) takes a tanks health from 100% down to around 60%. 2 Nox's stacked, 60-70% of the time, can kill a tank. I dont even want to mention if 3 Nox's are stacked. Now I know what you're thinking, tanks have heal and jugg etc. The problem is the damage done by the DoT tick damage is just too much, it seems like its ignoring opponent's armor. Please reduce the DoT Masterie's tick damage because tanks shouldnt be dying so easily.


(Remove instakill from pvp)

The whole point of PvP is to be able to win with skill and teamwork. I, as many others, fail to understand how spamming instakill proc bombs to gain 10+ free kills is showing skill or teamwork. Please remove instakill from PvP because it's another thing thats ruining endgame PvP.

(Another issue:BATTLEGROUND)

This pvp mode is for sure one of the best ones however damage dealt inside this game mode is far too much. It may be the other way round, armor could be much lower than it should be. A rog can nuke a tank with 1 combo. I dont think I need to mention what happens vs other rogues or even mages. I completely understand that sts may have done this because there could be 10 vs 10 battles, therefore increasing damage would help prevent un-ending games if tanks are stacked etc. However the damage is just far too much, please do something about it.

I would be very happy to see devs testing endgame PvP more often. This will allow them to see for themselves exactly everything I've mentioned above and understand that damage (excluding battleground) should NOT be nerfed, however armor given inside items / armor from awakenings should be nerfed.

Jeez I've been wanting to get this out for a while, seeing this damage nerf just forced me to say it.

Thanks for reading, please take into consideration all of the above (and what the majority of the comments here are saying)

NERF ROGUE ARMOR-

NERF NOXIOUS BOLT MASTERY DAMAGE-

APPLY SAME DAMAGE / ARMOR RULES TO BATTLEGROUNDS-

REMOVE INSTAKILL FROM PVP-



Sent from my iPhone using Tapatalk

Paw
04-19-2018, 11:28 AM
How about you actually try the changes before making an assessment?

I guess nerfing the damage is a start. We wont get 1 hit anymore but the main issue is being totaly ignored. Yes i wont die as much playing as a mage or tank but even with 50% damage i couldnt scratch the rogue what chance do i have with 30%

Jausa
04-19-2018, 11:33 AM
Greetings Warriors of Arlor,

Along with this week's event of Jewel Elixirs, we're going to be running an experiment at endgame PvP.

Full Details
We will be reducing damage dealt in endgame PvP even further, down to 30% instead of the current 45%. Recovery will remain at 45% for this experiment.
This will only apply to PvP within the level 62-66 bracket.

Goals of the Experiment
It is our desire that:
- Speed Sets become an option and playstyle in PvP, rather than a necessity to survive/win
- Fights become longer to promote multiple use of abilities and more developed strategies (It's important that they don't become too long that no one dies)
- Endgame PvP becomes more entertaining and enjoyable for players

We would greatly appreciate any and all feedback from players during this time on how endgame PvP feels with these changes!

See you on Blood Beach,
- VroomFor me pvp is pretty balanced my only issue is insta kill. Armor awakenings are fine, if you have a prob with a 8k armor rogue then just get 9k armor lol people imvest a lot into their gear so it's only fair that they enjoy it in pvp.

Sheentaro
04-19-2018, 11:35 AM
All I gotta say is do whatever you want in PvP. Nerf this nerf that but make sure that it wont affect even a glimpse of PvE. No one wants to see a whining community of players just to fulfill the needs of minority as someone else have mentioned right? Learn from the history.

ᵀ ᵒ ᵒ ᵂ ᵉ ᶦ ʳ ᵈ ᵗ ᵒ ᶫ ᶦ ᵛ ᵉ ᵀ ᵒ ᵒ ʳ ᵃ ʳ ᵉ ᵗ ᵒ ᴰ ᶦ ᵉ

|Ares|
04-19-2018, 11:39 AM
Greetings Warriors of Arlor,

Along with this week's event of Jewel Elixirs, we're going to be running an experiment at endgame PvP.

Full Details
We will be reducing damage dealt in endgame PvP even further, down to 30% instead of the current 45%. Recovery will remain at 45% for this experiment.
This will only apply to PvP within the level 62-66 bracket.

Goals of the Experiment
It is our desire that:
- Speed Sets become an option and playstyle in PvP, rather than a necessity to survive/win
- Fights become longer to promote multiple use of abilities and more developed strategies (It's important that they don't become too long that no one dies)
- Endgame PvP becomes more entertaining and enjoyable for players

We would greatly appreciate any and all feedback from players during this time on how endgame PvP feels with these changes!

See you on Blood Beach,
- Vroom


As everyone else stated above the possible things that might bring back some balanced pvp
- Nerf rogue armor
- Remove the instakill

Flamesofanger
04-19-2018, 11:46 AM
As everyone has been saying for awhile now, including me. Also agree that instakill needs to be removed from pvp, this proc has drastically reduced the activity in the pvp

community recently, the rooms in pvp is more dead then a desert now, i've asked multiple people what was the reason of them quitting pvp and nearly even the game. They

always replied with "Instakill bomb proc", I don't get it why you guys are giving us something that 1 shots players like mobs. In pvp instead of weapons with balanced features.

And pvp is all about honing skills and working together for an successful outcome.

Also, don't you think it's a bit too overpowered for rogues to reach like 10k,9k,8.5k, armor and not only that.....also have a weapon like the nightmare arcane daggers proc to

grant them a shield that absorbs massive amount of damage being inflicted??? I don't about you guys but...rogues are a mages worst nightmare now.

Flamesofanger
04-19-2018, 11:50 AM
Sorry if I come across rude, this is just an assessment i'm making which comes from a lot of experience and some frustration due to how endgame pvp is right now.

First and foremost I want to let you know that the idea of 1 shot/1 combo killing is far in the past. Right now at lvl 66 rogues rogues have over 8k armor, some even almost reaching 9k. I can assure you, as im sure many will agree, that rogues do not 1 shot / 1 combo at end game. In fact the problem is they are very hard to kill due to the amount of armor awakening stack + pet happiness' such as heroic dreambot. I can see that you guys want to put out changes to create sollutions but nerfing damage should be the last thing that comes to mind you want to make an effective change.

(The very simple sollution(s) )

Nerf rogues armor: This can be done in 2 ways; Decrease the amount of pure armor given in items (such as Weapon/Helm/Armor etc) OR decrease the amount of armor given from awakenings, possibly a decrease of 20-40% (final digit is subject to testing of course)

This will allow mages to do more damage on rogues and actually give them a chance to kill rogues. (BUFFING mage damage is also another option to think about. I as a rog am happy to see this because its another huge problem in endgame pvp; Mages dont do enough damage.)

(2nd main problem with rogues)

Noxious Bolt; Mastery

This is a test ive conducted with many endgame tanks; 1 nox (provided the mastery is 10/10) takes a tanks health from 100% down to around 60%. 2 Nox's stacked, 60-70% of the time, can kill a tank. I dont even want to mention if 3 Nox's are stacked. Now I know what you're thinking, tanks have heal and jugg etc. The problem is the damage done by the DoT tick damage is just too much, it seems like its ignoring opponent's armor. Please reduce the DoT Masterie's tick damage because tanks shouldnt be dying so easily.


(Remove instakill from pvp)

The whole point of PvP is to be able to win with skill and teamwork. I, as many others, fail to understand how spamming instakill proc bombs to gain 10+ free kills is showing skill or teamwork. Please remove instakill from PvP because it's another thing thats ruining endgame PvP.

(Another issue:BATTLEGROUND)

This pvp mode is for sure one of the best ones however damage dealt inside this game mode is far too much. It may be the other way round, armor could be much lower than it should be. A rog can nuke a tank with 1 combo. I dont think I need to mention what happens vs other rogues or even mages. I completely understand that sts may have done this because there could be 10 vs 10 battles, therefore increasing damage would help prevent un-ending games if tanks are stacked etc. However the damage is just far too much, please do something about it.

I would be very happy to see devs testing endgame PvP more often. This will allow them to see for themselves exactly everything I've mentioned above and understand that damage (excluding battleground) should NOT be nerfed, however armor given inside items / armor from awakenings should be nerfed.

Jeez I've been wanting to get this out for a while, seeing this damage nerf just forced me to say it.

Thanks for reading, please take into consideration all of the above (and what the majority of the comments here are saying)

NERF ROGUE ARMOR-

NERF NOXIOUS BOLT MASTERY DAMAGE-

APPLY SAME DAMAGE / ARMOR RULES TO BATTLEGROUNDS-

REMOVE INSTAKILL FROM PVP-



Sent from my iPhone using Tapatalk

Yes please, nerf nox bolt. It never was and isn't supposed to do more damage then aim shot. This is a bug.

Xxsoifongxx
04-19-2018, 02:23 PM
non of the pvp players who play a lot ever complains just the ones that pve mainly and enter pvp sometimes come here to complain, even tho the armor now is too high still non of the everyday pvp players complained.

Cross
04-19-2018, 02:37 PM
I like the idea to make endgame PvP more entertaining and enjoyable for players, but to accomplish this there are a lot of issues to be tackeled.

As endgame player these things should change IMO:

- Instakills
- Nox bolt (damage)
- High armor


Instakill

No one wants a game based on luck. Endgame atm is almost purely luck based.
Tanks were never meant to be damage dealers so keep it that way. A solution could be a weapon with damage over time with some decent damage.


Nox bolt

I've tested this in game and the damage nox does is insane. Without using any other skill a rogue can kill a tank easily.
Fix this and make it like it used to be back at L41-46.


High armor

Because of the armor awakening the damage dealt in PvP is much less, obviously, so I don't see how reducing the damage to 30% instead of the current 45% can solve this issue. PvP games already last long because of the huge amount of armor players, especially rogues, have.


Back at the L56 cap players would only use speed set to rejoin a clash. All this is one of the few reasons players are playing in the level 61-64 bracket instead of endgame.

Cross
04-19-2018, 02:48 PM
How about you actually try the changes before making an assessment?

I'm in favor of trying things differently to test how it works out. The reality though is that rogues with high armor are already hard to kill and with reducing the damage from 45% to 30% it'll be even harder technically speaking.

I just hope that step by step we (STS and the community) will accomplish the vision VROOM stated in this thread.

Spell
04-19-2018, 03:24 PM
we just clashed a group lol... they 3 tanks one mage ... tanks arent dying ...they just stack tanks and spam instabombs.

idk how but i can eat instakills sometimes and my hp goes to like 90% or so...whats goin on!? xD

Arcane Ziix
04-19-2018, 05:43 PM
Greetings Warriors of Arlor,

Along with this week's event of Jewel Elixirs, we're going to be running an experiment at endgame PvP.

Full Details
We will be reducing damage dealt in endgame PvP even further, down to 30% instead of the current 45%. Recovery will remain at 45% for this experiment.
This will only apply to PvP within the level 62-66 bracket.

Goals of the Experiment
It is our desire that:
- Speed Sets become an option and playstyle in PvP, rather than a necessity to survive/win
- Fights become longer to promote multiple use of abilities and more developed strategies (It's important that they don't become too long that no one dies)
- Endgame PvP becomes more entertaining and enjoyable for players

We would greatly appreciate any and all feedback from players during this time on how endgame PvP feels with these changes!

See you on Blood Beach,
- Vroom

https://m.youtube.com/watch?v=NsyoGxyTZKI

This is only 1 of the problems... please watch so you can understand all the frustration.


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Yefergz
04-19-2018, 11:23 PM
I like the idea that speed is only alternative, at this height it was practically obligatory, thank you.

xfrarjjise
04-20-2018, 04:15 AM
please please please
i mean nowadays in pvp rogues are at almost 9k armor 3.5k dmg 70crit.tanks are 11-12k armor 15k hp.we barely do damage . forget a trying to vs anything. either u get two shot after 2seconds of invulnerability ends or the vs takes 20mins to end (and it only ends most of the time from instakill+axe throw).


hey there spell, if a rogue has 9k armor, he will surely have low crit(hero bot) like 45% or 48%. And i havent seen any rogue higher than 8.5k armor.

I know the pvp is not balanced, rogues win in vs even if theyre not geared.

yes instakill should be removed from pvp because its a luck thing, if u proc u win, no skills are involved in that.

Fearrr
04-20-2018, 08:48 AM
@Justg and Vroom does the Pvp Adjustment end this Thrusday?

PatD
04-20-2018, 10:02 AM
main reason why i dont PVP often is because of those insta-kill bombs

VROOMIGoRealFast
04-20-2018, 10:27 AM
@Justg and Vroom does the Pvp Adjustment end this Thrusday?

Yes it'll only be going for a week then we will change it back to normal values and evaluate/listen.

phillyr
04-20-2018, 10:34 AM
Just curiosity, I've always wondered if devs and mods play the game with normal gears @ normal levels with the public at all? Not a super toon, just and average geared player trying to survive in that mess.

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Nohealth
04-20-2018, 10:35 AM
Just curiosity, I've always wondered if devs and mods play the game with normal gears @ normal levels with the public at all? Not a super toon, just and average geared player trying to survive in that mess.

Sent from my SM-G955U using TapatalkFrom what I know, vroom has secret mage that he doesn't reveal to public with normal gears etc [emoji14]

Sent from my... wait what kind of device is this?

Sinopse
04-20-2018, 10:40 AM
My opnion about thats is, remove every awaken from itens and also pet combination, so i think it will be like 2013/2014 when was balanced. i know you guys are looking only for endgame pvp but a lot of ppl who still playing like to make a twink style ( low lvl ), after you balance endgame pls look at PVP lvl low too, because awaken itens made wars never end and also makes a lot of ppl quit pvp and some of my friends quit the game! thanks for atention and I hope you are doing the best for us! thanks sts.

phillyr
04-20-2018, 10:50 AM
From what I know, vroom has secret mage that he doesn't reveal to public with normal gears etc [emoji14]

Sent from my... wait what kind of device is this?Thats very reassuring to hear. But does he play the game with us somewhat regularly? I would have thought that the few years I've been gone this issue wouldn't be as big as it is today...seems like the problem has intensified quite a bit tho. I am very glad to see that they are at least invested in trying different things to get this resolved

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Nohealth
04-20-2018, 02:55 PM
Thats very reassuring to hear. But does he play the game with us somewhat regularly? I would have thought that the few years I've been gone this issue wouldn't be as big as it is today...seems like the problem has intensified quite a bit tho. I am very glad to see that they are at least invested in trying different things to get this resolved

Sent from my SM-G955U using Tapatalk

I don't know if he does or not..

Sent from my... wait what kind of device is this?

Macklemore
04-21-2018, 03:22 AM
Greetings Warriors of Arlor,

Along with this week's event of Jewel Elixirs, we're going to be running an experiment at endgame PvP.

Full Details
We will be reducing damage dealt in endgame PvP even further, down to 30% instead of the current 45%. Recovery will remain at 45% for this experiment.
This will only apply to PvP within the level 62-66 bracket.

Goals of the Experiment
It is our desire that:
- Speed Sets become an option and playstyle in PvP, rather than a necessity to survive/win
- Fights become longer to promote multiple use of abilities and more developed strategies (It's important that they don't become too long that no one dies)
- Endgame PvP becomes more entertaining and enjoyable for players

We would greatly appreciate any and all feedback from players during this time on how endgame PvP feels with these changes!

See you on Blood Beach,
- Vroom

All due respect but you have literally ruined pvp for tanks and mages even more with this new update. I have duelled a friend(mage) who before the update beat me and I can now beat him whilst having 50%+ HP without healing (I play rogue) I believe this update has just made rogues even more broken than they already were.


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evilmorty
04-21-2018, 09:05 AM
I've been hearing a lot of talk around al community about a new artifact coming in the next event, maybe a mythic with 15 dex/int/str stats which is just an affordable arti for casual players who form end game. Would be useful, can a dev deny or confirm this speculation going around?

Nohealth
04-21-2018, 09:22 AM
I've been hearing a lot of talk around al community about a new artifact coming in the next event, maybe a mythic with 15 dex/int/str stats which is just an affordable arti for casual players who form end game. Would be useful, can a dev deny or confirm this speculation going around?Same. A lot of rumours about that arti going on.

Sent from my... wait what kind of device is this?

BloodxBite
04-22-2018, 12:21 PM
Remove armour awakenings

Spell
04-22-2018, 05:53 PM
Remove armour awakenings

id say change all armor awakenings to Health regen

evilmorty
04-22-2018, 07:43 PM
Remove armour awakenings

I don't pvp but that idea is think good, would have op tanks on the same level as op mages/rogue with crazy 8-10k armor awakes. Would love to see how it works out

Verbie
04-25-2018, 11:05 AM
I watched a duel between a fully geared rogue and mage, mage had no chance. Most attacks were dodged and the tainted gun did not proc much due to the high percentage of dodge.

Rogue dodge with razorshield is over 100%. Mage dodge might be 9-15%

As I saw roughly 9 out of 10 attacks will hit the mage. With the rogue it was 3 maybe 4. Not sure how that can be balanced out....

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Spell
04-25-2018, 11:38 AM
I watched a duel between a fully geared rogue and mage, mage had no chance. Most attacks were dodged and the tainted gun did not proc much due to the high percentage of dodge.

Rogue dodge with razorshield is over 100%. Mage dodge might be 9-15%

As I saw roughly 9 out of 10 attacks will hit the mage. With the rogue it was 3 maybe 4. Not sure how that can be balanced out....

Sent from my SM-N950U using Tapatalk

mages need serious help when it comes to dealing damage in pvp.
perhaps gale needs to have passives where it reduces enemies armor by X amount or reduces enemies dodge by 50%
or give mages our stuns back,create a stun that cant be removed with a pet.perhaps paralyze(lightningbolt) .nearly every skill a mage has can be removed by a 2 pets. nekro and glowstik.
iv noticed that when a mage gets stunned it feels like an eternity before we are unstunned,but for a rogue or a tank the stun wears off in a fraction of the time.mage need their stuns back.
Another thing i dont understand at all is how rogues with 3.3k dmg are critting 6-8k but my mage has 3.3k dmg and i never ever see anything over 2k(even with lightningbolt crits). do we have a hidden debuff of something or maybe our lightning crit dmg modifiers isnt being added at all? i use nekro to reduce enemies armor by 20% and still dont see dmg output anywhere near that of rogues aimedshot (and it only has 10% armor debuff!)

phillyr
04-25-2018, 11:49 AM
mages need serious help when it comes to dealing damage in pvp.
perhaps gale needs to have passives where it reduces enemies armor by X amount or reduces enemies dodge by 50%
or give mages our stuns back,create a stun that cant be removed with a pet.perhaps paralyze(lightningbolt) .nearly every skill a mage has can be removed by a 2 pets. nekro and glowstik.
iv noticed that when a mage gets stunned it feels like an eternity before we are unstunned,but for a rogue or a tank the stun wears off in a fraction of the time.mage need their stuns back.
Another thing i dont understand at all is how rogues with 3.3k dmg are critting 6-8k but my mage has 3.3k dmg and i never ever see anything over 2k(even with lightningbolt crits). do we have a hidden debuff of something or maybe our lightning crit dmg modifiers isnt being added at all? i use nekro to reduce enemies armor by 20% and still dont see dmg output anywhere near that of rogues aimedshot (and it only has 10% armor debuff!)I said this years ago. Lightning acting as aimed shot would help us out tremendously. The one thing mages had going for them was stuns, and they took that away. I just returned to game not too long ago and I've already started liquidating everything. I'll try back in a couple years if it's still around. Nerfing mage dmg along with the other two was kinda silly imo lol

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Flamesofanger
04-25-2018, 11:54 AM
I said this years ago. Lightning acting as aimed shot would help us out tremendously. The one thing mages had going for them was stuns, and they took that away. I just returned to game not too long ago and I've already started liquidating everything. I'll try back in a couple years if it's still around. Nerfing mage dmg along with the other two was kinda silly imo lol

Sent from my SM-G955U using Tapatalk

If mages gonna start hitting as hard as a rogue, then nerf mages mana pool till its like 3k-4k mana. Don't worry you have a skill to help you regenerate your mana.

Spell
04-25-2018, 11:59 AM
If mages gonna start hitting as hard as a rogue, then nerf mages mana pool till its like 3k-4k mana. Don't worry you have a skill to help you regenerate your mana.


we are not asking to hit as hard as rogues.
you make no sense.
please continue to just tank stack. as its is what u are good at.

Flamesofanger
04-25-2018, 12:14 PM
we are not asking to hit as hard as rogues.
you make no sense.
please continue to just tank stack. as its is what u are good at.

OP> Proceeds to say she doesn't want mages to hit as hard as a rogue but in her previous post she's complaining of how a rogue can crit higher damage with same damage as a mage but mages cannot accomplish the same results and how "Something" must be done..

Me> I request for a mana nerf if mages gonna start hitting as hard as a truck but still have an insane amount of mana along with a skill that not only gives you a health + mana regeneration per second buff but heals your mana and health instantly within a second.

OP> Says i make 0 sense.

Me>..........ok "Sure"

Also, nah i don't need to tank stack. I'm fine.

PS: Please keep this thread drama free. Keep it as constructive as possible, Thank you.

Spell
04-25-2018, 12:40 PM
OP> Proceeds to say she doesn't want mages to hit as hard as a rogue but in her previous post she's complaining of how a rogue can crit higher damage with same damage as a mage but mages cannot accomplish the same results and how "Something" must be done..

Me> I request for a mana nerf if mages gonna start hitting as hard as a truck but still have an insane amount of mana along with a skill that not only gives you a health + mana regeneration per second buff but heals your mana and health instantly within a second.

OP> Says i make 0 sense.

Me>..........ok "Sure"

Also, nah i don't need to tank stack. I'm fine.

PS: Please keep this thread drama free. Keep it as constructive as possible, Thank you.

while u make mages mana 3-4k which is a max int of 300-400 please in turn make warriors health 3-4k aswell. thanks ^^

(see it makes no sense)

btw the 20 mana u get from “mana regeneration” is a joke just stop.. stick to tank..as u have no idea about mages.

i cant take u serious after asking sts to remove instabombs from pvp when u yourself hadn't even tried it. at least now u have tried it and have figured out that tank stacking is your bread an butter spec.
next thing ya kno u will be blocking lobby then asking why i blocked my own team...oh wait...too late huh...

phillyr
04-25-2018, 12:42 PM
If mages gonna start hitting as hard as a rogue, then nerf mages mana pool till its like 3k-4k mana. Don't worry you have a skill to help you regenerate your mana.I didn't say hit as hard as rogue...dun try to read between the lines. Stay on topic [emoji16]

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Flamesofanger
04-25-2018, 01:03 PM
I didn't say hit as hard as rogue...dun try to read between the lines. Stay on topic [emoji16]

Sent from my SM-G955U using Tapatalk

Wait what....who are you? I wasn't even talking to you and i didn't even read whatever your post was....Anyways

Back to the topic at hand.

@Spell I don't have tainted set. I am perfectly fine without it. Thanks for your concern tho! ^_^

And tanks hit weaker then mages. And if our health gets nerfed for no reason at all then good luck hiding behind your tanks lol

PS: Tanks are currently the most balanced class in the game. Our role is truly shining now.

While mages and rogues have alot of ups and downs. I'm sorry to say this but a fix is needed to balance the remaining 2 classes.

Thank you, have a nice day.

Terrorshock1
04-25-2018, 01:07 PM
OP> Proceeds to say she doesn't want mages to hit as hard as a rogue but in her previous post she's complaining of how a rogue can crit higher damage with same damage as a mage but mages cannot accomplish the same results and how "Something" must be done..

Me> I request for a mana nerf if mages gonna start hitting as hard as a truck but still have an insane amount of mana along with a skill that not only gives you a health + mana regeneration per second buff but heals your mana and health instantly within a second.

OP> Says i make 0 sense.

Me>..........ok "Sure"

Also, nah i don't need to tank stack. I'm fine.

PS: Please keep this thread drama free. Keep it as constructive as possible, Thank you.Mana Nerf?? You kidding right?
And this is why devs start Nerfing the wrong things


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Spell
04-25-2018, 01:10 PM
Wait what....who are you? I wasn't even talking to you and i didn't even read whatever your post was....Anyways

Back to the topic at hand.

@Spell I don't have tainted set. I am perfectly fine without it. Thanks for your concern tho! ^_^

And tanks hit weaker then mages. And if our health gets nerfed for no reason at all then good luck hiding behind your tanks lol

PS: Tanks are currently the most balanced class in the game. Our role is truly shining now.

While mages and rogues have alot of ups and downs. I'm sorry to say this but a fix is needed to balance the remaining 2 classes.

Thank you, have a nice day.


tanks are balanced.......is that y u need 4 of em in tdm?

Flamesofanger
04-25-2018, 01:11 PM
Mana Nerf?? You kidding right?
And this is why devs start Nerfing the wrong things


Sent from my P00A using Tapatalk

I've just made a hypothesis of mages getting a mana nerf. Don't take it too literal cause as everyone knows. Such a nerf is not going to happen. Just wanted to state my opinion on spells post.

phillyr
04-25-2018, 01:22 PM
Wait what....who are you? I wasn't even talking to you and i didn't even read whatever your post was....Anyways

Back to the topic at hand.

@Spell I don't have tainted set. I am perfectly fine without it. Thanks for your concern tho! ^_^

And tanks hit weaker then mages. And if our health gets nerfed for no reason at all then good luck hiding behind your tanks lol

PS: Tanks are currently the most balanced class in the game. Our role is truly shining now.

While mages and rogues have alot of ups and downs. I'm sorry to say this but a fix is needed to balance the remaining 2 classes.

Thank you, have a nice day.You quoted me earlier...pls try to keep up

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PsychoNuke
04-25-2018, 01:27 PM
The thread was created for players to play at a lower damage for a week, and then give feedback about how it was compared to 10% higher damage.
You guys need to understand the motive of the threads started by devs - play, test and provide comments on the experience, instead of speculating on ifs and buts.

Posting one comment regarding your concern is enough to highlight your point of view. I dont think you guys have to quote each other to prove your point, dont turn everything into a debate. Devs do not decide on things on the bases of who wins the "Quote Wars". You initiate the drama yourself and then type at the end "Keep this thread drama free" lol, just read your posts and try to understand yourself how much value does your posts actually adds to the OP. Reading the current chain of posts only gave me headache - just sophisticated rant nothing else. After reading few I started ignoring posts, then I started ignoring every posts from certain posters. Don't you think devs would do the same?
At the end of the day you are just wasting your important feedback in between rants and fights, just because its very important for you to give your opinion about other's opinion. pft

evilmorty
04-25-2018, 01:28 PM
You quoted me earlier...pls try to keep up

Sent from my SM-G955U using Tapatalk

*shifty eyes*

Spell
04-25-2018, 01:56 PM
The thread was created for players to play at a lower damage for a week, and then give feedback about how it was compared to 10% higher damage.
You guys need to understand the motive of the threads started by devs - play, test and provide comments on the experience, instead of speculating on ifs and buts.

Posting one comment regarding your concern is enough to highlight your point of view. I dont think you guys have to quote each other to prove your point, dont turn everything into a debate. Devs do not decide on things on the bases of who wins the "Quote Wars". You initiate the drama yourself and then type at the end "Keep this thread drama free" lol, just read your posts and try to understand yourself how much value does your posts actually adds to the OP. Reading the current chain of posts only gave me headache - just sophisticated rant nothing else. After reading few I started ignoring posts, then I started ignoring every posts from certain posters. Don't you think devs would do the same?
At the end of the day you are just wasting your important feedback in between rants and fights, just because its very important for you to give your opinion about other's opinion. pft

you are very right. i apologise for my fightning/rant xp

okie so imo these damage debuffs are not needed for mages and tanks.
atm with the 30% dmg clashes are endless with instabombs being the only means of killing anything.and that is if they even do enough damage because right now i know 100% they dont always kill.i cant eat an instabomb at full hp and it knocks me down to like 10% and im a mage.i think instabombs are also being reduced to 30% dmg which isnt always an instakill.


-give mages their stuns back.nearly every skill a mage has is countered by two pets. nekro and glowstik.
-maybe check and see if we(mages)are getting our bonus dmg/crit dmg when we crit.
-reduce rogues armor .. 8.5-9k armor rogues is ridiculous (imo) they shouldnt be tanking and also dealing major damage as they are.
reduce rogues dodge in pvp by .. half at least. autos rarely hit them!

all i can think of now tbh (wish i could edit posts xD id add more)

no more dramalama lets balance pvp =3

Flamesofanger
04-25-2018, 02:02 PM
The thread was created for players to play at a lower damage for a week, and then give feedback about how it was compared to 10% higher damage.
You guys need to understand the motive of the threads started by devs - play, test and provide comments on the experience, instead of speculating on ifs and buts.

Posting one comment regarding your concern is enough to highlight your point of view. I dont think you guys have to quote each other to prove your point, dont turn everything into a debate. Devs do not decide on things on the bases of who wins the "Quote Wars". You initiate the drama yourself and then type at the end "Keep this thread drama free" lol, just read your posts and try to understand yourself how much value does your posts actually adds to the OP. Reading the current chain of posts only gave me headache - just sophisticated rant nothing else. After reading few I started ignoring posts, then I started ignoring every posts from certain posters. Don't you think devs would do the same?
At the end of the day you are just wasting your important feedback in between rants and fights, just because its very important for you to give your opinion about other's opinion. pft

I absolutely agree with you, i didn't think drama would start when i made a small reply with no salt, i didn't include any PvP match. But yeah i'm sorry if i caused confusion and did argue. Um, my bad! Good post tho!

Have a nice day man!

Xxsoifongxx
04-25-2018, 03:33 PM
I said this years ago. Lightning acting as aimed shot would help us out tremendously. The one thing mages had going for them was stuns, and they took that away. I just returned to game not too long ago and I've already started liquidating everything. I'll try back in a couple years if it's still around. Nerfing mage dmg along with the other two was kinda silly imo lol

Sent from my SM-G955U using Tapatalk

Why would u want your lightning to be like aim shot ? You got a shield rogues don’t


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Loloo
04-25-2018, 03:47 PM
Why would u want your lightning to be like aim shot ? You got a shield rogues don’t



Sent from my iPhone using Tapatalk

Rouges have a Shield "Razor shield" which reduce also dmg

Verbie
04-25-2018, 03:51 PM
Why would u want your lightning to be like aim shot ? You got a shield rogues don’t


Sent from my iPhone using TapatalkIt's literally called Razor Shield [emoji849]

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Kershy
04-25-2018, 03:52 PM
Why would u want your lightning to be like aim shot ? You got a shield rogues don’t


Sent from my iPhone using TapatalkDo you even play AL? XD theres a Skill called RAZOR SHIELD.

evilmorty
04-25-2018, 04:24 PM
Rouges have a Shield "Razor shield" which reduce also dmg

Lol just open the game and start a rogue toon XD

evilmorty
04-25-2018, 04:26 PM
Why would u want your lightning to be like aim shot ? You got a shield rogues don’t


Sent from my iPhone using Tapatalk

Clicked the wrong thread my bad but still

Justg
04-25-2018, 04:28 PM
After reading few I started ignoring posts, then I started ignoring every posts from certain posters. Don't you think devs would do the same? At the end of the day you are just wasting your important feedback in between rants and fights, just because its very important for you to give your opinion about other's opinion.

Dead on, those who can't help but post their opinions with a ton of salt lose our ear very quickly.

We love the rest of you though, you rock!

Iluminista
04-25-2018, 05:01 PM
In my humble opinion should focus on increasing the damage base of the warriors. As exemplified in other comments we have no critical damage, we have no damage (compared to other classes).It's cool to have one class to support another for damage and another for defense. But let's face it, the other classes are getting exorbitant amount of armor and continuing with high damage.The warriors, despite having a considerable amount of life and armor, end up being considered as useless by other classes in maps of greater difficulty, like the elite maps. I think they could at least in PVE maps give us more damage, and please help us with the critical damage in both pvp and pve maps, we need to become more independent of the other class, because as you can see in events and as I said about maps of higher level of difficulty, we are left as the last option and still take us away from damage and On top of that with a proc proc chance of weapons that is almost nil in a lot of cases.

Spell
04-25-2018, 05:14 PM
Dead on, those who can't help but post their opinions with a ton of salt lose our ear very quickly.

We love the rest of you though, you rock!

could you please delete my feedback.

Tippertwo
04-25-2018, 05:31 PM
Do you even play AL? XD theres a Skill called RAZOR SHIELD.
That doesn't actually protect you from actual damage. It's just a shield of pain to the mobs' side.

Verbie
04-25-2018, 06:05 PM
That doesn't actually protect you from actual damage. It's just a shield of pain to the mobs' side.It's true it is not a damage reduction shield. But it does raise dodge by an additional 20%

Even when a fully geared mage hits it take a critical hit for 2k damage. Mages are not built for crit so those chances are small.

As I mentioned in my post above once the dodge is over 100% very few hits, if any land.

Anyone can test this anytime and see for themselves.

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Screenshotz
04-25-2018, 06:36 PM
That doesn't actually protect you from actual damage. It's just a shield of pain to the mobs' side.

It does though...? Razor shield mastery..

PsychoNuke
04-25-2018, 08:29 PM
We love the rest of you though, you rock!

Can you rephrase it specific to me please :p. I need validation on my rockstar status :D. Ty.