Originally Posted by
Taejo
I really don't want to involve myself with this thread, because I really don't have as much experience PvPing with a rogue as the contributors posting here. However, I will try to provide my outsider perspective on the issues. First, I'd like to ask how much PvP everyone here has actually done to formulate their arguments and raise such a contention against the recent changes? We are currently less than 12 hours into the update and already the complaint threads are in full bloom. Analogically speaking, it's like going to a car dealership, declining to take a test drive of the newest model and then writing a negative feedback letter to the manufacturer without ever operating the vehicle. This all seems like speculation based on past PvP mechanics while neglecting to observe first hand (for more than just a few hours) the new modifications to PvP.
Tonight, I briefly PvP'd on my warrior to experience the new changes. Although I was facing the usual suspects in CTF, similar to Season 4 I was able to withstand a 3 versus 1 barrage of Maul/Samael warriors for a good amount of time (of course eventually losing the battle), kill and be killed by rogues and sorcerers, and successfully support my group in the bigger battles - all with a hybrid PvE/PvP spec. In the hour and a half period in which I played numerous CTF games against different opponents, I accrued maybe 10 kills - which is about five times less than what I was capable of last season. Of course, there's many factors relating to this number, and it would be wrong for me to conclude that PvP is 'all messed up now' based on this single session. Yet, I can't honestly say that my damage output was as vanquishing as many of you are claiming it to be. I don't own a maul, and I didn't use one in Season 4 either; but I managed to performed exceptionally well without one and accomplished some of my PvP achievements in roughly a months time. However, I will say that the sorcerer friend who was running with me (full mythic + arcane staff) mentioned that some warriors were hitting her pretty hard - just like in Season 4.
One of the resurfacing issues that I see in these threads is that of the rogue's mana supply. This particular issue I will fully support - even before the days start to pass with this new era of PvP. It seems to me that the recent overall damage reduction within the PvP maps is good enough reason for the Devs to find a way to give rogues more mana or a way to replenish mana in combat.
Anyway, that is my first account of PvP since today's update. The point I'm trying to make here is that PvP testing (in most games) is a tumultuous task which takes weeks of diligent testing by programmers to make any sort of conclusions on class strengths and weaknesses. I can't speak for STG or make any claims that they did such extensive testing, but I also have my doubts that they just quickly whipped up some changes and tossed them to us as guinea pigs. With that being said, none of us can befittingly write an accurate assessment of the current changes to PvP as of yet. It is going to take weeks before we have a consensus opinion about what needs fixing and why. I hate to say it, but right now this thread - which I'm assuming had the intentions to provide constructive feedback - is so far just a group of rogues reacting poorly to the changes made to warriors and sorcerers. Apollo and Limsy - you're both veteran players of AL and your input on these forums is always greatly respected. With that being said, you both know that our daily encounters in PvP are extremely circumstantial, and not one battle exactly like the next. There are too many variables at hand which throw the typical implications of each CTF/TDM match off course. Give this some time... play the game and make observations... then come back and discuss it. If your position remains the same throughout the course of time, so be it. But at least you did your homework.
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