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Thread: Regarding the Immense Stat Debuffs in PvP Zones.

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    Senior Member Madnex's Avatar
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    Default Regarding the Immense Stat Debuffs in PvP Zones.

    This has been mentioned previously in another topic (original topic, check it out for more info) but since I had taken a break from PvP and recently returned, there's some alarming issue that must be brought up, again. Yes, it's the way the game prioritizes debuffs over buffs and proceeds in completely nullifying the buffs' effects and then applying the debuff over them. There have been several client build updates ever since, yet this issue has not been addressed - it got straight up ignored along with many other small issues; the difference is, it is not a small issue.

    This makes multiple skills and pets much weaker than they should be and certain others much more powerful than intended. Primarily, this is worse for the Rogue class that has a permanent 10% damage debuff in both PvP zones. What does that mean, you ask? It means that any and almost all pets, items and skills that offer a damage bonus are simply useless inside PvP.

    For example, let's take Samael and Glacian, both arcane rarity pets released around the same time:

    Outside PvP:
    Price Dmg Crit HP MP
    Samael 20m 10% 12% 150 100
    Glacian 5m --- 10% 150 75

    Inside PvP:
    Price Dmg Crit HP MP
    Samael 20m --- 12% 150 100
    Glacian 5m --- 10% 150 75

    (The comparison is focusing on their Happiness Bonus; yes, Arcane Ability and passive do affect prices but apart from extreme cases, HB is the main essence of a pet's usefulness. The prices have recently climbed down from 30m for Samael and 7.5-8m for Glacian.)



    Quadruple the price for such a small statistical difference?

    Yes, it's ~70% panic on AA, 5% panic on passive and largest HP/MP regen in game against 10% armor, MP regain and 15 INT, 12 DEX, 12 STR and root effect on passive. But then again, the main aspect of the pet which is what it was advertized with, is the damage % buff. Which is simply not there. And that's an issue that affects 2/3rds of the player base.

    Then there are skills that are plain useless at this point, like Shadow Veil. Oh, poor Shadow Veil. Its efficiency in PvP is almost matching Entangling Traps!

    Let's take a closer look on what good it is:
    • Lower hit% of enemies inside: Useless, hit% does not affect players.
    • Lower damage% of enemies inside: Useless, even against other classes it doesn't work (probably glitched).
    • Higher armor% of allies inside: Useless, with so many Aimed Shots flying around and pets having armor debuffs on passive.
    • Higher damage% for allies inside: Useless by default for Rogues, only assists the other two classes and is again discarded by any damage debuff.


    Other skills that have their effects altered by this issue:

    • Curse
    • Axe Throw
    • Rally Cry
    • Aimed Shot


    Basically this goes for any % buff apart from the critical rate one. Damage buff? Speed buff? Armor buff? All affected, all weakened.

    -----------------------------------------------------------------------------------------------------------------

    At this point, a rogue with 700 damage enters PvP to find out that somehow, that is now reduced to 560 - that's a debuff of the class of 20%, which is double the intended nerf! If you want to adjust PvP scalars to achieve better class balance that is fair and understood but devaluing high rarity items that people worked hard for and spent a ton on is plainly unacceptable.



    Any questions/opinions/remarks are welcome. Thanks for reading.
    Last edited by Madnex; 01-20-2015 at 12:37 AM. Reason: Corrected the last point about Paragems plus some rewording.

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