PvP DoTs

Slagar

Dalayan Adventurer
I noticed that most forms of damage are halved for PvP, but this does not seem to affect DoTs. It kind of overpowers shamen and necros in pvp combat.
 
I think that the numbers are smaller on nukes because those are partial resists, and that melee hits seem smaller because players tend to have better AC and such than the average mobs that you are usually smacking up. So dots seem 'better' because they do full damage if they land on the target.
(I'm not positive on this though!)
 
Yeah even in stance 7 I have a really hard time hitting some classes with my bow/melee.

If pvp was reballanced think of all the fun pvp arena events you guys could hold!
 
I think that the numbers are smaller on nukes because those are partial resists, and that melee hits seem smaller because players tend to have better AC and such than the average mobs that you are usually smacking up. So dots seem 'better' because they do full damage if they land on the target.
(I'm not positive on this though!)

unresistable nukes land on players for exactly 1/2 of their full value, I assume the same applies for regular nukes too pre resists
 
put how you would balance all the classes for pvp on a dev app and then get hired as a dev and then do all the work (this is the best route to getting pvp balanced)
 
well the first thing would be to make melee classes be able to hit running toons. Any class can pretty much kite a pure melee class around unsnared, hide far away, cast a dot (dots need to be nerfed in pvp) etc and just keep running around. Sure you can use a throwing item or something but casters land spells a lot easier than melees land ranged attacks. So thats the first thing I'd balance.
 
well the first thing would be to make melee classes be able to hit running toons. Any class can pretty much kite a pure melee class around unsnared, hide far away, cast a dot (dots need to be nerfed in pvp) etc and just keep running around. Sure you can use a throwing item or something but casters land spells a lot easier than melees land ranged attacks. So thats the first thing I'd balance.

(Tbh, this seems a bit like saying casters need a lot more mitigation and attacks when they are doing melee because they are more squishy...but it's all good.)

If you were to implement this then I would recommend scaling damage by distance. Or perhaps PvP stances that allow for Phantom Strikes or something if you have stamina. Maybe AoE taunt can summon and stun the opponent briefly when used in PvP. For monks you could make it so FD makes you "Protected" from DD's while flopped, but the FD re-use timer would be much longer.

I'm not saying that any of these are practical from a coding perspective but I guess I'm just trying to say that it would be nice if the ideas stayed within the spirit of the class competencies and not just making up for a perceived disadvantage. (Believe me I feel your pain, the nuke nerf takes away a lot that my One-Trick Pony Wizard can do.)

Just my 2cp.

Faldeney
65 Wizard
 
I think that the numbers are smaller on nukes because those are partial resists, and that melee hits seem smaller because players tend to have better AC and such than the average mobs that you are usually smacking up. So dots seem 'better' because they do full damage if they land on the target.
(I'm not positive on this though!)

I don't think this is it, because the direct damage component of shaman DoTs is always halved in PvP but I have never seen it get partially resisted at all in normal combat. The DoT component lands for full damage though.
 
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