The PVP event

zodium

Dalayan Elder
The PVP event is cancelled until further notice, which will be when certain things have been fixed. Among them are archery and stuns in PVP.

If there's any more you feel should be fixed, please post them here.
 
Any form of balanced PvP really calls for nerfs to certain advantages on all sides until each class is complaining at the same level as every other class. A number of things that could be looked at:

1) Potency of stun vs everyone else.
2) A successful root completely taking a pure melee out of the game.
3) Archery doing too much damage at too little risk (Also consider that doing just <=100 damage a shot would take at least 10 shots to kill a wizard. At around 3 seconds per shot, that makes archery pathetic against any class with over 1k hp. And without a chance of interrupting a cast, any ranger who uses archery is as good as dead).
4) Crit nukes being too powerful (and certain spells wiping out other classes in one cast / Lifeburn being a cheap "I'm bringing you down with me." shot).
5) Damage shields crippling any melee combat (especially ranger damage shields, where rangers can effectively do a lot of melee damage, tank pretty well and, at the same time, force another melee player to kill him/herself by attacking or to run away and get shot in the back).
6) Duration of slows and other debuffs (maybe they could fade if the debuffer dies or leaves the zone?).
7) Duration of DoTs (this isn't against NPCs, remember? Player HP is considerably lower and you can't police every DoT-and-run).
8) Pets and pet attack range (mayb pets could have an automatic backoff routine if the master gets out of a certain range of the target?)
9) Backstab. Currently backstab is only backstabbing players from the side. It's hard to judge when the target is sitting still, even harder when it's moving. Backstab damage also needs to be toned down so it's not potentially insta-kill.
10) See invis needs to go. See invis practically eliminates a rogue's best ability hide/sneak, and those of a few other classes that would rely on it for any sort of success. At the same time, taking away see invis could potentially allow any person with invisibility to just hide out until only one other person was left. Maybe reducing the duration of cast invis to 20/30 seconds? Since classes are vulnerable when casting invis, and it requires mana, the pros and cons might balance out a little.
11) Nuking through walls. Shadowhaven needs some line of sight that will stop casters from killing you from the other side of a wall.
12) Resistances in general need to be changed for PvP. We don't have buffs and resist gear won't really provide as much help as HP gear / AC gear if you can only scrape past 100 on a single resist by sacrificing a lot of items. I'm not saying spells should be constantly resisted, I'm just saying that there should be a chance for everybody to resist one (even if it's only a five or ten percent chance).

The only way PvP is gooing to have a semblance of balance is if you run a bunch of events and listen carefully and consider everything that's said / complained afterwards. Apart from that, it's trial and error.
 
Mezzes

I noticed mezzes do not work on PC's, which is an enc's best friend with pvp if we cant atleast mez you once we have no chance. If you guys deem it an unbalance maybe just make it a short term duration like mayne half the normal time it should have.

Thanks.
 
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