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[EQ2] Upcoming PVP Changes Options
Leko
Posted: Friday, January 15, 2010 6:04:43 PM


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http://forums.station.sony.com/eq2/posts/list.m?topic_id=467115

From the offical fourms

Control Spells
Control spells will have their maximum durations decreased globally. Being able to control another character as long as you currently can on PVP is too powerful. The spells will adhere to the following:


8 seconds: Fear, Mesmerize, Root, Snare
6 seconds: Stifle, Daze, Disarm
4 seconds: Stun
Charm: We have reworked the Charm, Hypnosis, and Bria's Entrancing Sonnet lines to mesmerize for 8 seconds rather than charm.
We are trying to find a good balance with this new scheme and how it applies to previously set values for PVP control spells. This means that some PVP control spells may actually see their maximum duration increase if it was decreased too far.

Resistances
Currently spells are resisted too easily in PVP. We have changed it so the new resist chance is calculated from the spell tier modifier, target wisdom modifier, and casting skill modifier with a cap of 70%. Elemental, Noxious, and Arcane stats only mitigate damage and have no bearing on being able to completely resist the spell. Overall, spells should land more often. The need to decrease the maximum duration of control spells becomes more necessary because they will also be resisted less.

Toughness
We are introducing new items that you can earn on PVP servers and in cross server PVP. These items are crafted around the stats that are needed in PVP. These items have a new stat called Toughness on them. Toughness is a rating that decreases all PVP damage done to you. The planned cap for damage mitigation gained from Toughness is 40%.

Seasonal Play
We are working to create periods of time for PVP servers and cross server PVP. At the end of a season you can expect certain players to be declared as winners of the season with possible rewards. In the coming season, we would also like to adjust the rule sets and further tune abilities around the previous season's play.


Cyanbane
Posted: Saturday, January 16, 2010 10:12:11 AM


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Quote:
Toughness
We are introducing new items that you can earn on PVP servers and in cross server PVP. These items are crafted around the stats that are needed in PVP. These items have a new stat called Toughness on them. Toughness is a rating that decreases all PVP damage done to you. The planned cap for damage mitigation gained from Toughness is 40%.



Wow. Talk about revisiting some strategies. I wonder how hard these items are going to be to get and if only pvp tokens will be the method in which to obtain them? Seems like PvP will almost be a necessity at some point for non PvP people on the pvp servs, which is a good thing.
Lomax
Posted: Monday, January 18, 2010 1:23:52 AM


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Location: UK, Tonbridge
These changes are definitely a copy of the WoW PVP, with the limitations on CC'ing (definitely a good idea though), seasonal play (although there is only the alternative of a rolling award like WAR has).

Toughness though sounds exactly like resilience from WoW, this was the thing they added which killed off my interest in WoW's PVP long before before WotLK killed off my interest in the PVE side of things. The problem was that at the start of each expansion it was ok since no one had a lot of resilience and therefore you could jump into a BG and use whatever gear you had, raiders were glass cannons for sure, but the key was that they could be killed.

The problem came later though as about 3 months after the gear appeared if you entered into a level 70 battleground you'd have no chance of beating most of the people since they prevented most of your critical hits (the effect of resilience) and Dot's were feeble thanks to stacking this new super stat.

Add to that also was the gear gap resulting in PVP having an added gear grind to it before you could start to enjoy it. One that I just couldn't be bothered with doing because the whole point of BG's for me was a side game where I could take some gear from a dungeon and jump into a BG to have fun (just like in WAR although it works more the opposite way). Adding the gear grind made it feel like hard work was needed to get to a point where I could start enjoying things again, hence that stopped me from being able to just dip into BG PVP.

Compared to WAR, WoW's PVP sucks badly, if they are going to add in a super stat that makes those that have it godlike in comparison to those who do not then I can see further changes needed to be made to the game just like in WoW, my guess would be the problem of a gear gap each season is noticed so free gear (welfare epics) are handed out essentially for logging in to try and patch up a bad game system.

WAR didn't need that though as its game just worked fine, which is the game I'd rather see them follow, really hopeful that they won't make the same mistake as WoW here, maybe if this toughness just mostly substitutes for mitigation already on the gear then it'll be ok (since then it just prevents people from PVPing to get top end raid gear as a large chunk of their mitigation only works against other players).
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