Also he probably has more capped toons than you do. I know he plays at least 2 healers, a tank, a bard, a wizard and a monk all capped. Plus any characters he is riding the TR train on.
And a bonus also, he has enough of a grasp of the English language to complete a sentence without devolving to Pidgin.
Gungpao - lvl 7 mnk/ 12ftr/ 1 rog, Quinidine - lvl 20 FvS, Harshuul - lvl 20 Barb, Diluadid - lvl 20 FvS, Ibbanez- lvl 20 bard, Mongorrian 12 Ftr/6 Brb/ 2 Rog, Yellowcab 9 Wiz.
I feel that casters in PvP need to be tweaked. Being a TR'd caster and healer I can speak with assurance, that frankly we're overpowered. I feel that just like how Firewall is blocked in PvP, so too should be Ice Storm and other persisting AoE's. Secondly, the u9 spells for arcanes can be resisted, but the divine version has no resistances against, nor protections. Sorcerer Savants are easily able to do 1000+ damage with a single spell, and if any server has a bunch of arrogant Sorcs (go figure) who wipe PvP with a single spell, is unfair for the melee and caster alike. I also have the TR missiles, from wizard past life that is, and while I understand while those could be abused, I find them being abused so much less than most of the Sorcerer abilities and new spells.
The main problem I see is that many of the abilities for the "player" toons, were/are designed to go up against mobs with hundreds of HP. They were designed for pve, and so implementing them into pvp without affecting it causes these imbalances.
Resident of Orien
Khrolm: Horc 'Ugly Stick' * Morgrosh: WF Paladin * Alloriel: Helf WC Bard * Ghorock: WF Artificer * Xanthien: Elf WSS mnk/ftr * Xenthia: Human Rogue Assassin
Being able to enter pvp at all should cost 1000 tp as a one time cost per character.
These funds will directly determine how much dev time to spend on pvp.
Honestly theres SO much that needs done in this game. And i don't count pvp as one of them. Let the pvp players pay for a share of dev time directly if it's that important.
(Altho i dont think it will happen. Given your list of 'fixes' you don't seem to want anything in pvp that you don't have yourself. And im sure someone will complain about those abilities or items you use too. )
Pvp in ddo is like slapping the 'fat free' label on a bottle of water. Adding things for the sake of being able to say 'yeah we have that too!'. Makes no sense adding things where they don't belong. Or are wanted it seems.
Oh wait, none of us had divines with wizzie PLs, so maybe fair.
As to the OP, my thoughts (and I believe your suggestions are overkill):
- Wizzie PL missles should be stopped with the appropiate buff, but they shouldn't be disabled (I've never been a fan of straight up immunity buffs but these are the existing DnD rules).
-Meteor swarm is very easy to dodge. Get better, don't ask for disabling.
-Imbue slaying arrow isn't a huge problem. Manyshot, coupled with high STR, is more scary than the proc - simply because you need serious DR (or AC) to survive. 99% of AA's are just puzzles waiting to be figured out and not a big deal.
-DoTs are a bit silly.
-All insta-kill abilities have an immunity counter, with the exception of maybe TtS.
-Bard Skills are annoying...but so what, most can't finish the job lol.
-Guards have never 1 shotted any of my melees in pvp. Perhaps you should get more Hp or pray for better luck.
-Pale Lavender is fine as-is. It's a must-have pvp item, sadly, but I see no pressing reason to alter it.
I want improvements/additions before nerfs/removal. But that's me.
I think that before any balancing is done, remaining PrEs and classes should be completed. Not much point balancing something now that needs to be changed later on when they finish off the last touches for PVE. Not calling for a flat out get rid of PvP, more a postponing on it.
PvP adventure packs would, however, be a great earner for turbine, providing they're willing to devote a sizeable chunk of hardware to it. Lag and pathing issues for summons and pets is a big enough problem in PvE play, let alone PvE.
Despite my own personal taste in gaming, if more people do PvP and pay for the privilege, that means less stress on the rest of us who subscribe, and who might feel hard done by if developer time is focused on other areas than PvE. After all, anyone regardless of account status can PvP in the lobster, but not everyone can go do level 20 raids.
The neg rep is a pefect example of pvp 'style'.
Thanks for proving my point.
You want it. You want it only your way. Everyone else is a noob and wrong. And you don't want to pay for it.
And you wonder why people don't want more of it in ddo.
Waste of resources.
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Have to admit I kinda lost track of this thread, I only noticed this thread because someone gave me neg rep now, 5 months after the initial post in this thread. Looking back, most of the suggestions seem to be feasible to implement, and hardly a "Waste of resources", to quote ddoplayer064. I've seen some game coding for a mod I worked for, and disabling certain abilities in the brawling area must be trivial. The functionality is already coded (firewall, as an example). It would require the spells that we want to disable to inherit the "cannot use in brawl area" property of firewall. As I see it, this looks like adding one simple line of code. This makes the resources argument void.
Try to look at the bigger picture here, rather than telling people to get more hp, learn to dodge meteor swarm, or use other stuff to mitigate the damage. Of course, most of your suggestions are helpful (and I'm using most of them). However, they do not improve balance. A system in which there is both ranged and close combat, will always favor the ranged attacker. The ranged can simply stay out of range of the melee. My changes are such that either of the classes has a good chance of winning. Of course, some characters will still be stronger than others, but this will bring them more in line.
P.s. My barb has about 700 hp raged, evasion with over 40 reflex and a pale lavender ioun stone. I don't have that much trouble in pvp versus casters. Fvs and arcane archer give me trouble occasionaly. The favoured soul can keep kiting me, and while they do pretty low damage, in the long run they will get me. Against arcane archers I can only shieldblock while they are using manyshot... and when manyshot is over I try to rush and kill them (if I dont get a slayer arrow in my face). The changes I propose are for the better of the game, not necessarily for my self (as I got a divine and arcane as well).
Last edited by Forzah; 10-07-2011 at 07:53 AM.
I would like to add that spell absorption has to be fixed:
-Meteor swarm should only take 10 charges for the whole spell, not 10 for each meteor that hits you.
-Divine punishment, eledars surge and niacs biting cold should only take 5 charges, not 10.
-Magic missiles should only take the corresponding charge for the full spell, not for each individual missile.
But I guess this will be quite difficult to implement.
The only limitation that should exist in PvP as far as I'm concerned is the existing anti-griefing rule that you must kill your opponent if you do something to disable them for a long period of time (because dying isn't neccesarily fun, but you can come back to life immedaitely afterwards) and that any spell or abilties that cause a significant amount of lag for the rest of the game should not be allowed.
And even with that last limitation, I only include that because I don't want to see any more lag added to DDO and not because I think that lag-creating spells and abilities are somehow "overpowered".
Last edited by Forzah; 10-07-2011 at 08:29 AM.
I actually might step into a pvp area that was for pet-on-pet fights.
PvP in this game is very contained away from PvP, and does not affect PvE. I've never grasp the concept of why PvP is always shot down instantly by other folks who say it wastes Dev time etc
You know what I think are a waste of time? Crafting, cosmetics, guild ships, and yes, PvP too. Because I don't quite like those things and prefer to focus on other content in the game. But I don't go around in those threads to show my displeasure at how much these folks are "wasting" Dev time with their ideas, suggestions or complains. And it's likely some of these players who do crafting and go on guild ships are F2P too.
The entire premise of "wasting Dev time" is false because not everyone shares the same idea on the importance of certain things. Unless the folks who claim others are "wasting Dev time" drops enough money to keep the game going, the opinion of other players in the game are also valid.
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