Thread: Game Mechanics: PVP Suggestions
View Single Post
  #2  
Old 01-01-2014, 01:35 PM
Mac Dretti Mac Dretti is offline
Banned


Join Date: Dec 2013
Posts: 1,337
Default

Quote:
Originally Posted by ledbedder [You must be logged in to view images. Log in or Register.]
Alecta thanks for all the work you've done. There will be a lot of pvp in velious, but as it is right now, the pvp code on the server is pretty broken/not classic. Things I would change:

1. Wizard draughts should be easier to resist to the point where it makes sense to use lures instead of draughts. Sunstrike and Wildfire should have less of a chance to do full damage.
http://www.project1999.com/forums/sh...d.php?t=124319

Fixed pending patch

Resists
  • Tweaked Null's resist function
  • Snares adjusted to be in line with roots.

Hopefully this takes care of that, i'm sure its going to take a lot of community feedback to hone it into a good place
Quote:
Originally Posted by ledbedder [You must be logged in to view images. Log in or Register.]
2. Melee 1handed damage is way too high and hits land way too often. Maybe because AC is not taken into consideration in pvp (which is why mitigation discs do not work).
He's got the mitigation discs listed as 3.2 in order of priorities, hopefully he updates the to-do list and considers the 5% per hit to cause interrupt (with no maximum %) as well checking if AC is considered. Velious melee's are going to get out of control if we don't start looking into their damage now.

Alecta please consider changing the 5% to interrupt per swing, with maximum haste the push interrupt + unlimited % chance to interrupt is getting silly, especially with triple attacking duel wielders
Quote:
Originally Posted by ledbedder [You must be logged in to view images. Log in or Register.]
3. Bards are broken. Brusco's Bombastic Bellow and Dennon's Bereavement should not land in pvp unless people are fully debuffed. On live, bards ran around with two weapons that could proc tash and had to land it with Occlusion of Sound before they could land anything in pvp.
PvP: Prioritized Agenda / Known Issues
  1. Exploit fixes (0 in queue)
  2. Resists
  3. Adjust partials / full resists on DD's (parameterize Null's function?)
  4. Revisit mezzes, stuns, debuffs.

Fixed pending patch

Resists
  • Tweaked Null's resist function
  • Snares adjusted to be in line with roots.

Hopefully we see the bard's being affected by this, otherwise we need to create a new line item.
Quote:
Originally Posted by ledbedder [You must be logged in to view images. Log in or Register.]
4. Archery and throwing have no line of sight checks, this isn't a big problem now, but when rangers have trueshot discs in velious, it will be overpowered.
I'm glad you mentioned this, I was fooling around with one of the guild rangers in Toxx and he was bowing me through the corner of a wall when I was expecting to have broken his LoS. Alecta had already tweaked the LoS start/finish checks with spell casting, I'm not sure if this falls into the same category and I was within the 70% distance or whatever the formula was, but regardless someone should be able to break ranged LoS by cornering a wall as a viable strat to force a disciplined Ranger into melee or block a shurikan or boulder etc.
Quote:
Originally Posted by ledbedder [You must be logged in to view images. Log in or Register.]
5. Slows land every time and never get resisted in pvp. Right now on my shaman, because melees are broken, i always start with a slow and i've never had a resist.
It def gets resisted, but it does land a lot. Probably because the only resist update we've received so far is the nerf on root and snare cc's which forced people to stop using them and started trying slow.

Resists
  • Tweaked Null's resist function
  • Snares adjusted to be in line with roots.
Quote:
Originally Posted by ledbedder [You must be logged in to view images. Log in or Register.]
Thanks again u r truly a hero of norrath.
Last edited by Mac Dretti; 01-01-2014 at 01:40 PM..
Reply With Quote