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View Full Version : PVP Server Feedback thread (Please post if you have feedback from PVP-Test)


sprogn
06-13-2007, 07:15 AM
<p>Just thought it would be nice to have a central area to put feedback from test.</p><p>Please don't post complaints or whines if you have not actually played on test.  There's already a thread for initial thoughts in the PVP boards.</p><p>Please post you character's level, class and AA spec as well as info on gear/equipment.  It will allow people to suggest alternative templates etc and see exactly where you are coming from.</p>

sprogn
06-13-2007, 07:19 AM
<p>L70 Berserker with STA 4488 and INT 44782, EoF in the two left hand trees (forget the exact names =P)</p><p>3 Relic items, 1 PVP item, rest Doomrage.  Weapon 1HS Modinthalis (sword from Unrest)</p><p>With the buckler block removed I've lost about 9% avoidance.  Additionally I'm now missing 15% double attack.</p><p>Live server PVP ratio:  KVD  4:1</p><p>Fought so far:</p><p>Dirge 4-0.  When I got used to the guy's playstyle, had one close fight, but after burst dps was down it was over pretty quick - I lost.</p><p>Bruiser 2-0.  Didn't stand a chance.  I could level with the guy into orange health but then he'd full heal and I'd die.  Was ugly.</p><p>Inquisitor 1-0.  This guy ripped me a new one in under 7 seconds while still in green.</p><p>Overall impressions:</p><p>The STA line is no longer viable for PVP.  If I had 10p I'd try some other templates, but right now it's a pretty sad experience.  Will edit with other fights as and when I get a chance.</p>

sprogn
06-13-2007, 07:22 AM
<p>L70 Conjurer with Wis 444, Int 44682.  EoF in Unabate (casting speed) and pet enhancements (fire/scout/tank enhancements and Hydromancer final ability).</p><p>Gear:  Almost full set of EoF legendary,  Jewelery/weapons legendary.  About 550 int.</p><p>Pets are now pre-buffed with AA which is quite nice.  Looks very impressive on paper to examine the pet icon with all those buffs.</p><p>The scout pet AA changes look very very nice, will definately have to try them out.</p><p>Live server PVP ratio:  3.5:1</p><p>Fought so far:</p><p>Bruiser 4:0.  Drag, one hundred handed slap, all over.  Even tried ganking the guy in orange health and just wasn't happening.  Bruiser's have always been tough, now it seems worse.  Resists for nukes/damage seemed normal although damage output was much lower.  But resists roots/stuns/snares seemed much higher.  Certainly no way to keep someone off you.</p><p>Waiting for a chance to get other 1v1's set up.  Right now it's turned into a bit of a willy waving contest with ganking all over the place in SS.</p>

Necodem
06-13-2007, 07:53 AM
sprognak wrote: <blockquote><p>With the buckler block removed I've lost about 9% avoidance.  Additionally I'm now missing 15% double attack.</p></blockquote> Wrong you lost 1%, as riposte boost your base avoidance.

jw22
06-13-2007, 08:31 AM
Brigands are almost completely [Removed for Content] now. My brigand on nagafen was named bizzare, i am not playing the toon any longer, but today i logged him in on the test server just to see the changes.. My first fight was with a non titled lvl 63 warden, i am level 70 all adept 3 or master, and 3 pieces of pvp gear.  We fought for a good 30 seconds, which everyone who plays on the pvp servers knows is about 20 seconds to long if you dont want someone else to jump in.  At the end of the fight i was at 4% health and he was dead... this is someone 7 levels below me. Next i fight a 70 zerker, zerkers are always a tough fight for a melee class, but this was ridiculous, when i died 4 seconds later he was still in green health, that was a fair straight one v one, with the appropriate /bow to start,  so i revive, buff up and come back in for a sneak attack just to see the results.. this time he was in yellow when he was teabagging my body. So i head out to sinking sands, Dreadnaught peregrine (70 mystic) from nagafen was there.  On the test server you can talk in OOC to opposite factions, we chatted then had a one v one, he prebuffed and warded, when the fight ended about 15 seconds later he was still at 100% health and 60% and he <u>NEVER HAD TO CAST A SINGLE HEAL.</u>  So i revive and say lets try again this time no pre wards, all he does is heal, once again owned in the face with him in yellow health and plenty of power. Next I finally win a fight, i found the only class they gimped more than a brigand, rangers.  Privan from venekor is there and from what i saw out of the 2 fights i had with him was that rangers all need to get the M1 of any melee attack they have cause if they dont get the drop they have 0 chance. Next was a twinked out templer from Guk, how pve toons got on the pvp test server i have no idea, but what i do know is that if your a healer when this goes live and dont get an overseer title, you should quit the game.  Once again brigand dead healer 100% health 55% power.  If this all goes live then you will see alot of brigands quitting the game or rerolling, i never said brigands weren't somewhat OP, but the nerf they just got makes them almost completely useless solo.  The reason i played a scout class was because my personality leans towards solo play when pvping.  The most overpowered class now without a doubt will be the furies, they have plenty of heal power to combat the non-existent dps now, and enough dps to kill other healers. Ackiles 55 Bruiser Bizzare 70 brig

sprogn
06-13-2007, 10:42 AM
Darkhain@Venekor wrote: <blockquote>sprognak wrote: <blockquote><p>With the buckler block removed I've lost about 9% avoidance.  Additionally I'm now missing 15% double attack.</p></blockquote> Wrong you lost 1%, as riposte boost your base avoidance.</blockquote><p> Wrong.</p><p>Riposte was always a part of that line along with Block and 360 degree parry.</p><p>The block has now been removed completely.  The parry and riposte are unchanged.  End result is almost 9% avoidance.</p>

Necodem
06-13-2007, 10:58 AM
<p>Before : 4.5% block 4.5 riposte</p><p>Now : 8% riposte... = 1% less than before</p><p>And even 16% double atk it's a real nerf.</p>

XeroXs84
06-13-2007, 11:07 AM
So far i was only able to test my warlock vs a conjurer.. seemed quite good balanced, I won some fights, he won some.. depending on tactics we tried out and stuff.. was pretty much fair i believe. Now, i also would like to try out vs. scout/fighter/healer classes... to give proper feedback to them, so if u are up for some testing send me a tell to fizzie on nagafen and we make a date somewhere on test server to try out stuff --> i exiled there so can fight all factions <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />

Groma
06-13-2007, 11:38 AM
70 warlock.  4-4-8-6-1 STA, 4-4-6-8-1 AGI, Maxed Hastenings and Explosives line in EoF trees. Fabled gear across the board except where some EoF legendary was better for pvp.  All but 3 spells M1, those 3 Adept3. Live KVD ratio 7.22:1 ranked General Inquisitors 2:0, close fights both times, all timed abilities burned on both sides. Templar 2:0, Same as above, all timers burned, very close fight Warden 1:0, Pure heal specced warden, burned his entire manapool before i was able to bring him down.  All timers burned and i was in deep red when he dropped. Spell damage reduced by 10-15% across the board in pvp compared to live servers.  Outright resists seem to be on a 20:1 ratio, meaning for every 20 spells cast, 1 is completely resisted.  All opponents had exceptional resists(60%+) So far i like the changes.  These fights are going no different than they currently do on live when resists work in my favor.  It is nice to finally see the outcome of a fight determined more by skill than the luck of resists.  Unfortunately there were no scouts to duel.

lost
06-13-2007, 11:57 AM
As a 70 berserker with all masters and fabled armor/good jewelry, I didn't fight a melee class last night that I couldn't beat.  Rangers seem like they got hit too hard with the ranged auto attack reduction.  Swashes are still good in pvp because they can control their fights so well with reach, but the nerf to inspiration/en garde in pvp makes the combo survivable. 

sprogn
06-13-2007, 12:48 PM
<cite>lost wrote:</cite><blockquote>As a 70 berserker with all masters and fabled armor/good jewelry, I didn't fight a melee class last night that I couldn't beat.  Rangers seem like they got hit too hard with the ranged auto attack reduction.  Swashes are still good in pvp because they can control their fights so well with reach, but the nerf to inspiration/en garde in pvp makes the combo survivable.  </blockquote> What template mate?

lost
06-13-2007, 01:27 PM
str 4/4/8, sta 4/6/8/8/2, int 4/1

Groma
06-13-2007, 01:36 PM
With manashield, nullmail and quickcast Conj is barely beatable.  Without them, a warlock is fodder. Assassin is a pretty decent fight, but if decap is down its over for the assassin. Rift is bugged, it is not taking mitigation into consideration when hitting people, more details posted on the warlock forums.

sprogn
06-13-2007, 02:04 PM
<cite>Gromann wrote:</cite><blockquote>With manashield, nullmail and quickcast Conj is barely beatable.  Without them, a warlock is fodder. Assassin is a pretty decent fight, but if decap is down its over for the assassin. Rift is bugged, it is not taking mitigation into consideration when hitting people, more details posted on the warlock forums. </blockquote><p>With manashield and nullmail you whooped my conjurer's [Removed for Content] every time!  Only time's I got a victory were when the manashield recast timer was down.  With fizzie earlier, it was a similar story.</p><p>Kind of sad in a way that it all revolved around one ability - manashield.</p><p>Assassin I got mullered.  With a freedom of mind and stoneskin up I won once but with a couple of hundred HP left.</p>

sprogn
06-13-2007, 09:43 PM
Any more feedback yet?

eburgos
06-15-2007, 01:02 PM
70 Necromancer STR 4/4/8/8 INT 4/4/7/8/2  50% base avoidance 12% parry I liked the new AGI line even though I tried it for a short moment. Spells resist less now, I dont feel overpowered but I dont feel [Removed for Content], I win fights and lose. I like it like this.  Still trying to find out what to do against manashield, personally I think 1:1 is very few but 2:1 is too much, not because of me but because I saw a lot of melee classes empty all their CAs and hit nothing but an endless mana pool <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />. On the other hand, they said Blistering Signet now procs but only on heat based spells. Why? why not on any hostile spell?

Gorgamorph
06-15-2007, 01:18 PM
Here's my experience on the PvP test server. First off, I'm thinking of making T-shirts with a big nerf bat on the front and the words I H8 UP36. I figure, from the response I've seen on the boards, I'd make a ton. On my <b>wizard</b> There's something buggy with Freehand sorcery. With the Sta line it wouldn't prompt. With Str it was fine. I <b>like</b> the trade off of the 6% at 8 AA vs being able to equip an item in secondary. I <b>HATE</b> the nerfs to Comet/Fusion/dps. If I were to compare the base stats of my pvp Ice Comet on my lvl 61 Wiz with MC gear (2086-3827) pre Up36 vs Ice Nova on my buffed up relic geared wiz on the test server (1950-3605), my lvl 50 spell atm does more base dmg then my 70. It is an M1 vs adept 3. But good lord that's a hard pill to swallow. thx SoE. Fusion is just as bad. I was told it hit for 1500 on someone. Basically my 2 biggest dps spells are now not really worth thier casting time. In one encounter I opened with icecles/manaburn on a 70 templar followed by pretty much anything that wasn't timed out. I think I almost got him to 50%. Even vs 2 wizs he pwned us np. Yes, I was pwned by a Templar and I had the opening attack .... oh goody. Manashield is overpowered. however, it really doesn't do me any good solo. It basically means that I have the capacity to take dmg. But it certainly doesn't mean I can dish it out. In any instance where it became a melee fight. I'ld pop MS go oom and then die. In total I think I died about 15 times in a row. I am now officially a token machine. On my <b>Mystic</b>: Why are Phalax and crippling bash on the same timer? Where did that come from? It's really quite annoying tbh. I actually didn't fare to badly on my mystic. Fine, 80% chance to crit a melee attack. I can accept that. In conculsion UP 36 sucks.

Badaxe Ba
06-15-2007, 02:14 PM
<p>lvl 70 ranger 100 AA KvD3:1 Venekor 2 Pc. KOS, 1 Pc EOF, 1 Pc pvp, 2 Kithicor treasured, weapon + shield Pvp Bow.</p><p>eof tree ext. range, double shot</p><p>predator tree</p><p>day 1 str 8,4,4,6,2/agi 4,4,6,8,2 1 point int.</p><p>brigand 1-1   fight I won, I started at max range.  Fight I lost started in melee.</p><p>bruiser 1-1  fight I won, I was able to get range, survive the teleport into melee by saving both stun and root, and BARELY get to range again.  Fight I lost started in melee, didn't last long at all.</p><p>Dirge 1-1  Fight I won, started at max range.  Fight I lost started in melee.</p><p>day 2 respecced</p><p>eof tree ext. range, double shot but reduced aa in pathfinding (since now useless) maxed defensive stance reduction to 100%, and I think 2 more points into caustic poison line.</p><p>predator tree agi 4,6,4,8,2/int 4,4,6,8,2 one point str</p><p>only got two fights against a mystic. </p><p>1-1  lost first fight because I forgot to reapply poisons after respeccing and a skilled mystic player, I actually fought w/no poisons on, and since it was my first time one vs one a mystic, definitely used the wrong tactics.  Mystic beat me pretty quickly w/debuffs and buff strippers, + dots.  second fight, with vitality breach  poison applied plus two debuff poisons, fight lasted a long time, but eventually won.  Mystic had me down to a bit under 5% health at end.  Parse during second fight showed mystic absorbing 83k of dmg, while outputting 17k.  thank god I had some gm regen potions, since the fight lasted long enough to use two.  w/o those, mystic would have won second fight as well.</p><p>Overall, fights definitely lasted longer(the ones at range, not the melee ones, these ended quicker).  Rangers still suck at melee, and are even worse off dps wise with dmg rating reduction on melee weapons (reduced 6.2% on test vs live). </p><p>IMO, the smarter ranger will continue to do everything possible, including reaching inaccessible to melee classes when at all possible, because to melee for ranger is melee = quickly dead ranger.</p>