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View Full Version : What BUGS you the most? ...PVP edition!


Olihin
10-26-2009, 07:07 PM
<p>Taking the same rules used on the General Feedback thread but asking specificaly for PVP.</p><p><span><p><strong>Rule #1</strong> - Read this post before responding to this thread and understand the rules.  If you don't follow the rules, your feedback is likely to be skipped.</p><p><strong>Rule #2</strong> - This thread is not meant to debate issues such as LoN, Station Marketplace, etc.  We understand you have opinions about some of these features and you're welcome to discuss them openly in OTHER threads.</p><p><strong>Rule #3</strong> - This thread is not about class balance, item balance, race balance or AA balance.  We understand that those issues exist and acknowledge them, but this is not the goal of this thread.  <span style="color: #ffff00;">Although very crucial to PVP and they are being looked into, not just acknowledged.  </span></p><p><strong>Rule #4 </strong>- Please do not debate the feedback of others.  Many people have different opinions but it doesn't mean that one is right and one is wrong.  Express your opinion without trying to discount the opinion of others.</p><p><strong>Rule #5</strong> - Be brief.  We're human too and when confronted with a wall of text we're likely to fall asleep reading it.  Express your opinion in a couple of sentences.  <span style="color: #ffff99;">If you have lots of feedback about many different issues, keep them to one sentence each and use a bulleted list so we know that each sentence is about a separate issue.</span></p></span></p>

Olihin
10-26-2009, 07:10 PM
<p>We understand the issues with the DB and the various other issues that the merge caused.   Those are short term and will be fixed.   Please do not add those to the list.</p><p>In regards to PVP rewards, pricing and writ giver locations - The current items, prices, locations are not changing but they will not be as easy to get in the next expansion.   The current goal is to make sure the vast gap between tiers was bridged and that any new items added in the future will be the desirable items to work towards, rather then ones that most hardcore players had already purchased and then banked due to item quality at the time.</p><p><span style="font-size: medium;"><strong><span style="color: #ff0000;">Class specific issues</span> - If you have a suggestion or comment about an ability or spell you currently have, but does not function in PVP, then you may add that as well.  Please focus on your main if possible, I know most of your are wise on many classes, but it does make it more credible if you speak on the class you are out and about causing fear with.</strong></span></p>

wellehad0
10-26-2009, 07:23 PM
<p>want to know what bugs me the most. its you guys draining us dry with the same T8 zerg for tokens. after the token zerg i can tell you i cant even play any of my 80's anymore. i am sick of T8 pvp was starting to get sick of it before the token zerg though...   its stilly silly you guys force players to lvl up to pvp in the most unbalanced teir in the game.. rok and TSO have been out for a long time now and the only things you guys ever do for pvp balance is put on a blind fold and swing the nerf bat and hope you get lucky and hit somthing good... im sick of the nerfs  think outside the box BUFFS are always better for pvp balance nerfs or never the awnser..</p><p>also again FORCED pvp lvling it needs to go.. or toned way down even more then now. pvp kills should give the same amount of exp as mob kills. stop with the silly thinking everybody hates low lvl pvp. just go to DL and you will see 99% are there for pvp and the other 1% are there to lvl up so say what you want but low lvl pvp has always been the most balance other then t6 pvp..</p><p>the new fame system is a joke its Got to Go.  you guys punish people with fame loss for loging out.  if you must keep this system then make it fame loss judged by in game time. heck if you did that you would be doing alot for the enviorment instead of forcing people who do care about titles to keep there pc's on 24 hours a day. just by the fact that people now do this shows titles still matter to most people...</p><p>pvp gear STOP HANDING IT OUT LIKE CANDY. i know we live in the i gotz to have it now world but sorry it is being proved over and over in every MMO that it kills SUBS. if you have everything handed to you then the time it takes to get bored with a game is shorten BIG TIME..   heck i was gone for a year came back to eq2 and with in 2 months i have nothing left to even work for other then mythical and thats handed out like candy also..  so point being there is nothing left to work for in this game everything is handed to you...  might as well just put the buffer from test server on live servers causes you handed everything else out</p>

Riny
10-26-2009, 08:30 PM
<p>*having to hunt the entire session in T3 & T4 zones to finish the PVP quest. These areas are mostly dead and not easy to find peeps to kill. I'm not one to go to the zerg fest/docks, so don't suggest it.</p><p>*the impression that PVP is short changed when changes are made with PvE. not sure if the impression is reality, but it seems that way to me.</p><p>*poor communication or lack of knowledge when problems are present with server. [not sure if this one belongs in this thread]</p><p>*it boggles me that after a major event (ie. server merge), the SOE staff think they can relax on Sunday and blow off problems until Monday. I've worked in several software firms and that type of attitude would be looked on very poorly. [not sure if this one belongs in this thread]</p>

Paikis
10-26-2009, 09:03 PM
<p>Your rules are rediculous. You've basically removed everything I wanted to put in here, except for this:1. No immunity to knockdown/knockback.2. Cures. With the amount of effects I see on my group (frequently seeing double-digits on 2-3 different types) a single cure every 3 seconds is nowhere near enough.</p><p>Here's the other items anyways.</p><p>1. Shadowknight mythical perma-taunt-locking anyone engaged with them from anywhere in the zone every time they hit a lifetap. 2. Rediculous raidgear (and some instances) procs that dont even get scaled a little bit in pvp combat, when my pvp gear doesn't proc at all in PvE.3. The fact that you STILL have to raid to get gear worth using in PvP. Dispersion is basically useless in raids now, still VERY useful in PvP, and the only place you can get the effect is PvE. Alot of the SoH gear is stupid OP in PvP and in PvE.4. Power is an issue for every priest (except wardens and maybe defilers) in PvP, yet the only piece of gear with power increasing effects on them 1. Trigger only off nukes or 2. Trigger only when you're getting hit. So you either have to NOT be healing, or have a horrible tank that lets you get hit alot.5. Useless procs on PvP gear. Specifically Radiance, Censor of Protection. I think I can count on one hand the number of times that ward has been used, it normally wears off before it actually wards anything. I have parses of that thing doing less than 12 HPS in massive group v group combat.6. Writs. Too short, Im sick of having to stop PvPing because one person in my group needs to turn in.7. The Zerg. Remove the writ givers from the wild and the zerg will go away.</p><p>8. Changes that go in for PvE gear/spell changes/whatever else that just get pushed live on the PvP servers without even a thought. When those effects are seen to be stupid OP on certain classes it still takes months for anything to be done about them (if anything happens at all).</p>

Stelf-da-Elf
10-26-2009, 10:02 PM
<p><cite>Balazarzs@Nagafen wrote</cite></p><blockquote><p>also again FORCED pvp lvling it needs to go.. or toned way down even more then now. pvp kills should give the same amount of exp as mob kills. stop with the silly thinking everybody hates low lvl pvp. just go to DL and you will see 99% are there for pvp and the other 1% are there to lvl up so say what you want but low lvl pvp has always been the most balance other then t6 pvp..</p><p>the new fame system is a joke its Got to Go.  you guys punish people with fame loss for loging out.  if you must keep this system then make it fame loss judged by in game time. heck if you did that you would be doing alot for the enviorment instead of forcing people who do care about titles to keep there pc's on 24 hours a day. just by the fact that people now do this shows titles still matter to most people...</p></blockquote><p>*I agree on both subjects i dont think soe will bring back t2 tho so why cant we settle for 30+ locking?Wont have so much zerg in kp or lag...In my opinon if we had lvl lock back 30+ there would be enough players spread across the zones(ie db) and wouldnt lag as much as well would be fair pvp not zerg fest which wuz a problem way back in early pvp days...</p><p>*Also if ppl logged out n didnt lose fame would do wonders for lag as well think how many ppl are sitting on the docks all day/night not to mention the ppl in guildhalls afk for 10+hrs due to sleep... my main point is tho(reguarding fame) No fame loss is like gambling with someone else 's money u have nothing to lose only to gain... Well lets hope they see the bigger picture....</p>

Armironhead
10-26-2009, 10:45 PM
<p>what bugs me the most?</p><p>SOE's abject failure to deal fairly with vox's population issues.</p>

Wilde_Night
10-26-2009, 11:27 PM
<p><cite>Paikis wrote:</cite></p><blockquote><p>Your rules are rediculous. You've basically removed everything I wanted to put in here, except for this:1. No immunity to knockdown/knockback.</p></blockquote><p>Bring <strong>Nature Walk</strong> back to its former glory!!! Group immunity (radius) to knockback used to be an effect of the druid AA ability.  They took it away back in ROK because it ruined some of the NPC encounter abilities.  <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>

Borias
10-26-2009, 11:59 PM
<p>Buff collision on charms in pvp.  The buffs can be re-coded to overlap, but not stack. </p><p>Example- multiple pathfindings can be up, and just the best one applies its effect.</p><p>You can only have 1 don't kill the messenger up.  Someones will drop if a charm happens.</p>

KKidrakSG
10-27-2009, 12:04 AM
<p>1.  REVENGE KILLING (please make PvP deaths auto-instant-revive in home city when the last member of the group dies)</p><p>I really hate it when I work my tail off to eek out a win in a tough PvP fight only to have my VANQUISHED foe back around the corner 30 seconds later waiting for me to engage a mob so he can jump in and kill me back.  On top of that, if he dies again, I get zero reward, and he comes back an unlimited number of times hoping for a lucky win.</p><p>When a the last player of a group dies in PvP, please consider having the entire group instant-auto-revive in their home city.  This at least will give the winning group a short period of peace for their victory and will also add more danger for PvP to eliminate zerging (the delay on the revive button is completely useless to prevent zerging...it only delays the zerg for 30 seconds).</p><p>If I remain in the area after "winning" the fight, I almost always end up getting killed back.  So who is the real winner?  The lamer who dies, revives, and makes run after run after run on my group hoping to get a lucky kill in to update a PvP writ ends up being the real winner for exploiting the PvP mechanics.  The penalty for atacking the same group dozens of times in a row is zero because the loser is on their recent list, but the "winning" group is always in danger.  So the mechanics favor the loser of the original fight and force the "winner" to either leave the area or face endless harassment.  The "winner" of the original fight should be rewarded with at least a little time without worring about being harassed by the players they just killed.</p>

Maergoth
10-27-2009, 04:56 AM
<p>You should be able to find out where a rally banner has been placed without digging into guildmates for the info. Add a "check flag location" option to the NPC!</p>

MokiCh
10-27-2009, 06:11 AM
<p>The PvP reward system has been totally out of whack since tokens were introduced in EOF. Bring back the faction based merchant imo.</p>

ulleulle
10-27-2009, 06:30 AM
<p>Gonna jump right into it.</p><p>1.No snare immunity. If possible make it so that the strongest snare overwrite all other snares that are currently on target and at the same timemake it so that snares cant be reaplied as fast as they run out.</p><p>2.Duration of powerfull CC like stun,mezz,charm. CC coming from high dps classes shouldent last more then 2-3 sec,mezz around 5sec and charm 5sec.Give or take a few seconds ofcource for individual class tweaking.</p><p>3.Missing pvp objectives to fill in the void when mass pvp is not desired.City pvp could be something worth investigating into how it could be made more desireable.</p><p>4.Charm breaking combat and thus working as incombat evac in alot of situations.</p><p>5.Charm not loosing/dropping hate on all players after end duration/combat.</p><p>6.Taunt immunity would also be nice.</p><p>7.Having the option to "kill" guild flags placed in the wild by different alignment.</p><p>8.Disable macros with more then 2 ca/spells in it,tired of this two button pvp style that alot of people are practising.</p><p>9.100% dmg prevention while still maintaining own dmg output capabilities needs to be addressed,cant be true that it is possible to hide behind dmg immunity and win fights with very little risk vs reward.</p><p>10.All god abilities removed as they only promote taking shotcuts in all aspects of the games core design,I.E learning a class and gearing up,both of these are deminished when god abilities exists.</p><p>11.Option for all factions to /duel eachothers and not only for exileds as it stands right now.</p><p>Guess there is more if i really wanted to digg down into it,but i am gonna leave you with this for now.</p><p>Cheers</p><p>Jabib</p>

Guld_Ulrish
10-27-2009, 07:00 AM
<p>Fame system, add decay when online or give us the old system back.</p><p>Zerg stop the bloody zerg it´s not pvp.</p><p>PVP armor that does not fit the play style of the class. Many classes dont play pvp as they do in pvp. And atm we only got a copy of the pve gear.</p><p>LVL locking why cant we play on the tiers where the pvp is better then t8.</p><p>Stun cloak, 5sec stun (7sec with the new cloak) and there is almoast no immunity on it.</p><p>T8 dps in pvp.</p>

Faenril
10-27-2009, 07:17 AM
What bugs me the most: - 15 pages of pvp issues discussions (old pvp feedback thread) will now be lost thanks to a new pvp feedback thread. - the rules of the "what bugs me the most" thread. - reward system is broken. risk vs reward is a joke. When 1 single death grants an update to everyone who has hate with this toon and all their groupmates something is wrong. Ganking is encouraged while fighting against the odds is not more rewarded (and should be). - fame decay is broken. Make fame decay while online. Punishing players for logging off or playing alts is stupid. - There has to be consequences for dying, so that ppl think twice before engaging in kamikaze pvp or leeching. It does not necessarily have to be fame loss. - revive zerging only half fixed. solos can zerg infinitely. - writ giver mechanic, leading to concentrate all pvp in one spot. - itemization. Many PVE items are grossly OP for pvp. Consequences on pvp are not evaluated when designing pve items. Some pvp items are OP too. - pvp set being a copy paste of raid armor with some stats useless.

Mary the Prophetess
10-27-2009, 08:39 AM
<p>The near-total focus on gear for PvP. </p><p>It forces a certain playstyle on players in order to obtain the gear.  Even though you have a variety of differant types of equipment, [IE shard gear, PvP gear, raid gear, etc.]  The disparity in the quality of that gear is significant enough that it gives a decided advantage to raiders.</p><p>I would like to see a de-emphasis on gear and an increased emphasis on AA skills.  I understand the perils of class balancing in that respect, but if EQ2 would adopt an AA system similar to EQ Live, it might go a long way in addressing class balance issues.</p><p>I also believe that PvP tends to be weighted very heavily against solo or casual players. </p><p>You have created instances which facilitate PvE advancement, (though most are designed for group content), I think that perhaps if you were to create some specialized PvP instances as well, (something akin to DAoCs battlegrounds, or Warhammer's PvP instances), that provided something extra to benefit PvP players, it might be received well.  Perhaps special rules like full loot rules or something along that line.  No rezzing, no immunity, etc.  But make the risks commensurate with the rewards.</p><p>I'm not saying instance only PvP, I'm saying special instances in ADDITION to the regular PvP.</p><p>Along those lines, I would like to see more of a lore based reason for the two factions to PvP.  Something that changes the situation of Freeport vs. Qeynos.  The capture and holding of guard towers, providing a type of buff for the side which retains them, or something along those lines.</p><p>Perhaps add more factions?  A Gorowyn faction, a Neriak faction, a Kelethin faction, instead of two (three) you might have five or six.  They need not all be hostile to each other initially, but a player's actions might make it develop in that way.  It would be a step toward open PvP, yet still retain (and expand) upon the realm vs realm concept.  I say keep the exile faction as well, and make it a full faction that is still KOA to every other faction.</p><p>Just trying to think outside the box a bit.  Feel free to expand upon or shoot down the ideas as you wish.</p>

Kimber
10-27-2009, 08:46 AM
<p>- Hax i.e. no root, no stun, no knock back, no interupt, run speed.  When a caster can cast threw a Zerk, Brig, Guard, Temp, Warden and Coerc all beating on him/her and run at 100% incombat there is a problem.  This also includes the track hax and all that other crap.  If you are wondering where to find more info just look up google Tault you will find it.</p><p>-Plat Seller Spam my whole family gets em on all 4 of our accounts several guildies get them also that I know of and /report does not seem to be helping as I can get a tell from the same name 3 or 4 days later.</p><p>-Gear Procs while I will admit I dont know all the gear procs in the game or am I going to dig threw LDB looking for all of it to list out and what not.  I will say this some of the procs are shall we say [Removed for Content] just happend there in reguards to PvP.  When you can look at ACT after a 10sec or less fight and 1 person can proc 30+ effects on you.  For instance getting hit with Greater Vampire Bane 10 times Undead Bane 10 times 4 Mutigenic Bursts and 6 Power Drain procs granted not all hit due to resists but the fact that there are so many is just nuts.  It has taken PvP from actually fighting the other side to if I can live long enough I can proc em to death.  I will say this also its only a few people that I get hit by this many times when I fight them so it could be a hax also to get the gear to proc more or how they have thier gear set up but either way its a little crazy.</p><p>-The Writ Giver Situation it seems that the KP Writ Giver while better there than the docks as you can actually get in the zone and go else where with out having to wade threw the mess that used to be KP Docks, is not really much better.  The problem as I see it is everyone wants to grind out the gear and get it so they can kill more which is all fine and dandy with me.  Thing is it is still a mess, I think the idea of bigger writs and the writ givers being in the city/guild halls only would help clean it up a bit.</p><p>-LV Locking well while I can understand why it was taken out I do not agree with it as tbh what do ya'll think T8 PvP is a fresh 72-80 does not stand a chance against someone who has been at 80 for more than a few months and has thier gear.  So let us lock at 35+.  I say 35+ due to you can get to 20 in less than a day and hit 30 in anouther 2 or 3 with casual play if every thing is unlocked.  This should give a ""new player""  the time he or she needs to figure things out.  Especialy if they do turn off quest and combat exp and still get PvP exp.  By then they should know the ins and outs of thier class and be gtg.</p><p>-Exhile either make am a faction and give em all the same stuff or take it all away.  I do not really care either way but do one or the other this half and half crap that is going on is for the birds.  If you look at the game Lore ( what I could find on it in a couple min search nothing terribly in deapth I might add ) they are supposed to be out cast and friends to none all alone blah blah.  I take that to mean no guilds not able to group nothing ( I could be wrong though ) So either as they say sh#t or get off the pot one way or the other no half a## crap.</p>

Rudrick
10-27-2009, 08:55 AM
<p>what bugs me the most is there is no end goal other than pvp gear and titles ( if that can even be considered a goal now) introduce new pvp raid!!! faction vs faction!!! down with the queen!  Or maybe even guild hall battles like  guild A sets up a guild chalange with guild B on a SET DATE & TIME  kinda looks like a trade window that guild leaders agree on and accept. just cool little end game ideas like that  <img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" />   ignore spelling errors like all my posts <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> i blame sony for those <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p>

Kimber
10-27-2009, 09:05 AM
<p>Ahh thank you for reminding me about the Titles.</p><p>-Titles get rid of em under the curr sys they are worthless, and under the old as well ( imo ).  If we cannot get rid of em at least let us have the option to not display them.  Overseer Battle Mage Joe Long'Last'Name Destroyer of Discord covers allot of space on the screen lol.</p>

Karen
10-27-2009, 09:15 AM
<p><cite>Rudrick@Venekor wrote:</cite></p><blockquote><p>what bugs me the most is there is no end goal other than pvp gear and titles ( if that can even be considered a goal now) introduce new pvp raid!!! faction vs faction!!! down with the queen!  Or maybe even guild hall battles like  guild A sets up a guild chalange with guild B on a SET DATE & TIME  kinda looks like a trade window that guild leaders agree on and accept. just cool little end game ideas like that  <img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" />   ignore spelling errors like all my posts <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /> i blame sony for those <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></p></blockquote><p>What he said. Warhammer did great siege battles tbh. Although the complexity of how they did it wounldnt entirely fit this games mechanics some sort of faction based battle objective would be fun. Although the pvp zerg fest doesnt really test anyones skills other than to stand and throw an aoe in and wait for an update there has been a side effect of it which is fun for me personally and its keeping a hold of the writ giver almost as a king of the castle battle fight to keep the room. Wish there was more things like this cause you do have to work together to do it.</p>

Sprin
10-27-2009, 12:55 PM
<p>BUG#1:</p><p>YOU GUYS DESTROYED OPEN WORLD PVP</p><p>Mid way through ROK you could roam the world and find 100's of PVP kills in the open world... IE: NOT ON THE DOCKS OF SOME ZONE with 30 of each tier raid vs a red or hoping for a chance at a TAB target by some gray with auto attack on...</p><p>Now PVP has been reduced to zerg fests in only 3 zones.... OPEN YOUR EYES AND YOU WILL SEE THIS.</p><p>The zones are:</p><p>DLW - Wonderlust Fair to Nek FOrrest respawn for Q's</p><p>SS - Docks by carpet to revive point by Landing site</p><p>KP - TG</p><p>The reason for this:  WRIT GIVERS!!!!!!!!!!!</p><p>People clump up at these writ givers because they can turn in immediately and keep on fighting.... there is no incentive to roam the world to PVP because then you have to travel a long distance to turn in a writ... So what do people do, they do what people do best, BE LAZY and just stay on the docks etc to get easy turn ins... people clump in one location and OPEN world pvp is destroyed as we know it...</p><p>You cant find any PVP roaming out in the zones anymore... you may find a quester or 2, but those who PVP'd pre Writ givers know the difference...</p><p>Back before tokens and before writs, you just got faction and fame... no need for turn in... this created a desire for people to PVP in other places then clumped up at the docks or in TG.</p><p>THE ONLY way to fix this is to rid the game of writ givers...</p><p>IDEA TO FIX:</p><p>1.) PVP quests automatically get completed at the last kill</p><p>2.) Provide each player with an inspectable item in their bags that provides a PVP quest (with same cool down period as writ giver) so that they dont have to travel back to a writ giver to get and complete another writ.</p><p>3.) Increase the kill count and reward count by the same factor of X so that its more in line with what PVP was before Writs... just open world, fun PVP that people can roam the world and not worry about being close to a writ giver...</p><p>THAT is the only way you will have a mix of what we have now with writs, and what we had before writs, FUN PVP....</p><p>And to our PVP dev... If you cant tell the MASSIVE and MONUMENTAL difference between what PVP is now and what it used to be before writ givers, it means you havn't been PVP'ng long enough...  If you DO remember the pre writ PVP days, there is NO way you can say its the same now... PVP has been reduced to Zerg fests at any given writ giver in any given zone.... any zone without a writ giver within easy reach is dead... with no active PVP'rs anywhere in sight</p>

Armironhead
10-27-2009, 01:48 PM
<p><cite>Ghettoblaster@Nagafen wrote:</cite></p><blockquote><p>BUG#1:</p><p>YOU GUYS DESTROYED OPEN WORLD PVP</p><p>Mid way through ROK you could roam the world and find 100's of PVP kills in the open world... IE: NOT ON THE DOCKS OF SOME ZONE with 30 of each tier raid vs a red or hoping for a chance at a TAB target by some gray with auto attack on...</p><p>Now PVP has been reduced to zerg fests in only 3 zones.... OPEN YOUR EYES AND YOU WILL SEE THIS.</p></blockquote><p>[Removed for Content] I was going to say this.</p><p>The <em>only </em>thing that eq2 pvp had going for it was open world pvp.  For open world pvp to suceed you need sheep and wolves -- the sheep go around doing their thing while the wolves get to hunt them.  Starting with rok, soe eliminated overland herioic content including "names," effectively leaving only single ups and quests mobs.  Worse, in tso soe gave up on contested dungeons and made everything instanced.  The result?  In the old days when you were bored, you could go hunt names for loot and masters and now you cant.  Also, now when people are done with a zone, there is no reason to go back.  Just look at moors - a big one time throw away zone.  As a direct consequence there are very few sheep in the world, and of course this has directly impacted the people who liked to hunt the sheep.</p><p>To make matters worse, soe, in all its myopic wisdom, eliminated locking and imposed accelerated exp.  Thus everybody is forced into t8 and we are left with nothing to do but stand around in tg.  And lets face it, the tg thing is getting real old.  There is no fame, everybody has their gear, so there is nothing left to fight for accept control of the writ house; and there is no escaping t8 pvp to another tier.</p><p>To fix this in the short run, soe should introduce pvp heroic and epic contested mobs.  Spread them out around the world.  If they have stuff worth getting, people will farm them and that will create oppourtunities for pvp.  The guards in  the faction cities would be a great place to start.  I would make it so that guards could only be pulled by the opposite faction.  Bringing folk together in opposing cities should create ample possibilities for pvp.</p>

Azol
10-27-2009, 02:32 PM
<p>1) Resist rates. 2) Player A hits Player B. Player A becomes engaged but Player B does not. 3) Mass Zerg madness in KP (or any other place really). Bring massive castle sieges in game or introduce death penalty again. Status-purchased PVP rewards with status loss upon PVP death would do the trick. 4) Roots, mez, charm etc should have a chance to break from ANY hostile action, not only damage.</p><p>5) Fame loss on PVP death. One day I fought solo and ended up with 36 PVP kill streak. Not a single "fame" fight! I was Champion and I was killing 1 vs 1 Generals, Masters and Overseers. They did not lose fame and I did not gain it. What's the point of PVP infamy then? To stay online as long as Internet connection allows?<span style="font-size: xx-small;">6) Players spelling "ridiculous" as "rEdiculous" should be fixed asap kkthnx. Bring that in next GU, please.</span></p>

Neskonlith
10-27-2009, 02:48 PM
<p><span style="color: #ff0000;">Lack of interactive objectives - when Freeport rightfully holds TG, the buildings and ramps should have banners and flags flying the Freeport colors as the citizens enjoy democracy and freedom.</span></p><p><span style="color: #ff0000;">When QQeynos imposes their elitist monarchy and oppresses the citizenry into serfdom and slavery, the flags should fly a distress signal.</span></p><p><img src="/eq2/images/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" /></p>

Dannnybones
10-27-2009, 03:14 PM
<p>I've seen this ''democracy and freedom'' joke a few times.  You realise the overlord is a dictator right?  Are you guy that ignorant of lore? Lol...</p>

Rynir
10-27-2009, 04:39 PM
<p>1. The fact that wardens are able to heal and cure anyone in their alignment, no matter the level range, through the use of Tranquility. Example: Two 50s are fighting and a lvl 80 warden is able to cast tranquility on one of the players and it dispels any hostile effect on that target and heals them for each effect dispelled every 10 to 15 secs.</p><p>2. Healers able to cure other characters no matter the lvl range of the players fighting.</p><p>3. The new pvp reflect set bonus. I cant cast an aoe on a group without half the group reflecting and me getting hit for each person that reflected the spell. ( Im a warlock that cant use encounter area of effect spells) I have done 40 to 50% damage to myself from casting one aoe. </p><p> 4. Resist rates.</p>

Cigam
10-27-2009, 05:59 PM
<p>Think the PVP Writ giver should roam like that merchant in KP.</p>

Paikis
10-27-2009, 06:13 PM
<p><cite>Borias@Nagafen wrote:</cite></p><blockquote><p>Buff collision on charms in pvp.  The buffs can be re-coded to overlap, but not stack. </p><p>Example- multiple pathfindings can be up, and just the best one applies its effect.</p><p>You can only have 1 don't kill the messenger up.  Someones will drop if a charm happens.</p></blockquote><p>This. Extremely annoying to have 2-3 buffs stripped off my group because I cast my charm spell and the other group happened to have a bard.</p>

YasikoSetsu
10-27-2009, 06:14 PM
<p>Crappy fame system.</p><p>Stop the zerg.</p><p>There's not PvP items for every slot (speaking about t8), on a PvP server. That means you HAVE to raid, or buy raid gear to compete with raiders. Broken system.</p><p>Writs are WAY too small. Needs to be an option to pick up a 5 kill writ, a 50 kill writ, and a 100 kill writ. (This is assuming the crappy writ system stays in the game. Chest drops are better.)</p><p>Way too much DPS in pvp.</p><p>100% avoid/parry/absorb skills that let you continue to DPS. These should stifle you in PvP, ALL OF THEM.</p><p>Crazy long crowd control abilities from some classes. (Mez/Stifle/Charm etc) This is mainly an issue when that class can ALSO do amazing DPS. See enchanters.</p><p>God spells.</p><p>And, I know you told us not to talk about this one, but you'll get it from me, either way:</p><p><span style="color: #ff0000; font-size: xx-large;">Shadowknights.</span></p>

Neskonlith
10-27-2009, 06:57 PM
<p><span style="color: #ff0000;">balancing a group pvp game around solo character complaints </span></p><p><span style="color: #ff0000;">lack of a /duel system for solo hardcores to show how uber they are compared to all other in pvp</span></p>

Guld_Ulrish
10-27-2009, 07:12 PM
<p>There is no duels. I want to be able to duel my own faction.</p><p>Bring back body drop in pvp. Or make it both writs and body drops for tokens. 15kills for 5 tokens for a writ and then make a small chance to body drop tokens.</p>

Paikis
10-27-2009, 08:21 PM
<p>Thought of another one:</p><p>Being taunt-locked onto dead people. Being tuant-locked onto nothing when a tank taunts and then de-taunts you.EDIT: I R SPEEL GUUD!</p>

Darkor
10-28-2009, 06:48 AM
<p>1. Change writs and have them ask you to kill 60 or 100 player instead of 6.  Then remove writ giver from all zones except the home cities.</p><p>2. Avoidance in pvp is totally fubared. No tank class should avoid 80 % of your attacks in a 3 minute fight.</p><p>3. Some items dont scale correctly in pvp making them way too powerful.</p><p>4. Control-spells need their duration reduced.</p><p>5. Root and stun potions should not share the same re-user timer and the re-use time should be lowered by 1/2.</p><p>6. Change to the fame system, make it something more meaningful. NO MORE FAME LOSS FOR LOGGING OUT.</p><p>7. A real penalty for dying.</p><p>8. When you die in solo pvp you should not be able to revive at the nearest revive spot. This will prevent chain-zerging.</p><p>9. When you die in grp pvp and your grp is still engaged you should be able to revive at the farthest revive spot.</p><p>10. Need a taunt immunity.</p><p>11. Adding some kind of stifle/daze to all 100 % avoidance moves.</p><p>12. Please enable duelling (but increase the range of the fight area aswell!)</p><p>13. Level locking starting from lvl 30+</p><p>14. Chance to break mez on any hostile spells.</p><p>15. Crusaders</p><p>16. The rules of this thread.</p><p>17. Taunting and then dropping target rendering you unable to target anything else. This is exploited heavily</p><p>18. Complete removal of perma immunity spots unless its an important place like Moors of ykesa.</p><p>19. No immunity after evac.</p><p>20. Only 1 Minute immunity after dying.</p><p>21. Fighter dps when they go completely defense is way too high compared to the amount of defense they get.</p><p>22. Greys attacking a red should be getting carnage flagged for 15 minuts.</p><p>23. Disable GOD abilities in pvp. Both Blessings and Miracles.</p><p>24. Before you touch Spell resist rate make sure that no class can 1 shot people via spells like Ice Coment, Fusion or that new kind dps from coercers who basically kill you in 2 seconds with all the reactives stacked up.</p><p>25. Charming should NOT break/end the encounter. Hate troubadors mezzing and then charming me because i would have killed them.</p><p>26. Tribunal cloak on rangers</p><p>EDIT: Will add more stuff via the edit button.</p>

Enoe
10-28-2009, 07:59 AM
<p><cite>Darkor@Venekor wrote:</cite></p><blockquote><p>2. Avoidance in pvp is totally fubared. No tank class should avoid 80 % of your attacks in a 3 minute fight.</p><p>10. Need a taunt immunity.</p><p>11. Adding some kind of stifle/daze to all 100 % avoidance moves.</p><p>15. Crusaders</p><p>17. Taunting and then dropping target rendering you unable to target anything else. This is exploited heavily</p><p>21. Fighter dps when they go completely defense is way too high compared to the amount of defense they get.</p></blockquote><p>In your opinion tanks should have no avoidance no defence no short timer no taunt no dps? whats left?</p>

Darkor
10-28-2009, 08:13 AM
<p>A friendly reminder to Enoe who does not seem to understand the rules of this thread.</p><p><cite>Olihin wrote:</cite></p><blockquote><p><span><p><strong>Rule #4 </strong>- Please do not debate the feedback of others.  Many people have different opinions but it doesn't mean that one is right and one is wrong.  Express your opinion without trying to discount the opinion of others.</p></span></p></blockquote>

Enoe
10-28-2009, 10:03 AM
<p><cite>Darkor@Venekor wrote:</cite></p><blockquote><p>A friendly reminder to Enoe who does not seem to understand the rules of this thread.</p><p><cite>Olihin wrote:</cite></p><blockquote><p><span><p><strong>Rule #4 </strong>- Please do not debate the feedback of others.  Many people have different opinions but it doesn't mean that one is right and one is wrong.  Express your opinion without trying to discount the opinion of others.</p></span></p></blockquote></blockquote><p>im sorry my mad:</p><p>what bugs me most:</p><p>- players who moan and try to nerf others since begining of time</p>

Ahlana
10-28-2009, 10:16 AM
<p><cite>Enoe wrote:</cite></p><blockquote><p><cite>Darkor@Venekor wrote:</cite></p><blockquote><p>A friendly reminder to Enoe who does not seem to understand the rules of this thread.</p><p><cite>Olihin wrote:</cite></p><blockquote><p><span><p><strong>Rule #4 </strong>- Please do not debate the feedback of others.  Many people have different opinions but it doesn't mean that one is right and one is wrong.  Express your opinion without trying to discount the opinion of others.</p></span></p></blockquote></blockquote><p>im sorry my bad:</p><p>what bugs me most:</p><p>- players who moan and try to nerf others since begining of time</p></blockquote><p>+1 in all honestly that really is the only thing that bugs me the most. Other things that bug me mostly are player driven and can not really be changed with coding /shrug</p>

Mörk
10-28-2009, 10:36 AM
<p>My tuppence:</p><p>- Knockback Immunity timer. There isn't one. Why not?</p><p>- Fear Immunity timer. There isn't one. Why not? *edit.... IS there one? The Priest PvP item with fear proc certainly doesn't seem to cause any "Immune" messages.</p><p>- Interrupt Immunity timer... you see what I mean by now, right?</p><p>- Group Reactives and Wards still seem a little less effective than Group HOTs in PvP. The previous year's worth of AA changes and gear have mitigated things, I admit... however there's still the fundamental problem that a group HOT heals each person in the group for the same amount, where a ward or reactive is divided over the people being hit.</p><p>- Autoattack nerfs haven't worked. The reason I say that is the classes affected most by the changes to the autoattack system aren't the scouts and fighters, but the melee priests. Mystics, Inquisitors and Wardens might as well remove the 100% Melee Crit AAs from their spec. My mystic used to be able to forego all healing gear and have a pure DPS spec which could do some serious damage in PvP, now I might as well keep my PvP armour set on.</p><p>- Heal crits... yes, i'm playing a Mystic, yet I also play a warlock and I know that my 'lock scarcely has a chance against an equally geared priest. There are many reasons for this, but the one that ties in to this thread best are... why do heals still crit all the time, when attacks seldom do?</p><p>- Shaman PvP gear would benefit from Deadly Bane Warding, so save us having to mix and match.</p><p>- Dumbfire pets- as a Warlock player, i'll mention Acid Storm and Broodlings- are a waste of time, they are destroyed by damage shields, ripostes and AE attacks virtually instantly.</p>

Paikis
10-28-2009, 10:43 AM
<p><cite>Azrahael@Nagafen wrote:</cite></p><blockquote><p>My tuppence:</p><p>- Knockback Immunity timer. There isn't one. Why not?</p><p>- Fear Immunity timer. There isn't one. Why not? - <span style="color: #ff0000;">There is a fear immunity. You get it when someone CASTS a fear spell on you.</span></p><p>- Interrupt Immunity timer... you see what I mean by now, right? <span style="color: #ff0000;">- There is an immunity for this also. Ive seen it from CoB and the Coercer's Hemorhage spell.</span>.</p></blockquote>

Ahlana
10-28-2009, 10:54 AM
<p><cite>Paikis wrote:</cite></p><blockquote><p><cite>Azrahael@Nagafen wrote:</cite></p><blockquote><p>My tuppence:</p><p>- Knockback Immunity timer. There isn't one. Why not?</p><p>- Fear Immunity timer. There isn't one. Why not? - <span style="color: #ff0000;">There is a fear immunity. You get it when someone CASTS a fear spell on you.</span></p><p>- Interrupt Immunity timer... you see what I mean by now, right? <span style="color: #ff0000;">- There is an immunity for this also. Ive seen it from CoB and the Coercer's Hemorhage spell.</span>.</p></blockquote></blockquote><p>How bout snare immunity?</p>

Killque
10-28-2009, 11:17 AM
<p>Not enough variety of PvP oriented goals.</p><p>We have essentially two quests, both identical just with different token rewards. The gear increases were great and I thank you for taking the time and putting forth the effort to upgrade so many sets of gear. I dont think people realize how many sets there are and how much work it is.</p><p>While I never played WoW to any noteable extent I am not convinced "Battle Grounds" are they way to go but I sure would like something that would allow us to fight Group v Group.</p><p>I could see some sort of arena based, title driven competition, but leaving in game rewards (gear etc) to open zones to keep open world pvp alive.</p><p>And Lately 30v5 type fights are a real drag. Belive it or not I like the challenge of even or slightly uneven (in their favor) fights. Nothing is more fun.</p>

Killque
10-28-2009, 11:18 AM
<p>Yes and an immunity from "Proc'ed" Fear, Stun, Root, Snare, Knockback etc.</p>

Greggthegrmreapr
10-28-2009, 11:27 AM
<p>Make the game fun again.  Sitting at TG hitting AoE spells and then waiting for updates is only fun for about 2 minutes.</p><p>Safe house needs to force the user into combat.  Other classes had their get away easy spells "fixed" to force combat, why not this one?</p><p>Make the classes unique.  There is way to much cookie cutter effect going on in this game.  Just about every class has something that other classes have now, it's just named something different.  Epic quests were pretty much all the same layout, just going to different places.  Go here, talk to NPC_01, do this, rinse repeat, kill 3 raid mobs.  Seriously?  You want to keep people playing the game you have to give them something to do.  Making everything the same saves you time and money, but it bores your players.  RoK was the first expansion where the end game reward was not all the exact same thing, but in essence they were.  They all had pretty much the same stat numbers, a few +something effects, a proc, and a clicky effect.</p>

Killque
10-28-2009, 11:30 AM
<p><cite>+1</cite></p><p><cite>My name is Killque and I approve these requests.</cite></p><p><cite>Darkor@Venekor wrote:</cite></p><blockquote><p>1. Change writs and have them ask you to kill 60 or 100 player instead of 6.  Then remove writ giver from all zones except the home cities.</p><p>2. Avoidance in pvp is totally fubared. No tank class should avoid 80 % of your attacks in a 3 minute fight.</p><p>3. Some items dont scale correctly in pvp making them way too powerful.</p><p>4. Control-spells need their duration reduced.</p><p>5. Root and stun potions should not share the same re-user timer and the re-use time should be lowered by 1/2.</p><p>6. Change to the fame system, make it something more meaningful. NO MORE FAME LOSS FOR LOGGING OUT.</p><p>7. A real penalty for dying.</p><p>8. When you die in solo pvp you should not be able to revive at the nearest revive spot. This will prevent chain-zerging.</p><p>9. When you die in grp pvp and your grp is still engaged you should be able to revive at the farthest revive spot.</p><p>10. Need a taunt immunity.</p><p>11. Adding some kind of stifle/daze to all 100 % avoidance moves.</p><p>12. Please enable duelling (but increase the range of the fight area aswell!)</p><p>13. Level locking starting from lvl 30+</p><p>14. Chance to break mez on any hostile spells.</p><p>15. Crusaders</p><p>16. The rules of this thread.</p><p>17. Taunting and then dropping target rendering you unable to target anything else. This is exploited heavily</p><p>18. Complete removal of perma immunity spots unless its an important place like Moors of ykesa.</p><p>19. No immunity after evac.</p><p>20. Only 1 Minute immunity after dying.</p><p>21. Fighter dps when they go completely defense is way too high compared to the amount of defense they get.</p></blockquote>

Olihin
10-28-2009, 02:59 PM
<p><span style="font-size: small;"><span><span style="font-size: medium;"><strong><span style="color: #ff0000;">Class specific issues</span> - <span>If you have a suggestion or comment about an ability or spell you currently have, but does not function in PVP, then you may add that as well.  </span></strong></span></span></span></p><p><span style="font-size: small;"><span><span style="font-size: medium;"><strong>Please focus on your main if possible, I know most of your are wise on many classes, but it does make it more credible if you speak on the class you are out and about causing fear with.  </strong></span></span></span></p>

Faenril
10-28-2009, 03:15 PM
<p>Illusionnist - Phase. Sometimes, it does not teleport target away (despite pvp spell description stating it should). I strongly suspect this issue to be related to some terrain collision/line of sight hit test, as it never happens on flat ground, but very often on sloppy/bumped surfaces.</p><p>[Edit] And no it is not a spell resist <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

MokiCh
10-28-2009, 04:26 PM
<p>Ranger - Focus Aim</p><p>Current: Completely disabled. Buff drops the moment player enters PvP combat.</p><p>Change in PvP: Make buff work in PvP again. Rangers are the only scout class that has their main temp buff completely removed from PvP, and with the current amounts of crit mit and heal crits the average player has, there is no reason for Rangers not to get their best buff back.</p><p>-----------</p><p>Ranger - All ranged combat arts (except Rear Shot and Natural Selection)</p><p>Current: must remain stationary to cast. Rangers are the only scout class that can't cast all of their combat arts while moving, and the need to remain stationary while casting essentially makes Rangers a poor man's Wizard due to us not getting manashield (and no, I don't want manashield instead <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /> ).</p><p>Change in PvP: Allow to cast while moving again.</p><p>-----------</p><p>Ranger - Hunter's Instinct and Fitness AA (3rd ability in the Agility line in the Predator tree)</p><p>Current: in-combat movement speed increase completely removed from PvP</p><p>Change in PvP: Allow a Ranger to have a maximum of 10% in-combat run speed with 8 points in the AA and Hunter's Instinct Mastered. With the Ranger's abysmal survivability in close combat, as well as melee classes greatly increased ability to close the gap on a Ranger, there is no reason not to let us have at least some portion of our in-combat runspeed back.</p><p>-----------</p><p>Ranger - Enhance: Sprint AA</p><p>Current: Completely removed from PvP</p><p>Change in PvP: Either let us have the speed increase and remove the power cost reduction, or else let us have the power cost reduction but remove the speed increase. Reasoning same as above.</p><p>-----------</p><p>Ranger - Immobilizing Lunge</p><p>Current: 10m range, 2 second duration. Two seconds is practically nothing, especially against players with the Boomerang equipped and their own innate ranged attacks, where it is very likely that even if you sprint while this root is running you never leave the other player's range of attack.</p><p>Change in PvP: 15m range, 5 second duration</p><p>-----------</p><p>Ranger - Hawk Attack</p><p>Current: doesn't do anything/pathetic damage</p><p>Change in PvP: let the hawk have a chance to proc a stun/snare/knockback when it attacks</p><p>-----------</p><p>Ranger - Ensnare</p><p>Current: Very hard to land on anyone with even moderately decent resists. Usually takes at least 3-4 attempts to land (37% easier to resist at Expert).</p><p>Change in PvP: Significantly increase chance of getting it to stick in PvP.</p><p>-----------</p><p>Ranger - Survival Instincts</p><p>Current: Same as in PvE, very little increased survivability with huge drop in damage through loss of Quick Shot</p><p>Change in PvP: add in a significantly increased chance to block when the Ranger has a Round Shield equipped</p><p>-----------</p><p>Ranger - Sniper Shot</p><p>Current: 4 second cast time, 15 min reuse time. Far less useful and damaging than the equivalent Assassin ability, Assassinate, also due to the fact that you have to remain stationary while casting (mentioned above)</p><p>Change in PvP: Similar cast time as Hidden Shot or Storm of Arrows (~1-2 seconds), slightly reduce reuse time (~12min or so), able to cast while moving.</p><p>-----------</p><p>Ranger - Coverage</p><p>Current: Works exactly as in PvE (meaning borderline useless).</p><p>Change in PvP: Remove requirement of there being no nearby enemies. If you can get Aeralik to remove this requirement for PvE too, that would be great</p><p>-----------------</p><p>Ranger - All ranged attacks, including auto attack</p><p>Current: Occasionally get really weird line of sight issues, where a player will be out of line of sight due to them standing on an incline, or on a small bump or in a hole, or even for no apparent reason at all</p><p>Change in PvP: Make LOS work as it should.</p><p>-----------------</p><p>I don't expect all of this stuff to be implemented (because that would be not only unrealistic to the point of foolishness, but also a tad bit overpowered), but it would be very nice to have at least some of these suggestions implemented in T9. I tried to list them in order of importance, with the most important (to me) coming first.</p>

MokiCh
10-28-2009, 04:29 PM
<p>Suggestion for normal PvP: Reduce dependance on clickies.</p><p>At the moment, one of the main things that determines the outcome of a lot of fights is not so much the player's knowledge and ability to play their class, but rather how many clickies they have access to, or how many of those clickies are currently up. It would really be nice if PvP became less of a clicky fest and more about intelligently utilising the abilities each class has.</p><p>By clickies I mean cure pots, freedom of action/mind, signets, items with clicky effects on them, etc.</p>

Wytie
10-28-2009, 05:01 PM
<p><cite>Naemesis@Nagafen wrote:</cite></p><blockquote><p>Illusionnist - Phase. Sometimes, it does not teleport target away (despite pvp spell description stating it should). I strongly suspect this issue to be related to some terrain collision/line of sight hit test, as it never happens on flat ground, but very often on sloppy/bumped surfaces.</p><p>[Edit] And no it is not a spell resist <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>The same is true with the warlock teleport spell. Null Caress.</p><p>About 15-20% of the time, it will teleport my target right on top of me rather than away from me. This is of course after it lands unresisited. Im not really sure why it teleports them right on top of me rather then away but it does alot of times. Maybe it has to do with how the random location is calculated. Luckly it has a secondary effect that snars so I can still try and run away when that happens. This might not be a pvp only issue though, honestly I cant remember if it does the same for pve mobs sometimes but I think so.</p>

Ambrin
10-28-2009, 05:39 PM
<p>Regarding monks:</p><p>The "Favorable Wind" starter AA in the brawler tree is currently disabled in PvP. Brawlers (specifically monks) don't have any way to make sure a target stays in our range making us very easy to kite, enabling this 5% runspeed to work in PvP would be greatly appreciated.</p><p>Other than this issue, my only other complaint is how some control effects will not generate an immunity. This is especially noticeable with the poison proc "Fettering Poison" which can effectively be applied permanently as long as the scouts continues to attack his target, even if it is only with ranged auto attack.</p>

KrickZan
10-28-2009, 07:48 PM
<p><span style="font-size: medium;">- remove shrink illusions on PvP servers or allow other players to disable other's illusions</span></p><p><span style="font-size: medium;">- remove pvp vendors and writ givers from wilderness</span></p><p><span style="font-size: medium;">- consider removing pvp writs, bring back chest dropped loot (tokens)</span></p><p><span style="font-size: medium;">- faction based pvp gear - you win you get + faction, you die you loose faction</span></p><p><span style="font-size: medium;">- disable clickies in pvp combat</span></p><p><span style="font-size: medium;">- bring back curing same as in pve, its insane to cure anything in this mess, too many debuffs, CC abilities etc</span></p><p><span style="font-size: medium;">- make getting pvp armour harder</span></p><p><span style="font-size: medium;">- seriusly nerf all T8 gear, its insane how it is important (gear) - it makes professional groups unkillable - its ridiculous that one group can destroy 4+ worse geared groups</span></p><p><span style="font-size: medium;">- allow  /hide_all_mounts command</span></p><p><span style="font-size: medium;">- overall all damage and migitations need to be lowered, everything is too hyped to insane amounts - it makes so big difference in how is someone geared,  (characters stats reach almost 1000's  migitation too, damages too... with every new tier its going up and up, no good</span></p><p><span style="font-size: medium;">- current pvp is just a mindless slaughter in one zone (and one place in that zone) if you apply my recommendations it will surely fix this problem</span></p><p><span style="font-size: medium;">- less instances, more open dungeons (for next expack)</span></p><p><span style="font-size: medium;">- consider bringing back idea of level locking on levels 25, 35, 45 and from 50 to 55.</span></p>

KrickZan
10-28-2009, 07:56 PM
<p><span style="font-size: medium;">- please bring back old fame system, current one gives better rank to those who just spam AEs near Terens Grasp in KP..., old fame system with no clicky evacs, scout evac on 30 min timer when not engaged in pvp combat</span></p>

seahawk
10-28-2009, 08:04 PM
<p>I'm not sure what can be done about this, but make fights more competitive.  When I fight raid geared opponents I die in a matter of a second.. if I last a second.  When fighting comparable equipped toons, it is extremely competitive and fun.  IIRC, the reasoning behind increasing token amounts for writ completion was to help level the field.  That helps for sure, but it is a slap in the face to those that worked hard to get their gear the "old" way.  Anyways, I digress.</p><p>Like I said, not sure what can be done with that.. cause raiders SHOULD be rewarded with their gear.  I just know it is no fun to die before I even see who hit me.  The disparity in gear in T8 is far greater then the old twinks in t2 with the level lockers.</p><p>Side note, a few posters have mentioned shortening CC effects.  Big no no.  That is an enchanters only defense.  If you consider this, then fix resists .. cause half the time our CC effects are resisted and our debuffs are resisted. </p>

seahawk
10-28-2009, 08:07 PM
<p>Another thing.. generally speaking.. Do your best in the xpac to make PvP free roaming again. </p><p>Also, hope your team is not considering instanced pvp or battlefields...</p>

Zacarus
10-28-2009, 08:48 PM
<p><p>Fame</p><p>====</p><p>Restore old fame system.  Off line decay + people who don't logout makes a mockery of titles.  Fame & titles weren't perfect before, but the old system was better.</p><p>Writs</p><p>====</p><p>Writs should be based on status accrued in a kill.  The more involved you are in a kill, the more status you earn, the more writs you will complete.</p><p>Greys</p><p>====</p><p>They should be free to attack reds, but they should be carnage flagged.</p><div></div></p>

Greggthegrmreapr
10-28-2009, 08:48 PM
<p>PvP issues with Defilers:</p><p><em><span style="color: #0000ff;">Abilities we can not cast on ourselves:</span></em></p><p><strong>Deathward</strong>:  For PvP an extra ward would be nice considering the amount of damage that many other classes put out compared to our cast speed/vulnerability to interupts.</p><p><strong>Ritual of Alacrity</strong>: I know I have discussed this with you before, but making this castable on ourselves at this point in the game would not make Shaman overpowered in PvP or PvE.</p><p><span style="color: #0000ff;"><em>Casting Speed:</em></span></p><p>I've said it plenty of times already.  The biggest hinderence to shaman in PvP is casting speed.  That is not the inherent problem though.  The problem is that almost all classes have some sort of interupt now.  Clerics have cast times almost as slow as shaman, and do better in PvP because they can avoid the interupts that are not inherent in every PvP fight.  Druids have a pretty nice buff to focus that lets them do better.  Shaman get nothing so when we get hit with just about anything, we get interupted.</p><p><span style="color: #0000ff;"><em>Issues with the Dog:</em></span></p><p>You have taken what was once a very good thing for shaman, and made it some what of a pain.  The dog with the last ability in the STR line is supposed to be AoE immune, yet still after I thought I read something in a patch note, he is getting hit by AoE attacks (mostly AoE autto attack, but also some ability ones) This also happens in PvP.  Most melee classes can get some sort of high percentage AoE auto attack, and will constantly hit the dog.</p>

Ol
10-28-2009, 09:11 PM
<p>Leechers</p>

ChaoticVisions
10-28-2009, 09:38 PM
<ul><li>I won't get into any specific classes (although I would love to, believe me), but I think you need to initiate more conversation about class balance. You claim that you are aware of some issues, yet none of this is ever acknowledged or discussed. We're the people out there playing. Yes, we will all have our biases and it will be a complicated mess to sort out, but class balance topics are a <em>must</em> in a good PvP game.</li></ul><ul><li>You've got a beautifully diverse and in-depth product here in EQ2 PvP, yet you've reduced it into mindless, zerg filled, "we've got the numbers on you" combat. With all the classes and different AA specs per class, the depth is almost infinite. Please, please don't let this go to waste. The Everquest 2 PvP engine itself is very solid. Capitalize on this strength. Encourage players to get out into the world. This will require some clever and well thought out methods that can be saved for another topic, but it would certainly be worth the while. </li></ul><ul><li>Deity spells should be completely disabled in PvP. Some are just too powerful and take classes too far out of context in regards to what they <em>should </em>be capable of.</li></ul><ul><li>I believe procs have done this as well. No one should be able to add 1k+ damage to their normal CA, spell, or auto attack because every piece of gear they own has procs. Again, taking classes too far out of context. At the very least, minimalize the damage and beneficial effects of these items in PvP combat. This should <em>not </em>include poisons or any other skill (buff/ca/spell) procs, and I don't say that only because I play an assassin. The difference is, these <em>are</em> class defining procs.</li></ul><ul><li>Damage output for most classes (including my own) needs to be re-assessed. This is mostly true for classes with exceptional defensive/survivability capabilities and/or powerful control effects.</li></ul><ul><li>The fact that certain PvE items and skills (AAs, CAs/spells) are way too powerful in PvP and have not been toned down or even mentioned by our devs. It doesn't appear that much foresight goes into PvP balance when expansions are released.</li></ul><ul><li>The PvP gear set bonuses. I'm sure that you had a lot on your hands and changing the current gear was not going to be an easy task. You've certainly done us a favor by enhancing it, but open a discussion about what kind of things we would like to see on future PvP gear. Some of us have nearly useless bonuses on our PvP sets. (My 4 set 10% damage bonus on Fatal Followup comes to mind). Let's talk about what we would like to see as "Must be engaged in PvP combat" set bonuses, as to not effect PvE content.</li></ul><ul><li>Classes that specialize in damage are being trivialized further and further with each expansion. ALMOST everyone can deal formidable damage now and while by the numbers their CAs may be weaker, in PvP it is <em>more than enough</em> to kill any player too quickly (barring those that specialize in damage prevention).</li></ul><ul><li>Uncontested avoidance. Enough is enough is enough. Why is it that melee damage specialists can be completely shut down now because of 100% avoidance moves? Why can't someone who devotes themselves to their skills in melee combat be good enough to get passed the BEST avoidance? As it stands, "avoidance specialists" dominate over "melee specialists". Completely flawed. Even the smaller amounts of uncontested go a long way to hurt melee damage scouts (whos <strong>ONE AND ONLY</strong> focus is <strong>melee damage<em>.</em></strong>)<strong><em> </em></strong>And most of our best procs and control effects require HITS TO LAND. This is a similar to spell resists. However, when a CA is avoided it is DOWN for it's entire re-use duration. Anyone can get up to 10% uncontested easily and probably higher than that. What are melee specialists getting to compensate for said absorbed damage? <strong>Nothing at all</strong>. A small percentage of strikethrough in PvP really doesn't seem that out of the question these days.</li></ul><ul><li>Resists. Even as an Assassin, several of my abilities are resisted far too often.</li></ul><ul><li>The current fame system is dull and uninspired. It's basically useless and should probably just be eliminated altogether if there will be no efforts made to enhance it and make it matter again.</li></ul><ul><li>Put meaning back into head to head. Make fights matter. Penalize death and encourage <strong><em>fair </em></strong>victory. Be smart while doing it to minimalize exploiting the system.</li></ul><p>I'm sure I could go on, but I'll give it a rest for now.</p>

Rhodan
10-28-2009, 09:55 PM
<p>Things that bug me...</p><p>1. No focus aim in pvp (ranger)</p><p>2. Zerging</p><p>3. Easy to obtain pvp gear</p><p>3a. Writs: Too few kills: Add more kills and increase cool down on it</p><p>4. Non-heirloom tokens</p><p>5. Titles. They need to go, or actually do something useful instead of making you look important when you're not</p><p>6. PvP Fights are generally too fast. Reduce pvp damage overall, and make resists and mitigation mean something.</p><p>7. Crowd Control: CCs last longer than it takes to kill someone. Make it on diminishing returns all together / make all CCs on the same immune timer, and make some CC timers reduced on duration.</p><p>8. No level locking: At least make level locking possible after 25 or something.</p><p>8a. Un-updated low tier fabled gear: kinda goes with the entire game in general as well as low level pvp</p><p>9. Ranger Sniper Shot vs Assassin's Assassinate: Sniper Shot may cause a minor stun, but it's damage isn't even compariable to Assassinate. This goes with PvP and PvE. The main issue is the cast time on Sniper Shot, while needing to be stealthed. At least make it still land even if you are interupted or decrease the cast time.</p><p>10. Ranger: Trap. Easy to spot and easy to avoid, virtually useless in anything! Make it invisible, even with the "see invis totems" to everyone except the ranger who casted it.</p><p>11. Ranger: Hook Arrow: Range isn't at the range it should be, especially considering that rangers are more generally a "ranged class"</p><p>12. Generally little to no incentive (for me at least) to pvp.</p><p>All my complaints in a wrather more "easy to read" format.</p>

YasikoSetsu
10-28-2009, 10:59 PM
<p>A spell or two? Sure.</p><p><strong>Troubador: Thunderous overture.</strong></p><p>Currently: 15 meter range, half as short as our other spells. Why is it this short, anyway?</p><p>What it should be: 30-35 meter range (Like every other one of our spells). We're a kiting class in pvp, making thunderous often useless, as we don't want to be within 15 meters of the target.</p><p><strong>Troubador: Countersong.</strong></p><p>Currently: RIDICULOUS cast time/recast time for the little you get out of it. One trigger, to reduce the damage of ONE spell/CA by 70-90% (expert/master)? Lame.</p><p>Should be: 1-1.5 second cast, and 3-4 triggers in PvP. Maybe one of these options, prefferably both. More triggers is more important, if you end up picking one. =P</p><p><strong>Troubador: Breathtaking Bellow.</strong></p><p>Currently: A maximum of around 70% (dont feel like logging in to check atm) to knockdown the target, even with 5 aa spent in to it. The spell literally does nothing but interrupt the target if the knockdown fails.</p><p>Should be: Capped to 100% chance to knockback IF you have spent the 5 aa in to the spell in the troubador tree. Obviously having the master version would be the only way to achieve this, expert would be around 90-95%.</p><p>---------------------------</p><p>I agree 100% with Darkor and Rhodan's wall of suggestions. Just adding that in there.</p><p>Also, any skills COMPLETELY diabled for pvp, give them back - just nerf them approproately. No one should have a whole skill taken away in pvp. Mainly focus aim is what I'm talking about.</p>

Guld_Ulrish
10-28-2009, 10:59 PM
<p>Necromancers need defence, I got a pvp set with pve stats and stuff that are useless for me in pvp.</p>

Olihin
10-28-2009, 11:21 PM
<p>I would like to thank everyone for their feedback, keep them coming! </p><p>To those hindered by the rules of the thread, you CAN always PM me with your thoughts. </p><p>Most of you already have and I appreciate your honesty and time to explain your ideas and concerns.  </p><p>Olihin</p>

Kimber
10-29-2009, 01:50 AM
<p>Zerk</p><p>- Buff our self health regen back up.  It was nerfed back at release of TSO.  The end line str ability is nice but only works if you are low on health to begin with and cuts out once you get back to 50%+ so its effectivly not worth it to take from a PvP pespective.</p><p>-Unyeilding Will increase the Proc chance on this for both Zerk and Guard cut down the reuse timer and make it heal for more please.</p><p>-Taunts its kinda funny to have a M1 Taunt that does not target lock be resisted every time you hit it I dont even bother to hit it anymore and just hit my AOE taunts as they are more effective as they do not get resisted as much.</p>

MokiCh
10-29-2009, 07:55 AM
<p><cite>Trilli@Nagafen wrote:</cite></p><blockquote><ul><li>Uncontested avoidance. Enough is enough is enough. Why is it that melee damage specialists can be completely shut down now because of 100% avoidance moves? Why can't someone who devotes themselves to their skills in melee combat be good enough to get passed the BEST avoidance? As it stands, "avoidance specialists" dominate over "melee specialists". Completely flawed. Even the smaller amounts of uncontested go a long way to hurt melee damage scouts (whos <strong>ONE AND ONLY</strong> focus is <strong>melee damage<em>.</em></strong>)<strong><em> </em></strong>And most of our best procs and control effects require HITS TO LAND. This is a similar to spell resists. However, when a CA is avoided it is DOWN for it's entire re-use duration. Anyone can get up to 10% uncontested easily and probably higher than that. What are melee specialists getting to compensate for said absorbed damage? <strong>Nothing at all</strong>. A small percentage of strikethrough in PvP really doesn't seem that out of the question these days.</li></ul></blockquote><p>This is a valid point, but I want to add that this doesn't just affect melee classes. Rangers deal physical damage as well, and are just as affected by 100% avoidance moves as melee classes are. The only difference, as far as I know, is that we don't have to deal with frontal riposte damage if we're at range. Ranged damage gets parried instead I think, or deflected.</p>

Killque
10-29-2009, 11:09 AM
<p><cite>Olihin wrote:</cite></p><blockquote><p><span style="font-size: small;"><span><span style="font-size: medium;"><strong><span style="color: #ff0000;">Class specific issues</span> - <span>If you have a suggestion or comment about an ability or spell you currently have, but does not function in PVP, then you may add that as well.  </span></strong></span></span></span></p><p><span style="font-size: small;"><span><span style="font-size: medium;"><strong>Please focus on your main if possible, I know most of your are wise on many classes, but it does make it more credible if you speak on the class you are out and about causing fear with.  </strong></span></span></span></p></blockquote><p>Pardon spelling of abilities, I havent memorized them all. Ive seen some pie in the sky requests, so I guess Ill jump in too.</p><p>Dirge Battle Cry - Would be nice if this was usable on ourselves.</p><p>Garsins Burial March - Even Mastered I have had greens resist the spell upwards of 3 times in a row. Duration should be extended in PvP and reduction in "break" chance. Even when fear lands it rarely lasts for more than 2-3 seconds. Hardly time enough for me to even get one debuff off.</p><p>Verline's (Snare) - Increase duration and range.</p><p>Wail of Woe - Add something more useful to this ability</p><p>Give Dirge a single target Cure. We get Resurrect, Heal, lets complete this by giving us a Single target Cure (cure all, even curse)</p><p>Our "Cure Fear/Remove Rez effects" No longer works on Proc'ed Fear.</p><p>Increase our Stoneskin proc chance</p>

Faenril
10-29-2009, 11:46 AM
Another thing that bugs me is that when you guys don't know how to fix something in pvp you just remove it which is as lazy as one can be. Examples are focus aim, reach, dirge's mythical, from the top of my head. There are probably more.

wellehad0
10-29-2009, 02:14 PM
<p><cite>Naemesis@Nagafen wrote:</cite></p><blockquote>Another thing that bugs me is that when you guys don't know how to fix something in pvp you just remove it which is as lazy as one can be. Examples are focus aim, reach, dirge's mythical, from the top of my head. There are probably more.</blockquote><p>that is exactly why i tell people stop with the nerf QQ's SOE does not nerf they DESTROY!!!!   also right now with how the ecomomy is doing odds are if somthing needs to be toned down it will just be removed to save time and money.</p>

Portbott
10-29-2009, 02:55 PM
A lot of people seem to whine about CC. Fact is that without it, enchanters are useless in PVP. Only thing stopping me from being two shotted by just about anyone is my stifle/daze/stuns. There are signets and potions to nullify them. Start using them. People that do, usually kill me in just a few seconds.

seahawk
10-29-2009, 03:36 PM
<p><cite>Portbott@Nagafen wrote:</cite></p><blockquote>A lot of people seem to whine about CC. Fact is that without it, enchanters are useless in PVP. Only thing stopping me from being two shotted by just about anyone is my stifle/daze/stuns. There are signets and potions to nullify them. Start using them. People that do, usually kill me in just a few seconds.</blockquote><p>QFT!</p><p>+1</p>

Neskonlith
10-29-2009, 04:12 PM
<p><span style="color: #ff0000;">To elaborate on my earlier point about lack of interactive objectives in PVP, I have a sample screenie to illustrate possible objective - Teren's Grasp liberated by Freeport:</span></p><p><img src="http://i207.photobucket.com/albums/bb310/Bitter_Coffee/screenies/FreeportTG.jpg" /></p><p><em>...the citizens joyfully display the Freeport Anchor and colors to celebrate their freedom.</em></p><p><span style="color: #ff0000;">Make strategic locations in select zones able to be "claimed" and captured, which would then display Freeport or QQeynos colors - purely a fun and fluff objective like Titles so it won't unbalance anything.</span></p><p><span style="color: #ff0000;">When the elitist monarchist QQeynosians oppresses their newly conquered peasants and serfs, the colors could change to yellow and the displayed heraldry can change to:</span></p><p><img src="http://i207.photobucket.com/albums/bb310/Bitter_Coffee/screenies/strangled-chicken.jpg" /></p><p><img src="/eq2/images/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" /></p>

Warr
10-29-2009, 09:37 PM
<p><strong>PvP Combat runspeed being disabled. </strong></p><p>Everyone and their mom runs at least at 60%, there's no reason to disable these in pvp anymore. Go ahead and disable cheetah or the racial runspeed boosts if attempted to use during pvp, but keep the mount and SoW runspeeds active during pvp combat. (after switching to Aion where run speed isn't disabled, its such a breath of fresh air. eq2 pvp feels like fighting in a pool of sap in comparison)</p><p><strong>Temp runspeed abilities putting you into PvP Combat.</strong></p><p>You can cast evac when being attacked while running away and not get put into combat. The same should happen if you use a temp runspeed buff without attacking in order to get away if you get jumped while fighting a mob.</p><p><strong>All Evac abilities need to be universal.</strong></p><p>If a warden has to stand still while evacing, so should the scout. Or, if a scout can run while evacing, the warden should also be able to do so.</p><p><strong>Non-hostile spells putting you into combat after combat has ended/enemy has evaced.</strong></p><p>Devs have posted why silvani/unseelie form and other type spells put you back into combat after your target has evaced from you and you cast it right after, now they need to fix it so that it doesn't happen. You're halfway there.</p><p>These and a few other reasons are why I have stopped playing. I do keep an eye on the forums for any changes that may encourage me to come back.</p>

Desna
10-30-2009, 02:55 AM
<p><ul><li>Evacs need to be universal. Like someone else said, if a warden has to stand still and get interrupted so should the scout, or allow the scout's freedom for all other evacs.</li></ul><div></div><div><ul><li>Runspeed needs to be either completely locked or completely unlocked. With so many insane runspeed abilities and mounts it can get frustrating fast trying to catch a runner...on my swash I've thrown a 53% snare on someone and they STILL managed to get away due to me being in combat. This includes in-combat runspeed...either make mounts and other runspeed buffs like SOW stay while in pvp combat or get rid of the bard/ranger runspeed goodies.</li></ul></div><div></div><div><ul><li>Either move the writ givers into cities, guild halls and roaming npcs and make them auto-complete. </li></ul></div><div></div><div><ul><li>PvP needs a purpose more clearly defined by lore and by mechanics...currently all we are given is the instruction to "go kill each other like good kids" and the promise of gear almost identical to what I can pull off raids (which as a raider I do anyway). Add in things like kill bonuses (each kill counts double) in certain pvp hotzones, introduce missions for city pvp (example: Today's mission is to storm the Qeynos Harbor. Kill 30 people in QH and get a token toward some special armor piece not otherwise accessible...SUCH AS the thing mentioned below...)</li></ul></div><div></div><div><ul><li>NEW AA MIRRORS. Sometimes 2 specs just isn't enough to accomodate a raid, solo/group, and pvp spec. Therefore I suggest we get a new augmentation to our current mirrors (so as not to steal the business from the current tradeskill slaves) that would allow the addition of one new spec.</li></ul></div><div></div><div><ul><li>Godspells need to go. Nao.</li></ul></div><div></div><div><ul><li>PvP titles need a revamp. And when I say revamp, I mean we need a set number as to what constitutes a title-up (such as kvd ratio+total kills need to = ___ for title A, B, C, etc.) as well as a complete reset of current titles, as c'mon, they don't mean squat right now. Start everyone back down at untitled, and let the people who are out there constantly pvping and actually show skill at it (make kvd matter more in higher titles vs total kills to get hunter or slayer or so) get the titles.</li></ul></div><div></div><div><ul><li>Right now illusions and runspeed buffs slap you in combat if someone hits you and you cast it. My unseelie form is helping me get away, not to fight...therefore is not a combat move and I don't want it read as such. Same with SOW or popping on an illy illusion.</li></ul></div><div></div><div><ul><li>Spell resists are annoying, and currently a resist will put you in combat. It's actually punishing you as a caster for attempting to chase and fight. Change so that pvp combat starts on SUCCESSFUL attack, and not just attempt. Also, tweak spells themselves...casters shouldn't be getting 10 resists in a row, but shouldn't be hitting a warden with 13k cold resist with a 15k ice comet (this has happened to me a few times).</li></ul></div><div></div><div><ul><li>Add in some fun stuff for those pvpers who want to writ but are running low on stuff to buy with those tokens...things like house items that allow you to port to [insert destination here], a plaque that you can hang that shows your pvp stats, various illusions, a clicky house item that gives faefall for an hour, etc.</li></ul></div><div></div><div><ul><li>An agreement on something someone said about healers not being able to put out enough autoattack dps. Right now as a healer I'm restricted to heal gear for pvp, and the lack of dps makes my warden a chore to pvp solo with vs a dps class. I dislike having to spend any more than 5-10 minutes killing someone.</li></ul></div><div></div><div><ul><li>Allow /duel on pvp servers plskthx. </li></ul></div><div></div><div>As far as spells...</div><div><ul><li>Please allow all clickies and spells to be used in pvp. Nerf the crap out of them, I don't care, but I hate not being able to click Ability A just because someone popped me with an arrow...big one for me is the warden mythical clicky being able to be used on the caster (currently it can't), which has a ghastly 3 second cast time anyway and can be interrupted so wouldn't be any worse than the other stoneskins in the game.  Same with Focus Aim, Reach, and the like.</li></ul></div><div></div><div><ul><li>I'd like to see Nature Walk returned to its former KB-proof glory, but I'm not holding my breath.</li></ul></div><div></div><div><ul><li>Charming someone shouldn't break combat with the charmer/charmee. The whole charmvac thing is a piece of [I cannot control my vocabulary]</li></ul></div></p>

Urgol
10-30-2009, 09:42 AM
There are several issues with solo to small groups pvp which just ruin ut completely. First, the ridiculous amount of anti-cc effects that crusaders have. While I agree that it's crucial for a tank to have some of these both for pvp and pve, but having enough abilities to provide 30 to 40 seconds of COMPLETE immunity to ALL control effects AND having tons of self-heals, spell reflection and damage absorption is just too much. Several classes, mages especially, rely heavily on cc, and having immunity to all CC effects is literally like having immunity to illusionists, coercers and necromancers. Second, the critmiti issues. The balance of damage vs healing in pvp right now is out of control. Any healer now can outheal the damage of several dd's using the anticc [Removed for Content] from gods, pvp insignias etc. However, several classes..oh sorry not several, but wizards and warlocks, can get enough crit bonus gear which combined with their AAs will give them enough crit bonus to strike through crit miti. Due to bugged damage absorption from this stat and some items like Najena's ring of readiness the damage from such crits is way out of check. Getting hit for 14-16k damage with a bolt of ice from a well-geared wizard is nothing unheard of. In regards to that particular item (najena's ring), its main problem is that it's useful only for sorcerers, while the rest of the mages get the short end of the stick with their low damage (and thus low BoE cap) spells. While that's not an issue in pve, in pvp it causes trouble, because with it sorcerers can literally burn through everything in 2 or 3 nukes.

YasikoSetsu
10-30-2009, 11:07 AM
<p><cite>Killque wrote:</cite></p><blockquote><p>Dirge Battle Cry - Would be nice if this was usable on ourselves.</p></blockquote><p>I agree completely. As long as troubs get upbeat for ourselves, as well! =D</p><p>-----</p><p>Desna_Venekor:</p><p><span >Runspeed needs to be either completely locked or completely unlocked. With so many insane runspeed abilities and mounts it can get frustrating fast trying to catch a runner...on my swash I've thrown a 53% snare on someone and they STILL managed to get away due to me being in combat. This includes in-combat runspeed...either make mounts and other runspeed buffs like SOW stay while in pvp combat or get rid of the<span style="font-size: medium;"><strong> bard/ranger</strong></span> runspeed goodies.</span></p><p>As far as I know, bards are the only ones that get permanent in combat pvp run speed. And it's 12% maxed (on the wisdom aa line.) Rangers cancels in pvp. The reason it 'looks' like bards are hauling it in pvp, is the smart ones use marrows song. That bumbs up up to32%.</p><p>-----</p>

Guld_Ulrish
10-30-2009, 11:18 AM
<p>And the SoH charm with 5% so my bard has 37% incombat 77% with sprint.</p>

Thinwizzy
10-30-2009, 02:27 PM
<p>-The 'zerg'.  A different system needs to be looked into for pvp rewards.  Maybe its body drops, maybe its faction based, maybe its point based from kills.  Something needs to be done to break up pvp and disperse it back across all zones.  i think the way to do this would involve a system that did not allow more than one group or raid to get tokens or updates off of the same kill.  People may not zerg or leech as much if that kill will still get put on recent but the group that engaged first gets the tokens.</p><p>-Guild Banners.  Personally, I would be happy seeing them removed from pvp servers.  They do nothing but limit the amount of time a group needs to spend in the wild, which lessens the amount of pvp to be found away from the current token hotspots.  It is fun fighting for control of a zoneline or front door of an instance.  At the very least guild banners need to be destroyable (maybe even trackable too?)</p><p>-Buff Stripping.  It is silly the amount of buff stripping that occurs in group pvp.  Some is ok.  Currently, it is almost near impossible to even keep all of your buffs up due to the insane amount of stripping that occurs.  There needs to be an immunity timer, or longer recast timer, or just a limit to the number that can be removed at once.</p><p>-Resists.  Nothing quite like a green resisting some of the top geared mages on the server 4 spells in a row.</p>

Guld_Ulrish
10-30-2009, 04:32 PM
<p>Bring body drop back and fix the arena.</p>

thaes
10-30-2009, 05:03 PM
<p>Too many to mention so ill just stick with the most pressing problem.</p><p>Fix the Zerg.</p><p>Basically PVP now is: Control the Writ Giver.  Why cause its the only insentive we have.</p><p>So what do people do.  Gather in masses, wait for victums and kill.  Rinse and repeat.</p><p>Solution:  Remove writs.  Make it a kill count.</p><p>Example: You go out and pvp, roam around and rack up 12 kills.  You show up the... I dont know call it: PVP rewards dude at your home town...  Ofcourse this will only count towards kills you got status for.</p><p>It checks how many kills you got div by 6 and dispenses tokens to you. </p><p>Removes the control aspect and people massing in large numbers in one area.</p><p>Ofcourse any solution is a double edged sword and will be harder to find pvp but its better then the alternative.</p>

spudsmckenzie2
10-30-2009, 05:10 PM
<p>Hello Olihin,</p><p>1). guardian ability plant rarely if ever works in pvp. even if your running 20 feet ahead of someone and use it its always resisted.</p><p>2). seems like guardian abilities shout and provoke get resisted alot even with high agression score</p><p>3.) general latency issue with casting spells or combat arts in pvp...it has gotten worse through the years back in kos days for example i dont remember have to wait for a spell to go off after pushing button</p><p>4) anything that will break up the zergfest....maybe a roaming writ giver or only writ givers in cities that give out 100 kill writs. its fun to pvp just for the sake of pvp and i think alot of people (myself included)have become spoiled.</p><p>5)make pvp fun again!</p>

Cloakentuna
10-30-2009, 05:24 PM
<p>Spell resists.  They suck.  fix them.</p>

MindFury
10-31-2009, 12:53 AM
<p>I'm sure there are more issues, but here are a few <img src="/eq2/images/smilies/97ada74b88049a6d50a6ed40898a03d7.gif" border="0" /> (plz ignore any typo's!!)</p><p>* The lag experienced in zones such as kp due to high traffic thanks to the zerg fest they call pvp these days. (need a set amount of players of each faction allowed in one zone at a time)</p><p>*  Upon killing a player, that player decides to grief you for the next  30 mins trying to get paybacks.  (some kind of immunity to this would be welcomed, or at least the ability to get something out of each repeated kill on the idiot would be great)</p><p>* The inability to completely level lock a toon, forcing yet another toon to 80. I have enough at  80, I'd like the ability/option to remain low level for a break from the hubbub of t8.</p><p>*  No immunity to knockdowns/knockbacks/taunts/stacked snares etc. EXTREMELY ANNOYING !!!!</p><p>* A million and one detrimentals on us in an encounter, and the ability to only cure 1 at a time every so often. ANNOYING !!</p><p>*  Offline fame decay needs to go, much rather have online fame decay >>If you're ON, AND NOT PVP'ing THEN let it DECAY. Stop penalizing us for having more than one character to play.</p><p>*  Population issues especially now with the merge. Far more evil toons than good. The unbalance causes many issues in pvp.</p><p>*  Inability to revive after our grp members have all died, simply because someone OUT of grp is still fighting the person (s) we were fighting. Just make the revive spot farther away if this is such an issue that you must force us as a group to remain laying dead while some solo leechers continue to fight a group we engaged prior to them jumping in.</p><p>*  Mezz/Charm = long duration w/ little to no chance to break/cure. Classes that have em, can unload their high dps on you, AFTER debuffing the crap out of you, and you stand very little, if any chance of surviving. Duration either needs reduced, or at least have ANY hostile action taken by mezzer/charmer break said mezz/charm.</p><p>*  The ability to charm someone, thus breaking their combat with you, while they run to avoid losing, while you're stuck charmed. (so many will attack you, realize they're going to lose, charm you, then run, coming back with a friend+)</p><p>*  Changes to pvp gear welcomed, but rather weak considering it's vastly a copy of the same stats as the pve raid gear.</p><p>*  Cheats/hacks and the simple fact that IF caught, the most we see is a slap on the wrist to these offenders, or a weeks suspension. (no I don't believe EVERYONE cheats, but it's quite clear MANY do) It's rather obvious we expect something more done about it than "we'll look in to it"...having active gm's in high pvp zones such as ss, dlw, kp, etc. would help eliminate this issue, or at least cut it down drastically. (yall online to catch em in the act would be a major help)</p><p>*  Myth clicky's that can't be placed on the myth'd person, only group members. Usually a major hinderance be it pvp or pve, but most especially in pvp where it's more necessary. (ie. warden damage proc/ward..short duration..limited ward...but with the inability to place it on themselves in a  grp vs grp fight is a major hinderance, with the warden being the only heals...u can guarantee that grp is going to nail that warden with all they have...the ability to toss the ward on themselves would help even if it is only temporarily)</p><p>*  No one class should ever be able to literally click one button, and kill you, yet amazingly in t8 you find that exact thing occuring. Not only is the spell they cast such high dps it's insane, but they seem to proc a million and one proc's at that exact moment.</p><p>*  Resists ...omg as a mage it's laughable getting half your crap to land these days.</p><p>*  Aside from what fame/money you may or may not get from a kill there is no real "reason" to pvp, other than boredom/fun...the pvp servers are not just pvp servers, we do have other things we can/like/want to do, but when we choose to pvp, something to actually push us to want to, would be welcomed.  And no gear is not the only answer...I don't wish to farm 2 various sets of gear 1. raid..2. pvp...have other things to do than farm gear day in day out.</p><p>* Have fame/titles actually mean something...writs give us tokens, tokens buy us gear...a merchant that allows the purchase of things other than gear, with fame (status)..would be nice (ie. house/guild hall items to show off one's accomplishments in pvp *currently we get the priest killer /fighter killer etc, take it a step further and give us fame/status purchased items upon those achievements for our homes/guild halls)...a title means nothing and hasn't in who knows how long...not with leechers, gank squads, and mass zerg fest aoe bombing pvp.</p><p>*  Summoners have NO defense in pvp (at least the necros don't) 1 stun (5 seconds) 1 snare/root (easily broken) 1 fear (18 seconds, easily broken)...every player gains immunity to each after 1 successful hit...after that we're s.o.l. I have full pvp gear finally, and um yea, pve stats/bonuses are great and all but doesn't help much for pvp. Appreciate ya buffin' up my pet a smidge, now how about me?</p><p>*  Run speed in pvp ...why do away with it?...with the ability to purchase totems or mounts, or to snag a SoW from a druid, etc., everyone's at least running around at 45% ..why make us crawl to chase someone? it's tedious, it's annoying, and it's down right fruity. Even level 20's are able to purchase 40% run speed mounts if not some of the higher run speed mounts. Give us at least 40-45% run speed in pvp so we're not taking a yr to cross a zone chasing another pvp'er who's also crawling across the zone.</p>

Cloakentuna
10-31-2009, 01:18 AM
<p>Something else I've been noticing recently.  Casting a spell with an interrupt component, the coercer spell hemmorhage for instance, gives an immunity to interupt for a brief period of time.  Meanwhile, knockbacks which interupt spell casts appear to not give you the same immunity.  This doesn't seem fair.</p>

Ambrin
10-31-2009, 04:52 AM
<p><cite>Froggleg@Nagafen wrote:</cite></p><blockquote><p>Something else I've been noticing recently.  Casting a spell with an interrupt component, the coercer spell hemmorhage for instance, gives an immunity to interupt for a brief period of time.  Meanwhile, knockbacks which interupt spell casts appear to not give you the same immunity.  This doesn't seem fair.</p></blockquote><p>Unless I am mistaken knockbacks will only interrupt someone if they say they will in the spell description. I know in PvE when I hit my AE knockback (brawler wisdom line) in PvE it will usually knockdown a bunch of mobs at once while failing to knockdown one that is casting. The one casting usually does fall down after it is done casting its spell.</p><p>I have noticed a similar effect in PvP, although it may be attributed to lag. If these abilities do indeed interrupt the target just by virtue of being a knockback than they should also give the appropriate immunity. I would prefer said immunity to be a knockback immunity on a decent length timer if possible.</p><p>One of my largest annoyances in PvP are control abilities/procs that fail to generate an immunity, or a worthwhile immunity (such as scout snare potions). I would personally be happy to see a generic "control effect immunity" put in place for 5-10 seconds after being hit with any control effect. This immunity would be a generic immunity to all control effects (snares, interrupts, stuns, mezzes, roots, stifles, knockbacks, etc). I of course also advocate fixing resist rates in PvP so that classes that depend on control effects are not gimped in PvP.</p>

Nimbrithil
10-31-2009, 11:40 AM
<p>What bugs me the most,,,,,mentoring and getting engaged. I agree fully that we should not be able to go HUNT players while mentoered but it is rediculous that all we can do is stand there. The game gives clear indicators when someone is mentoered, there for it becomes the attackers choice to attack, and of course they do after all its a free update.</p><p>If someone attacks you while you are mentored you should be able to defend yourself. Im not saying attacks my party, but attacks ME then it should be  game on.</p>

Cloakentuna
10-31-2009, 05:11 PM
<p><cite>Ambrin@Nagafen wrote:</cite></p><blockquote><p><cite>Froggleg@Nagafen wrote:</cite></p><blockquote><p>Something else I've been noticing recently.  Casting a spell with an interrupt component, the coercer spell hemmorhage for instance, gives an immunity to interupt for a brief period of time.  Meanwhile, knockbacks which interupt spell casts appear to not give you the same immunity.  This doesn't seem fair.</p></blockquote><p>Unless I am mistaken knockbacks will only interrupt someone if they say they will in the spell description. I know in PvE when I hit my AE knockback (brawler wisdom line) in PvE it will usually knockdown a bunch of mobs at once while failing to knockdown one that is casting. The one casting usually does fall down after it is done casting its spell.</p><p>I have noticed a similar effect in PvP, although it may be attributed to lag. If these abilities do indeed interrupt the target just by virtue of being a knockback than they should also give the appropriate immunity. I would prefer said immunity to be a knockback immunity on a decent length timer if possible.</p></blockquote><p>Pretty sure wehn I'm getting spam knockbacked, or worse, dragged, I can't cast spells, I could be wrong though, I'd have to check it again.</p><p>Another thing that is really annoying that I was just reminded of is crashing while zoning.  There has been a thread about it with crash logs in it for a LONG time and nothing has been done about it.  <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=453641">http://forums.station.sony.com/eq2/...topic_id=453641</a></p>

KrickZan
10-31-2009, 05:19 PM
<p>- remove or seriously nerf spell resists</p><p>- adress the fact that shamans are nonstop interrupted in pvp</p>

Cloakentuna
10-31-2009, 09:43 PM
<p>Taunts and Detaunts:</p><p>Detaunts should not clear your target and leave you with no target if you are currently being force targeted.  Fighting the zerg it is a little rediculous when all 40 SK mythicals are goiong off changing my target every .2 seconds only to have a shifting band or a warlock mythical proc and leave me standing there with my thumb up my @ss for 10 seconds at a time. </p><p>Charm:</p><p>Its stupidly overpowered in PvP, fix it or get rid of it.</p>

Faenril
10-31-2009, 10:14 PM
<p><cite>Froggleg@Nagafen wrote:</cite></p><blockquote><p><cite>Ambrin@Nagafen wrote:</cite></p><blockquote><p><cite>Froggleg@Nagafen wrote:</cite></p><blockquote><p>Something else I've been noticing recently. Casting a spell with an interrupt component, the coercer spell hemmorhage for instance, gives an immunity to interupt for a brief period of time. Meanwhile, knockbacks which interupt spell casts appear to not give you the same immunity. This doesn't seem fair.</p></blockquote><p>Unless I am mistaken knockbacks will only interrupt someone if they say they will in the spell description. I know in PvE when I hit my AE knockback (brawler wisdom line) in PvE it will usually knockdown a bunch of mobs at once while failing to knockdown one that is casting. The one casting usually does fall down after it is done casting its spell.</p><p>I have noticed a similar effect in PvP, although it may be attributed to lag. If these abilities do indeed interrupt the target just by virtue of being a knockback than they should also give the appropriate immunity. I would prefer said immunity to be a knockback immunity on a decent length timer if possible.</p></blockquote><p>Pretty sure wehn I'm getting spam knockbacked, or worse, dragged, I can't cast spells, I could be wrong though, I'd have to check it again.</p><p>Another thing that is really annoying that I was just reminded of is crashing while zoning. There has been a thread about it with crash logs in it for a LONG time and nothing has been done about it. <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=453641">http://forums.station.sony.com/eq2/...topic_id=453641</a></p></blockquote><p>Well, you have to stand still to cast.</p><p>When you get dragged/knockbacked, you are not standing still anymore.</p><p>When the game registers that your position changed it will cancel your current cast as it considers you moved.</p><p>It does not matters if you moved intentionnally or if someone forced you to, both will interrupt you.</p><p>Anyway it's my understanding of this issue...</p>

Ambrin
11-01-2009, 03:03 AM
<p>Could we please have PvP titles removed from PvP? It is very annoying having a title forced in front of my name. I would prefer it if we could somehow buy or unlock these titles in some manner. I would personally be interested in having the Master or General title for my monk, none of the other titles really appeal to me.</p>

Cepheus80
11-01-2009, 03:29 AM
<p>What bugs me the most is the complete lack of effort put into PvP in this game. You look at how successful PvP is in other games and have to wonder how this game would fair if more PVP oriented content was implemented. Battle Objectives, some sort of Battleground or instanced PvP only area (maybe modify the Maj`dul arena system?), or just anything more than what we have now. This game is PvE oriented and was originally designed that way, but at some point you have to compare those subscription numbers and wonder how the implementation of PvP only content would affect EQ2's success.   </p>

yellowbelly08
11-01-2009, 07:32 AM
<p>The zerg solution:</p><p>Make the writ givers spawn in random ROK locations each 30 mins. Make them give 3x the token rewards from the still present city writ givers, plus give them extra reward on writ completion (eg new tokens too toward new items) This way players will roam looking for them and the zerg/lag will never have a chance to build up to the proportions it is now. Players wanting quicker writ (eg calling back to city each time will imo concentrate on the open and good pvp land of Dregs landing and SS) and not TG which will be laggy due to the number of NPC and terrain, however many will roam in search of the better writ. So we will have to find it to get writ and then find it again to turn it in, we will roam....</p><p>Galoro</p>

Abstract
11-01-2009, 12:15 PM
<p><em>I cant disagree more with Battle grounds option. I just dont like the idea of PvP in 1 location.</em></p><p><em>Why not make ALL the Guards in Every city, worth killing to another Faction? make them worth AA, give them some kind of Loot that doesnt drop off any other mob. make them part of an Epic PvP quest or something. . .</em></p>

Armironhead
11-01-2009, 11:45 PM
<p><cite>Htforthewin@Venekor wrote:</cite></p><blockquote><p><em>I cant disagree more with Battle grounds option. I just dont like the idea of PvP in 1 location.</em></p><p><em>Why not make ALL the Guards in Every city, worth killing to another Faction? make them worth AA, give them some kind of Loot that doesnt drop off any other mob. make them part of an Epic PvP quest or something. . .</em></p></blockquote><p>its way past time they put meaning into the "lore."  we're supposed to be at war, so why cant we really raid the other cities?  Sure we can go there but if no one attacks you what can u do?  There should be objectives in the cities to take and hold, also the npcs, menders, banks, etc. . . should be killable.  The herioc and epic guards should have loot tables.  And finally there should be consequences to winning or losing control of sections of your cities - minor buffs and such things.  All of this would create more pvp and spread it around.  As for lag in the cities - well since gh's they have been greatly under used so it shouldnt be that much of a big deal.</p>

Neskonlith
11-02-2009, 02:40 PM
<p><span style="color: #ff0000;">That sounds like a neat interactive objective to encourage City PVP!</span></p><p><span style="color: #ff0000;"> </span></p><p><span style="color: #ff0000;">What would happen if you killed all of the guards in a zone to "capture" a section of the enemy city, and all subsequent NPC repops inside were from your alignment for as long as you held it?   </span></p><p><span style="color: #ff0000;">ie:  Freeport liberates QQeynos Harbor, and Lucanic Knights spawn to be the roaming NPCs for as long as Freeport maintains control.</span></p><p><span style="color: #ff0000;">To recapture the Harbor would require QQs killing the Lucanic Knights to allow their NPC QQeynos Royal Oppressors to spawn and start repressing the citizens once again.</span></p><p><span style="font-size: xx-small;">Nathan Ironforge: <em>Have you ever seen a GNOLL before?</em></span></p><p><span style="font-size: xx-small;">Queen Antonia Bayle: <em>Shut up!</em></span></p><p><span style="font-size: xx-small;">Nathan Ironforge: <em>Come and see the violence inherent in the system. Help! Help! I'm being repressed!</em></span></p><p><span style="font-size: xx-small;">Queen Antonia Bayle: <em>Bloody peasant!</em> </span></p><p><span style="font-size: xx-small;">Nathan Ironforge: <em>Oh, what a giveaway! Did you hear that? Did you hear that, eh? That's what I'm on about! Did you see her repressing me? You saw her, Didn't you?</em></span></p>

Portbott
11-02-2009, 04:49 PM
Yea, because the 3:1 Freeport to Qeynos ratio would make that amazing! No.

Faenril
11-03-2009, 05:54 AM
<p><cite>Neskonlith wrote:</cite></p><blockquote><p><span style="font-size: xx-small;">Nathan Ironforge: <em>Have you ever seen a GNOLL before?</em></span></p><p><span style="font-size: xx-small;">Queen Antonia Bayle: <em>Shut up!</em></span></p><p><span style="font-size: xx-small;">Nathan Ironforge: <em>Come and see the violence inherent in the system. Help! Help! I'm being repressed!</em></span></p><p><span style="font-size: xx-small;">Queen Antonia Bayle: <em>Bloody peasant!</em> </span></p><p><span style="font-size: xx-small;">Nathan Ironforge: <em>Oh, what a giveaway! Did you hear that? Did you hear that, eh? That's what I'm on about! Did you see her repressing me? You saw her, Didn't you?</em></span></p></blockquote><p>lol</p>

Alazarz
11-03-2009, 11:30 AM
<p><span ><span style="color: #ffffff;"> </span><p>Here are some solutions</p><p>**They need to spread the pvp out .. have captureable "areas" that are worth something if you capture and hold it.. mabey the areas captured give ur group/raid pvp only buffs and a token or 2.. the capture points being TG, KC, highton etc... </p><p>**If you are lvl 80 when u die in pvp your armor should take 90% damage..leaving 10%.. this will definatley slow down any zerging at any one capture point..</p><p>**people should lose a token or 2 when they die ..</p><p>**Bring the old title system back..</p><p>eq2 is far better than any other new mmo imo .. dosent mean that soe couldnt learn a thing or 2 from the "lesser" mmos out on the market today..</p></span></p>

OzNeK
11-03-2009, 12:08 PM
<p>1st return old fame system (when i can lose my fame  die from another players and when i can get it kill them)</p><p>2nd return tokien bodydrop (1-3 tokien from body, like in EOF times) or somthing similar but not f*cking quest</p><p>3rd return old money cost to PvP gear or make it higher</p><p>4th <span >reconsider pvp crit mitigation and critmod </span></p><p>That is not all but that is main changes(i wish) and i am sure they will make pvp more intansive more intresting more emotional more fun and much better.</p>

Pusha
11-03-2009, 12:14 PM
<p>Please, return old fame system! Stop zerg!</p>

MokiCh
11-03-2009, 04:06 PM
<p>Since I got such a nice thank you note for my list of Ranger gripes, I'll do one for Coercers too. This isn't in any particular order, except the first one because I think the spell resist issue dwarfs all the others.</p><p>-----------</p><p>Coercer: all spells</p><p>Current: At the moment our spells just get resisted way too much, even against green cons in questing gear. To give a specific example, Tashiana gets resisted in about one out of four casts on a level 80 in decent gear, which is outrageous considering what Tashiana is supposed to do. This is a big issue with control effects especially, because we live and die by our ability to land control effects reliably. As Enchanters are hands down one of the (if not THE) squishiest classes in the game, our crowd control spells should get resisted maybe once in a blue moon. Plus, crowd control is what Enchanters <em>do</em>.</p><p>Change in PvP: Fix resist rates for all mage classes, and make <strong><span style="text-decoration: underline;"><em>Enchanter</em></span></strong> (not anyone elses) crowd control much harder to resist.</p><p>-----------</p><p>From here on out, the numbers I use refer to the T8 versions of the appropriate spells. So if I'm talking about Mesmerize, I specifically mean Mesmerize VII when I say it lasts 22.5 seconds in PvP.</p><p>-----------</p><p>Coercer: Cannibalize Thoughts</p><p>Current: at Expert this spell debuffs INT by 163 and feeds the group 53 power every six seconds. At the moment this isn't a very useful spell in PvP. For players with 1100+ INT, losing 163 won't matter a whole lot, and 265 power (if the spell runs its full duration) isn't going to change the outcome of a lot of fights either.</p><p>Change in PvP: Let the spell drain (a significant amount of) power instead of adding it to the group. One of the biggest things I miss from the pre-LU 44 Coercer is all the power drains. Letting Coercers (or Enchanters in general) drain power again would be a very useful thing to have in groups, and works out well with the Enchanter's supposed role of crowd control and power manipulation.</p><p>-----------</p><p>Coercer: Mesmerize</p><p>Current: At Expert, this spell is 21% harder to resist and lasts 22.5 seconds in PvP. The Troubador mez spell, Lullaby, is the same, except that Troubadors get an AA which, when maxed, increases the duration by 5 seconds and reduces resistability by 20%. So Troubadors actually have a better single target mez spell than Coercers.</p><p>Change in PvP: Make the Coercer mez last longer than the Troub mez in PvP and make it land way more often (as mentioned above).</p><p>---------</p><p>Coercer: Charm</p><p>Current: As a Coercer, charming isn't really worth the trouble in PvP. The spell takes 4.6 seconds to cast with 8 points in the spell haste AA and is 35% harder to resist at Master on the initial cast, and 32% harder per tick, yet it still drops almost as soon as it lands, if it lands at all. On top of all that, Charm takes three concentration slots, which I usually don't have to spare because I've got Peaceful Link running on everyone.</p><p>Change in PvP: I'd really like my Charm to be more than fluff, since it is supposed to be our class defining spell. I don't really know how to do this without nerfing other charm spells in the game (AA charm, troubs, etc) or making ours ridiculously overpowered, but it'd be nice for it to have a use in PvP that works with the whole controlling theme but isn't game breaking.</p><p>*** Addendum: The main gripe from a lot of players about Charm is that it ends combat if you use it in a 1v1 fight. I completely agree with those players that say Charm should not end a PvP encounter if it is used in a 1v1 fight, because that allows the player that did the Charming to zone away or evac (whether this is the scout evac, a godspell or a tinkered evac doesn't matter). Charm should not end PvP encounters.</p><p>*** For a more in depth discussion on Charm, that doesn't really fit this thread, <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=462058" target="_blank">go here.</a></p><p>---------</p><p>Coercer: Possess Essence</p><p>Current: Doesn't work in PvP as it requires you to have an NPC targetted</p><p>Change in PvP: It would be nice to be able to use this on other players in PvP to create a sort of double of the other player, which would use whatever abilities that player has at the same quality as the Possess Essence spell. So if I have an Adept PE, any clones of other players I create would use Adept abilities and so on. It could maybe have reduced hitpoints around the same number as the Illusionist pet, although it should also cast a lot faster since we have to use it in combat. It would also be nice if that player clone followed me across zone lines, since, unlike mobs, players aren't bound to any particular zone.</p><p>----------</p><p>Enchanter: Blink</p><p>Current: Lately I've noticed that Blink doesn't move me around like it should anymore if I use it in PvP. This was a nice tool to have in a pinch because if you got jumped by a melee class you could get a bit of distance on them and force them to retarget and find you again.</p><p>**Update: I just used it maybe 10-20 times in PvP and most of the time it didn't move me, but once it did. Maybe it has something to do with the number of people that are around me at the time? If there are too many people around, maybe it can't find a 'free' spot to move me to?</p><p>Change in PvP: Make the Blink spell Blink me again</p><p>------------</p><p>General PvP gripe: Titles</p><p>I could really care less about them and what you do with them. I've gotten and lost Master more times than I can remember because I can't be bothered to stay logged on for months at a time to save my title. So keep them, remove them, change them so they all say 'noobpwnerer', I really don't care. But I would like the ability to choose not to display my title because, for one thing, it is in no way a reflection of anyone's actual skill as a player, and for another, "Destroyer Chronomancer Pocketlint Caramelldansen the Mind Bender" is a bit on the longish side to be floating over the head of a 3ft Ratonga, don't you think?</p>

YasikoSetsu
11-03-2009, 08:12 PM
<p><cite>MokiChan wrote:</cite></p><blockquote><p>---------</p><p>Coercer: Charm</p><p>Current: As a Coercer, charming isn't really worth the trouble in PvP. The spell takes 4.6 seconds to cast with 8 points in the spell haste AA and is 35% harder to resist at Master on the initial cast, and 32% harder per tick. To compare, the Troubador charm is 11% harder to resist on the initial cast and 9% harder per tick, takes no concentration, and it casts in ~2 seconds. The Troubador charm does have a duration of 16 seconds to the Coercer's 22 seconds, but the Coercer charm usually drops within 5 seconds of landing, if it lands at all, whereas the Troubador charm quite often sticks for almost the full duration.</p><p>Change in PvP: First and foremost it should land much more reliably in PvP and be far less likely to drop before the duration runs out. Reducing the cast time significantly would also be nice. It's hard to suggest improvements for our charm spell without suggesting that the Troubador charm be nerfed, because I really don't want to call for nerfs on anyone elses class. <span style="font-size: large; color: #ff0000;"><strong>But it does bother me that Troubadors are starting to usurp the crowd control role from Enchanters in PvP, especially since crowd control</strong></span> (and Charm in particular) are the Coercer's raison d'etre, so to speak. So, in general terms, I'd like to see the Coercer's charm spell improved somehow to make it more useful/desireable than the Troubador equivalent, without taking anything away from the Troubador class. Charm is our signature spell, after all.</p><p>*** Addendum: The main gripe from a lot of players about Charm is that it ends combat if you use it in a 1v1 fight. I completely agree with those players that say Charm should not end a PvP encounter if it is used in a 1v1 fight, because that allows the player that did the Charming to zone away or evac (whether this is the scout evac, a godspell or a tinkered evac doesn't matter). Charm should not end PvP encounters.</p><p>---------</p></blockquote><p>I agree with most of your post, but let's not get dramatic, here.</p><p><span style="color: #00ff00;">--Coercer-- </span>(Using the durations from my coercer, some of your may differ.)</p><p>1. Shock wave -4 second AoE stun.</p><p>2. Silence - 8 second stifle.</p><p>3. Pure Awe - 13.5 second ENCOUNTER mez.</p><p>4. Mesmerize - 22.5 second mez (ON A <span style="font-size: xx-large; color: #ff0000;">4.7</span> SECOND RECAST! The troub mez is on a <span style="font-size: xx-large; color: #ff0000;">14</span> second recast!)</p><p>5. Medusa Gaze -4.3 second stun</p><p>6. Ego Shock -9 second ENCOUNTER daze.</p><p>7. Amnesia - 5 second Stun/Detarget</p><p>8. Stupefy - 4.3 second ENCOUNTER stun.</p><p>----- Every coercer thats I've rolled with thats been serious about group pvp used the wisdom line, for the mez recast + the beast charm at the end. So I'll add that, too.</p><p>9. Hypnosis - 16 second charm (On a 2.10 second cast, and has a much faster recast as the troub charm at 23 seconds! An as good, if not superior skill. Mine actually reads 37% harder to resist / 34% per tick, on my coercer. Better than my troubs by far.)</p><p><span style="color: #00ff00;">--Troubador-- <span style="color: #ffffff;">(Again, durations from my troub.)</span></span></p><p>1. 8 second stifle (both bow shots HAVE to land for the stifle to take effect. Not so common on tanks/scouts.)</p><p>2. 29.8 second mez (on a 14 second recast. 3x as long as the coercer version. 41% harder to resist at master 1 with 5 aa.)</p><p>3. 20 second charm (Agan, 41 second recast. With 5 aa - 23% harder to land, 17% harder per tick. Thats the master 1. The coercer aa charm owns that, hard. Same cast time as the coercer aa charm.)</p><p>-------------------------------------------------------------------------------------------------------</p><p>I mean... were you even thinking when you posted that?</p><p>Posting issues with coercer spells is fine, but dont let your emotions destroy a well thought out post. Cause that was laughable.</p><p>I'll also throw in this - Coercers get better debuffs, and far superior DPS to troubs in a group PvP setting. Dont believe me? Go read through troubs debuffs. You even have an arguably superior version of Perfection of the maestro. What do you have against us, honestly? xD</p>

MokiCh
11-03-2009, 08:21 PM
<p>I'd be happy to discuss this with you, but I think we should do it in PMs or another thread. I don't want my stuff deleted out of here because we didn't obey the 'rules' of this thread.</p>

raydenwins
11-04-2009, 01:15 PM
<p>Aside from many t8 complaints covered in here, I'm really annoyed with lower tier ss zerg/gank fest. I used to believe that the lower levels promoted skillful pvp compared to completly unbalanced t8 pvp. Anymore, the only place to get a lower level pvp kill is ss/dlw. I find tracking, natures walk and evac to be completely useless anymore, since everyone farms each other in these two mentioned areas.</p><p>My recommendation is to simply carnage greys that participate in the killing of a red. I think this would promote lower levels to move to a more relevant zone for their level and deter leeching. I feel it will bring a better balance and may spawn groups forming again and the use of tracking, taunting and other group advantages.</p>

alabama
11-04-2009, 07:27 PM
<p>1) LAG LAG LAG...i cant pvp when all my arts are on a 15 secs delay. please fix the servers. make them playable.</p><p>2) All the hacking, screen dragging, run speed, and all the other bs exploits from third party programs. Get rid of the cheaters.</p><p>3)The scouts that used to have ezmode kill every single class power now have to think about who and when they engage that now are all over the boards crying nerf nerf nerf. No class should be able to mindlessly kill every other class. Welcome to somewhat balance finally. (thats only for the ones who cry nerf, not all scout do some suck it up and learn new strats like the rest of us.)</p>

Balrok
11-04-2009, 07:50 PM
<p>My comp handled RoK/EoF PvP like a champ.. even when it was 100+ vs 100+ on WW island in Barren Sky.  I know you have no control over the core PvE design team.... but these RoK/TSO zones are crazy big and a nightmare to PvP in.  Might I suggest toning down the new zone sizes to help my little old comp.  lol  Or maybe just figure out away to speed them up to avoid lag.  I'm just curious, but if you sqeezed 100 vs 100 in a TS instance.. would it lag as bad?  haha.. that would be great.  =P</p><p>Anyway.. eventually I'll update my comp.  The 90's are calling and they want my comp back!</p>

Balrok
11-04-2009, 07:54 PM
<p>PvP writs fail... what was so wrong with the token drops?  espically now when you've figured out how to have everyone in a group get an update/drop off a mob.  Just bring back token drops.  More then likely we'd still see a mass pvp fighting area assigned by the community.. but at least it wouldn't be TG.</p>

Faenril
11-05-2009, 05:15 AM
<p><cite>Exur@Nagafen wrote:</cite></p><blockquote><p>My comp handled RoK/EoF PvP like a champ.. even when it was 100+ vs 100+ on WW island in Barren Sky.  I know you have no control over the core PvE design team.... but these RoK/TSO zones are crazy big and a nightmare to PvP in.  Might I suggest toning down the new zone sizes to help my little old comp.  lol  Or maybe just figure out away to speed them up to avoid lag.  I'm just curious, but if you sqeezed 100 vs 100 in a TS instance.. would it lag as bad?  haha.. that would be great.  =P</p><p>Anyway.. eventually I'll update my comp.  The 90's are calling and they want my comp back!</p></blockquote><p>I second that.</p><p>Although I do not think anymore this is only related to ROK zones design. We had some X4 vs X6 the other day in LP and the lag was horrible. Avatars pvp in zones like Ant/TS ... is also laggy as hell.</p><p>My guess is they made changes in the engine itself in order to implement ROK features, and that didn't impact pvp performance in a positive way. It would be interesting to see the lag in a raid vs raid taking place in a KOS zone like TT for instance, compared to what it was back in KOS/EOF.</p>

Darkor
11-05-2009, 06:04 AM
<p><cite>Naemesis@Nagafen wrote:</cite></p><blockquote><p><cite>Exur@Nagafen wrote:</cite></p><blockquote><p>My comp handled RoK/EoF PvP like a champ.. even when it was 100+ vs 100+ on WW island in Barren Sky.  I know you have no control over the core PvE design team.... but these RoK/TSO zones are crazy big and a nightmare to PvP in.  Might I suggest toning down the new zone sizes to help my little old comp.  lol  Or maybe just figure out away to speed them up to avoid lag.  I'm just curious, but if you sqeezed 100 vs 100 in a TS instance.. would it lag as bad?  haha.. that would be great.  =P</p><p>Anyway.. eventually I'll update my comp.  The 90's are calling and they want my comp back!</p></blockquote><p>I second that.</p><p>Although I do not think anymore this is only related to ROK zones design. We had some X4 vs X6 the other day in LP and the lag was horrible. Avatars pvp in zones like Ant/TS ... is also laggy as hell.</p><p>My guess is they made changes in the engine itself in order to implement ROK features, and that didn't impact pvp performance in a positive way. It would be interesting to see the lag in a raid vs raid taking place in a KOS zone like TT for instance, compared to what it was back in KOS/EOF.</p></blockquote><p>It was impossible for anyone to do anything. That is NOT pvp</p>

Faenril
11-05-2009, 06:24 AM
<p><cite>Darkor@Venekor wrote:</cite></p><blockquote><p><cite>Naemesis@Nagafen wrote:</cite></p><blockquote><p><cite>Exur@Nagafen wrote:</cite></p><blockquote><p>My comp handled RoK/EoF PvP like a champ.. even when it was 100+ vs 100+ on WW island in Barren Sky.  I know you have no control over the core PvE design team.... but these RoK/TSO zones are crazy big and a nightmare to PvP in.  Might I suggest toning down the new zone sizes to help my little old comp.  lol  Or maybe just figure out away to speed them up to avoid lag.  I'm just curious, but if you sqeezed 100 vs 100 in a TS instance.. would it lag as bad?  haha.. that would be great.  =P</p><p>Anyway.. eventually I'll update my comp.  The 90's are calling and they want my comp back!</p></blockquote><p>I second that.</p><p>Although I do not think anymore this is only related to ROK zones design. We had some X4 vs X6 the other day in LP and the lag was horrible. Avatars pvp in zones like Ant/TS ... is also laggy as hell.</p><p>My guess is they made changes in the engine itself in order to implement ROK features, and that didn't impact pvp performance in a positive way. It would be interesting to see the lag in a raid vs raid taking place in a KOS zone like TT for instance, compared to what it was back in KOS/EOF.</p></blockquote><p>It was impossible for anyone to do anything. That is NOT pvp</p></blockquote><p>Yes I didn't even know what spells were up because the cooldown timers would not refresh so I had to guess lol.</p>

Cloakentuna
11-05-2009, 04:10 PM
<p><cite>Exur@Nagafen wrote:</cite></p><blockquote><p>My comp handled RoK/EoF PvP like a champ.. even when it was 100+ vs 100+ on WW island in Barren Sky.  I know you have no control over the core PvE design team.... but these RoK/TSO zones are crazy big and a nightmare to PvP in.  Might I suggest toning down the new zone sizes to help my little old comp.  lol  Or maybe just figure out away to speed them up to avoid lag.  I'm just curious, but if you sqeezed 100 vs 100 in a TS instance.. would it lag as bad?  haha.. that would be great.  =P</p><p>Anyway.. eventually I'll update my comp.  The 90's are calling and they want my comp back!</p></blockquote><p>Back then people weren't stacked up with huge ammounts of proc stuff.  The reason (mostly) that it is so laggy now is the number of procs that people can get.  So instead of having somebody simply cast a spell and having to factor damage, they now have to factor multiple procs for everybody and this is clogging the servers. </p>

Balrok
11-05-2009, 07:47 PM
<p><cite>Froggleg@Nagafen wrote:</cite></p><blockquote><p><cite>Exur@Nagafen wrote:</cite></p><blockquote><p>My comp handled RoK/EoF PvP like a champ.. even when it was 100+ vs 100+ on WW island in Barren Sky.  I know you have no control over the core PvE design team.... but these RoK/TSO zones are crazy big and a nightmare to PvP in.  Might I suggest toning down the new zone sizes to help my little old comp.  lol  Or maybe just figure out away to speed them up to avoid lag.  I'm just curious, but if you sqeezed 100 vs 100 in a TS instance.. would it lag as bad?  haha.. that would be great.  =P</p><p>Anyway.. eventually I'll update my comp.  The 90's are calling and they want my comp back!</p></blockquote><p>Back then people weren't stacked up with huge ammounts of proc stuff.  The reason (mostly) that it is so laggy now is the number of procs that people can get.  So instead of having somebody simply cast a spell and having to factor damage, they now have to factor multiple procs for everybody and this is clogging the servers. </p></blockquote><p>Very insightful and I concur.  Well done Froggleg.... well done.  <img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /></p>

Paikis
11-05-2009, 09:54 PM
<p>Solution: Item procs will no longer trigger during player versus player combat.</p><p>/win</p>

Cloakentuna
11-06-2009, 04:36 PM
<p><cite>Paikis wrote:</cite></p><blockquote><p>Solution: Item procs will no longer trigger during player versus player combat.</p><p>/win</p></blockquote><p>Or they could go with the not-so fail solution and get better servers...</p>

Ahlana
11-07-2009, 03:58 PM
<p>Olihin Please take a look at perma-immunity. It was initially placed so that those with longer buff times would be able to buff up. However, now that buffs persist through death there is absolutely no reason why this "feature" is still in game.</p><p>Just like there is no reason why you should be safe /afking for hours in the middle of no where at a spawn spot. Let's roll it back to 30seconds like it use to be and get this show back on the road! This would be for deaths, for evacs.. for any type of immunity at all. With persistants buffs there is no longer an excuse for it.</p>

BlueEternal
11-07-2009, 04:32 PM
<p><cite>Ahlana wrote:</cite></p><blockquote><p>Olihin Please take a look at perma-immunity. It was initially placed so that those with longer buff times would be able to buff up. However, now that buffs persist through death there is absolutely no reason why this "feature" is still in game.</p><p>Just like there is no reason why you should be safe /afking for hours in the middle of no where at a spawn spot. Let's roll it back to 30seconds like it use to be and get this show back on the road! This would be for deaths, for evacs.. for any type of immunity at all. With persistants buffs there is no longer an excuse for it.</p></blockquote><p>I agree</p>

YasikoSetsu
11-07-2009, 07:16 PM
<p><cite>Ahlana wrote:</cite></p><blockquote><p>Olihin Please take a look at perma-immunity. It was initially placed so that those with longer buff times would be able to buff up. However, now that buffs persist through death there is absolutely no reason why this "feature" is still in game.</p><p>Just like there is no reason why you should be safe /afking for hours in the middle of no where at a spawn spot. Let's roll it back to 30seconds like it use to be and get this show back on the road! This would be for deaths, for evacs.. for any type of immunity at all. With persistants buffs there is no longer an excuse for it.</p></blockquote><p>+1.</p><p>Immunity should only be long enough for rez sickness to go away. Maybe long enough to get back full power. It should definitely NOT be permanent, though. Call out if you wanna sit around and talk on the phone =P</p>

raydenwins
11-10-2009, 04:39 PM
Those who complain about taunts. The guards main purpose is taunt. There are plenty of other class benefits to focus on like charm and mezz...

YasikoSetsu
11-10-2009, 07:01 PM
<p><cite>raydenwins wrote:</cite></p><blockquote>Those who complain about taunts. The guards main purpose is taunt. There are plenty of other class benefits to focus on like charm and mezz...</blockquote><p>It's not the taunting its self that bothers me, it's the exploiting taunt mechanics. For example...</p><p>1. Guardian taunts me, I'm locked on him for 3 seconds or whatever the duration is. That's fine.</p><p>2. I hit guardian, his shifting band procs. I'm now locked on no target for the rest of that 3 seconds. (Taunts completely prevent you from changing targets.) That's not fine.</p><p>Change taunts so that even if de-targetted during the duration of the taunt, you can at LEAST switch back to the taunter. Being locked on no target is stupid.</p><p>Also, another example...</p><p>1. Guardian taunts me, I'm locked on him for 3 seconds.</p><p>2. Guadian dies immediately after. I'm now locked on no target again (his corpse,) for the full duration of the taunt. Not fine.</p><p>Change it so that if the taunter dies, the taunt becomes invalid.</p>

Mayz
11-10-2009, 07:12 PM
<p>What bugs me the most....</p><p>I"m fighting scout01, scout01 evacs and goes to get a drink while his evac comes back up.. please make immunity count down after an evac.. or hell just remove it altogether, if your standing RIGHT NEXT to the evac spot before you evac, thats your fault.  The evac positions are usually kinda outta the way so evacing without immunity is perfectably reasonable since you have plenty of time to run off somewhere.</p>

KrickZan
11-11-2009, 11:46 AM
<p><span style="font-size: large;">Now when its so pathetically easy to get uber PvP gear:</span></p><p><span style="font-size: large;">Make cities as it was before, only good and neutral classes in Queynos, only Evil and neutral in Freeport.</span></p><p>Thanks!</p>

raydenwins
11-12-2009, 11:24 AM
Guardians have little pvp benefit without taunting, as a guard, I have no evac, no heals, no mezz, no charm, no ht. For pvp spec, I'd be glad to trade taunt locking away for ht or ice comet.

Faenril
11-12-2009, 12:13 PM
Another way to fix the target lock + detarget combo is to make ppl immune to drop target abilities while they are locked on a target. This way if a tank taunts me and shifting band procs I keep the tank as my current target, instead of seeing my target cleared for the duration of the taunt.

Paikis
11-13-2009, 01:52 PM
<p>Shifting Band:- Forces target to clear their Target.- If scout - Locks target for 1 second- If fighter Peaceful Link:- Forces target to clear their target.- If scout- If mage- If priest- Locks target for 1 second- If fighterFeign Death- Forces target clear (like now)- Removes all of the brawler's taunt locking effects from any hostile players.On Death (the tank's)- Removes all of the fighter's (scouts too for those that have them) taunt-locking effects from all hostile players.</p><p>Problem solved.</p>

Dh
11-14-2009, 10:07 AM
<p>PVP SPELL RESISTS are the biggest problem in this game.  Stop ignoring it.</p><p>I am a 33 coercer with decent gear fighting 35 ranger and this was just rediculous. I thought the resist problem was just in t8 until I rolled another lil mage. Fixing resist rates should be a TOP PRIORITY!</p><p><img src="http://img39.imageshack.us/img39/7205/resistsoutcontrol.jpg" width="1280" height="1024" /></p>

Rufy
11-16-2009, 10:12 PM
<p>Being forced to be a hunter, slayer, or dessy cause I work for a living.</p>

Fluffyhairball
11-20-2009, 08:29 AM
<p>Charm! Shuold be fixed. Maby make the duration shorder in pvp =)</p><p>I did play coecer for loong time and imo its one of the most op abilitys. I just hate how charm ends fight =(</p><p>Love Fluffy</p>

max.power
11-20-2009, 11:55 AM
<p>What bugs me the most...</p><p>- The duration of mezz is too long (and should have a chance to break on hostile action, not only on damage).</p><p>- There is no fear immunity after being feared from the PvP item healers get.</p><p>- Sometimes when your whole group died, it takes up to a minute until you are able to revive. I remember two times where we gave up waiting (2+ minutes... it's a looong time when you are unable to do anything) and had to /quit and log back in.</p><p>- Lag in massive battles. Man those battles would be so entertaining without it...</p>

Ambrin
11-20-2009, 03:32 PM
<p>* Items that proc control effects not granting an appropriate immunity. Examples of this include the PvP items healers get that procs a fear, scout poisons, and various reactive stuns and mezzes.</p>

Orthureon
11-20-2009, 04:26 PM
<p>All of the following bug me the most, so I offer suggestions, not simply complaints.</p><ul><li>Nerf Shadowknights and Paladins, how I am not sure. That is up to the devs.</li><li>Re-evaluate set bonuses and blue stats on gear for the next expansion. Copying the raid set is kind of silly. Make T9 gear more viable for PVP in other words.</li><li>Autoattack damage lowered across the board in PVP.</li><li>T8 DPS is far to high for PVP. All damage should be further cut by 25-50% for PVP, aswell as healing.</li><li>The proc rate on the Runed Mobius Strip should be toned down slightly.</li><li>Charm should not remove the player from combat</li><li>All evacs should take longer to cast and be interruptable.</li><li>Pumice stone should be very hard to resist, if Manashield is to stay in its current form.</li><li>Manashield should be re-evaluated, currently a Sorceror with a lot of Power can live as long as a tank in PVP, but put out way more damage. I am not talking from a SK perspective either, I am speaking from all my toons I have ever had.</li></ul><p>What I would like to see:</p><li>Writ system changed to status based system. Status from PVP kills are moved to their own catagory of PVP Status. IE You kill "GuyX" SOLO in PVP, you get the max amount of status. Now you Kill "GuyX" with a whole group in PVP, you get 1/6th of the status. So basically if you continue to use uneven odds to your advantage it will take you much longer to acquire gear. This right here would solve a lot of the zerging and mass pvp fights. I guess this would have to be solely based on time engaged. As doing it via amount of damage dealt and/or amount healed is biased. This system would eliminate the need for writs aswell.</li><li>PVP Status is lost upon defeat in PVP. The amount is set, no matter how many people engage to kill you. Basically you lose a total of 25% the status you would gain from a 1v1 victory. YOU CANNOT LOSE equipment, just the status that would be required to buy it.</li><li>You cannot engage in PVP until res sickness is gone, you are only flagged if you died to a player. All opposing PVP targets would be flagged invalid until your sickness is gone, however you can be attacked.</li><li>Immunity at res spots is only 5 seconds longer than res sickness. No perma immunity.</li><li>Auto-logged out after x amount of time. Ideal time would be 1 hour.</li><li>Offline fame decay removed</li><li>Online fame decay added.</li>

Dh
11-21-2009, 10:59 AM
<p>Manashield in its current form is very balanced. There are way too many ways around it unlike autoattack when someone uses immune to control effects items. Just think of all of those times you cast pumice stone while on the move. It casts very fast. It gets resisted just as much as any mastered out sorcerer spells which are twice the cast time and the sorc must stand still to cast them.</p><p>Honestly, Pumice stone should be removed from the game since it only hurts classes that already have it tough. This is a melee game until resists are fixed.</p><p>I agree with you on most of ur other points.</p>

Dh
11-21-2009, 11:01 AM
<p>Ill just add "Cloak of Justice" and how rediculous it is that it procs about every other bow attack for 5 second stun in PVP. This item is extremely easy to get and wow the power.</p>

Orthureon
11-21-2009, 12:55 PM
<p><cite>Scrambledeggs@Nagafen wrote:</cite></p><blockquote><p>Ill just add "Cloak of Justice" and how rediculous it is that it procs about every other bow attack for 5 second stun in PVP. This item is extremely easy to get and wow the power.</p></blockquote><p>I have already petitioned this item, however the answer was "We cannot alter just one items effect" which sounded like a cop out.</p>

Orthureon
11-21-2009, 12:56 PM
<p><cite>Scrambledeggs@Nagafen wrote:</cite></p><blockquote><p>Manashield in its current form is very balanced. There are way too many ways around it unlike autoattack when someone uses immune to control effects items. Just think of all of those times you cast pumice stone while on the move. It casts very fast. It gets resisted just as much as any mastered out sorcerer spells which are twice the cast time and the sorc must stand still to cast them.</p><p>Honestly, Pumice stone should be removed from the game since it only hurts classes that already have it tough. This is a melee game until resists are fixed.</p><p>I agree with you on most of ur other points.</p></blockquote><p>If damage was lowered by that much like I suggested, MS would have to get adjusted anyways. Otherwise a well geared Sorceror (aka pvp zerg geared) could take out a whole group with ease.</p>

max.power
11-23-2009, 03:32 PM
<p><cite>Brain@Venekor wrote:</cite></p><blockquote><p>What bugs me the most...</p><p>- The duration of mezz is too long (and should have a chance to break on hostile action, not only on damage).</p><p>- There is no fear immunity after being feared from the PvP item healers get.</p><p>- Sometimes when your whole group died, it takes up to a minute until you are able to revive. I remember two times where we gave up waiting (2+ minutes... it's a looong time when you are unable to do anything) and had to /quit and log back in.</p><p>- Lag in massive battles. Man those battles would be so entertaining without it...</p></blockquote><p>Two more things:</p><p>- Due to shrink effects and/or small character models/illusions (e.g. totem of the cat), you have to be closer to those people for the "select next hostile player"-hotkey than normal to work. The hotkey should work, regardless of the size of the player and it would be nice if the distance gets an increase.</p><p>- Same goes with character names: The smaller the players are, the closer you have to be to see their names. Please increase the range where you can see the names and/or implement a slider with which we can choose how far away we would like player names to be visible (with a reasonable limit, of course).</p>

baldwinboy3
11-23-2009, 05:30 PM
<p>A few issues with being attacked and someone dies or runs/flys off, even zones. I dont get my runspeed back to normal and have to recast the buff or mount. when i recast the buff or mount i get put in combat which sucks.</p><p>Certain players that have soemthing to cause me to crash to desktop or just get really slow connection. I have two accounts and my other account will be just in guild hall and i will see if he is slow or crashed and is fine. So player A attacks me and i am wining and he does something too that account and i crash or get slow yet my other account is fine. This should also be fixed. It seems that a lot of these players are in a certain guild but not all of them. I dont want to say persons name or guild but could if you need it.</p>

baldwinboy3
11-23-2009, 05:36 PM
<p>I have two accounts and play one of each class and casters/healers get resisted way to much in pvp sometimes. I have had issues with a player that cons to me in the proper pvp range and land one out of 8 spells due to resist or somthing being off. I usually have all masters and a few expert spells and MC/pvp or even a favled peice or two wiht max aa. So i am not sure what is causeing this issue. I have even been ressited against greys!</p><p>Seems that the new pvp ward in the teens is a little much! at 14 and under you cant win against someone who has pvp gear unless a they are a caster. lvl 10-14 most classes cant do more than 200 dmg so never break the ward before it refreshes. but then at 15 you become a lot more uber! I think melee classes with the ward from having 3 peices and at 40 some gear have proc wards become crazy hard to kill. Now these melee classes also resiste a ton as well and casters/healers left in the cold. I play a 14 monk that is a destoryer already and he is uber and hard to kill. I am not asking for class balance just maybe the resiste ward thing might be a little off in those cases.</p>

baldwinboy3
11-23-2009, 05:43 PM
<p>I know there has been a lot of work done to eq2 pvp and know that i have little fun in the few zones there is pvp and cant find pvp anywhere else. I dont know the answer but i know there is lots of problems that others stated.</p><p>Could there ever be fame decay and fame loss upon death both?</p><p>example: you now lose 1 fame loss for being off line. move it to 1/2 a fame hit (or a 1/4) and then every death instead of losing 1 loss like in the past you lose a 1/2 or a 1/4 loss. May help with zerge and may help with players pvping in one zone like ss, kp, dlw.</p><p>Possiblity of putting writ givers in different areas other than the hot spots for pvp or adding number of kills. Or making pvp writ givers roam in that zone.</p><p>Possiblity of if your lvl 10-19 you can only get a writ from a writ giver in a zone that is lvl 10-19 mobs in it or something like that. Also you can only get pvp writ updaets from that zone which would make other zones populated and leeching less. so a lvl 20 would have no reason to be in ss pvping cause he could not update his writ or get fame but coudl still kill someone.</p><p>just ideas and trying to help the game so eq2 pvp does not die off......</p>

baldwinboy3
11-23-2009, 05:50 PM
<p>TD, DLW, CL and ANT and similar zones should keep their pvp_range in tact but if you fall in lvl 10-20 range you get your writ in those zones only and can only have them updated in those zones. This would enforce pvp in other zones and make other zones less laggy. If in other zones and your lvl 10-19 you can kill players just get no reward for them. Do this for each zone and maybe this is the fix all solution. I realize it would have to be tweaked a ton to work but maybe can be start. Please comment on this.</p>

Olihin
11-23-2009, 06:35 PM
<p>Here is the thread for upcoming changes to PVP writs:</p><p><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=462612" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...topic_id=462612</a></p><p>It will help resolve some of the issues with forced PVP in a zone due to the writ giver being there.  The main thing this will do is grant you the choice to PVP in any zone without having to run back to one of these hubs to turn in your writ, thus making it a lot more convenient when hunting in any zone.</p><p>In regards to the ward, the item requires 16 (10-19), 8 (20-29) 4 (30-39) pvp writs to be completed before you can have access to it.  The value of the item diminishes as you level up, since you tend to do more damage.  Those that wish to remain focused on the lower level will gain a nice bonus but so will anyone else that completes the writs, it is always available on the broker for 4 tokens each item...</p>

Armironhead
11-24-2009, 01:34 PM
<p><cite>Olihin wrote:</cite></p><blockquote><p>Here is the thread for upcoming changes to PVP writs:</p><p><a rel="nofollow" href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=462612" target="_blank">http://forums.station.sony.com/eq2/...topic_id=462612</a></p><p>It will help resolve some of the issues with forced PVP in a zone due to the writ giver being there.  The main thing this will do is grant you the choice to PVP in any zone without having to run back to one of these hubs to turn in your writ, thus making it a lot more convenient when hunting in any zone.</p><p>In regards to the ward, the item requires 16 (10-19), 8 (20-29) 4 (30-39) pvp writs to be completed before you can have access to it.  The value of the item diminishes as you level up, since you tend to do more damage.  Those that wish to remain focused on the lower level will gain a nice bonus but so will anyone else that completes the writs, it is always available on the broker for 4 tokens each item...</p></blockquote><p>Sorry, but its only a half measure.  PVP at t8 is not spread out because there is realtively few folk out in the zones doing quests and whatnot.  The elimination of overland herioc content really shot open world pvp in the foot.  If you really want to spread pvp out then you're going to have to add pve objectives that are worth farming, such as the old triple up names, or you're going to have to include pvp centric objectives, such as areas that can be controled for status and buffs.  Otherwise, all thats going to happen is people are going to move the zerg to a different type of choke point, such as a bird or zone in point or whathave you.</p>

Costa
11-24-2009, 02:05 PM
<p>Personally i think what most of this is trying to do is resolve the lag issue we still get when you get more than 4 groups going at it in TG. There was me thinking the server upgrades and mergers were supose to fix the lag but in reality it's still the same. Have to tend to agree with the other posts too in that the zerg will just go back to the docks again or other bottleneck area's. Open world pvp is only really active end game after a new expansion due to everyone trying to lvl up as fast as possible, after that its congrigating in one or two places.</p><p>I'll be curiouse to see what happens when this change comes into effect and wouldn't mind having the tokens made heirloom along with it. At least then any new alts i get to 80 can at least get some easy tokens like my current 2 toons have had access to.</p>

Metal_Starz
11-30-2009, 02:52 AM
<p>-Relax on the instances! KoS was by far the best for an open world PvP style minus the clouds. Open dungeons will keep targets for pvp. I think a huge reason everyone clumps together for a pvp zerg is that it is hard to find other groups while pvping because they are most possibly in an instance, and when they are done, calling home. I miss going after nameds and having to fight other groups to get at them. The big PvP would happen when you were trying to control a zone and it won't be at the same boring place over and over.</p><p>-Some kind of penalty for dying. My heart doesn't pound as much anymore when there is nothing to lose..lol.</p><p>-PvP gear still needs to be hard to get. 400 tokens per piece is reasonable for this writ style or increase the faction needed to purchase new items.</p><p> -PvP classes all being perfectly balanced would be boring. I would like the option of playing a class harder to PvP with. I rerolled as an SK awhile ago because people said Crusaders sucked and SKs were not a desired class to even have in raids...then KAPOW, SKs are now super DPS warlocks in plate armor. I was doing fine with PvP even before the change. Most of the whiners on the forums calling for classes to be nerfed don't know how to fine tune their class for pvp. Every class is OP in my opinion. I can't think of a class when spec'd and played right that can't hold its own in Pvp. Some classes however are made for groups and not strictly solo.</p><p>Just my take. I like the game anyway even if nothing changes.</p>

Kkolbe
11-30-2009, 04:24 PM
<p>What bugs me the most is that the aa slider only goes up to 50%, when pve people can have a 100% aa slider. Can we have a 100% aa slider and you can still force us to get combat xp for pvp kills. I mean you guys coded xp for pvp kills only when combat xp is disabled, so i don't see how much harder it would be to fix the aa slider. Avoir..</p>

Sprin
12-03-2009, 07:32 PM
<p>There is No knockback immunity</p><p>There is immunity to every other Control effect in the game, except for Knockdowns.. you can get chain knocked down for as long as there are people to knock you down...  In fact this is the new "thing to do" is just time your knockdowns so that there is no chance for anyone to do anything....</p><p>If there is immunities to other things, there needs to be immunities to knockdown as well...</p><p>5 seconds? something</p>

mrsma
12-04-2009, 02:36 PM
<p>Is that as a keen PVP'er I have a mounting stack of Red and Blue PVP tokens and nothing to spend them on.</p><p><span style="text-decoration: underline;">Suggestions</span></p><p>1.  Have PVP rewards  ( Armour / Charms / jewelery ) that are worth 1000 and 1500 tokens.</p><p>Make PVP have long term goals. Make people save  tokens for better items. With the writ giver changes coming into play it will make zerging less easy and therefore will take longer to get PVP tokens.</p><p>2.  Make the PVP writs larger - return when you have 50 kills for example ( with a cool down of a couple of hours). This will mean people will either carry on PVP'ing for fun / fame or go and do an instance = longer time taken to get the better PVP items.</p><p>3. As well as better items that cost 1000 or 1500 tokens have specific PVP appearance armour that cost the same. Obviously they would need to look REALLY GOOD for them to cost that many tokens. maybe a graphic effect like on the Cloak of flames.</p><p>There has been a lot more interest from SoE on the PVP side ( <span ><a href="http://forums.station.sony.com/eq2/user/profile.m?user_id=307626"><strong><span style="font-size: x-small; color: #ff0000;"><span style="text-decoration: underline;">Olihin</span></span></strong></a></span>&nbsp<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> and long may you continue to listen and take suggestions from the PVP community. And of course as you do tell us yes / no / maybe  <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /> </p><p>Mr.Small</p>

Olihin
12-04-2009, 02:49 PM
<p><cite>mrsmall wrote:</cite></p><blockquote><p>Is that as a keen PVP'er I have a mounting stack of Red and Blue PVP tokens and nothing to spend them on.</p><p><span style="text-decoration: underline;">Suggestions</span></p><p><span style="color: #ff0000;">1.  Have PVP rewards  ( Armour / Charms / jewelery ) that are worth 1000 and 1500 tokens.</span></p><p>Make PVP have long term goals. Make people save  tokens for better items. With the writ giver changes coming into play it will make zerging less easy and therefore will take longer to get PVP tokens.</p><p>2.  Make the PVP writs larger - return when you have 50 kills for example ( with a cool down of a couple of hours). This will mean people will either carry on PVP'ing for fun / fame or go and do an instance = longer time taken to get the better PVP items.</p><p>3. As well as better items that cost 1000 or 1500 tokens have specific PVP appearance armour that cost the same. Obviously they would need to look REALLY GOOD for them to cost that many tokens. maybe a graphic effect like on the Cloak of flames.</p><p>There has been a lot more interest from SoE on the PVP side ( <span><a href="http://forums.station.sony.com/eq2/user/profile.m?user_id=307626"><strong><span style="font-size: x-small; color: #ff0000;"><span style="text-decoration: underline;">Olihin</span></span></strong></a></span> <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /> and long may you continue to listen and take suggestions from the PVP community. And of course as you do tell us yes / no / maybe  <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /> </p><p>Mr.Small</p></blockquote><p>Done.</p><p>Working on the rest as we speak but not in till another GU or 2...</p><p>Happy Hunting!</p><p><span style="font-size: medium; color: #3366ff;">Olihin</span></p>

Paikis
12-05-2009, 01:04 AM
<p><cite>Olihin wrote:</cite></p><blockquote><p><cite>mrsmall wrote:</cite></p><blockquote><p>Is that as a keen PVP'er I have a mounting stack of Red and Blue PVP tokens and nothing to spend them on.</p><p><span style="text-decoration: underline;">Suggestions</span></p><p>1.  Have PVP rewards  ( Armour / Charms / jewelery ) that are worth <span style="color: #ff0000;">1000 and 1500 tokens</span>.</p><p>Make PVP have long term goals. Make people save  tokens for better items. With the writ giver changes coming into play it will make zerging less easy and therefore will take longer to get PVP tokens.</p><p>2.  Make the PVP writs larger - return when you have 50 kills for example ( with a cool down of a couple of hours). This will mean people will either carry on PVP'ing for fun / fame or go and do an instance = longer time taken to get the better PVP items.</p><p>3. As well as better items that cost 1000 or 1500 tokens have specific PVP appearance armour that cost the same. Obviously they would need to look REALLY GOOD for them to cost that many tokens. maybe a graphic effect like on the Cloak of flames.</p><p>There has been a lot more interest from SoE on the PVP side ( <a href="http://forums.station.sony.com/eq2/user/profile.m?user_id=307626">Olihin</a> <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /> and long may you continue to listen and take suggestions from the PVP community. And of course as you do tell us yes / no / maybe  <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /> </p><p>Mr.Small</p></blockquote><p>Done.</p><p>Working on the rest as we speak but not in till another GU or 2...</p><p>Happy Hunting!</p><p><span style="color: #3366ff; font-size: medium;">Olihin</span></p></blockquote><p>Really? 1000-1500 tokens? Awesome, hopefully the gear is worth the grind.</p>

Armironhead
12-05-2009, 01:13 AM
<p><cite>Olihin wrote:</cite></p><blockquote><p><cite>mrsmall wrote:</cite></p><blockquote><p>Is that as a keen PVP'er I have a mounting stack of Red and Blue PVP tokens and nothing to spend them on.</p><p><span style="text-decoration: underline;">Suggestions</span></p><p><span style="color: #ff0000;">1.  Have PVP rewards  ( Armour / Charms / jewelery ) that are worth 1000 and 1500 tokens.</span></p><p>Make PVP have long term goals. Make people save  tokens for better items. With the writ giver changes coming into play it will make zerging less easy and therefore will take longer to get PVP tokens.</p><p>2.  Make the PVP writs larger - return when you have 50 kills for example ( with a cool down of a couple of hours). This will mean people will either carry on PVP'ing for fun / fame or go and do an instance = longer time taken to get the better PVP items.</p><p>3. As well as better items that cost 1000 or 1500 tokens have specific PVP appearance armour that cost the same. Obviously they would need to look REALLY GOOD for them to cost that many tokens. maybe a graphic effect like on the Cloak of flames.</p><p>There has been a lot more interest from SoE on the PVP side ( <span><a href="http://forums.station.sony.com/eq2/user/profile.m?user_id=307626"><strong><span style="color: #ff0000; font-size: x-small;"><span style="text-decoration: underline;">Olihin</span></span></strong></a></span> <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /> and long may you continue to listen and take suggestions from the PVP community. And of course as you do tell us yes / no / maybe  <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /> </p><p>Mr.Small</p></blockquote><p>Done.</p><p>Working on the rest as we speak but not in till another GU or 2...</p><p>Happy Hunting!</p><p><span style="color: #3366ff; font-size: medium;">Olihin</span></p></blockquote><p>Um you do realize that you still have 2 pvp servers? one light and one heavy population.  One of the things that was done in the past that really hurt vox and ven was the setting of pvp rewards that were impossible to obtain with the pvp pouplation being what it was/is.  Unless you are going to finally merge vox with naggy, it would certainly be appreciated that when you make these types changes that you either make them scale according to population or do something else  to accomodate vox so that we dontget the short end ofsoe's stick in the eye one again.</p>

Paikis
12-05-2009, 10:55 AM
<p>Can we get a sneak peak? The PvP merchant is not up on test, so we can't go and take a look there.</p>

jam3
12-07-2009, 02:40 AM
<p>Can we please make the abilitys that teleport your pets to their master instant cast or castable on the run, the pet is almost never with me when i need it the most..MAJOR disadvantage trying to cast that ability followed by my other spells to engage someone...</p>

mrsma
12-07-2009, 11:38 AM
<p><cite>Paikis wrote:</cite></p><blockquote><p>Can we get a sneak peak? The PvP merchant is not up on test, so we can't go and take a look there.</p></blockquote><p>Please <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p>

Magnis
12-07-2009, 12:00 PM
<p>Hmmm how about you post just the icon of some of the pvp gear.  <img src="/eq2/images/smilies/47941865eb7bbc2a777305b46cc059a2.gif" border="0" />  that would be a great sneak peack.  please <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p>

Olihin
12-07-2009, 04:56 PM
<p><cite>Aeeron@Nagafen wrote:</cite></p><blockquote><p>Can we please make the abilitys that teleport your pets to their master instant cast or castable on the run, the pet is almost never with me when i need it the most..MAJOR disadvantage trying to cast that ability followed by my other spells to engage someone...</p></blockquote><p>Coercers, Illusionist, Necromancer and Conjurors are the ones affected with a Call Servant change...it has a 1 second cast time.  Is this really something that would benefit with casting on the run?</p><p><span style="font-size: medium; color: #3366ff;">Olihin</span></p>

Xalmat
12-07-2009, 05:42 PM
<p><cite>Olihin wrote:</cite></p><blockquote><p>Coercers, Illusionist, Necromancer and Conjurors are the ones affected with a Call Servant change...it has a 1 second cast time.  Is this really something that would benefit with casting on the run?</p></blockquote><p>Yes. And not just in PvP, but in PvE. The recast needs to be significantly shorter too, again not just for PvP but for PvE.</p>

Omgidomms
12-07-2009, 05:54 PM
<p><cite>Olihin wrote:</cite></p><blockquote><p><cite>Aeeron@Nagafen wrote:</cite></p><blockquote><p>Can we please make the abilitys that teleport your pets to their master instant cast or castable on the run, the pet is almost never with me when i need it the most..MAJOR disadvantage trying to cast that ability followed by my other spells to engage someone...</p></blockquote><p>Coercers, Illusionist, Necromancer and Conjurors are the ones affected with a Call Servant change...it has a 1 second cast time.  Is this really something that would benefit with casting on the run?</p><p><span style="font-size: medium; color: #3366ff;">Olihin</span></p></blockquote><p>Pets should never behave like this in the first place. Back in dof they used to keep up with the caster, then suddenly they started to stop and slow down, and months later came the "call servant" ability.</p><p>The pets should always follow their master, and they should have a "teleport to target" ability instead of a "call servant" ability.</p>

Paikis
12-07-2009, 05:55 PM
<p><cite>Olihin wrote:</cite></p><blockquote><p><cite>Aeeron@Nagafen wrote:</cite></p><blockquote><p>Can we please make the abilitys that teleport your pets to their master instant cast or castable on the run, the pet is almost never with me when i need it the most..MAJOR disadvantage trying to cast that ability followed by my other spells to engage someone...</p></blockquote><p>Coercers, Illusionist, Necromancer and Conjurors are the ones affected with a Call Servant change...it has a 1 second cast time.  Is this really something that would benefit with casting on the run?</p><p><span style="color: #3366ff; font-size: medium;">Olihin</span></p></blockquote><p>Atleast for PvP, it needs to be insta-cast. If you're running from anywhere, your pet will be miles behind you and completely out of the fight for a long time. Imagine if rangers/assasins lost 30% of their damage if they'd been running for more than 15 seconds? LOL!</p>

Rijacki
12-07-2009, 07:07 PM
<p><cite>Ratzer@Nagafen wrote:</cite></p><blockquote><p><cite>Olihin wrote:</cite></p><blockquote><p><cite>Aeeron@Nagafen wrote:</cite></p><blockquote><p>Can we please make the abilitys that teleport your pets to their master instant cast or castable on the run, the pet is almost never with me when i need it the most..MAJOR disadvantage trying to cast that ability followed by my other spells to engage someone...</p></blockquote><p>Coercers, Illusionist, Necromancer and Conjurors are the ones affected with a Call Servant change...it has a 1 second cast time.  Is this really something that would benefit with casting on the run?</p><p><span style="font-size: medium; color: #3366ff;">Olihin</span></p></blockquote><p>Pets should never behave like this in the first place. Back in dof they used to keep up with the caster, then suddenly they started to stop and slow down, and months later came the "call servant" ability.</p><p>The pets should always follow their master, and they should have a "teleport to target" ability instead of a "call servant" ability.</p></blockquote><p>For both PvE and PvP:</p><p>Since mobs have a "warp to target" if even their toe is obscured by a pebble, pets should have a similar "warp to master" if the pet gets to a point it can't 'see' master or are outside of a specific range and the pet isn't engaged in combat. AND "call servant" should be usable on the run but shouldn't break whatever agro the pet has at that moment (to prevent someone from sending a pet in to combat and then calling it as a cheap 'escape' technique). </p>

jam3
12-07-2009, 10:42 PM
<p><cite>Olihin wrote:</cite></p><blockquote><p><cite>Aeeron@Nagafen wrote:</cite></p><blockquote><p>Can we please make the abilitys that teleport your pets to their master instant cast or castable on the run, the pet is almost never with me when i need it the most..MAJOR disadvantage trying to cast that ability followed by my other spells to engage someone...</p></blockquote><p>Coercers, Illusionist, Necromancer and Conjurors are the ones affected with a Call Servant change...it has a 1 second cast time.  Is this really something that would benefit with casting on the run?</p><p><span style="font-size: medium; color: #3366ff;">Olihin</span></p></blockquote><p>yes it really does olihn, as a conjuror if i want to kill good players i have to cast many pre buffs before a fight even starts, if im runnign away and i have to waste that one extra second it does create some problems.</p><p>I understand the pets can't keep up for whatever reason, and im fine with it if i can instantly get my pet to me</p><p>not to mention many times i think my pet is close nough and its not, it would seriously make things better for me in pvp <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p>

Badmotorfinger
12-08-2009, 11:26 AM
<p>With Conjurors, you have such limited survival as it is.... EVERY second counts more than anything.  I really hope somthing more gets added to at least make them competative.</p>

MindFury
12-08-2009, 12:00 PM
<p>As a necromancer on a heavily populated pvp server. YES it greatly matters. I run at 80% run speed. my pet is miles behind me. Does me no good, having my pet not keeping up with me ever. Does me no good having to stop to cast something to make my pet appear suddenly at my side then set it on whoever's/whatever's on me. Does me no good at all if I'm stifled, stunned, mezz'd, interrupted. How fair is it to us as pet classes, to not have the other half of our dps at the ready, simply because we've been runnin across an instance, a zone, whatever? If yall can't fix our pets to actually keep up with us at all times, so our dps is there when we need it. at least figure out a way to get that pet there if we're suddenly engaged by something/someone. Half the time pvp can have you dead long before your slow azz pet even shows up to help in the fight.</p><p>*side note* why should we have to take the time to cast a "call servant spell" in whatever battle we may be now engaged in?...explain the fairness in that. player x y z able to launch in to me from the get go, I'm stuck back here having to stop, doing nothing to this player, while I desperately attempt to get off a call servant spell, to get my other half of my dps to me. makes sense yes? NOT</p>

crazyeyes321
12-08-2009, 01:43 PM
<p>Oh please all the necro-y gods that care about the spreading of death and decay do something about the pet lagging behind.  Would much rather the pet ALWAYS run at 100% runspeed, since the pet would keep up with the player at all times, but insta call pet would help a lot.  There are so many other things you could do to throw us the littlest of bones that would help pvp so much as a necro. </p><p>Things such as a mana shield where for X duration you have to damage the pet before you can damage the necro(whats the point of a tank pet and tainted heals if nobody attacks your pet to begin with and it wont keep players off you).  Swarm pets becoming nonkillable would be huge, but I believe that is coming with the expansion.  Maybe my pvp strat is wrong, but the way it is now, you fear, throw up lifeburn, then every dot you can while running around like a chicken.  Problem with this is, while lifeburn takes a large chunk of our health as well, it also has a long reuse timer for being about the only spell that gives us a chance in pvp.  Fear breaks easy, real, realy easy compared to snares, roots, etc other classes use.  Our dots, even with AA into the few that it works with, are slow casting, and pretty much low damage, and our life taps are terrible compared to the hybrid warrior/necro. </p><p>Make a summoner a bit and play around in T8, or really any of the tiers really, and you'll quickly get a glimpse of several glaring flaws in the current pvp situation for summoners.</p>

jam3
12-08-2009, 02:20 PM
<p>yeah please pvp gm, there are plenty of things i know you can fix but this one seems small to be that would greaty help</p>

Kram337
12-10-2009, 07:14 PM
<p>0. Pvp gear needs to compliment the class it's intended for. Stop giving my bruiser intelligence for example.</p><p>0a. Bigger weapon varity in pvp gear. I'd be nice to be able to get more than just 1 pvp weapon. Or make them non-lore.</p><p>1. pvp is way way too fast. All too often we can kill eachother in a matter of seconds. This leaves no room for tactics or fun.</p><p>2. Any pvp that keeps 1 player locked down for the entirety of the fight is really bad pvp.  Nothings worse than having to stand still and take your beating with absolutely no way out. Potions dont cut it. Fix number 1 and you'll likely fix this accidentally.</p><p>3. The whole zerg fest things must come to an end. This is ruining pvp. Being able to stand in once place and farm a full set of pvp gear in a matter of days was never intended. Make revive points on opposite ends of zones and keep these wanted posters uncastable in combat. It might be enough.</p><p>4. Reward risk. A group of 6 players killing a solo quester should NOT receive the same amount of reward that a 6v6 or a 1v1 or even a 2v1 encounter receives. If 2 people attack 1 person the split the reward so that both killers receive 1/3rd the reward of killing 1 on 1.</p><p>5. Reward risk part 2. Killing a player who's at 60% health and engaged with a mob shouldn't yield the same full reward as killing a player who's not engaged with a mob.</p><p>6. When my hunter titled char goes pvp'ing I recieve almost no fame at all because unless I find someone under level 80 its almost impossible to find someone with a low enough title to gain fame. Unlock fame so that you can gain some fame for killing anyone with at title above yours.</p><p>7. It's way too easy to just run away from combat. This has added to the zerg fest because its one place where you know people wont just run away. It's so easy to get away from someone running 0% when you're going 100%. Even with roots and snares players can easily walk away from combat (unless you're playing the right class).</p><p>8. Snare needs an immunity timer. I hate being perma snared in pvp when my cures pots are down.</p><p>9. Combat arts and spells should require line of sight. How can I do an Eye Gouge to a player behind me who has his back to me? This takes even more tactics out of the game play.</p><p>10. Fear immunity just like snare immunity.</p><p>11. Fix avoidance in pvp.</p><p>12. Allow us to cancel immunity or block immunity</p><p>13. Allow 100% into AA, keeping the cap on the amount you can spend</p><p>14. Allow level locking at level 25+ the low end game of pvp is actually pretty enjoyable</p><p>15. Add pvp specific aa's to give us something to work towards other than gear!!!</p>

Kram337
12-10-2009, 07:30 PM
<p>I had one other thing to mention. Making pvp gear not work in pve makes me not want to play any more. Some of us can't raid. There are no raid guilds that start at a time I can play (8pm PST (PM me if you know of one)). The only way I can get decent gear is through pvp.</p><p>Please allow hardcore raiders to be rewarded for their work. Please allow me to also be rewarded for my work in the only way I can. Prevent the zerg fest and you'll once again make earning pvp gear a reasonable reward for the work.</p>

Nimbrithil
12-11-2009, 01:10 AM
<p>New bugs me the most.</p><p><span style="font-size: medium;">TRACK</span></p><p>Its not trach  right now its radar.  Why do I say this? You can still track on a bird/carpet/sokar etc....</p><p>Getting on a game controlled mount should automatically close the track window and trach should grey out until the "bird" lands</p>

ntommyb
12-11-2009, 01:22 AM
<p><cite>Nimbrithil wrote:</cite></p><blockquote><p>New bugs me the most.</p><p><span style="font-size: medium;">TRACK</span></p><p>Its not trach  right now its radar.  Why do I say this? You can still track on a bird/carpet/sokar etc....</p><p>Getting on a game controlled mount should automatically close the track window and trach should grey out until the "bird" lands</p></blockquote><p>been that way since launch</p>

Dh
12-11-2009, 10:30 AM
<p><cite>Nimbrithil wrote:</cite></p><blockquote><p>New bugs me the most.</p><p><span style="font-size: medium;">TRACK</span></p><p>Its not trach  right now its radar.  Why do I say this? You can still track on a bird/carpet/sokar etc....</p><p>Getting on a game controlled mount should automatically close the track window and trach should grey out until the "bird" lands</p></blockquote><p><span style="font-size: medium;">WRONG!</span></p><p>They should leave track the way it is and give it to everyone. This is the only way to get rid of the zerg and spread pvp out without major time spent by the developers.</p>

Badmotorfinger
12-11-2009, 03:06 PM
<p>right now you can't really solo PVP, unless you have track...  It's a HUGE disadvantage to every other class and has been my #1 pet peave since I've started playing this game...</p><p>let other classes that aren't scouts, solo pvp in 2010 please.</p>

Ahlana
12-11-2009, 03:53 PM
<p><cite>Scrambledeggs@Nagafen wrote:</cite></p><blockquote><p><cite>Nimbrithil wrote:</cite></p><blockquote><p>New bugs me the most.</p><p><span style="font-size: medium;">TRACK</span></p><p>Its not trach  right now its radar.  Why do I say this? You can still track on a bird/carpet/sokar etc....</p><p>Getting on a game controlled mount should automatically close the track window and trach should grey out until the "bird" lands</p></blockquote><p><span style="font-size: medium;">WRONG!</span></p><p>They should leave track the way it is and give it to everyone. This is the only way to get rid of the zerg and spread pvp out without major time spent by the developers.</p></blockquote><p>Get rid of see invis and see stealth totems (and items) And I will be more than happy to sign the "Track for All" petition. To take away one class defining skill while leaving in the items that truly negate it anyways, seems rather wonky.</p><p>Track is easily countered with See Invis/Stealth and a person with half the mind to stay aware of his surroundings. Heck it has happened to me plenty of times, I get into what I am doing and don't pay attention to track and boom.. steam rolled.</p><p>So please do away with anything that is not a Spell or Ability that gives See Stealth/Invis and we can dole Track out like it is 1999</p>

Badmotorfinger
12-11-2009, 04:31 PM
<p><cite>Ahlana wrote:</cite></p><blockquote><p><cite>Scrambledeggs@Nagafen wrote:</cite></p><blockquote><p><cite>Nimbrithil wrote:</cite></p><blockquote><p>New bugs me the most.</p><p><span style="font-size: medium;">TRACK</span></p><p>Its not trach  right now its radar.  Why do I say this? You can still track on a bird/carpet/sokar etc....</p><p>Getting on a game controlled mount should automatically close the track window and trach should grey out until the "bird" lands</p></blockquote><p><span style="font-size: medium;">WRONG!</span></p><p>They should leave track the way it is and give it to everyone. This is the only way to get rid of the zerg and spread pvp out without major time spent by the developers.</p></blockquote><p>Get rid of see invis and see stealth totems (and items) And I will be more than happy to sign the "Track for All" petition. To take away one class defining skill while leaving in the items that truly negate it anyways, seems rather wonky.</p><p>Track is easily countered with See Invis/Stealth and a person with half the mind to stay aware of his surroundings. Heck it has happened to me plenty of times, I get into what I am doing and don't pay attention to track and boom.. steam rolled.</p><p>So please do away with anything that is not a Spell or Ability that gives See Stealth/Invis and we can dole Track out like it is 1999</p></blockquote><p>hmmmm... you're pretty confused, I see.... </p><p>See invis and see stealth don't give you the option to "track".  If I have both see invis and see stealth, I still have no clue whether anyone else is in the same zone as me.  I can't look at a list of people near me.  I cant find any sense of a balanced battle to jump into because I have no idea what my surroundings are or if there even are any.   I can fly around zone to zone and unless I catch an actual site of someone running along, how am I supposed to find anyone??  PVP balance is a joke in this game.  I don't expect any scout to agree they sit on any major advantages...  It's just frustrating that I can't log on by myself and enjoy some solo pvp.</p>

ntommyb
12-11-2009, 05:12 PM
<p>You CAN log on and enjoy solo pvp, roll the only class that's designed for solo pvp...a scout (they scout after all).  Anyone else should be relying on luck if they run around soloing.  </p>

ntommyb
12-11-2009, 11:30 PM
<p>I honestly miss the days at the launch of RoK when everyone needed a scout in their group to lead, my swashbuckler was so much fun, I had a set pvp rotation through all the zones</p>

Nimbrithil
12-13-2009, 10:56 AM
<p>I don't mind scout for the most part but the fact that all a scout has to do is fly the sokar in kunark and leave track up to get me while becuase the zone was designed for pve and the care bears are too lazy to run to areas so they put sokars freaking everywhere is rediculous, I mean how the hell is he tracking me from the AIR? What tracks could he possibly SEE? By the same token track should not pick up people ON sokars,,,,I mean what tracks are they leacing in the air?</p>

Neskonlith
12-13-2009, 02:34 PM
<p><span style="color: #ff0000;">Another thing that bugs me are threads hijacked by "NERF CLASS _____!" agendas, like the "nerf scouts" which usually express amazement about a limited magical scout ability to track other players, trying to claim such ability is a ridiculous impossibility while ignoring:</span></p><p><span style="color: #ff0000;">-tissue-wrapped froglok mages blowing out ice comets from a nostril</span></p><p><span style="color: #ff0000;">-corpse reviving necromancers unleashing fatal gaseous emissions with the lift of a leg</span></p><p><span style="color: #ff0000;">-fighters wearing plate armor who can still float and swim</span></p><p><span style="color: #ff0000;">-plate-wearing, healing sorcerers that can parse more dps in DW instead of 2H - seriously, no 2H??</span></p><p><span style="color: #ff0000;">-healers who whip out and waggle a tree 4 times their height - where did they have it hidden??</span></p><p><span style="color: #ff0000;">-wooden totems that can somehow give you the ability to shape-shift, heal faster, and see the hidden - that's some serious wood!</span></p><p><img src="/eq2/images/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" /></p><p><span style="color: #ff0000;">Give everyone TRACK TOTEMS, while at same time disabling SEE STEALTH and SEE INVISIBLE totems/items!</span></p>

Shimonji
12-14-2009, 10:56 AM
<p><cite>Neskonlith wrote:</cite></p><blockquote><p><span style="color: #ff0000;">Another thing that bugs me are threads hijacked by "NERF CLASS _____!" agendas, like the "nerf scouts" which usually express amazement about a limited magical scout ability to track other players, trying to claim such ability is a ridiculous impossibility while ignoring:</span></p><p><span style="color: #ff0000;">-tissue-wrapped froglok mages blowing out ice comets from a nostril</span></p><p><span style="color: #ff0000;">-corpse reviving necromancers unleashing fatal gaseous emissions with the lift of a leg</span></p><p><span style="color: #ff0000;">-fighters wearing plate armor who can still float and swim</span></p><p><span style="color: #ff0000;">-plate-wearing, healing sorcerers that can parse more dps in DW instead of 2H - seriously, no 2H??</span></p><p><span style="color: #ff0000;">-healers who whip out and waggle a tree 4 times their height - where did they have it hidden??</span></p><p><span style="color: #ff0000;">-wooden totems that can somehow give you the ability to shape-shift, heal faster, and see the hidden - that's some serious wood!</span></p><p><img src="/eq2/images/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" /></p><p><span style="color: #ff0000;">Give everyone TRACK TOTEMS, while at same time disabling SEE STEALTH and SEE INVISIBLE totems/items!</span></p></blockquote><p>Man that list could go on forever.  Well said.  <img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /></p>

Badmotorfinger
12-14-2009, 02:36 PM
<p><cite>Neskonlith wrote:</cite></p><blockquote><p><span style="color: #ff0000;">Another thing that bugs me are threads hijacked by "NERF CLASS _____!" agendas, like the "nerf scouts" which usually express amazement about a limited magical scout ability to track other players, trying to claim such ability is a ridiculous impossibility while ignoring:</span></p><p><span style="color: #ff0000;">-tissue-wrapped froglok mages blowing out ice comets from a nostril</span></p><p><span style="color: #ff0000;">-corpse reviving necromancers unleashing fatal gaseous emissions with the lift of a leg</span></p><p><span style="color: #ff0000;">-fighters wearing plate armor who can still float and swim</span></p><p><span style="color: #ff0000;">-plate-wearing, healing sorcerers that can parse more dps in DW instead of 2H - seriously, no 2H??</span></p><p><span style="color: #ff0000;">-healers who whip out and waggle a tree 4 times their height - where did they have it hidden??</span></p><p><span style="color: #ff0000;">-wooden totems that can somehow give you the ability to shape-shift, heal faster, and see the hidden - that's some serious wood!</span></p><p><img src="/eq2/images/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" /></p><p><span style="color: #ff0000;">Give everyone TRACK TOTEMS, while at same time disabling SEE STEALTH and SEE INVISIBLE totems/items!</span></p></blockquote><p>no one's asking for a nerf to any class.  It's a point of wanting to solo PVP, but being hand-cuffed.  Congrats on successfully crying a river through the thread, though.</p>

Nimbrithil
12-15-2009, 12:09 PM
<p>How would asking that track disable while ona  bird be nerfing anyone? I mean to be ABLE to track on a bird would make it a magical ability and by that measure it SHOULD be castable by mages and such. Its NOT magic, Itds supposedly a skill that comes from being a scout,,,,so it should nake sence from a skill standpoint.</p>

Neskonlith
12-15-2009, 03:05 PM
<p><span style="color: #ff0000;"> </span></p><p><span style="color: #ff0000;">It bugs me that some PVP players grasp at straws and conveniently forget to make the logical connection between in-game track in flight being possible, to the ability of real-life Search And Rescue teams in flight finding missing people (or police helicopters in flight managing to track fleeing suspects).  </span></p><p><span style="color: #ff0000;">So how is it that in "fantasy" an ability is unthinkable when even in reality it is quite commonplace to track from planes/helicopters/flying drones/satellites/balloons/dirigibles/blimps/zeppelins/etc?</span></p><p><span style="color: #ff0000;">When I watch the TV show "Cops" and they catch the suspect after the helicopter unit helps the ground units track him down for apprehension, I cannot count the number of times I've heard the suspect say, <em>"It's impossible that your helicopter pilots tracked me from way up there!  You cops have no magic, it's just impossible!  Let me go, it's not fair!"</em></span></p><p><span style="color: #ff0000;">Heck, even birds can somehow track prey from way up high, and I'm pretty sure that they have been managing to do so without benefit of magic for quite a long time (LVL17 Grey Pigeon Mage unleashing the fury of "Windshield Splatter IV").</span></p><p><span style="color: #ff0000;">Calling to remove an ability from an opponent's class is the definition of a "nerf call".</span></p><p><span style="color: #ff0000;"><img src="/eq2/images/smilies/97ada74b88049a6d50a6ed40898a03d7.gif" border="0" /></span></p><p><span style="color: #ff0000;">Give everyone track, disable all "see invis/stealth" items and watch the hide-and-seek pvp fun begin!</span></p>

Kimber
12-16-2009, 12:13 AM
<p>What bugs me most</p><p>Not following the simple rules set forth in a topic</p>

Dh
12-16-2009, 12:32 PM
<p><cite>Neskonlith wrote:</cite></p><blockquote><p><span style="color: #ff0000;"> </span></p><p><span style="color: #ff0000;">It bugs me that some PVP players grasp at straws and conveniently forget to make the logical connection between in-game track in flight being possible, to the ability of real-life Search And Rescue teams in flight finding missing people (or police helicopters in flight managing to track fleeing suspects).  </span></p><p><span style="color: #ff0000;">So how is it that in "fantasy" an ability is unthinkable when even in reality it is quite commonplace to track from planes/helicopters/flying drones/satellites/balloons/dirigibles/blimps/zeppelins/etc?</span></p><p><span style="color: #ff0000;">When I watch the TV show "Cops" and they catch the suspect after the helicopter unit helps the ground units track him down for apprehension, I cannot count the number of times I've heard the suspect say, <em>"It's impossible that your helicopter pilots tracked me from way up there!  You cops have no magic, it's just impossible!  Let me go, it's not fair!"</em></span></p><p><span style="color: #ff0000;">Heck, even birds can somehow track prey from way up high, and I'm pretty sure that they have been managing to do so without benefit of magic for quite a long time (LVL17 Grey Pigeon Mage unleashing the fury of "Windshield Splatter IV").</span></p><p><span style="color: #ff0000;">Calling to remove an ability from an opponent's class is the definition of a "nerf call".</span></p><p><span style="color: #ff0000;"><img src="/eq2/images/smilies/97ada74b88049a6d50a6ed40898a03d7.gif" border="0" /></span></p><p><span style="color: #ff0000; font-size: medium;">Give everyone track, disable all "see invis/stealth" items and watch the hide-and-seek pvp fun begin!</span></p></blockquote><p>This would be very much more fun but it will only be "fair" if you allow (all classes with invis) to cast invis while in combat and on the run so they can run off and disapear like scouts can.</p><p>Maybe change jaguar totems so you can cast on the run also.</p>

Eboncross
01-04-2010, 09:33 AM
<p>Tokens not being Heirloom, PVP gear not being Heirloom.</p><p>Shards are heirloom, most raid gear is Heirloom so why cant this be heirloom as well?</p>

Ahlana
01-04-2010, 12:14 PM
<p><cite>Aychtee@Nagafen wrote:</cite></p><blockquote><p>Tokens not being Heirloom, PVP gear not being Heirloom.</p><p>Shards are heirloom, most raid gear is Heirloom so why cant this be heirloom as well?</p></blockquote><p>I use to be against this. But logically there is no reason for it anymore. It is no different than Raid loot being Heirloom. So you PVP on your best character... Big deal. People Raid on their best character for their alts all the time. People group and ask to roll for such and such alt instead of the character they are playing.</p><p>So in the end I really no longer see the restriction as making any sense what-so-ever.</p>

Dh
01-04-2010, 05:36 PM
<p>Many restrictions only hurt this game and it shows by the number of players.</p><p>Racial track not working for PVP players for example.  EPIC FAILURE</p>

Winter12345
01-05-2010, 01:30 AM
<p><cite>Scrambledeggs@Nagafen wrote:</cite></p><blockquote><p>Racial track not working for PVP players for example.  EPIC FAILURE</p></blockquote><p>They mentioned in an update before it went live that the racial choice some races will get to track will only be for PvE. Not PvP.</p><p>However, in my opinion, what really needs to be changed is this fame system. In a type of scenario with no risk vs full reward, this is a significant reason other than the concept of writs to the overwhelming TG zerg going on, as people don't find a reason anymore to not die....and of course, changing this fame system will also clear up the cities with the annoying fame [Removed for Content] that afk all over qh or nfp atm.</p>

Dh
01-06-2010, 06:09 PM
<p><cite>Intercede@Nagafen wrote:</cite></p><blockquote><p><cite>Scrambledeggs@Nagafen wrote:</cite></p><blockquote><p>Racial track not working for PVP players for example.  EPIC FAILURE</p></blockquote><p>They mentioned in an update before it went live that the racial choice some races will get to track will only be for PvE. Not PvP.</p><p>However, in my opinion, what really needs to be changed is this fame system. In a type of scenario with no risk vs full reward, this is a significant reason other than the concept of writs to the overwhelming TG zerg going on, as people don't find a reason anymore to not die....and of course, changing this fame system will also clear up the cities with the annoying fame [Removed for Content] that afk all over qh or nfp atm.</p></blockquote><p>They mention in an update before it went live that the fame system would be changed that would allow for pvp without risk.</p>

Winter12345
01-07-2010, 02:31 AM
<p><cite>Scrambledeggs@Nagafen wrote:</cite></p><blockquote><p><cite>Intercede@Nagafen wrote:</cite></p><blockquote><p><cite>Scrambledeggs@Nagafen wrote:</cite></p><blockquote><p>Racial track not working for PVP players for example.  EPIC FAILURE</p></blockquote><p>They mentioned in an update before it went live that the racial choice some races will get to track will only be for PvE. Not PvP.</p><p>However, in my opinion, what really needs to be changed is this fame system. In a type of scenario with no risk vs full reward, this is a significant reason other than the concept of writs to the overwhelming TG zerg going on, as people don't find a reason anymore to not die....and of course, changing this fame system will also clear up the cities with the annoying fame [Removed for Content] that afk all over qh or nfp atm.</p></blockquote><p>They mention in an update before it went live that the fame system would be changed that would allow for pvp without risk.</p></blockquote><p>Well yah, fame decay, which has been the current system for a pass few months really. Hence why I stated my opinion to hopefully change this <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /></p>

lukenbill
01-07-2010, 07:40 PM
<p>I hate fame decay. nuff said</p>

raydenwins
01-08-2010, 01:04 PM
those that engage in pvp,then run for the hills when about to die. Problem is how easy they can get ooc , then they turn around and let you kill them in the red for no credit. Getting ooc should be more difficult. One more peave, if you're chasing ooc, and attempt a root, for example, at its resisted, I don't think its right for me to be in combat and lose run speed.

Randomaxe
01-12-2010, 08:35 PM
<p>I have a couple of beefs with pvp:</p><p>-I dislike the inability to hide your title.  I don't like them--never have.  There should be an option in the details tab to be able to do this. </p><p>-Having some PvP items proc only in PvP and others proc all the time.  Make them either one or the other.</p><p>-KP Lag.</p><p>-The zerg is here to stay--nothing SoE does will change this.  People have gotten to used to gathering somewhere predetermined to get their tokens.  Increase the cost of PvP items to 500 instead of 150 and make the procs PvP only--this will promote <em>less</em> zerg and provide a little more focus to raid gear.</p><p>Just my two cents.</p>

Jab
01-15-2010, 04:28 AM
<p>What bugs me the most.</p><p>Some classes are very easy to play solo but at the same time very powerfull.Mainly thinking 1 button ranged autoattack from safety and one shot abilities.</p><p>Some classes are harder to play solo but cant compete at the same level even if their lives depended on it.Mainly thinking of classes without any form of desireable snare-roots-defense.</p><p>Snaring not giving immunity or at the very least no snare stacking.</p><p>Long lasting CC effects. very annoying to sit there for up to 30sec without control of our toon.</p><p>Uncurable debuff-cc detrimentals.</p><p>God abilities.</p><p>Cloak of justice from the Tribunal diety.This cloak used in conjunction with high dps classes is borderline /ragequit worthy.Also there is no stun immunity from this thing if i am not mistaken.</p><p>Oldie but goodie lagg ofcource.</p><p>Now here is the kicker.</p><p>You should come out and say that balancing for solo pvp will never be perfect and as such none of us should get our hopes up.Instead we should focus on grp pvp for the upcoming battleground system.</p><p>Afterall alot of these griefs in this thread will have a minimal effect in grp pvp but a huge impact in solo pvp where we have a select few classes that can still walk on water if they wanted to.</p><p>So drop the solo concept cause it will never happen. Just make the statement official this time around so we all can move on and stop wasting ur time with "demands" or "ideas".</p>

Neskonlith
01-16-2010, 03:49 PM
<p>Fame decay = server lag  <img src="/eq2/images/smilies/2e207fad049d4d292f60607f80f05768.gif" border="0" /></p><p><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=466896">Fame decay means we have AFK Overseers parked in their rooms and GHs lagging up the server because those players do not want to log out and lose any part of their precious titles to Fame Decay.</a></p><p><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=466896" target="_blank">Please ask Rothgar to use the AB solution to boot out the Title Huggers lagging up the game!</a></p><p><cite>Rothgar wrote:</cite></p><blockquote><p>Hello AB'ers, I just wanted to pop in and talk about your performance issues and our plans to resolve them going forward.</p><p>You guys are next in line for the database upgrade, but we haven't nailed down a date yet.  We are trying for a date before the expansion, but we cannot guarantee it yet.</p><p>In the meantime we are planning on doing a database purge of deleted characters that have been deleted for over a year.  This should free up a lot of space and improve database performance.</p><p>We also have another plan to help with the population on AB but I can't go into specifics about it yet. </p><p><span style="color: #ff00ff;">One last thing we're considering is a change to boot people out of persistant instances and house zones if they are inactive for a period of time.  With the addition of guild halls, we're seeing more and more people that go AFK in a house or guild hall zone.  Unfortunately this leaves the zone running and consumes server resources.  You can imagine how many resources this might consume across an entire server.  By kicking players to character select, it'll free up resources for more active zones and should improve performance across the board.  <span style="font-size: small;">I've yet to come up with a compelling reason why players need to be AFK in an instance.</span></span>  We would not need to apply this behavior to outdoor and city zones since those zones would be running regardless.</p><p>So with these four options on the table I'm hoping we'll see a big improvement in performance in the coming months.  I cannot offer any dates yet but we are doing everything we can to make these things happen sooner rather than later.</p><p>Feel free to discuss and offer your feedback.</p><p>Thanks! </p></blockquote>

Ahlana
01-16-2010, 04:14 PM
<p><cite>Neskonlith wrote:</cite></p><blockquote><p>Fame decay = server lag  <img src="/eq2/images/smilies/2e207fad049d4d292f60607f80f05768.gif" border="0" /></p><p><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=466896">Fame decay means we have AFK Overseers parked in their rooms and GHs lagging up the server because those players do not want to log out and lose any part of their precious titles to Fame Decay.</a></p><p><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=466896" target="_blank">Please ask Rothgar to use the AB solution to boot out the Title Huggers lagging up the game!</a></p><p><cite>Rothgar wrote:</cite></p><blockquote><p>Hello AB'ers, I just wanted to pop in and talk about your performance issues and our plans to resolve them going forward.</p><p>You guys are next in line for the database upgrade, but we haven't nailed down a date yet.  We are trying for a date before the expansion, but we cannot guarantee it yet.</p><p>In the meantime we are planning on doing a database purge of deleted characters that have been deleted for over a year.  This should free up a lot of space and improve database performance.</p><p>We also have another plan to help with the population on AB but I can't go into specifics about it yet. </p><p><span style="color: #ff00ff;">One last thing we're considering is a change to boot people out of persistant instances and house zones if they are inactive for a period of time.  With the addition of guild halls, we're seeing more and more people that go AFK in a house or guild hall zone.  Unfortunately this leaves the zone running and consumes server resources.  You can imagine how many resources this might consume across an entire server.  By kicking players to character select, it'll free up resources for more active zones and should improve performance across the board.  <span style="font-size: small;">I've yet to come up with a compelling reason why players need to be AFK in an instance.</span></span>  We would not need to apply this behavior to outdoor and city zones since those zones would be running regardless.</p><p>So with these four options on the table I'm hoping we'll see a big improvement in performance in the coming months.  I cannot offer any dates yet but we are doing everything we can to make these things happen sooner rather than later.</p><p>Feel free to discuss and offer your feedback.</p><p>Thanks! </p></blockquote></blockquote><p>Or.. just make fame decay work while ONLINE... like it should, not vice versa.</p>

Tormax
01-29-2010, 10:49 AM
<p>tokens</p>

Roald
01-29-2010, 02:13 PM
<p>What bugs me the most:</p><p>Reward System</p><p>Fame System</p><p>Player Mentality</p>

Tormax
01-31-2010, 06:33 AM
<p>videogame addictions</p>

lewterii
02-11-2010, 09:10 PM
<p><span style="font-size: small;">What bugs me the most is that you already have pvpers guarding raid and pve zones and now if your in pve gear your going to be in paper when you get ganked leave our gear alone pvp servers already have a battle grounds its called norrath your going to end pvp and alot of people are going to get frustrated and quit i have over 200 accounts in my guild and alot are talking about deleting if you mess it up. make your own battle ground gear. if blue servers want to pvp then make their servers pvp or let them copy toons to our server.</span></p>

Tormax
02-13-2010, 06:24 AM
<p>Nagafen not being on the server list <a href="http://everquest2.station.sony.com/serverstatus/" target="_blank" rel="nofollow">http://everquest2.station.sony.com/serverstatus/</a></p><p>and not being able to communicate through launchpad to my friends on nagafen as others can on other servers.</p>

VerdicAysen
02-14-2010, 10:50 PM
<p>I'm sure this has already been brought up, but it's important enough to warrant another post. You need to allow transfer from PVP to PvE. I don't agree with the changes you've made to the rulesets, being a trapped rat when mentoring new players is still a poor call. It's time to allow us to make the choice ourselves. I've been a member since December 24th, 2004, and i'm sure there are many of us who don't feel we should have to start fresh just because we don't agree with the changes you've made.</p>

Brynhild
02-15-2010, 02:04 AM
<p>Devs asking me to PM them with ideas and then after I do removing my ability to send PMs on the forums.</p><p>I'd say that would bug anyone, wouldn't you?</p>

Tormax
02-15-2010, 04:53 AM
<p><cite>Brynhild wrote:</cite></p><blockquote><p>Devs asking me to PM them with ideas and then after I do removing my ability to send PMs on the forums.</p><p>I'd say that would bug anyone, wouldn't you?</p></blockquote><p>if you PM Special K with this issue she will most certainly be happy remove your restriction</p>

Brynhild
02-15-2010, 06:03 AM
<p>LOL that's a good one, and how exactly do you propose I PM Special K when I don't have access to PM anyone?</p><p>On another note, how about Oilhin coming into our guild hall on Vox and shouting out that he's about to ruin our raid force by removing crit mit on pvp gear, like he's gloating about it.  That was pretty darn rude of him to put it that way 'hey guys you can forget about raiding now because of the new changes i'm making is going to ruin your raid force'.</p><p>Then my PM's get ignored, my posts get deleted...</p><p>How about a little respect for the people who play the game?</p><p>How about I go post this on twitter, facebook, flames, etc etc.  Customer service isn't what it used to be, this alone makes me not interested in playing.   In fact I'm going to start calling up on the phone to find out someone that actually cares about  service, if they exist and explain this to them.   I paid a lot for this game and this is extremely unprofessional.</p>

mrsma
02-17-2010, 11:54 AM
<p><strong>UN-Nerf</strong> Bite Of The Wolf !</p><p>I can just keep my power at 75% ish (and that is with the PVP belt that procs group mana as well as mana leak gear and my single proc myth and that is with me ONLY healing (and not spamming them either !! )</p><p>Now..... throw in some cures / roots / debbuffs / some DPS and for a laugh pop Sandstorm and watch you power disappear. Answer =  Spec Melle and hope the procs off you auto attack means you can get through a fight.</p><p><strong>UN-Nerf</strong> Bite Of The Wolf !</p><p>Cheers</p><p>Mrsmall</p>

PeaSy1
02-18-2010, 02:52 PM
<p><cite>mrsmall wrote:</cite></p><blockquote><p><strong>UN-Nerf</strong> Bite Of The Wolf !</p><p>I can just keep my power at 75% ish (and that is with the PVP belt that procs group mana as well as mana leak gear and my single proc myth and that is with me ONLY healing (and not spamming them either !! )</p><p>Now..... throw in some cures / roots / debbuffs / some DPS and for a laugh pop Sandstorm and watch you power disappear. Answer =  Spec Melle and hope the procs off you auto attack means you can get through a fight.</p><p><strong>UN-Nerf</strong> Bite Of The Wolf !</p><p>Cheers</p><p>Mrsmall</p></blockquote><p>O noes you dont have infinite power anymore poor you <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>

mrsma
02-18-2010, 03:58 PM
<p><cite>Dudo@Nagafen wrote:</cite></p><blockquote><p><cite>mrsmall wrote:</cite></p><blockquote><p><strong>UN-Nerf</strong> Bite Of The Wolf !</p><p>I can just keep my power at 75% ish (and that is with the PVP belt that procs group mana as well as mana leak gear and my single proc myth and that is with me ONLY healing (and not spamming them either !! )</p><p>Now..... throw in some cures / roots / debbuffs / some DPS and for a laugh pop Sandstorm and watch you power disappear. Answer =  Spec Melle and hope the procs off you auto attack means you can get through a fight.</p><p><strong>UN-Nerf</strong> Bite Of The Wolf !</p><p>Cheers</p><p>Mrsmall</p></blockquote><p>O noes you dont have infinite power anymore poor you <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p></blockquote><p>O noes - the healer is OOP and we are all dead - HOTS work differently that wards (yes they really do!) - Start spamming cures the odd de-buff as well as keeping the heals ticking along will mean <span style="text-decoration: underline;">longer</span> fights will be a mare. /shout "Root that mob and cure me!"  "err i can but we will die" a lot sooner. All groups will need a mana bot.</p>

PeaSy1
02-18-2010, 04:28 PM
Or you can only heal when u need to =O i mean common sense tells me that u shouldnt burn power when u dont need to but hey i play a healer that doesnt have infinite power without alot of gear to give it to me.

Armironhead
02-19-2010, 12:57 AM
<p>after the drop of the current expansion, what bugs me the most is that they learned nothing from moors and rok.  The overland zones are all dead end zones with no significant effort made at repeatablity.  In other words once you are done with the quests in an area there is no point in going back.  There is no herioc content and no names (at least any that i've found yet).  Thus there is nothing for farmers to feed off of and without the farmers there is no reason for pvp to spread out.  People are leveling super fast. Once the need to level is done pvp is going to concentrate again because soe has put in no incentive for it to be spread out.</p><p>Also there is way too much immunity.  In the near furture when people dont have to go out to level, its going to get real old seeing those folk standing around unattackable.</p><p>Imo the change to runspeed is terrible it removes a whole dynamic of play from the game.  Roots, snares, etc. . . are now largely pointless.  Hunters dont always catch the deer and thats what makes hunting fun.  With the removal of the ability of people to get away along with god spells, the game has become dramtically less random.  Now its always a toe to toe fight, with the outcome being determined by the player with the better class and gear. </p><p>I know people were happy when a dedicated "pvp dev" was appointed to deal with issues with eq2 pvp.  But IMO as has been repeatedly shown, eq2 pvp is always better when soe does not pay any attention to it.  Bugs and all, eq2 pvp as seen better days and they were all before we were the unfortunate recipents of soe's love.</p>

Bacci
02-19-2010, 07:00 AM
<p>The combat change ( bug or not) and the fact that there is no official statement about this.</p>

Taldier
02-19-2010, 04:48 PM
<p><cite>Rubiade wrote:</cite></p><blockquote><p><strong><span style="text-decoration: underline;"><span style="font-size: large;">The combat change</span></span></strong> ( bug or not) and the fact that <strong><span style="text-decoration: underline;"><em><span style="font-size: xx-large;">there is no official statement about this.</span></em></span></strong></p></blockquote><p>This ^^^</p>

Neskonlith
02-19-2010, 04:50 PM
<p><span style="color: #ff0000;">Lack of Testing which allows broken content to go through "bugs" me and my characters!</span></p>

Lordsguard
02-20-2010, 03:08 PM
<p>I have a few questions for the dev's</p><p>1) Like so many people here have asked, why don't we have a test server or even a beta server for PvP so many of the issues listed since expansion could have been somewhat worked out?</p><p>2) With the coming of the battlegorunds is it SOE's intentions to completely kill the open world PvP servers, to free up resources? As from my perspective this is where your changes are leading.</p><p>3) Can you answer truthfully?</p>

Vlahkmaak
02-22-2010, 04:18 AM
<p>The new pvp resist concept/mechanism.</p>

Balrok
02-23-2010, 11:49 PM
<p>Crusaders</p>

PeaSy1
02-24-2010, 12:55 AM
Chanters

Balrok
02-24-2010, 12:58 AM
<p>nerds</p>

twizzlerx25
02-24-2010, 11:51 AM
<p>The fact that PVP only happens in a few zones (dictated by the players).</p><p>Why not PVP more in CL or Ant.  I'm tired of DLW and SS.</p><p>And people who hate on new guys. - Promote the game people.</p>

Jab
02-24-2010, 09:13 PM
<p>Crusaders..</p><p>How long do we have to endure with this OP ??</p><p>I looked up OP on wiki the other day.Had a picture of crusaders on the first page of the article..True story</p>

Orthureon
02-25-2010, 02:17 PM
<p><cite>Jabib@Nagafen wrote:</cite></p><blockquote><p>Crusaders..</p><p>How long do we have to endure with this OP ??</p><p>I looked up OP on wiki the other day.Had a picture of crusaders on the first page of the article..True story</p></blockquote><p>Lol, yes Crusaders are OP, they will get nerfed eventually. Just like your Brigand used to be OP (still is against most classes except tanks), but I am sure you made him because he was simply fun? Everyone whines and complains when their class that they perceive as balanced - which it is not in most cases - steps up to the chopping block.</p><p>List of classes that need a nerf... Which will definitely draw responses such as: "lol nub no they (we) aren't" since it will usually be a player of that class clinging to their advantage.</p><ul><li>Crusaders: All around OP, can heal dps and take damage like a champ.</li><li>Ranger: Tons of burst damage at 50+ meters away. Autoattack hits like a truck.</li><li>Chanters (mainly Coercer): Can lock players down and break the lock with so much outgoing damage it is overwhelming. Usually resulting in a 10s or less fight.</li><li>Sorcerers: One/two shotting people hell even in the realm of 5 hits is OP... NO class in the game should one shot anyone unless they are much lower level or in island gear. With manashield and all the warding proc gear available they are not as squishy as they once were.</li><li>Conjurors: Elemental Blast... before that they were able to kill people very fast, but sadly most players lacked the skill to play them to their fullest potential.</li><li>All healers: If well equipped and well played can take on multiple people for several minutes at a time. Sometimes ending a fight by boredom. Probably the hardest archetype to balance.</li></ul>

Brimestar
02-26-2010, 02:05 PM
<p>BGs....</p><p><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=472010" target="_blank">http://forums.station.sony.com/eq2/...topic_id=472010</a></p>

Nimbrithil
02-26-2010, 02:18 PM
<p>The fact that for two days in  row I haven't been able to even play maybe?</p>

Brigh
02-26-2010, 11:53 PM
<p>No update on pvp writ bug that seems to have just started today.</p>

Cloakentuna
02-28-2010, 01:48 PM
<p>Coercive Shout:</p><p>Force targets everybody, even your own faction, group, or raid.  Should only force target enemies, not friendlies too.</p>

Novusod
03-01-2010, 02:43 AM
<p>What bugs me the most is resists have not working for the last two weeks. Fix resists and it will fix a lot of the problems with PvP such as getting one shotted by undercons and unkillable sorcerers blowing up entire groups. Right now everyone is running arround with zero resists and that is just stupid.</p>

uestorm
03-02-2010, 10:35 PM
<p>wizards being able to 1 shot a tank</p><p>if their able to kill that fast they should die that fast remove manashield</p>

Brimestar
03-03-2010, 03:46 PM
Being able to un-click auto attack and break from combat quickly that when you close the distance, they are below 50% and don't count as an update.

ScubaEtte
03-07-2010, 02:18 PM
<p>what bugs me the most about PVP....</p><p>1.  gray wizards one shotting me with full set of t8 pvp gear.</p><p>2. people /yelling to break pvp combat and run away</p><p>3.  people get feared and run 10 steps to break pvp combat</p><p>4. total lack of pvp due to BG's. </p><p>5. failure to correct bugs with pvp since SF xpac because you guys just had to push BG's live without proper testing.</p><p>6. im sure theres more.  but thats all i will rant about today.</p>

Bassman
03-08-2010, 03:42 AM
<p>BG's are random groups against random groups.  The outcome becomes apparent real fast who is going to win.  Losers get a token for sitting in the corner and watching it.  The one thing that boggles my mind is that the gear is exactly the same as pvp gear.  If I'm out pvping and I run across the same 6 people as I did in the BGs, I might have another group of 6 come in and help kill me.  Why in the world does anyone at sony think that they should have the same rewards when it is very obvious that world pvp is much much harder. </p><p>Right now everyone from nagafen is in BGs because they want the free PVP gear.  The fact that both play styles aren't even considered or preserved is what makes me mad.  And yes you can claim that people will get over it after the newness factor is done etc, but the fact will remain that most people will be in BGs still because this is where the mass of people will be.</p><p>The gear should have been tiered down more for BGs than it is, without some kind of a  change... open PVP on nagafen will be dead for quite sometime thanks to this.</p>

skidmark
03-09-2010, 12:24 PM
<ol><li>We were teased with a form of level-locking that looked like it would be interesting, and then had it yanked away.</li><li>Open world PvP is dead. Unless you want to zerg fest in SS from the low to mid 20's into the 70s, there just isn't any PvP out there. I get toons decked out at 32 will all Masters and MC/Adorns and there isn't anything to do with them other than PvE. </li><li>Constant addition of new bugs and very little to no explanation of them. e.g. the recent bug with PvP engagement upon being attacked. It took many days to get any response from a dev on the boards. We all understand bugs will happen, just let us know so we don't think you have made a stealth change.</li></ol><p>Thats it really, the most important thing is the crippling lack of any real open world PvP.</p>

Armironhead
03-09-2010, 12:43 PM
<p>They unstickied this thread in the hopes it would fade away and die.  Apparently, though, there are just too many things that bug us after the x-pack [Removed for Content], for it to go away quietly.  Go go thread!</p>

Bacci
03-11-2010, 08:37 AM
<p>There are some points that bug me very much:</p><p>1. Gear dependant pvp / game - EQ2 was a nice game a while ago, you had to think and it did not matter so much what you wore.</p><p>Nowadays all depends on the gear you wear, no matter if you are clever or not. Making all equal (in this case with the nerf hammer and gear) is making all boring! You dumbed the game down.</p><p>2. Battlegrounds - Gear dependant pvp and the gear is in the battlegrounds much more easy to get than outside. BG gear works outside - you made the pvp server die with this move.</p><p>3. Level locking - why cant we lock on pvp, you cut the ability to use all aa you gain if you are level locked - so what is the reason to let pvp xp</p><p>You dumbed the game down and down over the last years, access quests doesn't matter, (old) lore is ignored, did you hire some new devs from wow?</p><p>There is a reason why i don't play wow and many others also.</p>

Blambil
03-11-2010, 02:24 PM
<p>What bugs me most, PVP edition?</p><p><strong>The illusion of one side versus the other, in the way Sony has implemented PVP in EQ2.</strong></p><p>The inconsistancy of "PVP safe/unsafe" areas when useful NPC's are around.. Paineel is a perfect example. Island of Mara, Teren's Grasp, City of Qeynos, City of Freeport.<strong></strong></p><p>In PainEel, you can jump from safe to unsafe in 25 ft... the Banker is safe, Quest NPC's 50 ft away are not. The ramp outside is safe, step off the lift it's not..</p><p>It really breaks the whole illusion of "your side versus mine" when the banker is surrounded by AFK enemies, who pose you no risk, and you can't attack. And that same enemy, in about 2 hours, can exile, then become a friendly. (one of the worst ideas ever btw, imho) There's no REASON to be loyal to any one side, faction, etc. (Loved DAOC's method of "pick a realm, all your characters on your account are in that realm, FOREVER)</p><p>Another good example, Island of Mara, which is purely crafting, is open PVP, discouraging any crafting/questing there. (While crafting you have no situational awareness, leading to free writ updates). There should have been TWO separate zones, unique to each side, inaccessable from the other faction.</p><p>Teren's Grasp, which has great quests, banker, etc, all open PVP. Way to discourage questing there.</p><p>The major cities, like Freeport, Qeynos, pose ZERO reward, and close to ZERO risk for enemies to raid, run around in, etc... yes, the guards are high level, but they're easy to skirt, avoid, etc. And there's no reason to bring a group/raid/etc and come kill them.</p><p>There should be REALM-Wide rewards for raiding/controlling/destroying places on the map.There should be an open-world PVP relic location.. Hold it and your realm gets 5% bonues to health/power/etc regen. Lose it and you take a penalty.. ALL characters... REALM wide..</p><p>There should be ooc/shout/localized announcements when people die in pvp... That way you know when people are fighting near you. when your city is under attack etc.</p><p>I think the battlegrounds are a step in the right direction. They've been a long time coming, and while they're a little rough in the beginning, I think they'll work out great.. Sony just needs to keep the interest, and deliver on more maps, more level ranges, VERY soon, or the momentum will be gone.</p>

Brimestar
03-11-2010, 02:30 PM
Addressing BG problems alot more quickly than addressing PvP problems. BG doesn't = pvp (considering the rule sets are different).

Vlahkmaak
03-11-2010, 03:37 PM
<p>Sweeping changes with no testing.</p>

Olihin
03-11-2010, 03:41 PM
<p>The post was unstickied because most of the issues here have been addressed.  </p><p>At the same time many of the issues did not deal with the current changes after GU55. </p><p>So the thread that is currently stickied is the one I will be focusing on since a lot of the issues here are no longer valid or have been fixed with the changes in the expansion. </p><p><span style="font-size: large; color: #3366ff;">Olihin</span></p>

Jacien
03-16-2010, 01:56 AM
<p>What BUGS me the most? Well, thank you for asking.</p><p>What bugs me the most...is that literally every single post in this entire thread lists problems that have been listed time and time again as far back as 3 expansions ago.</p>

Foolsfolly
03-19-2010, 12:35 AM
<p>Mages with better mitigation/avoidance than scouts.</p><p>What's the point of scouts having half as much dps and severely limited range if our chain armor also counts for nothing?</p>

Riny
03-19-2010, 03:26 PM
<p>I have to agree with other posters stating that open world PvP is dead. For the last month I'm seeing a 75% decrease (guessing, subjective) in encounters in open world. It's possible that everyone has just leveled past me and that the population at 80+ is healthy? It would be interesting to see the population level graphs...</p>

mrsma
03-19-2010, 03:46 PM
<p>Having to carry around and macro THREE different sets of gear for PVP / PVE and BG</p>

Ilovecows
03-26-2010, 12:46 AM
<p>This is the one and only thing that BUGS me.</p><p>*It is too easy to run in pvp.  Sprint can be used and there are no longer auto lock encounters.</p>

Lark42
03-27-2010, 11:07 PM
<p>I hate those Fear proc equipment pieces...</p>

Elwin
03-28-2010, 11:00 AM
<p>One main issue I have with the current pvp state that I think should be fixed asap is that you currently heal through your current pvp target. So if your targeting an enemy  the heal should be placed on you, not someone your enemy is targeting. when I run out solo pvping I find myself healing someone else rather then myself because im not the one targeted? This is a very annoying bug I hope it gets some looking into.</p>

Shade Slayer
03-28-2010, 01:51 PM
<p>One of the things that bugs me is kiddies who whine about losing and then naming their pets. Me and a group of 80's take down this ShadowKnight, so he names his pet 1v1, uhv2grpwth80's and udntgotit or something like that because he's sad about losing. He's a level or 2 lower than me, but because ShadowKnights are so ridiculously overpowered, I have back up and kill him. Is is so hard for someone to just lose gracefully instead of whining and complaining or is everyone who plays this 10 years old?</p>

Kota
03-28-2010, 10:34 PM
<p>the bruiser conquer thing. really ? a zone wide taunt followed by a FD ? really ? really ? really ?</p><p>**talking about bg's btw</p>

Brigh
03-29-2010, 06:45 AM
<p><cite>Blambil@Nagafen wrote:</cite></p><blockquote><p>What bugs me most, PVP edition?</p><p><strong>The illusion of one side versus the other, in the way Sony has implemented PVP in EQ2.</strong></p><p>The inconsistancy of "PVP safe/unsafe" areas when useful NPC's are around.. Paineel is a perfect example. Island of Mara, Teren's Grasp, City of Qeynos, City of Freeport.<strong></strong></p><p>In PainEel, you can jump from safe to unsafe in 25 ft... the Banker is safe, Quest NPC's 50 ft away are not. The ramp outside is safe, step off the lift it's not.. <span style="color: #ff6600;">(That one room for the Fell Blade, in the back, that I bug reported among other places, that is PvP enabled...)</span></p><p>It really breaks the whole illusion of "your side versus mine" when the banker is surrounded by AFK enemies, who pose you no risk, and you can't attack. And that same enemy, in about 2 hours, can exile, then become a friendly. (one of the worst ideas ever btw, imho) There's no REASON to be loyal to any one side, faction, etc. (Loved DAOC's method of "pick a realm, all your characters on your account are in that realm, FOREVER)</p><p>Another good example, Island of Mara, which is purely crafting <span style="color: #ff6600;">(no it isn't. There are level 50+ PvE quests received there)</span>, is open PVP, discouraging any crafting/questing there. (While crafting you have no situational awareness, leading to free writ updates). There should have been TWO separate zones, unique to each side, inaccessable from the other faction. <span style="color: #ff6600;">(I submitted feedback about the Village of Shin vs Mystic Lake a few weeks ago. Why has SS, Moors, and Kunark gone from unlimited to 10 level range pvp, but Mystic Lake which has level 50s/60s mobs as well as level 70ish raid mob be unlimited pvp range?)</span></p><p>Teren's Grasp, which has great quests, banker, etc, all open PVP. Way to discourage questing there.</p><p>The major cities, like Freeport, Qeynos, pose ZERO reward, and close to ZERO risk for enemies to raid, run around in, etc... yes, the guards are high level, but they're easy to skirt, avoid, etc. And there's no reason to bring a group/raid/etc and come kill them.</p><p>There should be REALM-Wide rewards for raiding/controlling/destroying places on the map.There should be an open-world PVP relic location.. Hold it and your realm gets 5% bonues to health/power/etc regen. Lose it and you take a penalty.. ALL characters... REALM wide.. <span style="color: #ff6600;">(having things to attack/defend was talked about 5 years ago. Examples were the bridges, keeps, etc in Antonica would be blockadable/destroyable. NPC supply caravans can travel the roads going in and out of Qeynos [or FP]. If these routes were disrupted, then prices for tradeskill fuels/repairs/broker fees etc would go up)</span></p><p>There should be ooc/shout/localized announcements when people die in pvp... That way you know when people are fighting near you. when your city is under attack etc.</p><p>I think the battlegrounds are a step in the right direction. They've been a long time coming, and while they're a little rough in the beginning, I think they'll work out great.. Sony just needs to keep the interest, and deliver on more maps, more level ranges, VERY soon, or the momentum will be gone.</p></blockquote>

mrsma
03-31-2010, 09:59 AM
<p><strong><span style="font-size: medium;">9 MONTHS AND NOT ONE <span style="color: #ff0000;">RED </span>NAME HAS POSTED HERE. . . . . .</span></strong></p><p><span style="font-size: medium;"><strong>Don't waste your time. They are not interested in PVP !!!!!!!!!!!!</strong></span></p>