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timetravelling
02-22-2010, 07:39 PM
<p>Allo!</p><p>Wanted to call out a few changes that y'all will be seeing soon, pending internal testing:</p><p><ul><li>Resists have been added to all SF PvP and BG armor. This should give players in the new PvP armor a higher 'base' for their resists.</li><li>Toughness has been improved. It still grants the flat reduction to PvP damage, however also grants 1.5x that amount of critical mitigation. This means that a full set of gear will give 40% damage reduction as well as 60% crit mit.</li><li>We are re-working the spell resist function to no longer heavily favor priests. Instead of basing it on WIS, it will be based upon STA--a stat that everyone has and pursues to varying degrees. </li><li>The resist formula is going to remain similar (though scaled down at the high end as it was possible for high-WIS characters to reach 45-50% spell resist), but will be based upon the *caster's* level instead of the *defender's* level. This will make it more difficult to attack much higher-level targets as they will naturally have a very high chance to resist your spells.</li></ul><div>Thank you for y'alls patience and feedback over the last few days. Hopefully these changes will help smooth things out and make PvP more challenging and fun! =)</div></p>

Mikai
02-22-2010, 07:45 PM
<p>Thank you for finally addressing many issues that have been complained about over several days.</p><p>However, we still have not had a response on whether being put in combat when hit by another player is an intended change or a bug you are working on fixing.  An answer or even acknowledgement would go a long way toward making those of us in the PVP community happy and receptive.</p>

timetravelling
02-22-2010, 07:50 PM
<p><cite>Kaidia@Nagafen wrote:</cite></p><blockquote><p>Thank you for finally addressing many issues that have been complained about over several days.</p><p>However, we still have not had a response on whether being put in combat when hit by another player is an intended change or a bug you are working on fixing.  An answer or even acknowledgement would go a long way toward making those of us in the PVP community happy and receptive.</p></blockquote><p>It is a bug and is being looked into, I don't have an ETA for you though, so did not include it. As soon as we have the cause and fix, we'll hotfix it out.</p>

Taim_MAzrom
02-22-2010, 07:51 PM
<p>Are changes to pvp engagement being considered?</p>

Mikai
02-22-2010, 07:58 PM
<p><cite>timetravelling wrote:</cite></p><blockquote><p><cite>Kaidia@Nagafen wrote:</cite></p><blockquote><p>Thank you for finally addressing many issues that have been complained about over several days.</p><p>However, we still have not had a response on whether being put in combat when hit by another player is an intended change or a bug you are working on fixing.  An answer or even acknowledgement would go a long way toward making those of us in the PVP community happy and receptive.</p></blockquote><p>It is a bug and is being looked into, I don't have an ETA for you though, so did not include it. As soon as we have the cause and fix, we'll hotfix it out.</p></blockquote><p>THANK YOU! THANK YOU! THANK YOU!</p><p>It's really good to finally hear an answer on this after days of silence.  And I'm especially grateful that this is a bug and not intended, as the silence had begun to imply.  I, and many people I know, thank you for addressing this.</p><p>P.S.   you may have saved my guild, as many were talking about quitting were this an intended change.  I am eager to share the news.</p>

Novusod
02-22-2010, 07:59 PM
<p>Thanks for acknowledging these problems and working on some fixes time traveling. Could you also take a look at why some classes seem to be invincible. Sorcerers and Crusaders can't be hurt by melee at all. Take a look at this.</p><p><a href="http://i36.photobucket.com/albums/e38/Novuso/EverQuest/Unballancedpvp1a.jpg" target="_blank" rel="nofollow">http://i36.photobucket.com/albums/e...lancedpvp1a.jpg</a></p>

Sinistria
02-22-2010, 08:09 PM
<p><cite>timetravelling wrote:</cite></p><blockquote><p><cite>Kaidia@Nagafen wrote:</cite></p><blockquote><p>Thank you for finally addressing many issues that have been complained about over several days.</p><p>However, we still have not had a response on whether being put in combat when hit by another player is an intended change or a bug you are working on fixing.  An answer or even acknowledgement would go a long way toward making those of us in the PVP community happy and receptive.</p></blockquote><p>It is a bug and is being looked into, I don't have an ETA for you though, so did not include it. As soon as we have the cause and fix, we'll hotfix it out.</p></blockquote><p>thank your for answering this. even if it takes a bit, we know whats going on.</p>

timetravelling
02-22-2010, 08:21 PM
<p><cite>Novusod wrote:</cite></p><blockquote><p>Thanks for acknowledging these problems and working on some fixes time traveling. Could you also take a look at why some classes seem to be invincible. Sorcerers and Crusaders can't be hurt by melee at all. Take a look at this.</p><p><a rel="nofollow" href="http://i36.photobucket.com/albums/e38/Novuso/EverQuest/Unballancedpvp1a.jpg" target="_blank">http://i36.photobucket.com/albums/e...lancedpvp1a.jpg</a></p></blockquote><p>That is being looked into as well.</p>

Blambil
02-22-2010, 08:23 PM
<p><cite>timetravelling wrote:</cite></p><blockquote><ul><li>We are re-working the spell resist function to no longer heavily favor priests. Instead of basing it on WIS, it will be based upon STA--a stat that everyone has and pursues to varying degrees. </li></ul></blockquote><p>You...</p><p>are</p><p>my</p><p>hero!!!!</p><p>(thank you for taking suggestions!!)</p>

Cloakentuna
02-22-2010, 08:24 PM
<p>Thanks for keeping us informed Time.  Hopefully all the bugs that came with the xpac pvp wise get fixed quickly and correctly <img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /></p>

Skywarrior
02-22-2010, 09:08 PM
<p><cite>timetravelling wrote:</cite></p><blockquote><p><ul><li>We are re-working the spell resist function to no longer heavily favor priests. Instead of basing it on WIS, it will be based upon STA--a stat that everyone has and pursues to varying degrees. </li></ul></p></blockquote><p>This appears to be a change which will affect everyone and every server.  To clarify, is this change affecting just PvP or everyone?  I can't imagine that it is PvP only but stranger things have happened and this announcement being posted only in the PvP Discussion forum is going to cause confusion.  Unless I missed a post for a more general audience?</p>

timetravelling
02-22-2010, 09:10 PM
<p><cite>Skywarrior wrote:</cite></p><blockquote><p><cite>timetravelling wrote:</cite></p><blockquote><ul><li>We are re-working the spell resist function to no longer heavily favor priests. Instead of basing it on WIS, it will be based upon STA--a stat that everyone has and pursues to varying degrees. </li></ul></blockquote><p>This appears to be a change which will affect everyone and every server.  To clarify, is this change affecting just PvP or everyone?  I can't imagine that it is PvP only but stranger things have happened and this announcement being posted only in the PvP Discussion forum is going to cause confusion.  Unless I missed a post for a more general audience?</p></blockquote><p>My apologies, this affects ONLY PvP. The PvE resist functionality remains unchanged.</p><p>Your wisdom will still add resists, however your chance to outright resist a spell will no longer be affected by this. That formula was created specifically for PvP in beta and that is the one being adjusted. PvE remains unchanged.</p>

Neskonlith
02-22-2010, 09:18 PM
<p><span style="color: #ff0000;">It is very good to finally hear that a solution is forthcoming... great success!</span></p><p><span style="color: #ff0000;">High Five!</span></p><p><img src="http://i207.photobucket.com/albums/bb310/Bitter_Coffee/screenies/QB.jpg" /></p><p><img src="/eq2/images/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" /></p>

Jab
02-22-2010, 09:22 PM
<p>Good news good news.</p><p>Probs on the god ability fix..lovin it.</p><p>Now i also noticed you made the Cloak of tribunal curable,i got one small question requarding that item tho.</p><p>Did you take a look at the proc chance data on it ? Atm i am still seing it proc some 3-6 times a min and some times even more when used by certain classes.I remember one of you guys said something about looking into just that issue but so far i cant really see any changes to how it works.</p><p>Thank you.</p>

Mikai
02-22-2010, 09:27 PM
<p><cite>Neskonlith wrote:</cite></p><blockquote><p><span style="color: #ff0000;">It is very good to finally hear that a solution is forthcoming... great success!</span></p><p><span style="color: #ff0000;">High Five!</span></p><p><img src="http://i207.photobucket.com/albums/bb310/Bitter_Coffee/screenies/QB.jpg" /></p><p><img src="/eq2/images/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" /></p></blockquote><p>For this reason alone, I will keep reading pvp forums until I (or this website) die!  I can appreciate some humor in an otherwise volitile situation. lol  <img src="/eq2/images/smilies/49869fe8223507d7223db3451e5321aa.gif" border="0" /></p>

yohann koldheart
02-22-2010, 09:42 PM
<p><cite>timetravelling wrote:</cite></p><blockquote><p>Allo!</p><p>Wanted to call out a few changes that y'all will be seeing soon, pending internal testing:</p><ul><li>Toughness has been improved. It still grants the flat reduction to PvP damage, however also grants 1.5x that amount of critical mitigation. This means that a full set of gear will give 40% damage reduction as well as 60% crit mit.</li></ul><div>Thank you for y'alls patience and feedback over the last few days. Hopefully these changes will help smooth things out and make PvP more challenging and fun! =)</div></blockquote><p>this change is for pvp only correct?  as far as toughness granting 1.5x the amount in crit mit i mean.</p>

timetravelling
02-22-2010, 10:21 PM
<p><cite>Filthi@Nagafen wrote:</cite></p><blockquote><p><cite>timetravelling wrote:</cite></p><blockquote><p>Allo!</p><p>Wanted to call out a few changes that y'all will be seeing soon, pending internal testing:</p><ul><li>Toughness has been improved. It still grants the flat reduction to PvP damage, however also grants 1.5x that amount of critical mitigation. This means that a full set of gear will give 40% damage reduction as well as 60% crit mit.</li></ul><div>Thank you for y'alls patience and feedback over the last few days. Hopefully these changes will help smooth things out and make PvP more challenging and fun! =)</div></blockquote><p>this change is for pvp only correct?  as far as toughness granting 1.5x the amount in crit mit i mean.</p></blockquote><p>yes. the crit mit granted by toughness only affects PvP combat. Critical Mitigation and Toughness remain a separating factor between raid and PvP gear.</p>

Roald
02-22-2010, 10:54 PM
<p>Thanks for the update <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Taldier
02-22-2010, 11:02 PM
<p>Thank you for an update on many of the pressing issues affecting us.</p><p>This thread has saved nagafen.</p><p>Its amazing what some communication can do for the morale of the playerbase.</p>

PeaSy1
02-22-2010, 11:39 PM
the auto engage is the best bug in pvp currently.....

Portbott
02-23-2010, 12:09 AM
<p>Hows is Crit mit going to work in PVP now? With the high crit mod most of us already have, crit mit would hardly show anything in PVP combat. Is it going to work as it used to (not critting at all) or as it worked in raids, where it simply mitigated some of the critical end of the damage?</p>

Rothgar
02-23-2010, 12:12 AM
<p><cite>timetravelling wrote:</cite></p><blockquote><p><cite>Kaidia@Nagafen wrote:</cite></p><blockquote><p>Thank you for finally addressing many issues that have been complained about over several days.</p><p>However, we still have not had a response on whether being put in combat when hit by another player is an intended change or a bug you are working on fixing.  An answer or even acknowledgement would go a long way toward making those of us in the PVP community happy and receptive.</p></blockquote><p>It is a bug and is being looked into, I don't have an ETA for you though, so did not include it. As soon as we have the cause and fix, we'll hotfix it out.</p></blockquote><p>We've found the issue where you are put into combat when attacked.  It looks like this change was made a long time ago in preparation for battlegrounds.  We never intended for it to be a PVP-wide change.</p><p>So we're going to fix that asap on PVP servers but leave this behavior in Battlegrounds for now.</p>

Mikai
02-23-2010, 02:17 AM
<p><cite>Rothgar wrote:</cite></p><blockquote><p><cite>timetravelling wrote:</cite></p><blockquote><p><cite>Kaidia@Nagafen wrote:</cite></p><blockquote><p>Thank you for finally addressing many issues that have been complained about over several days.</p><p>However, we still have not had a response on whether being put in combat when hit by another player is an intended change or a bug you are working on fixing.  An answer or even acknowledgement would go a long way toward making those of us in the PVP community happy and receptive.</p></blockquote><p>It is a bug and is being looked into, I don't have an ETA for you though, so did not include it. As soon as we have the cause and fix, we'll hotfix it out.</p></blockquote><p>We've found the issue where you are put into combat when attacked.  It looks like this change was made a long time ago in preparation for battlegrounds.  We never intended for it to be a PVP-wide change.</p><p>So we're going to fix that asap on PVP servers but leave this behavior in Battlegrounds for now.</p></blockquote><p>Thank you, Rothgar.  I suspected this was the case since it was first noticed.  And I agree that it's perfectly applicable in Battlegrounds, but applying it in Open PVP is problematic.  I'm glad you have found the problem and are fixing it.</p><p>Once again, I love you!</p>

seahawk
02-23-2010, 02:32 AM
<p>Thanks for the fix.. but this should have never happened to the degree that it did.  I get the fact that bugs happen when launching new content,</p><p>...But...</p><p>I know for a fact that many people were asking for some beta testing with respect to pvp and the only answer we received (in beta) was that "you guys" (SoE) did some internal testing.  Some of these little "bugs" are <span style="font-size: small;"><strong>big </strong></span>time screw ups.  Seriously. </p><p>I haven't decided what I am doing yet.  I played the first few days of launch, but it was laggy as all get out.  Casting spells was insanely fubared.  Pvp was borked.  And I haven't logged in for 5 days now.  If I am being honest, you took the wind out of my sail.  I guess I will make my mind up in the next few days if I am still going to continue to play or not.  One thing is for certain, if it takes an inordinate amount of time to get these fixes implemented, then my decision is that much easier.</p><p>Here's to a quicker fix ... cause overall I do(did) like the game.</p>

ThomasCH
02-23-2010, 06:33 AM
<p><cite>timetravelling wrote:</cite></p><blockquote><p>Allo!</p><p>Wanted to call out a few changes that y'all will be seeing soon, pending internal testing:</p><ul><li>Resists have been added to all SF PvP and BG armor. This should give players in the new PvP armor a higher 'base' for their resists.</li><li>Toughness has been improved. It still grants the flat reduction to PvP damage, however also grants 1.5x that amount of critical mitigation. This means that a full set of gear will give 40% damage reduction as well as 60% crit mit.</li><li>We are re-working the spell resist function to no longer heavily favor priests. Instead of basing it on WIS, it will be based upon STA--a stat that everyone has and pursues to varying degrees. </li><li>The resist formula is going to remain similar (though scaled down at the high end as it was possible for high-WIS characters to reach 45-50% spell resist), but will be based upon the *caster's* level instead of the *defender's* level. This will make it more difficult to attack much higher-level targets as they will naturally have a very high chance to resist your spells.</li></ul><div>Thank you for y'alls patience and feedback over the last few days. Hopefully these changes will help smooth things out and make PvP more challenging and fun! =)</div></blockquote><p>Thank you.</p>

Kurindor_Mythecnea
02-23-2010, 06:45 AM
<p><cite>Portbot@Nagafen wrote:</cite></p><blockquote><p>Hows is Crit mit going to work in PVP now? With the high crit mod most of us already have, crit mit would hardly show anything in PVP combat. Is it going to work as it used to (not critting at all) or as it worked in raids, where it simply mitigated some of the critical end of the damage?</p></blockquote><p><span style="color: #ff6600;"><a href="http://eq2.wikia.com/wiki/Cap" target="_blank">EQ2i mentions</a> 100% critical mitigation mitigating 100% of a 120% crit modifier.</span></p><p><span style="color: #ff6600;">So, if that is unchanged, many classes now have 150% crit modifiers, which means you would need the unachievable 250% critical mitigation to fully negate their bonuses (or more, given how many critical bonus mods exist).</span></p><p><span style="color: #ff6600;">But really, I don't know and it's all quite mysterious!</span></p><p><span style="color: #ff6600;"></span></p><p><span style="color: #ff6600;">Thanks for the updates Rothgar nn Timetravelling.</span></p><p><span style="color: #ff0000;"></span></p><p><span style="color: #ff0000;">Another question I have though, aside from: "how doescritical mitigation really work?," is: "are statistical caps completely removed, or is that only for potency?"</span></p><p><span style="color: #ff0000;">I heard Fyreflyte mentioning potency caps are now removed, but does this apply to base Str/Agi/Wis/Int/Disruption/Ministration/Slashing/Crushing/Piercing as well?</span></p>

Azol
02-23-2010, 06:55 AM
<p>The comic by Neskonlith:   Hahahahaha!!!! Hilarious!!!</p><p><span style="color: #ff0000;">High Five!</span></p><p><img src="http://i207.photobucket.com/albums/bb310/Bitter_Coffee/screenies/QB.jpg" /></p>

innervoid
02-23-2010, 05:49 PM
<p>Honestly this is a bad change. Now SKs and Pallies will be even more OP in the lower tiers having a good amount to resist spells, spell mit, and physical mit.</p><p>Here's a problem for priests if such changes come into play with at least the t2 MC gear. We have no stam if we want to go wis...we sit around half the HP compared to other classes as it is since our gear is wis + int.</p><p>Let me repeat changing the resist mechanic to stam is not the solution. Currently the percentage of resisting is way too high and changing to stam will just increase the problem from a group of classes (priests) to many classes.</p><p>I think the inherent resist calculations are completely bonked and needs to be relooked. Stop being lazy and actually work? Actually...TEST things on the test server. Out right resists should be rare... mean like maxing at like 10% and that is even still fustrating for casters.</p>

Stuckx
02-23-2010, 05:57 PM
<p><cite>innervoid wrote:</cite></p><blockquote><p>Honestly this is a bad change. Now SKs and Pallies will be even more OP in the lower tiers having a good amount to resist spells, spell mit, and physical mit.</p><p>Here's a problem for priests if such changes come into play with at least the t2 MC gear. We have no stam if we want to go wis...we sit around half the HP compared to other classes as it is since our gear is wis + int.</p><p>Let me repeat changing the resist mechanic to stam is not the solution. Currently the percentage of resisting is way too high and changing to stam will just increase the problem from a group of classes (priests) to many classes.</p><p>I think the inherent resist calculations are completely bonked and needs to be relooked. Stop being lazy and actually work? Actually...TEST things on the test server. Out right resists should be rare... mean like maxing at like 10% and that is even still fustrating for casters.</p></blockquote><p>Nobody cares about your lowbie twink.</p>

Vlahkmaak
02-23-2010, 06:18 PM
<p><cite>innervoid wrote:</cite></p><blockquote><p>Honestly this is a bad change. Now SKs and Pallies will be even more OP in the lower tiers having a good amount to resist spells, spell mit, and physical mit.</p><p>Here's a problem for priests if such changes come into play with at least the t2 MC gear. We have no stam if we want to go wis...we sit around half the HP compared to other classes as it is since our gear is wis + int.</p><p>Let me repeat changing the resist mechanic to stam is not the solution. Currently the percentage of resisting is way too high and changing to stam will just increase the problem from a group of classes (priests) to many classes.</p><p>I think the inherent resist calculations are completely bonked and needs to be relooked. Stop being lazy and actually work? Actually...TEST things on the test server. Out right resists should be rare... mean like maxing at like 10% and that is even still fustrating for casters.</p></blockquote><p>Any mage out right parrying my guardian should like wise be rare and mitigating anything in cloth?  Gimmie a break.</p>

Mikai
02-23-2010, 06:31 PM
<p><cite>innervoid wrote:</cite></p><blockquote><p>Honestly this is a bad change. Now SKs and Pallies will be even more OP in the lower tiers having a good amount to resist spells, spell mit, and physical mit.</p><p>Here's a problem for priests if such changes come into play with at least the t2 MC gear. We have no stam if we want to go wis...we sit around half the HP compared to other classes as it is since our gear is wis + int.</p><p>Let me repeat changing the resist mechanic to stam is not the solution. Currently the percentage of resisting is way too high and changing to stam will just increase the problem from a group of classes (priests) to many classes.</p><p>I think the inherent resist calculations are completely bonked and needs to be relooked. Stop being lazy and actually work? Actually...TEST things on the test server. Out right resists should be rare... mean like maxing at like 10% and that is even still fustrating for casters.</p></blockquote><p>Honestly, as a priest myself (I play warden, mystic, and have plans to work on a templar.  I'm a healer at heart), I disagree here.  Since I began maximizing my warden's potential, I realized the importance of stamina as a healer with little HP dies quicker.  A healer can't do any good when dead.  There has to be a balance with wisdom and stamina and I have a great many pieces of gear that have both sta and wis on both my toons.</p><p>I will grant my sta is not as high as my wisdom, since the change, however, I think you'll find that that is the case for many people.  Stamina, as I understand it, still caps at 1220 whereas, the other stats do not.  Truthfully, even as a priest, I believe it's most fair for resists to be stamina based, because, as Timetravelling said, everyone pursues this stat.  Stamina benefits everyone, and it is not that hard to come by.</p><p>I approve of this change.</p>

Shankapotomus
02-23-2010, 07:46 PM
<p>real happy about the fact that classes with higher health now have a better chance to resist spells than a priest who have lower health and less mitigation.</p><p>Way to go SOE</p>

trovan2
02-24-2010, 01:20 AM
<p>When I read the first part of the title, I laughed. Battlegrounds have been 'incoming' for a long time now, way past the release date.</p><p>And good news on the auto-engage, was getting worried by the loud roar of silence when asked about it before.</p>

Chia_Pet
02-24-2010, 04:59 AM
<p>Proc rate on Cloak of justice is proccing so much because it has seperate proc triggers, unlike items that proc form "a melee attack or spell attack. it will proc 2 or so times a minute for combat arts, then another 2 times a minute for spells. thus a guardian will only proc say 2 times , while a paladin(who uses both CAs and spells for damage) will proc it maybe 4 times?</p><p>I think thats why you are seeing it proc so much, though I could be wrong.</p>

Chia_Pet
02-24-2010, 05:01 AM
<p>Is there some kind of reasoning as to why the dev team is trying to make 2 seperate games in one? why seperate and remove crit mit from PvP server gear so as to make it weak for PvE?</p>

Muraazi
02-24-2010, 06:00 AM
<p><cite>Chia_Pet wrote:</cite></p><blockquote><p>Is there some kind of reasoning as to why the dev team is trying to make 2 seperate games in one? why seperate and remove crit mit from PvP server gear so as to make it weak for PvE?</p></blockquote><p>I'm guessing they are trying to give people more survivability while keeping pve the same. If they added the damage reduction that toughness has to crit mit pve would become even easier than it is now. The odd thing is why couldn't they just adjust the spell/CA values in pvp, the mechanic already exists. Again I'm guessing they took tried to take the easy way out and just give a stat instead of adjust lord knows how many abilities.</p>

mrsma
02-24-2010, 08:36 AM
<p><cite>Blambil@Nagafen wrote:</cite></p><blockquote><p><cite>timetravelling wrote:</cite></p><blockquote><ul><li>We are re-working the spell resist function to no longer heavily favor priests. Instead of basing it on WIS, it will be based upon STA--a stat that everyone has and pursues to varying degrees. </li></ul></blockquote><p>You...</p><p>are</p><p>my</p><p>hero!!!!</p><p>(thank you for taking suggestions!!)</p></blockquote><p>Says the lv 55 Pally. Yep Way to go. I wonder WHY you favour this change.   [Removed for Content] the healers more and make Fighters MORE OP.</p><p>Next !!!</p>

PeaSy1
02-24-2010, 09:15 AM
<p><cite>Shankapotomus@Nagafen wrote:</cite></p><blockquote><p>real happy about the fact that classes with higher health now have a better chance to resist spells than a priest who have lower health and less mitigation.</p><p>Way to go SOE</p></blockquote><p>Um im a healer and i have nearly 16k hp at 86</p>

Ahlana
02-24-2010, 10:46 AM
<p><cite>Dudo@Nagafen wrote:</cite></p><blockquote><p><cite>Shankapotomus@Nagafen wrote:</cite></p><blockquote><p>real happy about the fact that classes with higher health now have a better chance to resist spells than a priest who have lower health and less mitigation.</p><p>Way to go SOE</p></blockquote><p>Um im a healer and i have nearly 16k hp at 86</p></blockquote><p>And even before the change to Wis that made healers even "more" unkillable they were doing just fine.. They will still be near unkillable after the change as well.</p>

Shankapotomus
02-24-2010, 10:54 AM
<p><cite>Dudo@Nagafen wrote:</cite></p><blockquote><p><cite>Shankapotomus@Nagafen wrote:</cite></p><blockquote><p>real happy about the fact that classes with higher health now have a better chance to resist spells than a priest who have lower health and less mitigation.</p><p>Way to go SOE</p></blockquote><p>Um im a healer and i have nearly 16k hp at 86</p></blockquote><p>Um... I don't know if you know that you're a necromancer, and that is a mage class... I see you have a lvl 75 warden who has barely 5k health no buffs (not to mention your gear on all your characters is a mix of mastercraft and junk loot from easy zones).</p><p>But us <span style="color: #ff0000;">REAL</span> healers (<span style="color: #00ff00;">Wardens, Furies</span>, Mystics, Defilers, Templars, Inquisitors FYI) who don't have high STA on every piece of gear we have like fighter classes, since our main objective is to keep others alive so they can keep us alive, this is a big kick in the pants.</p><p>Also I'm a lvl 86 Fury full T8 pvp gear (armor and jeweler) and I have 13k health. But without buffs I have barely ove 10k health. So your most likely talking a bout a Inquisitor or a Templar who have plate armor and higher health buffs (for the most part plate armor gives a higher health bonus in the first place). So we're not referring to you're health, we are talking about your Stamina.</p><p>The resist system was in wack, but to totaly change the stat used makes every piece of gear I've been working so hard to get is useless for the purpose I wanted it for.</p><p>Does SOE give refunds? I don't think so</p>

PeaSy1
02-24-2010, 11:39 AM
Since ur an idiot one sec.

Lather
02-24-2010, 11:40 AM
<p>Ok now go look at my main toon Lather and tell me what class i am....</p><p>That other account used to be my main account so i continue to post under it but to hold up confusion ill post from this then.</p><p>Btw hence the screenshot i posted before and i think those spells look like templar spells but i could be wrong....</p><p><img src="http://i48.tinypic.com/2dm886x.jpg" width="1440" height="838" /></p>

MaCloud1032
02-24-2010, 12:51 PM
Everyone is also failing to see that all the new gear has sta on it and from there is the sprinkling for its general class direction. Face it SOE wants us out of out TB gear. I replaced my full set of T1 shard with 84MC lastnight on my ranger and also go a set of lv 80MC pvp gear. Probly going to do the same thing for my guardian. Just keeping my SK in his raid/pvp gear. Its SOE's game we just pay to play

Shankapotomus
02-24-2010, 12:53 PM
<p>Good job fighting the point of my post that had no real importance. You win that one. Your Health only appears to be about 14k, but nice try hiding it by taking damage ( I can do math).</p><p> But once again, like I said, you're talking about a plate healer who will naturally have more STA since every piece of your gear gives STA (unlike leatherwearing healers).</p><p>But the main point is you believe classes with higher health and more reduction should have a better resist rate than classes who have low health and would naturaly take more damage. And if you didnt know the point of a tank is to absorb all the damage, not escape from it. should really read the full post</p><p>But I guess I would be the idiot, since both you and SOE agree. Send me a screenshot of you and Time during a cuddling setion. That way you can prove another invalid point.</p>

Lather
02-24-2010, 02:25 PM
<p><cite>Shankapotomus@Nagafen wrote:</cite></p><blockquote><p>Good job fighting the point of my post that had no real importance. You win that one. Your Health only appears to be about 14k, but nice try hiding it by taking damage ( I can do math).</p><p> But once again, like I said, you're talking about a plate healer who will naturally have more STA since every piece of your gear gives STA (unlike leatherwearing healers).</p><p>But the main point is you believe classes with higher health and more reduction should have a better resist rate than classes who have low health and would naturaly take more damage. And if you didnt know the point of a tank is to absorb all the damage, not escape from it. should really read the full post</p><p>But I guess I would be the idiot, since both you and SOE agree. Send me a screenshot of you and Time during a cuddling setion. That way you can prove another invalid point.</p></blockquote><p>Since that ss was taken i have replaced 3 pieces of loot bringing my hp to 15.8k....</p><p>And on a note of man i love proving scrubs wrong! Here is what some identical gear to me would look for me of YOUR class</p><p><img src="http://i47.tinypic.com/2i267w7.png" /></p><p>And then i crashed so i couldnt get the rest of my stuff but........my boots also have 35 stamina and my legs have 26 sta where fury ones have 32 and im no math genius but.....</p><p>35+44+35+52+32=198 for fury set</p><p>40+52+26+35+35=188 for the templar set i have</p><p>But wait i thought furies get less sta than templars? Unless theirs some cleric/templar jewelry only that i dont know about.....</p><p>mm</p>

Shankapotomus
02-24-2010, 02:54 PM
<p>O man... you really got me...</p><p>o wait, this is the PvP forums right?</p><p>In my pvp gear I have somewhere around 119% Crit Mit. and about 254 toughness (20% dmg reduction from a lvl 86 opponent). So you believe I should quit owning you Qs in PvP to take my time and go get useless lvl 80 gear?</p><p>Can we ever get to the point? or do you even remember what this post is about? take that aluminum cap off and pay attention</p>

Lather
02-24-2010, 03:14 PM
Um no i was comparing what a fury in EQUAL gear to me would have for stamina compared to me since you said templar gear >> fury gear for stamina

MaCloud1032
02-24-2010, 03:46 PM
I wasn't saying you should drop your token pvp gear for the MC PvP. Iam saying sony has already made the gear able to support this change. It all pretty much the same +100 hp +100pwr 40sta 40insertclass stat 20agi. Ill do ya one better ill lay it out like the devs did in beta. Suck it up. New levels means new gear and new machanics. Live with them adapt or leave. The choice is yours. Get the new pvp gear/raid gear or QQ more about your outdated gear

Shankapotomus
02-24-2010, 04:23 PM
<p>ah... boys and girls... I already have my first piece of T9 pvp gear (can't equip yet), I'm ready to get rid of this gear set. I could care less about your set instances you beat me. But as you can see from your screenshot you have far more Sta than I do, I'm only sitting on about 550. And for a fury i need a balance of wisdom and Int to be successful in pvp. Throw in a third stat and I could get screwed.</p><p>And I am dealing with the changes, I have been in the Highlands every night thus far (meet me there). This was a thread posted by a developer on the changes. What I had to say was I don't think it is right fighter classes will have a higher resist chance than priests do and on top of that they have more health.</p><p>And thats not how Sony layed it out. They said, what can we do to keep people paying money to us? Let conjs one shot people? done.</p><p>So when a thread comes up telling us of changes and I don't understand why, you can expect me to post on it.</p>

Muraazi
02-24-2010, 04:32 PM
<p><cite>Shankapotomus@Nagafen wrote:</cite></p><blockquote><p>ah... boys and girls... I already have my first piece of T9 pvp gear (can't equip yet), I'm ready to get rid of this gear set. I could care less about your set instances you beat me. But as you can see from your screenshot you have far more Sta than I do, I'm only sitting on about 550. And for a fury i need a balance of<strong><em><span style="text-decoration: underline;"> wisdom and Int</span></em></strong> to be successful in pvp. Throw in a third stat and I could get screwed.</p><p>And I am dealing with the changes, I have been in the Highlands every night thus far (meet me there). This was a thread posted by a developer on the changes. What I had to say was I don't think it is right fighter classes will have a higher resist chance than priests do and on top of that they have more health. But if you read the initial post he says that wisdom will still play a roll on the high end. So I was hoping for a response of how these two Stats will work together to balance this.</p><p>And thats not how Sony layed it out. They said, what can we do to keep people paying money to us? Let conjs one shot people? done.</p><p>So when a thread comes up telling us of changes and I don't understand why, you can expect me to post on it.</p></blockquote><p>I could be wrong but isn't it just wisdom now for all priests?!?! That leaves you 2 stats to focus on, Wis and you guessed it.... Stamina. Seeing as only priests focus on wisdom and every other class would have fairly low wis, I'd say this is a very fair change. It is unfair (and would remain unfair without this change) to other classes to have only wisdom affect resists (chance?). Considering all class do somewhat focus on stamina secondarily for more hps on a pvp server, stamina is the perfect stat for it.</p>

MaCloud1032
02-24-2010, 04:37 PM
I would love to meet you but iam not a Q. Another news flast stat consolidation made you and every other healer need your mix of wis and int(even though all it does is give maginional crit mit) minus class buffs you will have the exact same stats as anyother healer you inspect. (Providing in pvp gear) tanks come out a bit better on this but last I checked groups want there tanks hard to kill. All mages will have same amount of stats all healers will be the same and all scouts. Sounds as life can get all arc types have the same stats.

Shankapotomus
02-24-2010, 05:00 PM
<p><cite>Muraazi wrote:</cite></p><blockquote><p><cite>Shankapotomus@Nagafen wrote:</cite></p><blockquote><p>ah... boys and girls... I already have my first piece of T9 pvp gear (can't equip yet), I'm ready to get rid of this gear set. I could care less about your set instances you beat me. But as you can see from your screenshot you have far more Sta than I do, I'm only sitting on about 550. And for a fury i need a balance of<strong><em><span style="text-decoration: underline;"> wisdom and Int</span></em></strong> to be successful in pvp. Throw in a third stat and I could get screwed.</p><p>And I am dealing with the changes, I have been in the Highlands every night thus far (meet me there). This was a thread posted by a developer on the changes. What I had to say was I don't think it is right fighter classes will have a higher resist chance than priests do and on top of that they have more health. But if you read the initial post he says that wisdom will still play a roll on the high end. So I was hoping for a response of how these two Stats will work together to balance this.</p><p>And thats not how Sony layed it out. They said, what can we do to keep people paying money to us? Let conjs one shot people? done.</p><p>So when a thread comes up telling us of changes and I don't understand why, you can expect me to post on it.</p></blockquote><p>I could be wrong but isn't it just wisdom now for all priests?!?! That leaves you 2 stats to focus on, Wis and you guessed it.... Stamina. Seeing as only priests focus on wisdom and every other class would have fairly low wis, I'd say this is a very fair change. It is unfair (and would remain unfair without this change) to other classes to have only wisdom affect resists (chance?). Considering all class do somewhat focus on stamina secondarily for more hps on a pvp server, stamina is the perfect stat for it.</p></blockquote><p>Obviously never played a fury. Hybrid class = medium heals medium dps. I can hit for about 5k in pvp, but if i take away my int I can do maybe 1k. Also the more dps I do the higher I boost my primary healer in my group if you've ever looks at my myth.</p><p>And if people would care to read the posts I said the old resist system was out of wack and did need a change. But why change it only for pvp? Another option would be to factor it in to the gear, maybe on top of toughness or something of the sort. I don't expect them to change it back, I just want to know how it is going to lvl out the fighters.</p><p>You do want your tanks staying up, but a tank should be taking the damage, but should be reduced by his armor, not negated. I was talking to a berserker and he has over 200 more Sta than I do. This is an update thread and I was wanting to know how the developers hoped to even this out, Fluxing in the opposite direction doesn't seem like much help, unless they have balanced it some how. Could we get a developer posting in here? Tired of making points that are totaly over looked and being told totaly irelivant conclusions.</p>

Taldier
02-24-2010, 05:07 PM
<p><cite>Shankapotomus@Nagafen wrote:</cite></p><blockquote><p>ah... boys and girls... I already have my first piece of T9 pvp gear (can't equip yet), I'm ready to get rid of this gear set. I could care less about your set instances you beat me. But as you can see from your screenshot you have far more Sta than I do, I'm only sitting on about 550. And <strong>for a fury i need a balance of wisdom and Int to be successful in pvp</strong>. Throw in a third stat and I could get screwed.</p><p>And I am dealing with the changes, I have been in the Highlands every night thus far (meet me there). This was a thread posted by a developer on the changes. What I had to say was I don't think it is right fighter classes will have a higher resist chance than priests do and on top of that they have more health.</p><p>And thats not how Sony layed it out. They said, what can we do to keep people paying money to us? Let conjs one shot people? done.</p><p>So when a thread comes up telling us of changes and I don't understand why, you can expect me to post on it.</p></blockquote><p>Fairly certain that both your heals and damage are now entirely based on wisdom, as is every other priests.</p><p>Fighter damage is based on str.</p><p>Scout damage is based on agi.</p><p>Mage damage is based on int.</p><p>All classes need and gain stamina equally.  Stamina is the only stat not assigned to any one archtype.</p><p>Complaining about the losing an advantage when you can currently nuke people for as much as wizards used to while resisting 50% of spells is fail.</p><p>Edit:</p><p><strong>Priests</strong></p><ul><li>Wisdom (<em>primary</em>) – determines your max power, increases your damage (both spell and melee), and improves your resists against spell damage.</li><li>Agility – improves your chance to avoid melee attacks.</li><li>Intelligence – adds a crit mit bonus.</li></ul>

Notsovilepriest
02-24-2010, 05:08 PM
<p><cite>Shankapotomus@Nagafen wrote:</cite></p><blockquote><p><cite>Muraazi wrote:</cite></p><blockquote><p><cite>Shankapotomus@Nagafen wrote:</cite></p><blockquote><p>ah... boys and girls... I already have my first piece of T9 pvp gear (can't equip yet), I'm ready to get rid of this gear set. I could care less about your set instances you beat me. But as you can see from your screenshot you have far more Sta than I do, I'm only sitting on about 550. And for a fury i need a balance of<strong><em><span style="text-decoration: underline;"> wisdom and Int</span></em></strong> to be successful in pvp. Throw in a third stat and I could get screwed.</p><p>And I am dealing with the changes, I have been in the Highlands every night thus far (meet me there). This was a thread posted by a developer on the changes. What I had to say was I don't think it is right fighter classes will have a higher resist chance than priests do and on top of that they have more health. But if you read the initial post he says that wisdom will still play a roll on the high end. So I was hoping for a response of how these two Stats will work together to balance this.</p><p>And thats not how Sony layed it out. They said, what can we do to keep people paying money to us? Let conjs one shot people? done.</p><p>So when a thread comes up telling us of changes and I don't understand why, you can expect me to post on it.</p></blockquote><p>I could be wrong but isn't it just wisdom now for all priests?!?! That leaves you 2 stats to focus on, Wis and you guessed it.... Stamina. Seeing as only priests focus on wisdom and every other class would have fairly low wis, I'd say this is a very fair change. It is unfair (and would remain unfair without this change) to other classes to have only wisdom affect resists (chance?). Considering all class do somewhat focus on stamina secondarily for more hps on a pvp server, stamina is the perfect stat for it.</p></blockquote><p>Obviously never played a fury. Hybrid class = medium heals medium dps. I can hit for about 5k in pvp, but if i take away my int I can do maybe 1k. Also the more dps I do the higher I boost my primary healer in my group if you've ever looks at my myth.</p><p>And if people would care to read the posts I said the old resist system was out of wack and did need a change. But why change it only for pvp? Another option would be to factor it in to the gear, maybe on top of toughness or something of the sort. I don't expect them to change it back, I just want to know how it is going to lvl out the fighters.</p><p>You do want your tanks staying up, but a tank should be taking the damage, but should be reduced by his armor, not negated. I was talking to a berserker and he has over 200 more Sta than I do. This is an update thread and I was wanting to know how the developers hoped to even this out, Fluxing in the opposite direction doesn't seem like much help, unless they have balanced it some how. Could we get a developer posting in here? Tired of making points that are totaly over looked and being told totaly irelivant conclusions.</p></blockquote><p>Int does nothing for you...Whata re you talking about</p>

MaCloud1032
02-24-2010, 05:18 PM
And apparently you have no idea what stat consolidation did to you. New system Wis- increases all your spell dmg, melee dmg, heal amount, and all other maner of crap Int- gives you a bonus amount of crit mit (wich is not used anymore in pvp) Str- let's you carry crap Sta- increases HP (now base resist stat for pvp) Agi- Increases avoidance All classes got this done to them. Tanks need str mages int and scouts agi. The more wis you get on your fury the more dps you will put out and the better you will heal. I know norath shattering isn't it. You won't find any official posts about this though as the devs determaned you could search the forums for all prudent info(apparently you didn't) according to you your now broke because you now need 3 stats to focus on. Wis primarly sta secondary and agi and utterly minor amount of int.

Shankapotomus
02-24-2010, 05:34 PM
<p><cite>Darksavanna@Venekor wrote:</cite></p><blockquote>And apparently you have no idea what stat consolidation did to you. New system Wis- increases all your spell dmg, melee dmg, heal amount, and all other maner of crap Int- gives you a bonus amount of crit mit (wich is not used anymore in pvp) Str- let's you carry crap Sta- increases HP (now base resist stat for pvp) Agi- Increases avoidance All classes got this done to them. Tanks need str mages int and scouts agi. The more wis you get on your fury the more dps you will put out and the better you will heal. I know norath shattering isn't it. You won't find any official posts about this though as the devs determaned you could search the forums for all prudent info(apparently you didn't) according to you your now broke because you now need 3 stats to focus on. Wis primarly sta secondary and agi and utterly minor amount of int.</blockquote><p>And there is a post worth posting. Because I have been running round since expansion and never bothered to check my int considering I would never credit my wisdom for spell damage. And have been running around with my dam int. pvp equipment on this whole time. This makes since to me now. Because as a fury i like to mix and match both dps and heal most the time.</p><p>Thanks for the clarification sir</p>

MaCloud1032
02-24-2010, 05:47 PM
Now you get all your heals and dps in one neat little package. And also the reason it wasn't fair to keep the pvp resist stat as wis. 1k wis is now the equivalent of 1k str 1k int 1k wis. Battle clarics melee wardens are down right mean! The pvp gear is also prettu much all the same mages all ware the same plate tanks are equil. Iam fairly sure that all the healer gear is the same if not extreamly close in the amount of wis/sta/agi/int

Shankapotomus
02-24-2010, 06:02 PM
<p>Thanks, I know they dumbed somethings down, but thats shocking to me.... Yes, I know they have simplified the PvP gear and made them multi-class based. I've was only lookin on the fury forums and checking out the spell changes they made. Did not= they made it an all in one stat.</p>

Toxicz
02-24-2010, 06:31 PM
<p>So about the resist stat change, is this only vs spells? Because the other day i had a grey level 80 ranger pull out 1600 dps on me as a lvl 90, he hit me every time, is this getting changed as well?  Another thing, if stam is the general resist stat then won't crusaders/warriors be godly vs resists?</p>

Guld_Ulrish
02-24-2010, 08:31 PM
<p>Did you give the scoutpet a mayor boost? Cause he is hitting for 200 or 300dmg in pvp. lulz</p>

MurFalad
02-25-2010, 10:09 AM
<p><cite>timetravelling wrote:</cite></p><blockquote><ul><li>We are re-working the spell resist function to no longer heavily favor priests. Instead of basing it on WIS, it will be based upon STA--a stat that everyone has and pursues to varying degrees. </li></ul></blockquote><p>While I like the rest of the stat changes (they make more stats relevant, before people ignore AGI etc) I'm not a fan at all of this change.</p><p>The problem I see is that it makes STA into a super stat, the more you have the more health you have, but also the more valuable that health is.</p><p>It also simplifies gearing now as it removes the dilema of whether a player should choose to go for more health (STA) or make the health they have more valuable with higher resists (WIS).</p><p>Lastly it also exaggerates the difference between a lowly geared player and a highly geared player, when that difference gets too high it means the lowly geared player cannot do anything to influence a fight in a BG, at that point the player has to instead grind to get gear to be competitive.  I believe that's the problem that occurred in another games BG's and was a factor in causing a rise in people AFKing to get gear (because the gear grind until it was enjoyable PVP was too long and boring). </p><p>In PVE too it speeds up the point where a player trivialises content such as a dungeon too as they gear up which sounds bad.</p><p>I'd prefer to see WIS the stat you want to resists, if having priests being more resistant is a problem then I'd just make each point of WIS for priests worth less for resistances instead. </p><p>Personally though (and I play a Guardian mainly) I like the idea of Priests being more spell resistant then others lore wise, as long as this is made up in extra squishyness or lower DPS it sort of balances out.</p>

Costa
02-25-2010, 11:28 AM
<p>Now there seems to be a massive cry that tanks are going to have an unfair advantage and healers are going to be hit hardest etc but looking at some of the posts here i fully agree with what the Devs are doing. Also looking at a lot of the items that i have seen looted most have the same amount of STA as the other primary stat. The main difference with the fighter gear is that it carries more health than power. Scout items is fairly even as is the healers, although it tends to lean more to power and of course mages carries more power than health. When you see fihters running around with 16k+ hp its not just from the STA they have its because their gear carries significantly more hp. A quick examine to see the size of power pools makes it pretty clear.</p><p>WIS as a primary stat for resists in PVP gives every healer a major advantage over every other class as that is their overall primary stat and will be pushing crazy numbers by the time they are geared up in lvl 90 gear, especially seeing as there are no caps to stats now in SF. By using a neutral stat that is not biased to any one class allows for every class to gear up accordingly.</p><p>The only real gripe i have about the gear and stats in SF at the moment is the apparant lack of resists on gear. When i look at my TSO gear i seem to have some sort of resist, if not multiple types of resists on everything but SF i don't see very many if any on the loot being dropped in instances.</p>

Siphar
02-25-2010, 12:05 PM
<p>+1 to change</p><p>adorns have resists...</p>

Siphar
02-25-2010, 12:06 PM
<p>also, it is nice to make the buffs that players have more useful...</p><p>I never used to cast my +resist buffs before... now it makes sense...</p><p>Even more so for healers</p>

ailen
02-25-2010, 12:51 PM
<p>From what I'm seeing every class' new gear has about the same amount of STA on it.  Drop the old ideas of OMG I'm a healer I won't have as much STA on my gear and you'll be fine.  PVP gear is PVP gear it all has basically the same STA on it.</p><p>I could be wrong, but I don't think I am... Fighters don't have any more STA on their gear than anyone else, they just get more HP bonus to a lot of their gear. </p><p>HP on a character is NOT the same thing as STA.</p><p>Healer's complaining about not being able to stay alive in PVP right now is the most absurd thing I've ever heard.</p>

threat111
02-25-2010, 02:44 PM
<p><cite>Dudo@Nagafen wrote:</cite></p><blockquote>the auto engage is the best bug in pvp currently.....</blockquote><p>QFE</p><p>Please dont fix this. If people want to evac make them evac before you engage.</p>

Neskonlith
02-25-2010, 03:35 PM
<p><span style="color: #ff0000;">Not surprising to see the OP classes benefiting from exploiting broken game mechanics asking for fixes not to be implemented!  Free Tokens!  Uncontested gear!</span></p><p><span style="color: #ff0000;">Guess it also means that for such pvp players that they prefer having one-sided odds in their own favour versus their opponents - one would think that after a week of baby-punching that it would start to get old...</span></p><p><img src="/eq2/images/smilies/97ada74b88049a6d50a6ed40898a03d7.gif" border="0" /></p>

threat111
02-25-2010, 04:12 PM
<p>This is a pvp server.  This shouldnt be a run, evac, hide, cliff-dive, avoid pvp server.  We play here to fight.  How about tryng to fight?</p><p>Classes have nothing to do with the fact evac is broken in pvp.  You should either evac before you are engaged or you should be forced to fight that battle.  As it is you can still sprint away most of the time if you do not wish to fight anyway.  With pvp combat breaking so fast its not an issue.</p>

Neskonlith
02-25-2010, 04:47 PM
<p><cite>Cesium@Nagafen wrote:</cite></p><blockquote><p>This is a pvp server.  This shouldnt be a run, evac, hide, cliff-dive, avoid pvp server.  We play here to fight.  How about tryng to fight?</p></blockquote><p><span style="color: #ff0000;">It isn't enough that your class is benefiting from a broken pvp game, but now you also want your crippled updates to stand still for you so you can more efficiently harvest freebies?</span></p><p><span style="color: #ff0000;"><em>"...please SOE, please please don't fix the game, this exploit is the best pvp evar!"</em></span></p><p><em><img src="/eq2/images/smilies/97ada74b88049a6d50a6ed40898a03d7.gif" border="0" /></em></p>

Stuckx
02-25-2010, 07:25 PM
<p>What happened to battlegrounds having PVP rules? Cause from what I'm seeing,battlegrounds are going off arena rules. The damage in there isn't mitigated at all,so fights last all of two seconds.</p><p>GG SOE.</p>

riid
02-25-2010, 08:52 PM
<p>I also like that people are put in combat when hit although most of them end up running for a cliff anyways (Ringgirl,Gwardian,Brimestar) lolz.</p>

Lather
02-25-2010, 11:13 PM
<p><cite>Stuckx@Nagafen wrote:</cite></p><blockquote><p>What happened to battlegrounds having PVP rules? Cause from what I'm seeing,battlegrounds are going off arena rules. The damage in there isn't mitigated at all,so fights last all of two seconds.</p><p>GG SOE.</p></blockquote><p>Ive played 20 bg matches so far and i think ive maybe died once?</p>

Stuckx
02-25-2010, 11:19 PM
<p><cite>Lather@Nagafen wrote:</cite></p><blockquote><p><cite>Stuckx@Nagafen wrote:</cite></p><blockquote><p>What happened to battlegrounds having PVP rules? Cause from what I'm seeing,battlegrounds are going off arena rules. The damage in there isn't mitigated at all,so fights last all of two seconds.</p><p>GG SOE.</p></blockquote><p>Ive played 20 bg matches so far and i think ive maybe died once?</p></blockquote><p>Depends on whether your fighting scrubs or not. I got plaguebringered for 15k.</p>

Cloakentuna
02-25-2010, 11:57 PM
<p>Went in there with Inq SK Troub Coercer and got paired with a zerker and an illy earlier.  Fought a zerker templar warden mystic wizard who got paired with a random warlock. </p><p>I ate 2 fissions in the match and didn't die.  The only time we had somebody die was when our illy who wasn't geared at all ate a double bolt, or when the damage from the relic finally caught up to us and killed our SK.  Damage seemed fine to me.</p>

Galthren
02-28-2010, 01:26 PM
<p><cite>timetravelling wrote:</cite></p><blockquote><p>Allo!</p><p>Wanted to call out a few changes that y'all will be seeing soon, pending internal testing:</p><ul><li>Resists have been added to all SF PvP and BG armor. This should give players in the new PvP armor a higher 'base' for their resists.</li><li>Toughness has been improved. It still grants the flat reduction to PvP damage, however also grants 1.5x that amount of critical mitigation. This means that a full set of gear will give 40% damage reduction as well as 60% crit mit.</li><li>We are re-working the spell resist function to no longer heavily favor priests. Instead of basing it on WIS, it will be based upon STA--a stat that everyone has and pursues to varying degrees. </li><li>The resist formula is going to remain similar (though scaled down at the high end as it was possible for high-WIS characters to reach 45-50% spell resist), but will be based upon the *caster's* level instead of the *defender's* level. This will make it more difficult to attack much higher-level targets as they will naturally have a very high chance to resist your spells.</li></ul><div>Thank you for y'alls patience and feedback over the last few days. Hopefully these changes will help smooth things out and make PvP more challenging and fun! =)</div></blockquote><p>So if you're going to increase resistances with STA instead of WIS, will you then take WIS out of Fighter tanking gear?</p><p>Would be very dumb to keep a stat in our gear that doesn't do anything for us.</p>

Phineus
02-28-2010, 05:02 PM
<p><cite>Cesium@Nagafen wrote:</cite></p><blockquote><p>This is a pvp server.  This shouldnt be a run, evac, hide, cliff-dive, avoid pvp server.  We play here to fight.  How about tryng to fight?</p><p>Classes have nothing to do with the fact evac is broken in pvp.  You should either evac before you are engaged or you should be forced to fight that battle.  As it is you can still sprint away most of the time if you do not wish to fight anyway.  With pvp combat breaking so fast its not an issue.</p></blockquote><p> Im sure everyone would be groovy with that as long as you are forced to fight on your coercer. <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></p>

Blambil
03-03-2010, 07:01 PM
<p><cite>mrsmall wrote:</cite></p><blockquote><p><cite>Blambil@Nagafen wrote:</cite>Says the lv 55 Pally. Yep Way to go. I wonder WHY you favour this change.   [Removed for Content] the healers more and make Fighters MORE OP.</p><p>Next !!!</p></blockquote><p>It's no fun to link your primary characters.. people just point to your small [Removed for Content] and laugh.. a 55 pally is a good placeholder. :p</p><p>I said that as someone who, no matter which character I play, has always thought that the class (priests) with the highest self-survivablilty, shouldn't also automatically have the highest resists, without even trying hard.. </p>

Riny
03-11-2010, 04:49 PM
<p><cite>timetravelling wrote:</cite></p><blockquote><p>Allo!</p><p>Wanted to call out a few changes that y'all will be seeing soon, pending internal testing:</p><ul><li>We are re-working the spell resist function to no longer heavily favor priests. Instead of basing it on WIS, it will be based upon STA--a stat that everyone has and pursues to varying degrees. </li></ul></blockquote><p>Is the STA based resist system now in place? If not, what is the ETA please? I'd like to know since I'm re-gearing my toons. If it's already in place or coming soon, I'll emphasize STA. If not, I'll keep using WIS.</p>