View Full Version : GU64 PVP Feedback Thread
Omougi
06-27-2012, 12:10 AM
<p>Post any feedback you have about the GU64 PVP changes here!</p>
Talathion
06-27-2012, 12:13 AM
<p><cite>Omougi wrote:</cite></p><blockquote><p>Post any feedback you have about the GU64 PVP changes here!</p></blockquote><p>++++++++++</p><p>It takes too long to get a single piece of gear when you have 24 Slots, you should be getting 500ish tokens a match, not 58. It takes 4800 tokens to get a piece of gear, thats atleast 95 matches. [Make the game fun, NOT a grind, I can get pretty much the same gear (thats alot better btw.) 100x easier doing EM Raids or Buying Loot Rights.]</p><p>The Problem with it is, many eq2 players have 4-5 Level 92s, and have to gear up all of them.</p><p>On SWTOR, you get 120 "tokens" per battlegrounds and it takes 550-1800 to get a piece of gear. (just an example.)</p><p>++++++++++</p><p>Fast Casting Healers seem very to hard to kill.</p><p>++++++++++</p>
Corydonn
06-27-2012, 01:20 AM
<p>Tokens are fine, The gear is on par with raid gear and definately should take awhile to obtain.</p><p>For the bruiser class I'd like to see ignore pain raised up quite a bit for pvp combat and maybe Strikethrough immunity added to rockskin or a way to lower the enemies strikethrough or just a lower strikethrough conversion accross the board for all above 92.</p>
Talathion
06-27-2012, 01:25 AM
<p><cite>Corydonn wrote:</cite></p><blockquote><p>Tokens are fine, The gear is on par with raid gear and definately should take awhile to obtain.</p><p>For the bruiser class I'd like to see ignore pain raised up quite a bit for pvp combat and maybe Strikethrough immunity added to rockskin or a way to lower the enemies strikethrough or just a lower strikethrough conversion accross the board for all above 92.</p></blockquote><p>I have 7 pieces of raid gear, 2 of them I bought for 500p each, the rest I got in 2 days of raiding casually.</p><p>It ain't like SF where gears hard to get.</p><p>Also, I'd like to see Battle Frenzy have its trigger removed and its heal amount lowered by alot, the prestige AA "Berserk Fury" Is worthless in pvp, every other prestige aa is not, because battle frenzy only lasts 3-4 seconds in pvp, Berserk Fury is suppost to be 30 seconds of 30% damage reduction.</p><p>I mean... if I "talathion" can get that gear easilly, anyone can.</p><p>It should not be silly hard to get.</p>
Corydonn
06-27-2012, 01:31 AM
<p>Gear to be good in pvp should be earned pvping.</p>
Balrok
06-27-2012, 03:59 AM
<p><cite>Omougi wrote:</cite></p><blockquote><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">PVP ABILTIES / ALTERNATE ADVANCEMENT</span></span></p><p style="margin: 0in 0in 0pt;"><em><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">General</span></span></em></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">The duration of control effects in PVP combat has been reduced.</span></span></p></blockquote><p>I'm honestly OK with the duration of control effects in PvP being lowered <strong>IF</strong> you can confirm items with CC immunity procs are being disabled in PvP. This will actually make CC's viable in PvP, even with the continued drop in durations. I'm assuming you are testing with gear that doesn't proc CC immunities or thinking no one uses them. The majority of "skilled" PvPers do wear these items, such as:</p><p style="padding-left: 30px;"><span style="font-size: xx-small;">Chilled Hoops of Malicious Thoughts<strong>Malicious Thoughts: Makes caster immune to Root, Stun, Stifle, Fear, Daze and Mesmerize effects.</strong>aITEM 482888549 1636056026:[Chilled Hoops of Malicious Thoughts]/aExquisitely Formed Karborite Bracelet<strong>Deep Cogency: Makes caster immune to Root, Stun, Stifle, Fear, Daze and Mesmerize effects.</strong>aITEM -1478399271 -405996073:[Exquisitely Formed Karborite Bracelet]/aCuff of Crystalline Dominion<strong>Crystalline Dominion: Makes caster immune to Root, Stun, Stifle, Fear, Daze and Mesmerize effects.</strong>aITEM -1827891699 399505535:Cuff of Crystalline Dominion/aVelium Dominion (Rune)<strong>Makes caster immune to Root, Stun, Stifle, Fear, Daze and Mesmerize effects.</strong>*works in PvPRing of Emptiness<strong>Empty Soul: Makes target immune to Mesmerize and Stun effects</strong>aITEM -1316094568 2066842791:Ring of Emptiness/a</span></p><p>Disable "Unflinching Defiance" and "Hopeful Resolve" in PvP combat as well.</p><ul><li><span style="font-size: small;">Unflinching Defiance: </span><span style="font-size: small;"><span>Makes caster immune to Stun effects</span></span></li><li><span style="font-size: small;"><span>Hopeful Resolve: Makes caster immune to Stifle Effects</span></span></li></ul><p style="padding-left: 60px;"><span style="font-size: xx-small;">Discord's Battle Medic ChokerLinked Brellium Ruby BraceleGirdle of Aereon</span><span style="font-size: xx-small;">Master's Purple Sapphire EarringHoop of HopArchaic Runed Cuffs of Unknown PowerHoop of the InterpreterBaleful Caller's Cuffs of Unknown Power</span></p><p><span style="font-size: small;">And since we're add it, please look into disabling AOE Immunity items like these:</span></p><p style="padding-left: 30px;"><span style="font-size: x-small;">Frosttide Snowcloak<strong>Frigid Deflection: Prevents AOE (except when direct)</strong>aITEM -1527517428 1716622824:[Frosttide Snowcloak]/aMelding Gemmed Barrier<strong>Sustenance: Prevents AOE (except when direct)</strong>aITEM 501159679 -129507760:Melding Gemmed Barrier/aGlacial Deflection (Rune):<strong> Prevents AOE (except when direct)</strong>*works in PvPaITEM 157400549 223483954:Glacial Deflection/a</span></p><p>... few more on the PvP merchant I can't seem to find atm.</p><p>The removal of Stun on Knockback was excellent btw!</p>
Delethen
06-27-2012, 12:38 PM
<p>First of all, with regard to what exur posted above, and also <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=511615" target="_blank">this thread</a> you started way back when -</p><p>Have you actually taken any notice of that? Because it seems like you have totally disregarded it; none of the new gear has any procs on whatsoever, and all the existing stuff that was pointed out in that thread still works in pvp.</p><p>Secondly, in <a href="http://forums.station.sony.com/eq2/posts/list.m?start=15&topic_id=519382" target="_blank">this thread</a> you posted '<span >I recommend holding onto your tokens on live until you can take a look at what we're doing with the old tokens on test server'. Well, please enlighten me as to what you are doing with the old tokens on test server? You cannot buy anything with them, not even the temporary buff things for toughness and lethality. Furthermore, it seems like the old tokens don't even exist on test right now - I copied a char over with 7k+ battleground tokens and they just morphed into 100 havoc marks.</span></p><p>Finally, and sure its a more vindictive note, but have you done anything with the duration of veil of notes? If you are going to nerf mez durations then surely you also have to greatly reduce the duration of VoN in pvp.</p>
Roald
06-27-2012, 01:16 PM
<p>For those of your planning to load up the test server and try out these changes a word of warning:</p><p>Do not do it unless you already use the test server a lot. It will mess up your normal game, and you'll either end up having to redownload the whole game, or swap to a streaming client to redownload everything even though it was working fine 15 minutes before.</p><p>Its a shame really, they ask you do come and try out these changes, but it just ends up being a massive inconvenience. It happened to me last time I got into beta too for SF.</p>
Alenna
06-27-2012, 02:58 PM
<p><cite>Milambers@Nagafen wrote:</cite></p><blockquote><p>For those of your planning to load up the test server and try out these changes a word of warning:</p><p>Do not do it unless you already use the test server a lot. It will mess up your normal game, and you'll either end up having to redownload the whole game, or swap to a streaming client to redownload everything even though it was working fine 15 minutes before.</p><p>Its a shame really, they ask you do come and try out these changes, but it just ends up being a massive inconvenience. It happened to me last time I got into beta too for SF.</p></blockquote><p>Unless something was changed with this mornings build on test downloading test shoudlnt be a problem wiht live. I have never had trouble with test server it goes into a different</p>
Aneova
06-27-2012, 03:03 PM
<p><cite>Milambers@Nagafen wrote:</cite></p><blockquote><p>For those of your planning to load up the test server and try out these changes a word of warning:</p><p>Do not do it unless you already use the test server a lot. It will mess up your normal game, and you'll either end up having to redownload the whole game, or swap to a streaming client to redownload everything even though it was working fine 15 minutes before.</p><p>Its a shame really, they ask you do come and try out these changes, but it just ends up being a massive inconvenience. It happened to me last time I got into beta too for SF.</p></blockquote><p>Maybe you shouldn't use the same directory for test as you do live</p>
Omougi
06-27-2012, 03:24 PM
<p><cite>Delethen@Mistmoore wrote:</cite></p><blockquote><p>First of all, with regard to what exur posted above, and also <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=511615" target="_blank">this thread</a> you started way back when -</p><p>Have you actually taken any notice of that? Because it seems like you have totally disregarded it; none of the new gear has any procs on whatsoever, and all the existing stuff that was pointed out in that thread still works in pvp.</p><p>Secondly, in <a href="http://forums.station.sony.com/eq2/posts/list.m?start=15&topic_id=519382" target="_blank">this thread</a> you posted '<span>I recommend holding onto your tokens on live until you can take a look at what we're doing with the old tokens on test server'. Well, please enlighten me as to what you are doing with the old tokens on test server? You cannot buy anything with them, not even the temporary buff things for toughness and lethality. Furthermore, it seems like the old tokens don't even exist on test right now - I copied a char over with 7k+ battleground tokens and they just morphed into 100 havoc marks.</span></p><p>Finally, and sure its a more vindictive note, but have you done anything with the duration of veil of notes? If you are going to nerf mez durations then surely you also have to greatly reduce the duration of VoN in pvp.</p></blockquote><p>CC Immunity proc items are being looked at today.</p><p>AOE Immunity abilities and proc items are also going to get a pass.</p><p>We will have a method for you to use up your old PVP tokens before this goes live. No details yet because it's not 100% finalized. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Corydonn
06-27-2012, 03:27 PM
<p><cite>Omougi wrote:</cite></p><blockquote><p><cite>Delethen@Mistmoore wrote:</cite></p><blockquote><p>First of all, with regard to what exur posted above, and also <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=511615" target="_blank">this thread</a> you started way back when -</p><p>Have you actually taken any notice of that? Because it seems like you have totally disregarded it; none of the new gear has any procs on whatsoever, and all the existing stuff that was pointed out in that thread still works in pvp.</p><p>Secondly, in <a href="http://forums.station.sony.com/eq2/posts/list.m?start=15&topic_id=519382" target="_blank">this thread</a> you posted '<span>I recommend holding onto your tokens on live until you can take a look at what we're doing with the old tokens on test server'. Well, please enlighten me as to what you are doing with the old tokens on test server? You cannot buy anything with them, not even the temporary buff things for toughness and lethality. Furthermore, it seems like the old tokens don't even exist on test right now - I copied a char over with 7k+ battleground tokens and they just morphed into 100 havoc marks.</span></p><p>Finally, and sure its a more vindictive note, but have you done anything with the duration of veil of notes? If you are going to nerf mez durations then surely you also have to greatly reduce the duration of VoN in pvp.</p></blockquote><p>CC Immunity proc items are being looked at today.</p><p>AOE Immunity abilities and proc items are also going to get a pass.</p><p>We will have a method for you to use up your old PVP tokens before this goes live. No details yet because it's not 100% finalized. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Those are two great players to listen to in all matters pvp. Another thing you might want to look at is Death March duration as well since Sanctuary was hit.</p>
<p><p>Atm, it would take almost until "EQNext" comes out to get a full set of PvP Gear unless you play on Nagafen.</p><p>Warfields give way too many tokens, 15 per kill (this adds up to alot when you kill 25-100 players.), an extra 500 when it ends, BGs only give 40-80ish per run, so it would take 125 BGs just for 1 tier a piece of gear, or 300 for a piece.</p><p>The Amount of tokens you get in War Fields needs to go down, or the amount you need to get per Warzone needs increased.</p><p>You could simply make the prices 10 times less then what they currently are, thats very reasonable with how many you need for one item.</p></p>
Rotate
06-27-2012, 06:38 PM
<p>wf's.. towers pop .. i think its 10 mins later guards pop, to kill.. 35 mins later wf ends.. soo umm 45 mins for 500 tokens.. i think its fair! but umm dev did say open pvp would get tokens faster becuse we will no longer get our own open pvp gear. Want tokens faster play on pvp sever!</p>
<p><cite>Rotate@Nagafen wrote:</cite></p><blockquote><p>wf's.. towers pop .. i think its 10 mins later guards pop, to kill.. 35 mins later wf ends.. soo umm 45 mins for 500 tokens.. i think its fair! but umm dev did say open pvp would get tokens faster becuse we will no longer get our own open pvp gear. Want tokens faster play on pvp sever!</p></blockquote><p>Well, faster shouldn't mean 100x faster.</p><p>10-20% faster maybe, but not 100x faster, also the prices even on a PvP server are a bit rediculous.</p><p>The Amount it takes to buy a piece of T3 gear needs to go down from 4500 to 900. (4500/10x2.)</p>
Balrok
06-27-2012, 07:26 PM
<p>Nice to hear the CC immunity abilities and gear procs are being looked at... AOE immunity too. Just evaluate if you want CC to be a factor and what you're trying to accomplish with lowering the durations. Then realize there is not point to it all if procs just make people immune anyway.</p><p>The current/old PvP gear is pretty depressing. There is no question in my mind raiders are going to dominate while we "PvPers" gear up with the old PvP gear we spent a year+ getting. I basically have random tier 1 DoV peices that were donated to me last winter.... it's superior to the PvP gear I have. I can't imagine how it compares with current SS raid gear.</p><p>If any raider complains about this new PvP gear edging out their SS raid gear they should be embarrised. I've PvP'ed x100 more then most of them and basically have to earn this gear the hard way. I'm gonna get slaughtered for months. Oh well.. guess I like challanges and will take the beatings, cause that's what it takes. Or maybe they could be beefed up a little. <img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /></p>
Rotate
06-27-2012, 07:42 PM
<p>you might not be as out geared as you think!! Once ur stat gets to certain number it takes ALOT to go up any.. HUGE demnishing returns.. there wont be much differnce between a person in skyshrine legendary and skyshrine fabled gear other then weapon damage.. Like i think its 123 pvp potency i have on test.. not to sure its around there i am at work atm.. and thats 247 pve.. i go reckless.. wich boost me to like 600 pve potency i gain 3 pvp potency lol.. i sit at 327 crit bonus pve and its around 125 or soo pvp.. i have 417 crit chance 48 pvp crit chance a player with 320 crit chance had like 45 pvp...</p><p>oh ps.. ya main stat differnce between gear will be biggest differnce unsure how that scales in pvp. sta seems to be same soo more hp! with better gear</p><p>hmm actualy my pvp crit bonus might of been less then that.. i cant rember .. lol not at home atm. All i know is to make any number move past a certain set value.. it TAKES ALOT of that stat.</p>
Roald
06-27-2012, 08:32 PM
<p>I'm glad to hear anti-CC item procs are being looked into. Are you also considering adding knockback immunity? Durations for this might hard to balance, they may have to be more than the standard x2 duration to be balanced.</p><p><p><cite>Aneova@Kithicor wrote:</cite></p><blockquote><p><cite>Milambers@Nagafen wrote:</cite></p><blockquote><p>For those of your planning to load up the test server and try out these changes a word of warning:</p><p>Do not do it unless you already use the test server a lot. It will mess up your normal game, and you'll either end up having to redownload the whole game, or swap to a streaming client to redownload everything even though it was working fine 15 minutes before.</p><p>Its a shame really, they ask you do come and try out these changes, but it just ends up being a massive inconvenience. It happened to me last time I got into beta too for SF.</p></blockquote><p>Maybe you shouldn't use the same directory for test as you do live</p></blockquote><p>Maybe you should be able to go between the two seemlessly if you have already downloaded both versions? If there's an issue with directories, it should be sorted by the launcher. Several people I've spoken to have had the same issue in the past day or so.</p></p>
Balrok
06-27-2012, 08:32 PM
<p>Removed "Root" from cast bar. 3 second duration in PvP... seriously? Ranger's root is 8 seconds.... amazine. <img src="/eq2/images/smilies/e78feac27fa924c4d0ad6cf5819f3554.gif" border="0" /></p>
Balrok
06-27-2012, 08:34 PM
<p><cite>Milambers@Nagafen wrote:</cite></p><blockquote><p>Are you also considering adding knockback immunity?</p><p>Maybe you should be able to go between the two seemlessly if you have already downloaded both versions? If there's an issue with directories, it should be sorted by the launcher. Several people I've spoken to have had the same issue in the past day or so.</p></blockquote><p>They removed the Stun component in Knock Back. It will basically be an interupt now.... nice change.</p><p><span style="text-decoration: line-through;">I ran full download install of Test and it runs great now. I switch back and forth between live and test very quickly... the launchpad makes it pretty slick.</span></p><p>Nevermind.. I switch to Live and it's downloading the entire game. lovely.. @!#$</p>
Balrok
06-27-2012, 08:36 PM
<p><cite>Rotate@Nagafen wrote:</cite></p><p>No more PvP pot/cb... so I was just comparing my pot/cb stats between PvP and terrible DoV raid gear.</p>
Rotate
06-27-2012, 08:49 PM
<p><cite>Exur@Nagafen wrote:</cite></p><blockquote><p><cite>Rotate@Nagafen wrote:</cite></p><p>No more PvP pot/cb... so I was just comparing my pot/cb stats between PvP and terrible DoV raid gear.</p></blockquote><p>on test if you mouse over your cb/pot it will tell you your effectivness in pvp combat.</p>
BrainCandy
06-27-2012, 09:27 PM
<p><cite>Omougi wrote:</cite></p><blockquote><p>Post any feedback you have about the GU64 PVP changes here!</p></blockquote><p>I don't play on test. But I will complain in this thread as well. 4 seconds? Really? Isn't the point of the enchanter to have some sort of CC? I would still like to know what your "internal play test" was that determined this change. A group of like 5 of you got together in a BG and decide that on behalf of thousands of players? </p><p>-BC</p>
Roald
06-27-2012, 09:29 PM
<p>Played a few BGs, here's what initial thoughts:</p><p><ul><li>From what I can tell the CC duration nerf just doesn't make sense in most cases. A group stun that lasts 2 seconds takes 1.5 seconds to cast. Roots lasting 3 seconds, dazes 2 seconds, the whole thing is just inane. </li><li>Auto attack damage does seem more balanced in general, this is great so far.</li><li>We shouldn't be able to see what a PvP target is casting. This is completely unnecessary and game breaking.</li><li>The Coercer spell Amnesia which has been broken for over 2 years now is still broken. Its PvP duration should be 5 seconds.</li><li>The Coercer hate transfer buff no longer appears to have an effect in PvP, it used to proc a taunt (force target to target tank).</li></ul></p><p>To the above poster, most enchanter CC is limited to 2 seconds, not 4.</p>
<p>I got stun locked in pvp by 2 troubadors/could not do anything while they killed me.</p>
Balrok
06-27-2012, 10:03 PM
<p><cite>Rotate@Nagafen wrote:</cite></p><blockquote><p><cite>Exur@Nagafen wrote:</cite></p><blockquote><p><cite>Rotate@Nagafen wrote:</cite></p><p>No more PvP pot/cb... so I was just comparing my pot/cb stats between PvP and terrible DoV raid gear.</p></blockquote><p>on test if you mouse over your cb/pot it will tell you your effectivness in pvp combat.</p></blockquote><p>ahhh... then nm most of what I said about gear. lol .. self owned.</p>
Rotate
06-27-2012, 10:13 PM
<p><cite>Exur@Nagafen wrote:</cite></p><blockquote><p><cite>Rotate@Nagafen wrote:</cite></p><blockquote><p><cite>Exur@Nagafen wrote:</cite></p><blockquote><p><cite>Rotate@Nagafen wrote:</cite></p><p>No more PvP pot/cb... so I was just comparing my pot/cb stats between PvP and terrible DoV raid gear.</p></blockquote><p>on test if you mouse over your cb/pot it will tell you your effectivness in pvp combat.</p></blockquote><p>ahhh... then nm most of what I said about gear. lol .. self owned.</p></blockquote><p>yep pvp isnt as reliant on gear.. but u do get a slight advantage for better gear!</p>
<p>DoV/SF/Blasting Adornment procs are doing more damage then autoattacks/combat arts...</p><p>Monks Dragonfire is hitting for rediculous amounts as well.</p><p>Can you up the damage of autoattack and lower the damage of procs?</p>
Balrok
06-28-2012, 10:25 AM
<p><cite>Beko@Antonia Bayle wrote:</cite></p><blockquote><p>DoV/SF/Blasting Adornment procs are doing more damage then autoattacks/combat arts...</p><p><span style="text-decoration: line-through;">Can you up the damage of autoattack and lower the damage of procs?</span></p></blockquote><p>No</p><p>I believe they are aware of what Blasting/Mending Adornments are doing in PvP and evaluating how they want to adjust them.</p>
Marsten
06-28-2012, 10:50 AM
<p><cite>Beko@Antonia Bayle wrote:</cite></p><blockquote><p>DoV/SF/Blasting Adornment procs are doing more damage then autoattacks/combat arts...</p><p>Monks Dragonfire is hitting for rediculous amounts as well.</p><p>Can you up the damage of autoattack and lower the damage of procs?</p></blockquote><p>Autoattack damage is already stupidly high in PVP so why would you not want class abilities actually meaning something again?</p>
Daalilama
06-28-2012, 01:46 PM
<p>Can you please not forget to unnerf healer cures in pvp...limiting the amount of dots a healer can cure via group or single target at the same time of not adjusting downward the amounts of dots a group takes in pvp is ridiculously stupid...</p>
Hennyo
06-28-2012, 02:08 PM
I would just like to point out, that the very first completely game breaking PVP change made to the game was the cure nerf. If there was a single change that could be made to PVP after removing gear separation, and fixing insane auto attack damage, it would be making cures function the same in pve as they do in pvp. Quite frankly, with the multitudes of detriments placed on a group in pvp, the very idea of not allowing healers their normal cures is crazy.
Balrok
06-28-2012, 02:20 PM
<p>and nullify any concept of dotting/CC'ing in a group?</p><p>I've played a healer in PvP, waiting the 1-2 seconds to cure again is not a big deal. Spamming cures over and over till everyone is dot free is dumb. It was changed for a reason and it's fine the way it is. </p><p>Besides.. the proc cures on items and passive cures with some class AA's are dumb enough.</p><p>I suggest you just cast a heal between cures to support your group and you'd never notice the delay. Or suggest your group members use a cure pot from time to time.</p>
Maevianiu
06-28-2012, 07:51 PM
<p><cite>Exur@Nagafen wrote:</cite></p><blockquote><p><cite>Beko@Antonia Bayle wrote:</cite></p><blockquote><p>DoV/SF/Blasting Adornment procs are doing more damage then autoattacks/combat arts...</p><p><span style="text-decoration: line-through;">Can you up the damage of autoattack and lower the damage of procs?</span></p></blockquote><p>No</p><p>I believe they are aware of what Blasting/Mending Adornments are doing in PvP and evaluating how they want to adjust them.</p></blockquote><p>The Superior Rune of Blasting was being affected by potency (which it shouldn't) and was why it was doing so much damage. I played a match last night where that rune proc was my #1 source of damage! </p><p>That bug is on a per-item basis so if you find any other items or adornments that have that problem please post it here so we can get them fixed!</p>
Balrok
06-28-2012, 11:28 PM
<p><cite>Maevianiu wrote:</cite></p><blockquote><p>The Superior Rune of Blasting was being affected by potency (which it shouldn't) and was why it was doing so much damage. I played a match last night where that rune proc was my #1 source of damage! </p><p>That bug is on a per-item basis so if you find any other items or adornments that have that problem please post it here so we can get them fixed!</p></blockquote><p>Welcome to PvP combat for the past year+. <span style="text-decoration: line-through;">I'm really not trying to be sarcastic, but for this to be a discovery over a year later is somewhat laughable and sad at the same time.</span> Thanks for looking into this and being very responsive to us. I think you're on the right track of getting this update done right. <img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /></p><p>If you nerfed/fixed/corrected Superior Rune of Blasting... please adorn Mending and evaluate it as well.</p><p>Thanks!</p>
<p>Autoattack isn't doing enough damage in PvP. (500+500+500? We have 68k Health.)</p><p>New PoW Procs are hitting for 5-6k to target encounter.</p><p>Healers seem to be doing alot of damage, mostly because they're autoattacks have always hit harder and lack of MA is no problem due to the curve.</p><p>Combat itself feels way too fast.</p><p>Also, make sure none of your adjustments leak into PvE. (they seem to have on test atm.)</p>
Daalilama
06-29-2012, 06:03 AM
<p>Why is sanctuary's duration nerfed like a mofo down to 15 secs in pvp (as for the 5 meter range increase how far out do you think a group is in pvp) and what gives with the 3 sec cast times on my reactives......in addition again I will simply state you will be omitting again any sort of meaningful attempt at fixing pvp if you do not look at unnerfing the healer cures in pvp...as for rest of templar proposed changed for pvp they do little to enhance let alone maintain our ability at keeping our groups alive....</p>
<p><cite>Daalilama@Nagafen wrote:</cite></p><blockquote><p>Why is sanctuary's duration nerfed like a mofo down to 15 secs in pvp (as for the 5 meter range increase how far out do you think a group is in pvp) and what gives with the 3 sec cast times on my reactives......in addition again I will simply state you will be omitting again any sort of meaningful attempt at fixing pvp if you do not look at unnerfing the healer cures in pvp...as for rest of templar proposed changed for pvp they do little to enhance let alone maintain our ability at keeping our groups alive....</p></blockquote><p>sanctuary was nerfed (as well as other healers anti-cc skills), because of the attempt to balance cc in general (all cc durations were decreased).</p><p>ive played healers (warden/inq) and an enchanter in max lvl grp pvp and after experiencing both sides (trying to cure and trying to dot/cc) i have to say that the cure change was a good one and it does not need to get unnerfed. perhaps ill change my opinion if all the cure-proc items that were helping with the cures get nerfed... but we will see.</p>
<p>Battle Frenzy was nerfed to 15 Triggers in PvP awile ago, in PvP it is a 5.4%.</p><p>Currently, the ability is our primary defensive ability, and its gone in about 2-3 seconds, it has a 30 Second Duration.</p><p>Our new Prestige Ability, Berserk Fury, adds 30% Damage Reduction to this ability, since it goes away so quickly, so does this, this cannot be intended, theres also a prestige to reset battle frenzy, which is also greatly effected.</p><p>Please Nerf Battle Frenzy's Heal Amount in PvP and Remove the Triggers so Berserk Fury works in PvP.</p><p>Lower the heal amount to 0.5%-2% in PvP, then let it go its full duration.</p>
Omougi
06-29-2012, 02:59 PM
<p><cite>Beko@Antonia Bayle wrote:</cite></p><blockquote><p>Battle Frenzy was nerfed to 15 Triggers in PvP awile ago, in PvP it is a 5.4%.</p><p>Currently, the ability is our primary defensive ability, and its gone in about 2-3 seconds, it has a 30 Second Duration.</p><p>Our new Prestige Ability, Berserk Fury, adds 30% Damage Reduction to this ability, since it goes away so quickly, so does this, this cannot be intended, theres also a prestige to reset battle frenzy, which is also greatly effected.</p><p>Please Nerf Battle Frenzy's Heal Amount in PvP and Remove the Triggers so Berserk Fury works in PvP.</p><p>Lower the heal amount to 0.5%-2% in PvP, then let it go its full duration.</p></blockquote><p>I actually just made this change yesterday. Removed the max trigger count and reduced the heal per trigger. Should be on test soon.</p>
Daalilama
06-29-2012, 03:40 PM
<p><cite>29 wrote:</cite></p><blockquote><p><cite>Daalilama@Nagafen wrote:</cite></p><blockquote><p>Why is sanctuary's duration nerfed like a mofo down to 15 secs in pvp (as for the 5 meter range increase how far out do you think a group is in pvp) and what gives with the 3 sec cast times on my reactives......in addition again I will simply state you will be omitting again any sort of meaningful attempt at fixing pvp if you do not look at unnerfing the healer cures in pvp...as for rest of templar proposed changed for pvp they do little to enhance let alone maintain our ability at keeping our groups alive....</p></blockquote><p>sanctuary was nerfed (as well as other healers anti-cc skills), because of the attempt to balance cc in general (all cc durations were decreased).</p><p>ive played healers (warden/inq) and an enchanter in max lvl grp pvp and after experiencing both sides (trying to cure and trying to dot/cc) i have to say that the cure change was a good one and it does not need to get unnerfed. perhaps ill change my opinion if all the cure-proc items that were helping with the cures get nerfed... but we will see.</p></blockquote><p>Come on man thats a copout especially since you never played a temp in pvp....on paper your rational seems logical however on live its garbage...case in point even before the healer cure nerf groups were still getting overloaded on dots...this was never in question...after the nerf still same thing but its made worse due the the limitation of how many dots our group or single tartgets can cure...btw when this went live there was never any explanation given why it was needed in addition the only other pvp changes that went live during the cure nerf were to increase dps of some classes...healers with 1 single group cure are handicapped plain and simple..at the very least unerf the templar and shamans group cure as its warranted.</p><p>As for the nerf to sanctuary again there was never a problem of CC with it unnerfed so as it stands these changes do nothing but hinder my ability to keep my group alive as for the other changes to the templar in pvp the devs are again limiting the abilities of healers to keep their groups alive....</p><p>Lets do a run down shall we...</p><p>Healer cure nerf in pvp....check</p><p>Healer reactiveward nerf in pvp...check</p><p>Healer cc immunity nerf in pvp...check</p><p>Mages Manaburn/Plaguebringer unnerfed in pvp...check</p><p>Scout stun/stiffle in pvp unnerfed...check</p><p>As usual the healers get the lions share of nerfs while dps does not...good job on trying to "fix" pvp again.</p>
<p><cite>Omougi wrote:</cite></p><blockquote><p><cite>Beko@Antonia Bayle wrote:</cite></p><blockquote><p>Battle Frenzy was nerfed to 15 Triggers in PvP awile ago, in PvP it is a 5.4%.</p><p>Currently, the ability is our primary defensive ability, and its gone in about 2-3 seconds, it has a 30 Second Duration.</p><p>Our new Prestige Ability, Berserk Fury, adds 30% Damage Reduction to this ability, since it goes away so quickly, so does this, this cannot be intended, theres also a prestige to reset battle frenzy, which is also greatly effected.</p><p>Please Nerf Battle Frenzy's Heal Amount in PvP and Remove the Triggers so Berserk Fury works in PvP.</p><p>Lower the heal amount to 0.5%-2% in PvP, then let it go its full duration.</p></blockquote><p>I actually just made this change yesterday. Removed the max trigger count and reduced the heal per trigger. Should be on test soon.</p></blockquote><p>Thank you VERY much!!!!!</p><p>I don't know who to ask, but Ward of Rage also wasn't even effected by the heal changes, and its been bugged for ages, even though its a ward and not a heal, its still not effected by potency or ability modifier, and its so weak in pve and pvp you might as well write it off as nothing. Is there gonna be any changes to it.</p><p>Enhance: Blood Rage needs to go back up to 50% Health Replenishment, 10% is very weak for a 0.9% Heal that is only effected by Melee Damage (Autoattack.), Infact that would be a great Focus that it worked on All damage, that way its a little funner to use in pvp/pve.</p><p>But thats all berserker stuff, kind of pvp kind of not, but a 0.9% Heal on Blood Rage in PvP is Pretty Low, and a 3.9% Heal in PvE is Almost as bad as it was before.</p>
<p><cite>Daalilama@Nagafen wrote:</cite></p><blockquote><p><cite>29 wrote:</cite></p><blockquote><p><cite>Daalilama@Nagafen wrote:</cite></p><blockquote><p>Why is sanctuary's duration nerfed like a mofo down to 15 secs in pvp (as for the 5 meter range increase how far out do you think a group is in pvp) and what gives with the 3 sec cast times on my reactives......in addition again I will simply state you will be omitting again any sort of meaningful attempt at fixing pvp if you do not look at unnerfing the healer cures in pvp...as for rest of templar proposed changed for pvp they do little to enhance let alone maintain our ability at keeping our groups alive....</p></blockquote><p>sanctuary was nerfed (as well as other healers anti-cc skills), because of the attempt to balance cc in general (all cc durations were decreased).</p><p>ive played healers (warden/inq) and an enchanter in max lvl grp pvp and after experiencing both sides (trying to cure and trying to dot/cc) i have to say that the cure change was a good one and it does not need to get unnerfed. perhaps ill change my opinion if all the cure-proc items that were helping with the cures get nerfed... but we will see.</p></blockquote><p>Come on man thats a copout especially since you never played a temp in pvp....on paper your rational seems logical however on live its garbage...case in point even before the healer cure nerf groups were still getting overloaded on dots...this was never in question...after the nerf still same thing but its made worse due the the limitation of how many dots our group or single tartgets can cure...btw when this went live there was never any explanation given why it was needed in addition the only other pvp changes that went live during the cure nerf were to increase dps of some classes...healers with 1 single group cure are handicapped plain and simple..at the very least unerf the templar and shamans group cure as its warranted.</p><p>As for the nerf to sanctuary again there was never a problem of CC with it unnerfed so as it stands these changes do nothing but hinder my ability to keep my group alive as for the other changes to the templar in pvp the devs are again limiting the abilities of healers to keep their groups alive....</p><p>Lets do a run down shall we...</p><p>Healer cure nerf in pvp....check</p><p>Healer reactiveward nerf in pvp...check</p><p>Healer cc immunity nerf in pvp...check</p><p>Mages Manaburn/Plaguebringer unnerfed in pvp...check</p><p>Scout stun/stiffle in pvp unnerfed...check</p><p>As usual the healers get the lions share of nerfs while dps does not...good job on trying to "fix" pvp again.</p></blockquote><p>ok, i see your point now -> fix templar cures (you were refering to healer cure recasts in general in the first post). perhaps templar needs a buff in cures... perhaps not: templar is already in the top3 of the pvp grp healer classes.</p><p>btw... no single healer can keep his grp alive vs a decent grp in pvp (emergencies down -> dead grp). team with a cure-heavy healer (warden -> 2 grp cures, regenerating cure, 8sec cure all etc. / shaman (sure doesnt need his cures unnerfed) -> speccing for pet-cures is cure op (check act for cures and you will see)).</p>
Daalilama
06-29-2012, 05:26 PM
<p><cite>29 wrote:</cite></p><blockquote><p><cite>Daalilama@Nagafen wrote:</cite></p><blockquote><p><cite>29 wrote:</cite></p><blockquote><p><cite>Daalilama@Nagafen wrote:</cite></p><blockquote><p>Why is sanctuary's duration nerfed like a mofo down to 15 secs in pvp (as for the 5 meter range increase how far out do you think a group is in pvp) and what gives with the 3 sec cast times on my reactives......in addition again I will simply state you will be omitting again any sort of meaningful attempt at fixing pvp if you do not look at unnerfing the healer cures in pvp...as for rest of templar proposed changed for pvp they do little to enhance let alone maintain our ability at keeping our groups alive....</p></blockquote><p>sanctuary was nerfed (as well as other healers anti-cc skills), because of the attempt to balance cc in general (all cc durations were decreased).</p><p>ive played healers (warden/inq) and an enchanter in max lvl grp pvp and after experiencing both sides (trying to cure and trying to dot/cc) i have to say that the cure change was a good one and it does not need to get unnerfed. perhaps ill change my opinion if all the cure-proc items that were helping with the cures get nerfed... but we will see.</p></blockquote><p>Come on man thats a copout especially since you never played a temp in pvp....on paper your rational seems logical however on live its garbage...case in point even before the healer cure nerf groups were still getting overloaded on dots...this was never in question...after the nerf still same thing but its made worse due the the limitation of how many dots our group or single tartgets can cure...btw when this went live there was never any explanation given why it was needed in addition the only other pvp changes that went live during the cure nerf were to increase dps of some classes...healers with 1 single group cure are handicapped plain and simple..at the very least unerf the templar and shamans group cure as its warranted.</p><p>As for the nerf to sanctuary again there was never a problem of CC with it unnerfed so as it stands these changes do nothing but hinder my ability to keep my group alive as for the other changes to the templar in pvp the devs are again limiting the abilities of healers to keep their groups alive....</p><p>Lets do a run down shall we...</p><p>Healer cure nerf in pvp....check</p><p>Healer reactiveward nerf in pvp...check</p><p>Healer cc immunity nerf in pvp...check</p><p>Mages Manaburn/Plaguebringer unnerfed in pvp...check</p><p>Scout stun/stiffle in pvp unnerfed...check</p><p>As usual the healers get the lions share of nerfs while dps does not...good job on trying to "fix" pvp again.</p></blockquote><p>ok, i see your point now -> fix templar cures (you were refering to healer cure recasts in general in the first post). perhaps templar needs a buff in cures... perhaps not: templar is already in the top3 of the pvp grp healer classes.</p><p>btw... no single healer can keep his grp alive vs a decent grp in pvp (emergencies down -> dead grp). team with a cure-heavy healer (warden -> 2 grp cures, regenerating cure, 8sec cure all etc. / shaman (sure doesnt need his cures unnerfed) -> speccing for pet-cures is cure op (check act for cures and you will see)).</p></blockquote><p>My specific point was not the recasts sorry if I wasnt as clear there my problem was and always will be the nerf to amount of dots a healer can cure via group/single/aa cure/myth....again also you've never played a temp before in pvp as far as I'm aware...in addition manacure aa line works just as well in pvp and it does in pve...worthless. As for dogdog spec for shamans...its viability is much better as an aa spec than my manacure. </p><p>As for the templar class being in the top three pvp grp classes...this has more to do with sanctuary/arcane ward/damage reduction than cures than anything else...</p>
BlueEternal
06-30-2012, 01:47 AM
<p>Was it intended for the debuff portion of snares, for example Troub's Depressing Chant, to last as long as the actual snare? That puts the arcane debuff at 4 seconds. That's not exactly all too appealing. Would it be possible to change that back to its previous duration while leaving the snare at 4 seconds?</p>
<p>Tier 3 PvP gear has the same stats as EM Raid gear and is very hard to get... lol...</p><p>Can you please lower the amount of tokens from 6000 to 900 instead?</p>
ysslik
06-30-2012, 11:11 AM
<p>T3 should be very hard to get.Lets not start handing everything out.</p>
Ahlana
06-30-2012, 11:41 AM
Fighter PVP Updates Crusaders Doom Judgement - no longer dispels in PVP combat. Will now reduce incoming heals of struck targets by 10% in PVP combat. Instead of removing its ability to dispel completely, can you perhaps make it like control abilities are. Where there is an immunity to it after it has been used. Say 1min or so, this ability is more useful in PVP than it ever was in PVE. I understand the frustration from being hit by it multiple times, I have myself been hit like such. But to remove that portion completely is a bit of an over kill and since this is test... perhaps you can toy with the idea of leaveing it as is on live but with an immunity timer added to it.
<p><cite>Ahlana wrote:</cite></p><blockquote> Fighter PVP Updates Crusaders Doom Judgement - no longer dispels in PVP combat. Will now reduce incoming heals of struck targets by 10% in PVP combat. Instead of removing its ability to dispel completely, can you perhaps make it like control abilities are. Where there is an immunity to it after it has been used. Say 1min or so, this ability is more useful in PVP than it ever was in PVE. I understand the frustration from being hit by it multiple times, I have myself been hit like such. But to remove that portion completely is a bit of an over kill and since this is test... perhaps you can toy with the idea of leaveing it as is on live but with an immunity timer added to it. </blockquote><p>The Ability to completely shut down a Shaman in 1 move was a little OP.</p>
Ahlana
06-30-2012, 01:16 PM
<p><cite>Beko@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Ahlana wrote:</cite></p><blockquote>Fighter PVP Updates Crusaders Doom Judgement - no longer dispels in PVP combat. Will now reduce incoming heals of struck targets by 10% in PVP combat. Instead of removing its ability to dispel completely, can you perhaps make it like control abilities are. Where there is an immunity to it after it has been used. Say 1min or so, this ability is more useful in PVP than it ever was in PVE. I understand the frustration from being hit by it multiple times, I have myself been hit like such. But to remove that portion completely is a bit of an over kill and since this is test... perhaps you can toy with the idea of leaveing it as is on live but with an immunity timer added to it. </blockquote><p>The Ability to completely shut down a Shaman in 1 move was a little OP.</p></blockquote><p>Then make it strip less in PVP.. It doesn't exactly have the fastest cool down .. unlike my coercer where I can mez and strip you... then stun and strip you.. then silence and strip you..</p><p>You get the point.. seems silly to make it near worthless when there are other options. Like immunity to it for a given time or make it debuff less spells than it currently does in PVP.</p>
Exagon
06-30-2012, 01:59 PM
<p>so, as a warden this kills me to write but;</p><p>Sandstorm. I feel like this ability given the new prestiges will be too powerful, especially in zerg-style kp pvp with 20+ participants. The CB portion of the buff is fine imo, keep it how it is, the conversion rate is low so it won't amount to much pvp CB anyhow.</p><p>But the aoe immune aspect of it could do with some toning down.. perhaps reduce the duration in pvp, or add a *this effect can only trigger once every (5? 10? 15?) seconds.</p><p>Just a random thought.</p>
<p><cite>Exagon wrote:</cite></p><blockquote><p>so, as a warden this kills me to write but;</p><p>Sandstorm. I feel like this ability given the new prestiges will be too powerful, especially in zerg-style kp pvp with 20+ participants. The CB portion of the buff is fine imo, keep it how it is, the conversion rate is low so it won't amount to much pvp CB anyhow.</p><p>But the aoe immune aspect of it could do with some toning down.. perhaps reduce the duration in pvp, or add a *this effect can only trigger once every (5? 10? 15?) seconds.</p><p>Just a random thought.</p></blockquote><p>Everyone has an overpowered aspect to them, thats what makes the game fun.</p>
ysslik
06-30-2012, 08:05 PM
<p><cite>Ahlana wrote:</cite></p><blockquote><p><cite>Beko@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Ahlana wrote:</cite></p><blockquote>Fighter PVP Updates Crusaders Doom Judgement - no longer dispels in PVP combat. Will now reduce incoming heals of struck targets by 10% in PVP combat. Instead of removing its ability to dispel completely, can you perhaps make it like control abilities are. Where there is an immunity to it after it has been used. Say 1min or so, this ability is more useful in PVP than it ever was in PVE. I understand the frustration from being hit by it multiple times, I have myself been hit like such. But to remove that portion completely is a bit of an over kill and since this is test... perhaps you can toy with the idea of leaveing it as is on live but with an immunity timer added to it. </blockquote><p>The Ability to completely shut down a Shaman in 1 move was a little OP.</p></blockquote><p>Then make it strip less in PVP.. It doesn't exactly have the fastest cool down .. unlike my coercer where I can mez and strip you... then stun and strip you.. then silence and strip you..</p><p>You get the point.. seems silly to make it near worthless when there are other options. Like immunity to it for a given time or make it debuff less spells than it currently does in PVP.</p></blockquote><p>Agree make an immunity to it or stip less or a little of both just dont trash all of it.</p>
Exagon
07-01-2012, 11:44 AM
<p>Saw a good idea in another thread and just wanted to repost it in this one as I know it is being read by red tags.</p><p>Grave Sacrament (a.k.a Chaos Cloud due to prestiges) doesn't taunt in pvp. Why? Maybe there's good reasoning for it but I can't think of one on my own at all tbh.</p>
Hekter
07-03-2012, 11:12 PM
<p>I do not have a subscription currently to test this update unfortunaly, but most stuff looks pretty good.</p><p>Few points you may take into consideration:</p><p>-Fix Exile!!!</p><p>-Rework warfields, make em fun</p><p>-PvP Hotzones</p><p>-Leaderboards</p><p>-Less easy travel - old travel system(old spires, no global bells, no druid ring, spire in gh, no strategist flag, etc..)</p><p>-do NOT lower the cost of the new pvp items its fine as it is!!!</p><p>-Nerf Assassins and Rangers</p><p>-Nerf Warlocks</p><p>-Nerf mount speed</p>
<p><cite>Hekter@Nagafen wrote:</cite></p><blockquote><p>I do not have a subscription currently to test this update unfortunaly, but most stuff looks pretty good.</p><p>Few points you may take into consideration:</p><p>-Fix Exile!!!</p><p>-Rework warfields, make em fun</p><p>-PvP Hotzones</p><p>-Leaderboards</p><p>-Less easy travel - old travel system(old spires, no global bells, no druid ring, spire in gh, no strategist flag, etc..)</p><p>-do NOT lower the cost of the new pvp items its fine as it is!!!</p><p>-Nerf Assassins and Rangers</p><p>-Nerf Warlocks</p><p>-Nerf mount speed</p></blockquote><p>Lower the amount of tokens you get from doing warfields.</p><p>Lower the Cost of PvP Gear to compensate.</p><p>PvPers should not have a large unfair advantage, they already have a huge advantage from being able to go into PvP whenever they want to and set up events to get many tokens at once. (and being more experienced.)</p>
ysslik
07-04-2012, 08:42 PM
<p><cite>Beko@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Hekter@Nagafen wrote:</cite></p><blockquote><p>I do not have a subscription currently to test this update unfortunaly, but most stuff looks pretty good.</p><p>Few points you may take into consideration:</p><p>-Fix Exile!!!</p><p>-Rework warfields, make em fun</p><p>-PvP Hotzones</p><p>-Leaderboards</p><p>-Less easy travel - old travel system(old spires, no global bells, no druid ring, spire in gh, no strategist flag, etc..)</p><p>-do NOT lower the cost of the new pvp items its fine as it is!!!</p><p>-Nerf Assassins and Rangers</p><p>-Nerf Warlocks</p><p>-Nerf mount speed</p></blockquote><p>Lower the amount of tokens you get from doing warfields.</p><p>Lower the Cost of PvP Gear to compensate.</p><p>PvPers should not have a large unfair advantage, they already have a huge advantage from being able to go into PvP whenever they want to and set up events to get many tokens at once. (and being more experienced.)</p></blockquote><p>Im sorry but I hate bgs dont do bgs and thier others like me that feel bgs should not be on a pvp server.sony will never remove it.In order to get open pvp back is to make it more inticing and more rewarding to pvp in the open and not in a can.If it would be easier to get tokens in bgs like it hasbeen then the ones that do bgs for gear on a pvp server would have the unfair advantage on those of us that dont do bgs on a pvp server.That effects me more then you on a pve server </p>
Daalilama
07-05-2012, 03:10 AM
<p><cite>Omougi wrote:</cite></p><blockquote><p>Post any feedback you have about the GU64 PVP changes here!</p></blockquote><p>Still waiting for word yes or no if you will address healer issues:</p><p>Cures (group/single) were nerfed on the amount of dots any healer can clear as I said for no other reason than I guess it was easier than adjusting real fixes into the game for pvp. With the added cast times of reactives on my templar or wards for shammans, supernerf to sanctuary (losing 25 secs from duration but enhance its range by 5m), the unresolved physical mitigation nerf to all healers by completely ignoring the cure issue yet again (that was done without any explanation or community imput) it is not only an insult but a slap in the face of all healers not only those of us who have been granted multiple group cures.</p>
Delethen
07-05-2012, 09:59 AM
<p><cite>Daalilama@Nagafen wrote:</cite></p><blockquote><p><cite>Omougi wrote:</cite></p><blockquote><p>Post any feedback you have about the GU64 PVP changes here!</p></blockquote><p>Still waiting for word yes or no if you will address healer issues:</p><p>Cures (group/single) were nerfed on the amount of dots any healer can clear as I said for no other reason than I guess it was easier than adjusting real fixes into the game for pvp. With the added cast times of reactives on my templar or wards for shammans, supernerf to sanctuary (losing 25 secs from duration but enhance its range by 5m), the unresolved physical mitigation nerf to all healers by completely ignoring the cure issue yet again (that was done without any explanation or community imput) it is not only an insult but a slap in the face of all healers not only those of us who have been granted multiple group cures.</p></blockquote><p>That cure nerf was pretty necessary. I don't really see what else could have been done in place of that. Besides, its not like people don't get cured now; just at least those classes that have to rely on dots / detrimentals aren't rendered totally impotent.</p>
Daalilama
07-05-2012, 04:44 PM
<p><cite>Delethen@Mistmoore wrote:</cite></p><blockquote><p><cite>Daalilama@Nagafen wrote:</cite></p><blockquote><p><cite>Omougi wrote:</cite></p><blockquote><p>Post any feedback you have about the GU64 PVP changes here!</p></blockquote><p>Still waiting for word yes or no if you will address healer issues:</p><p>Cures (group/single) were nerfed on the amount of dots any healer can clear as I said for no other reason than I guess it was easier than adjusting real fixes into the game for pvp. With the added cast times of reactives on my templar or wards for shammans, supernerf to sanctuary (losing 25 secs from duration but enhance its range by 5m), the unresolved physical mitigation nerf to all healers by completely ignoring the cure issue yet again (that was done without any explanation or community imput) it is not only an insult but a slap in the face of all healers not only those of us who have been granted multiple group cures.</p></blockquote><p>That cure nerf was pretty necessary. I don't really see what else could have been done in place of that. Besides, its not like people don't get cured now; just at least those classes that have to rely on dots / detrimentals aren't rendered totally impotent.</p></blockquote><p>Pretty necessary? Really....last I checked there was never a nerf to the amount of dots that can be put on an individual or group in pvp (but a healer nerf to cures was "necessary") and to be honest prior to the nerf groups were still getting slammed by dots...the only thing that brought the cure nerf out was dps classes crying they couldnt kill solo or group pvp in 30 secs or less...but lets nerf healer cures cause there was such a road block to "real" pvp...what garbage.</p>
Delethen
07-05-2012, 07:06 PM
<p><cite>Daalilama@Nagafen wrote:</cite></p><blockquote><p><cite>Delethen@Mistmoore wrote:</cite></p><blockquote><p><cite>Daalilama@Nagafen wrote:</cite></p><blockquote><p><cite>Omougi wrote:</cite></p><blockquote><p>Post any feedback you have about the GU64 PVP changes here!</p></blockquote><p>Still waiting for word yes or no if you will address healer issues:</p><p>Cures (group/single) were nerfed on the amount of dots any healer can clear as I said for no other reason than I guess it was easier than adjusting real fixes into the game for pvp. With the added cast times of reactives on my templar or wards for shammans, supernerf to sanctuary (losing 25 secs from duration but enhance its range by 5m), the unresolved physical mitigation nerf to all healers by completely ignoring the cure issue yet again (that was done without any explanation or community imput) it is not only an insult but a slap in the face of all healers not only those of us who have been granted multiple group cures.</p></blockquote><p>That cure nerf was pretty necessary. I don't really see what else could have been done in place of that. Besides, its not like people don't get cured now; just at least those classes that have to rely on dots / detrimentals aren't rendered totally impotent.</p></blockquote><p>Pretty necessary? Really....last I checked there was never a nerf to the amount of dots that can be put on an individual or group in pvp (but a healer nerf to cures was "necessary") and to be honest prior to the nerf groups were still getting slammed by dots...the only thing that brought the cure nerf out was dps classes crying they couldnt kill solo or group pvp in 30 secs or less...but lets nerf healer cures cause there was such a road block to "real" pvp...what garbage.</p></blockquote><p>Sure, groups were getting slammed by dots, and then a few seconds later they all got wiped off by a group cure.</p>
Daalilama
07-05-2012, 08:47 PM
<p><cite>Delethen@Mistmoore wrote:</cite></p><blockquote><p><cite>Daalilama@Nagafen wrote:</cite></p><blockquote><p><cite>Delethen@Mistmoore wrote:</cite></p><blockquote><p><cite>Daalilama@Nagafen wrote:</cite></p><blockquote><p><cite>Omougi wrote:</cite></p><blockquote><p>Post any feedback you have about the GU64 PVP changes here!</p></blockquote><p>Still waiting for word yes or no if you will address healer issues:</p><p>Cures (group/single) were nerfed on the amount of dots any healer can clear as I said for no other reason than I guess it was easier than adjusting real fixes into the game for pvp. With the added cast times of reactives on my templar or wards for shammans, supernerf to sanctuary (losing 25 secs from duration but enhance its range by 5m), the unresolved physical mitigation nerf to all healers by completely ignoring the cure issue yet again (that was done without any explanation or community imput) it is not only an insult but a slap in the face of all healers not only those of us who have been granted multiple group cures.</p></blockquote><p>That cure nerf was pretty necessary. I don't really see what else could have been done in place of that. Besides, its not like people don't get cured now; just at least those classes that have to rely on dots / detrimentals aren't rendered totally impotent.</p></blockquote><p>Pretty necessary? Really....last I checked there was never a nerf to the amount of dots that can be put on an individual or group in pvp (but a healer nerf to cures was "necessary") and to be honest prior to the nerf groups were still getting slammed by dots...the only thing that brought the cure nerf out was dps classes crying they couldnt kill solo or group pvp in 30 secs or less...but lets nerf healer cures cause there was such a road block to "real" pvp...what garbage.</p></blockquote><p>Sure, groups were getting slammed by dots, and then a few seconds later they all got wiped off by a group cure.</p></blockquote><p>Wow you mean healers gulp actually did their jobs who can believe it. Cant allow that might actually make pvp fights who knows last longer than say under a minute...</p>
Delethen
07-05-2012, 11:51 PM
<p><cite>Daalilama@Nagafen wrote:</cite></p><blockquote><p><cite>Delethen@Mistmoore wrote:</cite></p><blockquote><p><cite>Daalilama@Nagafen wrote:</cite></p><blockquote><p><cite>Delethen@Mistmoore wrote:</cite></p><blockquote><p><cite>Daalilama@Nagafen wrote:</cite></p><blockquote><p><cite>Omougi wrote:</cite></p><blockquote><p>Post any feedback you have about the GU64 PVP changes here!</p></blockquote><p>Still waiting for word yes or no if you will address healer issues:</p><p>Cures (group/single) were nerfed on the amount of dots any healer can clear as I said for no other reason than I guess it was easier than adjusting real fixes into the game for pvp. With the added cast times of reactives on my templar or wards for shammans, supernerf to sanctuary (losing 25 secs from duration but enhance its range by 5m), the unresolved physical mitigation nerf to all healers by completely ignoring the cure issue yet again (that was done without any explanation or community imput) it is not only an insult but a slap in the face of all healers not only those of us who have been granted multiple group cures.</p></blockquote><p>That cure nerf was pretty necessary. I don't really see what else could have been done in place of that. Besides, its not like people don't get cured now; just at least those classes that have to rely on dots / detrimentals aren't rendered totally impotent.</p></blockquote><p>Pretty necessary? Really....last I checked there was never a nerf to the amount of dots that can be put on an individual or group in pvp (but a healer nerf to cures was "necessary") and to be honest prior to the nerf groups were still getting slammed by dots...the only thing that brought the cure nerf out was dps classes crying they couldnt kill solo or group pvp in 30 secs or less...but lets nerf healer cures cause there was such a road block to "real" pvp...what garbage.</p></blockquote><p>Sure, groups were getting slammed by dots, and then a few seconds later they all got wiped off by a group cure.</p></blockquote><p>Wow you mean healers gulp actually did their jobs who can believe it. Cant allow that might actually make pvp fights who knows last longer than say under a minute...</p></blockquote><p>Amazing I know. Anyway, there are a fair number of fights that last longer than a minute as things are. You make it sound as though even the lopsided fights should drag on interminably.</p>
<p><cite>Daalilama@Nagafen wrote:</cite></p><blockquote><p><cite>Delethen@Mistmoore wrote:</cite></p><blockquote><p><cite>Daalilama@Nagafen wrote:</cite></p><blockquote><p><cite>Delethen@Mistmoore wrote:</cite></p><blockquote><p><cite>Daalilama@Nagafen wrote:</cite></p><blockquote><p><cite>Omougi wrote:</cite></p><blockquote><p>Post any feedback you have about the GU64 PVP changes here!</p></blockquote><p>Still waiting for word yes or no if you will address healer issues:</p><p>Cures (group/single) were nerfed on the amount of dots any healer can clear as I said for no other reason than I guess it was easier than adjusting real fixes into the game for pvp. With the added cast times of reactives on my templar or wards for shammans, supernerf to sanctuary (losing 25 secs from duration but enhance its range by 5m), the unresolved physical mitigation nerf to all healers by completely ignoring the cure issue yet again (that was done without any explanation or community imput) it is not only an insult but a slap in the face of all healers not only those of us who have been granted multiple group cures.</p></blockquote><p>That cure nerf was pretty necessary. I don't really see what else could have been done in place of that. Besides, its not like people don't get cured now; just at least those classes that have to rely on dots / detrimentals aren't rendered totally impotent.</p></blockquote><p>Pretty necessary? Really....last I checked there was never a nerf to the amount of dots that can be put on an individual or group in pvp (but a healer nerf to cures was "necessary") and to be honest prior to the nerf groups were still getting slammed by dots...the only thing that brought the cure nerf out was dps classes crying they couldnt kill solo or group pvp in 30 secs or less...but lets nerf healer cures cause there was such a road block to "real" pvp...what garbage.</p></blockquote><p>Sure, groups were getting slammed by dots, and then a few seconds later they all got wiped off by a group cure.</p></blockquote><p>Wow you mean healers gulp actually did their jobs who can believe it. Cant allow that might actually make pvp fights who knows last longer than say under a minute...</p></blockquote><p>as stated before: from my own experience in stacked grp pvp as a healer and a support or dps class (in purity vs displaced/replaced, fishermen, defile, heroes of war etc.). the balance of inc. dots/debuffs/cc vs cures is fine atm... you just need a good healer team (perfect grp setup is not 1 healer + 5, you need 2 healers, not only for cures).</p><p>usually these pvp grp fights took an average fight time of ~3-5mins (some even ended in stalemates) AND most of them did not end bc of healers cure capabilities or lack thereof BUT bc of a well timed burst that often appeared in coincidence with stone of nizara fear procs, which are uncureable (please make this proc cureable or deactivate for pvp! -> <a href="http://www.lootdb.com/eq2/item/-664039097" target="_blank" rel="nofollow">http://www.lootdb.com/eq2/item/-664039097</a>).</p>
Balrok
07-07-2012, 10:50 AM
<p><cite>29 wrote:</cite></p><blockquote><p> (please make this proc cureable or deactivate for pvp! -> <a rel="nofollow" href="http://www.lootdb.com/eq2/item/-664039097" target="_blank">http://www.lootdb.com/eq2/item/-664039097</a>).</p></blockquote><p><img src="/eq2/images/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" /> I'm going to have a personal ceremony when this get's addressed.... but it's a necessary change.</p><p><cite>Exur@Nagafen wrote:</cite></p><blockquote><p>and nullify any concept of dotting/CC'ing in a group?</p><p>I've played a healer in PvP, waiting the 1-2 seconds to cure again is not a big deal. Spamming cures over and over till everyone is dot free is dumb. It was changed for a reason and it's fine the way it is. </p><p>Besides.. the proc cures on items and passive cures with some class AA's are dumb enough.</p><p>I suggest you just cast a heal between cures to support your group and you'd never notice the delay. Or suggest your group members use a cure pot from time to time.</p></blockquote><p>Enough with the cures already and the endless quoting. What I said above is enough.... I've played with alot of very good PvP healers and not one of them complains about the cure nerf. It was needed and is fine the way it is. Nothing you say will justify it's need to be changed back.</p>
Notsovilepriest
07-08-2012, 05:49 AM
<p><cite>Exur@Nagafen wrote:</cite></p><blockquote><p><cite>29 wrote:</cite></p><blockquote><p> (please make this proc cureable or deactivate for pvp! -> <a rel="nofollow" href="http://www.lootdb.com/eq2/item/-664039097" target="_blank">http://www.lootdb.com/eq2/item/-664039097</a>).</p></blockquote><p><img src="/eq2/images/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" /> I'm going to have a personal ceremony when this get's addressed.... but it's a necessary change.</p><p><cite>Exur@Nagafen wrote:</cite></p><blockquote><p>and nullify any concept of dotting/CC'ing in a group?</p><p>I've played a healer in PvP, waiting the 1-2 seconds to cure again is not a big deal. Spamming cures over and over till everyone is dot free is dumb. It was changed for a reason and it's fine the way it is. </p><p>Besides.. the proc cures on items and passive cures with some class AA's are dumb enough.</p><p>I suggest you just cast a heal between cures to support your group and you'd never notice the delay. Or suggest your group members use a cure pot from time to time.</p></blockquote><p>Enough with the cures already and the endless quoting. What I said above is enough.... I've played with alot of very good PvP healers and not one of them complains about the cure nerf. It was needed and is fine the way it is. Nothing you say will justify it's need to be changed back.</p></blockquote><p>Cure nerf was pretty much the last straw for shaman in group PvP IMO. As the only healer without the ability to mitigate interupts, you get stacked up and if at any point a ward gets stripped or pops, you aren't going to cast another because you will get blinking cast bar till the spell completely stops trying to recast.</p><p>Shamans in PvP need a way to mitigate interupts like every other healer can. Lowering of the group ward cast time means w/ 100% cast speed now it goes from 2.5 second cast to 1.5 which is a good jump.</p><p>Also shaman need group ward to not be collective or ward for ~2x as much as it does. In PvP 1-2 AEs will completely pop the ward in group fights, I'm talking guardian level AEs not a warlock etc. It's not exactly easy to get a group ward up once the fight is going and you have 1-2 scouts on you.</p>
Balrok
07-08-2012, 02:21 PM
<p><cite>Notsovilepriest@Nagafen wrote:</cite></p><blockquote><p>Cure nerf was pretty much the last straw for shaman in group PvP IMO. As the only healer without the ability to mitigate interupts</p></blockquote><p>Right... basically a shaman issue with interupts. They are adding an "interupt immunity" timer in GU64 which will help shamans. So we'll agree the cures are just fine and don't need to be reverted back.</p>
Notsovilepriest
07-08-2012, 02:44 PM
<p><cite>Exur@Nagafen wrote:</cite></p><blockquote><p><cite>Notsovilepriest@Nagafen wrote:</cite></p><blockquote><p>Cure nerf was pretty much the last straw for shaman in group PvP IMO. As the only healer without the ability to mitigate interupts</p></blockquote><p>Right... basically a shaman issue with interupts. They are adding an "interupt immunity" timer in GU64 which will help shamans. So we'll agree the cures are just fine and don't need to be reverted back.</p></blockquote><p>Havent gotten to test it since every time I log on test I haven't found anyone to fight <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>
Balrok
07-08-2012, 04:12 PM
<p><cite>Notsovilepriest@Nagafen wrote:</cite></p><blockquote><p>Havent gotten to test it since every time I log on test I haven't found anyone to fight <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p></blockquote><p><cite>Lyndro-EQ2 wrote:</cite></p><p><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=519842" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...topic_id=519842</a></p><blockquote><p>Hey Folks,</p><p>During the week this week (With the exception of the 4th) we're going to be on Test Copy for questions and support for GU 64. From 4 to 6 there will be someone on line to help with issues related to Qeynos related content.</p><p><strong>From 6-8 we'll be running PvP tests (See Omougi). Monday and Friday he'll be running Battlegrounds testing, and on Tuesday and Thursday he'll be running open world PvP tests in Kunar.</strong></p><p>Xelgad will be on from 3:30 to 5:00 testing and tuning for class changes for GU 64, so feel free to drop us a line while you're testing.</p></blockquote><p>That's when most of us are on Test with Devs. They're actually very engaging and listening to all our input and feedback. Quite nice to see. Omougi even dishes out any gear we want to test in front of him.</p>
asaron
07-08-2012, 05:46 PM
<p>I sure hope more show up to test the pvp stuff nagafen has long been the live testing center for anything " what little gets produced" pvp . Normally the non pvpers throw a fit if anything on test is remotely pvp centered and this ahs burdened our server since the beginning</p>
Hennyo
07-08-2012, 05:54 PM
I am going to disagree with the idea that the cure nerf was ok even in the slightest, and that the PvP in this game currently is ok with it in. What happens is many "pure pvpers" see the cure nerf and think well, it works fine with it in, I don't see any reason why it should be reverted, but what they fail to realize is that while EQ2 has pvp, it is primarily a pve game, and that what made EQ2 pvp unique, was the ability to be engaged in both PvP and PvE at the same time. The cure nerf ultimately destroyed high level group pvp while engaged in serious pve content. Also, I would like to point out, I have never seen a pvp fight enter indefinite stalemate, at best one group flees after it becomes obvious that they won't be able to win, or that they might lose if they stay. One last thing, the change to allow pve gear to be effective in pvp again is obvious the largest single thing the developers could do to bring back real pvp +pve vs Pvp + pve fights, that made this games pvp so special.
Daalilama
07-08-2012, 06:05 PM
<p><cite>Hennyo wrote:</cite></p><blockquote>I am going to disagree with the idea that the cure nerf was ok even in the slightest, and that the PvP in this game currently is ok with it in. What happens is many "pure pvpers" see the cure nerf and think well, it works fine with it in, I don't see any reason why it should be reverted, but what they fail to realize is that while EQ2 has pvp, it is primarily a pve game, and that what made EQ2 pvp unique, was the ability to be engaged in both PvP and PvE at the same time. The cure nerf ultimately destroyed high level group pvp while engaged in serious pve content. Also, I would like to point out, I have never seen a pvp fight enter indefinite stalemate, at best one group flees after it becomes obvious that they won't be able to win, or that they might lose if they stay. One last thing, the change to allow pve gear to be effective in pvp again is obvious the largest single thing the developers could do to bring back real pvp +pve vs Pvp + pve fights, that made this games pvp so special.</blockquote><p>Agreed but it seems the vocal minority here will get their way just like they pushed for gear speration to begin with...which is being removed finally....</p>
Splatterpunk28
07-08-2012, 06:39 PM
<p>Just my 2cp:</p><ul><li>The disparity in token rewards for warfields vs battlegrounds is too much. Either balance them better or disable battlegrounds on Nagafen (or do both).</li><li>Remove mount speed during warfields or disable it worldwide when any hostile pvp action is <strong><em>received</em></strong>.</li><li>Unlock level restrictions on class, subclass and shadows tab for AA, have max access on all of them. Leave Heroic and Prestige as is.</li><li>It makes no sense scouts have better fundamental CC abilities than mages (chain stun > cloth stun/root). Fix it.</li></ul>
Balrok
07-08-2012, 11:11 PM
<p><cite>Hennyo wrote:</cite></p><blockquote> while EQ2 has pvp, it is primarily a pve game, and that what made EQ2 pvp unique, was the ability to be engaged in both PvP and PvE at the same time. The cure nerf ultimately destroyed high level group pvp while engaged in<strong> serious</strong> pve content. </blockquote><p>This is actually a very good point... touché.</p><p>Other then this... Purely PvP combat is more fun and healthier with the current healer cures.</p>
japanfour
07-09-2012, 03:28 AM
<p>you guys gotta find a way to throttle wardens myth buff/power regen abilities. I think its ok that they can maintain power from nothing and have power regen when it comes to PVE, but it really needs to be throttled down in PVP. I am fine with them being able to kill me in pvp, just not fine with fighting a warden for 40-1 hour 10 minutes straight before he runs away to regenerate all of his/her mana.</p>
sect0r
07-09-2012, 03:02 PM
<p>Still see no update notes on Zerker myth buff being nerfed or SK and Pally inate taunts from myth buffs and class abilities like Grave Sacrament and Amends being returned. The tank balance at end game is still extremely skewed.</p>
BlueEternal
07-09-2012, 10:52 PM
<p><cite>japanfour wrote:</cite></p><blockquote><p>you guys gotta find a way to throttle wardens myth buff/power regen abilities. I think its ok that they can maintain power from nothing and have power regen when it comes to PVE, but it really needs to be throttled down in PVP. I am fine with them being able to kill me in pvp, just not fine with fighting a warden for 40-1 hour 10 minutes straight before he runs away to regenerate all of his/her mana.</p></blockquote><p>Wardens on Test are a shell of what they used to be on Live. Power regen is no longer an issue for most classes in the game with the numerous amounts of power regen items in game. If anything, wardens will be MUCH easier to kill after this update due to the HoT nerfs, regardless of power regen.</p>
Notsovilepriest
07-10-2012, 06:04 AM
With how fights are intended to be long now, It won't matter how much power gear you have, unless you have a coercer as a healer you are going to be Mental Breeched to 0 power. If someone says the tank should keep them off the healer, the tank will be 0 mana fast from breech and won't be able to taunt anymore. Mental breech needs to be toned down.
Delethen
07-11-2012, 07:37 AM
<p><cite>Notsovilepriest@Nagafen wrote:</cite></p><blockquote>With how fights are intended to be long now, It won't matter how much power gear you have, unless you have a coercer as a healer you are going to be Mental Breeched to 0 power. If someone says the tank should keep them off the healer, the tank will be 0 mana fast from breech and won't be able to taunt anymore. Mental breech needs to be toned down.</blockquote><p>Mental breach does not need to be toned down at all, unless the tank is seriously undergeared its going to take several minutes to drain it to zero. Not to mention that with the way people will be able to just wear raid gear from the point of this update, the power pools will be going up a fair amount anyway.</p>
Notsovilepriest
07-11-2012, 02:13 PM
Disagree with you there, I've seen how fast mental breach can drain people many times, it's not ideal to drain a tank first but it happens sometimes with taunts. The Pvp fights now are intended to be longer which makes mental breach more of an issue now compared to the 10s fights tops we have now
Delethen
07-11-2012, 10:34 PM
<p>I use specialist mental breach all the time, and I have the AA for it, and its nowhere near as easy to drain people these days as you are making out. There are so many power proc items out there that not just increase your own power but your groups power as well, and thats before you even get to mention stuff like hierophantic genesis power regen from wardens.</p>
Applo
07-12-2012, 10:47 PM
<p><cite>Splatterpunk28 wrote:</cite></p><blockquote><p>Just my 2cp:</p><ul><li>The disparity in token rewards for warfields vs battlegrounds is too much. Either balance them better or disable battlegrounds on Nagafen (or do both).</li><li>Remove mount speed during warfields or disable it worldwide when any hostile pvp action is <strong><em>received</em></strong>.</li><li>Unlock level restrictions on class, subclass and shadows tab for AA, have max access on all of them. Leave Heroic and Prestige as is.</li><li>It makes no sense scouts have better fundamental CC abilities than mages (chain stun > cloth stun/root). Fix it.</li></ul></blockquote><p>Whether you change token rewards or not, Nagafen should not be allowed in battlegrounds.</p>
Balrok
07-12-2012, 11:15 PM
<p><cite>Applo wrote:</cite></p><blockquote><p>Whether you change token rewards or not, Nagafen should not be allowed in battlegrounds.</p></blockquote><p>And Nagafen players would be fine and happy... and Battlegrounds would be dead. So a win/lose.</p>
Applo
07-12-2012, 11:53 PM
<p><cite>Exur@Nagafen wrote:</cite></p><blockquote><p><cite>Applo wrote:</cite></p><blockquote><p>Whether you change token rewards or not, Nagafen should not be allowed in battlegrounds.</p></blockquote><p>And Nagafen players would be fine and happy... and Battlegrounds would be dead. So a win/lose.</p></blockquote><p>You bg? Nearly half in 30s alone are not from nagafen. Considering you have to lock in 30s to get them for any substantial amount of time, it's a miracle it's that high. With the new update, I guarantee you the vast majority will not be nagafen. And NONE should be, because of how screwed up tokens rewards are and because naggy has open pvp anyway. People been begging since bgs came out to disable them because they think it kills open world pvp. Sounds like a win/win to me.</p>
Talathion
07-13-2012, 05:09 AM
<p><span style="text-decoration: line-through;">Omougi:</span></p><p><span style="text-decoration: line-through;">Runes of Mending in PVE was fine, I UNDERSTAND nerfing them in pvp... but yeah... MANY PLAYERS rely on these items in PVE to do old raid zones/old content and solo and group and EVEN raid.</span></p><p><span style="text-decoration: line-through;"></span></p><p><span style="text-decoration: line-through;">Change Superior Rune of Mending to be a 25%ish heal at 90, and a 20%ish heal at 80...</span></p><p><span style="text-decoration: line-through;">In PvP make it a 5% heal at 90 and a 4% Heal at 80... This makes it so PvPers arn't being healed as much... without DESTROYING PVERs...</span></p><p>Its not a pvp reason.</p>
Daalilama
07-14-2012, 02:46 AM
<p><cite>Applo wrote:</cite></p><blockquote><p><cite>Exur@Nagafen wrote:</cite></p><blockquote><p><cite>Applo wrote:</cite></p><blockquote><p>Whether you change token rewards or not, Nagafen should not be allowed in battlegrounds.</p></blockquote><p>And Nagafen players would be fine and happy... and Battlegrounds would be dead. So a win/lose.</p></blockquote><p>You bg? Nearly half in 30s alone are not from nagafen. Considering you have to lock in 30s to get them for any substantial amount of time, it's a miracle it's that high. With the new update, I guarantee you the vast majority will not be nagafen. And NONE should be, because of how screwed up tokens rewards are and because naggy has open pvp anyway. People been begging since bgs came out to disable them because they think it kills open world pvp. Sounds like a win/win to me.</p></blockquote><p>So I'm still trying to figure out why blue servers still think BG's are equal to open world pvp? They're a complete joke.</p>
Applo
07-15-2012, 07:09 PM
<p><cite>Daalilama@Nagafen wrote:</cite></p><blockquote><p>So I'm still trying to figure out why blue servers still think BG's are equal to open world pvp? They're a complete joke.</p></blockquote><p>Not sure what this message has to do with anything mentioned, but I'll answer to it as someone that has characters on Nagafen and Freeport.</p><p>The people you find in bgs are typically not the same people that go hunting for titles in open world combat, the true 'openworld pvp'rs'. Bgs clearly lack the randomness and surprise traps openworld pvp provides. The majority go to bgs to farm pvp tokens the way they do in warfields. The difference in bgs is that you typically get a full group vs a full group instead of 1 group vs 3groups and random loners with mercs mixed in everywhere. No mount speeds, no flying or leaping away either. So it is actually more player combat focused and balanced than you will find in open world pvp.</p><p>The core dedicated players I have found in bgs are in it just for the player combat, we are as hardcore about it as raiders, questers, crafters and 'openworld pvp'rs'. I do believe there is truth in bgs taking away open world pvp from Nagafen and it's about to get far worse if this update is released as is.</p><p>Blue servers and the core players on them are about to be handed a huge disadvantage to Nagafen players because of token rewards. So not only will it discourage new fans and drive off the existing PvE players in bgs, but it will also further decrease the open world PvP population on Nagafen. Nagafen players are about to go on a token farming spree during warfields and BGs ONLY. Both of these outcomes are the exact opposite of the intention of the update.</p>
Daalilama
07-16-2012, 04:03 AM
<p style="margin: 0in 0in 0pt;"><em><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Cleric</span></span></em></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Group Reactive cast times are now 3 seconds in PVP combat.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Divine Assistance prestige now increases trigger count of group reactive heals by 1 in PVP combat.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Divine Assistance prestige now increases trigger count of reactive single target heals by 1 in PVP combat.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Divine Guidance now has a max trigger count of 10 when cast in PVP combat.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif; font-size: small;"> </span></p><p style="margin: 0in 0in 0pt;"><em><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Templar</span></span></em></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Divine Strike - Damage has been increased in PVP combat.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Healing Fate - Now instant cast in PVP combat. Duration has been reduced.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Divine Fate is now instant cast in PVP combat.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Involuntary Gift - Now instant cast in PVP combat.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Mark of Divinity - Casting time has been reduced to 1 second in PVP combat. Healing effect has been increased.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Sanctuary - Effect radius has been increased to 25m in PVP combat. Duration has been reduced to 10-16s in PVP combat.</span></span></p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">So based upon the changes you have proposed here for clerics in general and templars in particular I'm not finding a big thrill like some others...minor tweaks to some passive abilities with a nerf to reactive cast time and sanctuary duration....intresting how healer nerfs get the green light but for some reason I still have yet to see any sort of review of manaburn, plaguebringer among others....and of course the healer cure nerf (I'm well aware the same vocal minority trying to get this issue ignored (btw I'm not aware of any healer who ever thought that this was a great idea or needed to be done unless they were looking to be intentionally handicapped in pvp) but they dont speak for the community as a whole)). </span></span></p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Bout a year or so ago a few people had the brilliant idea to propose in the pvp forums requesting that healers should not be allowed to use their rezes in pvp combat it was promptly shot down by the community as idiotic. I sure some here regardless of their thoughts on the cure nerf for pvp would agree the proposed rez nerf that never materialized was indeed unneeded and would handicap healers abilities in pvp. By the same token the same thing can be said of the nerf to healer cures even though that was allowed to go through regardless of quite alot of healer community feedback that it was an uneeded nerf.</span></span></p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Remember:</span></span></p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">1. The nerf to cures went in without any explantation as to why it was being pushed and with a sizeable amount of healer community responses against it.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">2. There was never a nerf to the amounts of dots that can be inflicted on an individual or group in pvp.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">3. The amount of dots being put out in pvp has not deminished and to the contrary with the removal of gear sepertaion (high points for this finally) those dots will increase dramatically.</span></span></p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Again I ask why the blinders with regards to the cure nerf?</span></span></p>
BlueEternal
07-17-2012, 06:01 AM
<p><span ><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Ring of Repulsion no longer functions in PVP combat.</span></span></span></p><p>Reason for this being removed from PvP combat? It's hardly a 1k ward in PVP. Some classes have regenerating wards that heal more than that during fights. Kind of a joke nerf if you're leaving raid procs and such untouched.</p>
Daalilama
07-17-2012, 01:21 PM
<p><cite>Naroc@Nagafen wrote:</cite></p><blockquote><p><span><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Ring of Repulsion no longer functions in PVP combat.</span></span></span></p><p>Reason for this being removed from PvP combat? It's hardly a 1k ward in PVP. Some classes have regenerating wards that heal more than that during fights. Kind of a joke nerf if you're leaving raid procs and such untouched.</p></blockquote><p>Agreed this was yet another unneeded fix.</p>
<p><span style="color: #d2c5a9; font-family: verdana, arial, helvetica, sans-serif; background-color: #2a2623;">Please make sure the <Vintage Wares> NPC stays inside the Champion's Respite available for all players when it goes live, there are a couple of items that are on it that many players who participate in battlegrounds would like to buy, and there are also items that we could purchase for appearance as well.</span></p><p>It would be greatly unbalanced if this was otherwise, not really for 92 PvP, but for 1-89 PvP.</p>
Daalilama
07-18-2012, 11:21 AM
<p><cite>Beko@Antonia Bayle wrote:</cite></p><blockquote><p><span style="background-color: #2a2623; font-family: verdana, arial, helvetica, sans-serif; color: #d2c5a9;">Please make sure the NPC stays inside the Champion's Respite available for all players when it goes live, there are a couple of items that are on it that many players who participate in battlegrounds would like to buy, and there are also items that we could purchase for appearance as well.</span></p><p>It would be greatly unbalanced if this was otherwise, not really for 92 PvP, but for 1-89 PvP.</p></blockquote><p>So basiclly your asking to have access to gear that was designed for the pvp servers be granted to all regardless of server designation. I'm not sure if thats currently allowed (havent been bored that much for easy comical bg kills) if it is remove it if it isnt then keep it that way....too many want access to the benefits of a pvp server while staying on a pve server.</p>
<p><cite>Daalilama@Nagafen wrote:</cite></p><blockquote><p><cite>Beko@Antonia Bayle wrote:</cite></p><blockquote><p><span style="background-color: #2a2623; font-family: verdana, arial, helvetica, sans-serif; color: #d2c5a9;">Please make sure the NPC stays inside the Champion's Respite available for all players when it goes live, there are a couple of items that are on it that many players who participate in battlegrounds would like to buy, and there are also items that we could purchase for appearance as well.</span></p><p>It would be greatly unbalanced if this was otherwise, not really for 92 PvP, but for 1-89 PvP.</p></blockquote><p>So basiclly your asking to have access to gear that was designed for the pvp servers be granted to all regardless of server designation. I'm not sure if thats currently allowed (havent been bored that much for easy comical bg kills) if it is remove it if it isnt then keep it that way....too many want access to the benefits of a pvp server while staying on a pve server.</p></blockquote><p>Um.. so pvpers need an advantage over pveers? I don't think you guys are that bad.</p><p>The level 80 gear not being available to players would be a huge gear disadvantage, they moved it to champion's respite for a reason. I'm just hoping to stay there.</p>
Daalilama
07-18-2012, 05:43 PM
<p><cite>Beko@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Daalilama@Nagafen wrote:</cite></p><blockquote><p><cite>Beko@Antonia Bayle wrote:</cite></p><blockquote><p><span style="background-color: #2a2623; font-family: verdana, arial, helvetica, sans-serif; color: #d2c5a9;">Please make sure the NPC stays inside the Champion's Respite available for all players when it goes live, there are a couple of items that are on it that many players who participate in battlegrounds would like to buy, and there are also items that we could purchase for appearance as well.</span></p><p>It would be greatly unbalanced if this was otherwise, not really for 92 PvP, but for 1-89 PvP.</p></blockquote><p>So basiclly your asking to have access to gear that was designed for the pvp servers be granted to all regardless of server designation. I'm not sure if thats currently allowed (havent been bored that much for easy comical bg kills) if it is remove it if it isnt then keep it that way....too many want access to the benefits of a pvp server while staying on a pve server.</p></blockquote><p>Um.. so pvpers need an advantage over pveers? I don't think you guys are that bad.</p><p>The level 80 gear not being available to players would be a huge gear disadvantage, they moved it to champion's respite for a reason. I'm just hoping to stay there.</p></blockquote><p>Hey either roll or move to naggy or dont but either way if you dont play on the pvp server you are not entitled to the benefits of being on a pvp server...btw the advantage we have is we rolled on pvp servers not a blue server we have dealt with years upon years of ignored pvp changes and problems (some of which were never done simply because the blue server population freaks out whenever test has pvp changes on it).</p><p>You have not earned the right to the vintage wears (BG's) do not count in any sort of way...next.</p>
<p><cite>Daalilama@Nagafen wrote:</cite></p><blockquote><p><cite>Beko@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Daalilama@Nagafen wrote:</cite></p><blockquote><p><cite>Beko@Antonia Bayle wrote:</cite></p><blockquote><p><span style="background-color: #2a2623; font-family: verdana, arial, helvetica, sans-serif; color: #d2c5a9;">Please make sure the NPC stays inside the Champion's Respite available for all players when it goes live, there are a couple of items that are on it that many players who participate in battlegrounds would like to buy, and there are also items that we could purchase for appearance as well.</span></p><p>It would be greatly unbalanced if this was otherwise, not really for 92 PvP, but for 1-89 PvP.</p></blockquote><p>So basiclly your asking to have access to gear that was designed for the pvp servers be granted to all regardless of server designation. I'm not sure if thats currently allowed (havent been bored that much for easy comical bg kills) if it is remove it if it isnt then keep it that way....too many want access to the benefits of a pvp server while staying on a pve server.</p></blockquote><p>Um.. so pvpers need an advantage over pveers? I don't think you guys are that bad.</p><p>The level 80 gear not being available to players would be a huge gear disadvantage, they moved it to champion's respite for a reason. I'm just hoping to stay there.</p></blockquote><p>Hey either roll or move to naggy or dont but either way if you dont play on the pvp server you are not entitled to the benefits of being on a pvp server...btw the advantage we have is we rolled on pvp servers not a blue server we have dealt with years upon years of ignored pvp changes and problems (some of which were never done simply because the blue server population freaks out whenever test has pvp changes on it).</p><p>You have not earned the right to the vintage wears (BG's) do not count in any sort of way...next.</p></blockquote><p>Actually they are trying to make them the same, notice how we get the same gear now, and I want a developers opinion, I think everything should be fair, just because you think you deserve better gear doesn't mean thats whats intended.</p>
Daalilama
07-19-2012, 04:23 PM
<p><cite>Beko@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Daalilama@Nagafen wrote:</cite></p><blockquote><p><cite>Beko@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Daalilama@Nagafen wrote:</cite></p><blockquote><p><cite>Beko@Antonia Bayle wrote:</cite></p><blockquote><p><span style="background-color: #2a2623; font-family: verdana, arial, helvetica, sans-serif; color: #d2c5a9;">Please make sure the NPC stays inside the Champion's Respite available for all players when it goes live, there are a couple of items that are on it that many players who participate in battlegrounds would like to buy, and there are also items that we could purchase for appearance as well.</span></p><p>It would be greatly unbalanced if this was otherwise, not really for 92 PvP, but for 1-89 PvP.</p></blockquote><p>So basiclly your asking to have access to gear that was designed for the pvp servers be granted to all regardless of server designation. I'm not sure if thats currently allowed (havent been bored that much for easy comical bg kills) if it is remove it if it isnt then keep it that way....too many want access to the benefits of a pvp server while staying on a pve server.</p></blockquote><p>Um.. so pvpers need an advantage over pveers? I don't think you guys are that bad.</p><p>The level 80 gear not being available to players would be a huge gear disadvantage, they moved it to champion's respite for a reason. I'm just hoping to stay there.</p></blockquote><p>Hey either roll or move to naggy or dont but either way if you dont play on the pvp server you are not entitled to the benefits of being on a pvp server...btw the advantage we have is we rolled on pvp servers not a blue server we have dealt with years upon years of ignored pvp changes and problems (some of which were never done simply because the blue server population freaks out whenever test has pvp changes on it).</p><p>You have not earned the right to the vintage wears (BG's) do not count in any sort of way...next.</p></blockquote><p>Actually they are trying to make them the same, notice how we get the same gear now, and I want a developers opinion, I think everything should be fair, just because you think you deserve better gear doesn't mean thats whats intended.</p></blockquote><p>To give the pve servers access to the vintage wears is the same thing as implementing gear seperation...just another swipe at the pvp server and given that bluebies are asking for it and knowing past experiences with devs giving into to whining from bluebies with regards to carebear aka BG's I wouldnt be suprised they didnt give them to you...still doesnt make it right....</p>
Talathion
07-19-2012, 09:42 PM
<p>Dear Devs.</p><p>Can you add old SF Effects like: Stonewill I/II/III, Fatal Lifetap, Blood Ritual to newer gear and cap it so you can only have 1 of these effects at a time? Renewing Bulwark as Well.</p>
Ddean16
07-20-2012, 04:09 AM
<p>Im kind of annoyed because for the longest time Punishments hasnt worked in pvp. In T4 no one even bothers to play Inqs because their healing is so bad, Id like to see Punishments fixed for pvp or changed into something useful, not just left broken. Just my input as I play an inq and I cant heal for crap and with Punishments id be atleast useful.</p>
Roald
07-22-2012, 07:14 AM
<p>Can I just reiterate the point that the player casting bar SHOULD NOT ever make it live on PvP servers. This is a completely game breaking change that I'm surprised more people haven't picked up on.</p><p>You'll undo a lot of good these changes make if you give the players the ability to see what everyone is casting. This has never been an issue in PvP, never been asked for, please do not try to fix what is not broken.</p><p>Please confirm this is just a test server feature.</p>
Daalilama
07-22-2012, 08:56 AM
<p><cite>Milambers@Nagafen wrote:</cite></p><blockquote><p>Can I just reiterate the point that the player casting bar SHOULD NOT ever make it live on PvP servers. This is a completely change breaking change that I'm surprised more people haven't picked up on.</p><p>You'll undo a lot of good these changes make if you give the players the ability to see what everyone is casting. This has never been an issue in PvP, never been asked for, please do not try to fix what is not broken.</p><p>Please confirm this is just a test server feature.</p></blockquote><p>My guess is certain bluebie's need help in carebear land aka battlegrounds.</p>
Delethen
07-22-2012, 02:55 PM
<p>Its a bad idea in BGs even, really didn't like it when I saw it on test. However you get the impression it's one of those things they are going to run with regardless.</p>
Roald
07-22-2012, 05:41 PM
<p><cite>Delethen@Mistmoore wrote:</cite></p><blockquote><p>Its a bad idea in BGs even, really didn't like it when I saw it on test. However you get the impression it's one of those things they are going to run with regardless.</p></blockquote><p>Yea, I get that impression too. Every single person I have spoken to thinks it's a bad idea.</p>
Notsovilepriest
07-23-2012, 04:01 AM
<p>When I talked to Dev guy about that he said it was intentional and he didn't seem to open to changing it really. I tried to tell him that any ability you needed to know was being cast had a pronounced animation anyways and interupting those abilities was what seperated good from bad.</p>
Balrok
07-23-2012, 09:03 AM
<p><strong>PvP Feedback on targeting changes.</strong><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=520320" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...topic_id=520320</a></p><p>Give this thread some attention. This thread has too many topics and too many pages to get any dev focus... it's worse then you think, as you can also see what the enemy is targeting and heal thru the enemy's target. <img src="/eq2/images/smilies/e78feac27fa924c4d0ad6cf5819f3554.gif" border="0" /></p>
Daalilama
07-23-2012, 12:53 PM
<p><cite>Exur@Nagafen wrote:</cite></p><blockquote><p><strong>PvP Feedback on targeting changes.</strong><a rel="nofollow" href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=520320" target="_blank">http://forums.station.sony.com/eq2/...topic_id=520320</a></p><p>Give this thread some attention. This thread has too many topics and too many pages to get any dev focus... it's worse then you think, as you can also see what the enemy is targeting and heal thru the enemy's target. <img src="/eq2/images/smilies/e78feac27fa924c4d0ad6cf5819f3554.gif" border="0" /></p></blockquote><p>The phrase stuck on stupid comes to mind on this issue.</p>
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