Radigazt wrote:Fearborn wrote:Current situation - If a player engages, they cannot use griff/carpet etc, this is good.
If a player engages, they should not be able to use zone, this will be good.
If a player fails to engage and uses griff/carpet, the attacking player should immediately be removed from combat, like when an opponent zones away.
The new changes will affect the current hot spots, as guards will probably be used more as a defensive measure.
It will also reduce the amount of zone area ganking, which everyone wants really. It will also favour those who have better in-combat run speed.
It would be great if when someone griff's away the attacking player were removed from combat. But honestly, it's the whole in-combat vs. out-of-combat mechanic that's causing many of the problems in the first place. I'm fine with the power/health recharging at slower rates, but forced slower movement speeds in-combat are really anti-pvp. I'd like to see runspeeds remain the same while engaged in PvP.
These changes are improvements most likely, but not great ones. I'd also say that if Player A attacks Player B, and Player B zones away ... then Player A ought to be able to zone after him. I'm not sure if that'll be possible with the current changes. If it isn't ... then Doorways will become even more the true Gods of PvP as they give immunity and also prevent pursuit. Now every zone will become almost an instance in that it'll be a free way to escape PvP.
I'd rather SOE start implementing rules that encourage PvP, not reward running away.
Hehehe...that's the exact debilitation they're implementing. This favors those with in-combat runspeed...furies, monks, rangers (don't think mystics but not totally sure). But really, all this will do is alter the aspect of the game. Nobody will want to fight you unless they really don't have anything to lose, and for many, keeping their titles is one of them. The only area where you find those who roam is during < low-T3 PvP. Higher up, people camp zone lines til they can mass ludicrous amounts. I guess, mainly, you will want to avoid traps like the aforementioned unless you have at least 2 to root and some to snare. It's more of a increase to Qeynosian utility than anything else, TBH. And in reality, my "supposed' nobody is just high-T3 PvP; I suppose no mid-T3ers have anything worth coveting in their own eye. Really though, what I want in the LU is something that balances insta-kill assurances. There doesn't need to be some "feature" of a class that you are made to wait 15 minutes to use for some ludicrous amount that makes a super-majority of those title-holders denigrate the relevance to longevity and battlefield management ranks
could have -- something that would truly show a warrior (and with this, I am pretty much inferring to a centralization upon the function of HT -- it ought stand between something like SOT and Assassin's Blade [with SOT also receiving a nerf]*).. I think the change would be good if they limited in-combat runspeed to 20% and gave the classes without some runspeed a 12.5% snare earlier on (Inquisitor, Shadowknight, Bruiser; it's really just like a Maligned type of technique -- managing to encumber your opponents motor skills). * - Default Direct Damage Strength Assassin's Blade: Master I 699-1165 - 180 s Strike of Thunder: Master I 354-589 - 15 s Harm Touch: Master I 749-1249 - 900 s Ball of Fire: Master I 392-728 - 9 s Harm Touch: Graded to Strike of Thunder (1/60 potent) 12.48-20.82 - 15 s Harm Touch: Graded to Assassin's Blade (1/5 potent) 149.8-249.8 - 180 s Assassin's Blade: Graded to Strike of Thunder (1/12th potent) 58.25-97.08 - 15 s Strike of Thunder: Graded to Ball of Fire (1/1.6 potent) 221.25-368.125 - 9 s Harm Touch: Graded to Ball of Fire (1/100 potent) 7.49-12.49 - 9 s Assassin's Blade: Graded to Ball of Fire (1/20 potent) 34.95-58.25 - 9 s A supposed "Battle Mage Caster Tank", some particular class completely obliterates a footing that really ought have some plateau to it. Both the Warriors and the Priests are core sectors known for enduring survival. What I conceived as an approach attempted was to divvy up damage according to capacity for longevity. For Priests like Fury, who have fast casted Heal Spells and Shadowknights who really ought only sustain a mitigation con less than the two other plate tanks who can't push DPS like Shadowknights can (i.e. move Berserkers to 20% mit, and Guardians to 25% mit in their respective defensive stances. The whole significance of this noted contemplation lies in the realm of resting upon a perfect equilibrium between, at least, the classes meant for the relative self-sustaining. SOT needs to be at least 1/10th the power of the correlated DD Mage,
not 1/1.6th. Harm Touch should be moved to 1/15th the power of the other relative high DD classes, with a timer of 45 seconds. I think these movements will even out two hardcore power classes beyond the far-spectrum DPS condition (T5-T7). Honestly, pay attention to the post I've just made, as I truly think it holds advocation that could definitely make the PvP experience a lot more enjoyable, relishing, and overall encompassing of an atmosphere more satisfying when you're able to have some awesome fights with these classes without the afterthought of "power class". (P.S. Also, I've been curious as to whether or not the perception of other gear not equipped while mentored ought require addressing [that which degrades the item condition consideration to your current mentored level] -- is this a bug, or no?)