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Old 07-05-2012, 04:44 PM   #61
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[email protected] wrote:

[email protected] wrote:

Omougi wrote:

Post any feedback you have about the GU64 PVP changes here!

Still waiting for word yes or no if you will address healer issues:

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.

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.

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.

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Old 07-05-2012, 07:06 PM   #62
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[email protected] wrote:

[email protected] wrote:

[email protected] wrote:

Omougi wrote:

Post any feedback you have about the GU64 PVP changes here!

Still waiting for word yes or no if you will address healer issues:

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.

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.

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.

Sure, groups were getting slammed by dots, and then a few seconds later they all got wiped off by a group cure.

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Old 07-05-2012, 08:47 PM   #63
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[email protected] wrote:

[email protected] wrote:

[email protected] wrote:

[email protected]en wrote:

Omougi wrote:

Post any feedback you have about the GU64 PVP changes here!

Still waiting for word yes or no if you will address healer issues:

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.

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.

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.

Sure, groups were getting slammed by dots, and then a few seconds later they all got wiped off by a group cure.

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...

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Old 07-05-2012, 11:51 PM   #64
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[email protected] wrote:

[email protected] wrote:

[email protected] wrote:

[email protected] wrote:

[email protected] wrote:

Omougi wrote:

Post any feedback you have about the GU64 PVP changes here!

Still waiting for word yes or no if you will address healer issues:

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.

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.

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.

Sure, groups were getting slammed by dots, and then a few seconds later they all got wiped off by a group cure.

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...

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.

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Old 07-07-2012, 07:50 AM   #65
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[email protected] wrote:

[email protected] wrote:

[email protected] wrote:

[email protected] wrote:

[email protected] wrote:

Omougi wrote:

Post any feedback you have about the GU64 PVP changes here!

Still waiting for word yes or no if you will address healer issues:

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.

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.

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.

Sure, groups were getting slammed by dots, and then a few seconds later they all got wiped off by a group cure.

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...

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).

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! -> http://www.lootdb.com/eq2/item/-664039097).

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Old 07-07-2012, 10:50 AM   #66
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29 wrote:

 (please make this proc cureable or deactivate for pvp! -> http://www.lootdb.com/eq2/item/-664039097).

  I'm going to have a personal ceremony when this get's addressed.... but it's a necessary change.

[email protected] wrote:

and nullify any concept of dotting/CC'ing in a group?

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. 

Besides.. the proc cures on items and passive cures with some class AA's are dumb enough.

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.

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.

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Old 07-08-2012, 05:49 AM   #67
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[email protected] wrote:

29 wrote:

 (please make this proc cureable or deactivate for pvp! -> http://www.lootdb.com/eq2/item/-664039097).

  I'm going to have a personal ceremony when this get's addressed.... but it's a necessary change.

[email protected] wrote:

and nullify any concept of dotting/CC'ing in a group?

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. 

Besides.. the proc cures on items and passive cures with some class AA's are dumb enough.

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.

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.

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.

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.

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.

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Old 07-08-2012, 02:21 PM   #68
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[email protected] wrote:

Cure nerf was pretty much the last straw for shaman in group PvP IMO. As the only healer without the ability to mitigate interupts

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.

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Old 07-08-2012, 02:44 PM   #69
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[email protected] wrote:

[email protected] wrote:

Cure nerf was pretty much the last straw for shaman in group PvP IMO. As the only healer without the ability to mitigate interupts

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.

Havent gotten to test it since every time I log on test I haven't found anyone to fight SMILEY

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Old 07-08-2012, 04:12 PM   #70
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[email protected] wrote:

Havent gotten to test it since every time I log on test I haven't found anyone to fight

Lyndro-EQ2 wrote:

http://forums.station.sony.com/eq2/...topic_id=519842

Hey Folks,

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.

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.

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.

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.

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Old 07-08-2012, 05:46 PM   #71
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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

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Old 07-08-2012, 05:54 PM   #72
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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.
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Old 07-08-2012, 06:05 PM   #73
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Hennyo wrote:

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.

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....

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Old 07-08-2012, 06:39 PM   #74
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Just my 2cp:

  • The disparity in token rewards for warfields vs battlegrounds is too much.  Either balance them better or disable battlegrounds on Nagafen (or do both).
  • Remove mount speed during warfields or disable it worldwide when any hostile pvp action is received.
  • Unlock level restrictions on class, subclass and shadows tab for AA, have max access on all of them.  Leave Heroic and Prestige as is.
  • It makes no sense scouts have better fundamental CC abilities than mages (chain stun > cloth stun/root).  Fix it.
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Old 07-08-2012, 11:11 PM   #75
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Hennyo wrote:

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.

This is actually a very good point... touché.

Other then this... Purely PvP combat is more fun and healthier with the current healer cures.

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Old 07-09-2012, 03:28 AM   #76
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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.

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Old 07-09-2012, 03:02 PM   #77
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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.

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Old 07-09-2012, 10:52 PM   #78
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japanfour wrote:

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.

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.

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Old 07-10-2012, 06:04 AM   #79
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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.
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Old 07-11-2012, 07:37 AM   #80
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[email protected] wrote:

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.

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.

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Old 07-11-2012, 02:13 PM   #81
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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
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Old 07-11-2012, 10:34 PM   #82
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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.

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Old 07-12-2012, 10:47 PM   #83
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Splatterpunk28 wrote:

Just my 2cp:

  • The disparity in token rewards for warfields vs battlegrounds is too much.  Either balance them better or disable battlegrounds on Nagafen (or do both).
  • Remove mount speed during warfields or disable it worldwide when any hostile pvp action is received.
  • Unlock level restrictions on class, subclass and shadows tab for AA, have max access on all of them.  Leave Heroic and Prestige as is.
  • It makes no sense scouts have better fundamental CC abilities than mages (chain stun > cloth stun/root).  Fix it.

Whether you change token rewards or not, Nagafen should not be allowed in battlegrounds.

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Old 07-12-2012, 11:15 PM   #84
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Applo wrote:

Whether you change token rewards or not, Nagafen should not be allowed in battlegrounds.

And Nagafen players would be fine and happy... and Battlegrounds would be dead.  So a win/lose.

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Old 07-12-2012, 11:53 PM   #85
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[email protected] wrote:

Applo wrote:

Whether you change token rewards or not, Nagafen should not be allowed in battlegrounds.

And Nagafen players would be fine and happy... and Battlegrounds would be dead.  So a win/lose.

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.

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Old 07-13-2012, 05:09 AM   #86
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Omougi:

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.

Change Superior Rune of Mending to be a 25%ish heal at 90, and a 20%ish heal at 80...

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...

Its not a pvp reason.

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Old 07-14-2012, 02:46 AM   #87
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Applo wrote:

[email protected] wrote:

Applo wrote:

Whether you change token rewards or not, Nagafen should not be allowed in battlegrounds.

And Nagafen players would be fine and happy... and Battlegrounds would be dead.  So a win/lose.

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.

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.

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Old 07-15-2012, 07:09 PM   #88
Applo

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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.

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.

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.

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.

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.

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Old 07-16-2012, 04:03 AM   #89
Daalilama
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Guild: Illuminati
Rank: Senior Officer

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Cleric

Group Reactive cast times are now 3 seconds in PVP combat.

Divine Assistance prestige now increases trigger count of group reactive heals by 1 in PVP combat.

Divine Assistance prestige now increases trigger count of reactive single target heals by 1 in PVP combat.

Divine Guidance now has a max trigger count of 10 when cast in PVP combat.

 

Templar

Divine Strike - Damage has been increased in PVP combat.

Healing Fate - Now instant cast in PVP combat. Duration has been reduced.

Divine Fate is now instant cast in PVP combat.

Involuntary Gift - Now instant cast in PVP combat.

Mark of Divinity - Casting time has been reduced to 1 second in PVP combat. Healing effect has been increased.

Sanctuary - Effect radius has been increased to 25m in PVP combat. Duration has been reduced to 10-16s in PVP combat.

 

 

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)). 

 

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.

 

Remember:

 

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.

2. There was never a nerf to the amounts of dots that can be inflicted on an individual or group in pvp.

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.

 

Again I ask why the blinders with regards to the cure nerf?

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Old 07-17-2012, 06:01 AM   #90
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Ring of Repulsion no longer functions in PVP combat.

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.

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