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Darklords

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3 minutes ago, JamesSnow said:

how is healing and doing 30% or more damage with spells useless?

im 29 channeling and never fail a fireheart and every time they do 25% damage to players or horses

 

Right, try casting Fireheart twice in a row, if the resistance is anything like the one that ALL BL damaging spells share, your second cast will only do like 20% damage compared to the first one.

 

Certain gods have combat-specialized priests, how does a CR nerf fit in with that at all? Just make it so that changing equipment interrupts actions (so you can't take off armor just before a cast goes off),

and fix some AoE spells.


>Limiting priests to one-handers only

This would effectively make priests useless for killing horses, as well as severely impact the "gankability" that priests have because their damage output will drop significantly.

"But muh spells" ----> Again, resistances should take care of that, not to mention that they require a lot of favor and carrying gems around is expensive, and finally make you a sitting duck for 10+ seconds, unable to attack and with a CR nerf (action bar in combat).

 

-20% damage resistance nerf

Was this as a standalone or in conjunction with limiting priests to cloth/leather? I'm not sure what this is supposed to solve at all.

 

While we're going down that route, what exactly is the problem with priests right now? The main thing I see that's causing problems is that BL have many more priests than other kingdoms, and can thus get many more AoE heals off in a given time period. An easy counter would be to actually fix resistances so they work properly. Not like how healing resistance now barely affects AoE healing, but messes up LT and drain health.

 

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fireheart isnt the only spell that does lots of damage. its basically every spell rn because nobody has soul strength. and im not proposing introducing all those changes, im just giving ideas of restrictions that priests could have instead of having crafting being taken away. it could be 1 of those ideas or none of them. what im trying to get across is that the nerfs/restrictions for priests should be pvp related and not crafting related

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4 minutes ago, JamesSnow said:

fireheart isnt the only spell that does lots of damage. its basically every spell rn because nobody has soul strength. and im not proposing introducing all those changes, im just giving ideas of restrictions that priests could have instead of having crafting being taken away. it could be 1 of those ideas or none of them. what im trying to get across is that the nerfs/restrictions for priests should be pvp related and not crafting related

I agree, especially because priests can just cross to pve and have no crafting restrictions.

 

Priests should have pros/cons and not just be a straight upgrade. I like the idea of nonpriests being less sensitive to heals/damage.

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42 minutes ago, JamesSnow said:

fireheart isnt the only spell that does lots of damage. its basically every spell rn because nobody has soul strength. and im not proposing introducing all those changes, im just giving ideas of restrictions that priests could have instead of having crafting being taken away. it could be 1 of those ideas or none of them. what im trying to get across is that the nerfs/restrictions for priests should be pvp related and not crafting related

I think you misunderstand me, if one priest casts <damage spell>, then all other damage spells will suffer from spell resistance afterwards. It doesn't matter if it's (in Lib's case) worm brains -> rotting gut, pain rain, or whatever.

So, unless WL spell resistances don't stack (do they?), I don't see the problem.

 

As for priests being a straight upgrade, remember that Lib/Mag are combat-focused religions, so it makes sense for them to add a whole range of capabilities in a fight. You're never going to balance that so that a crafter <-> priest is a fair 1v1.

 

I repeat, fixing resistances would go a decent ways to supporting groups with fewer priests that are up against a larger priest force, as well as increasing the ways in which casts can be interrupted (or making them easier).

IMO, start with that, then observe, and if it turns out it's not working at all, only then start looking at ways to further limit priest play styles.

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Do a step 1 which is fixing resistances and increasing the chance to interrupt spellcasting.

Then go from there.

 

Unless its the "everyone can be a priest without action-restrictions" solution.

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Can we add the function to mail bows on NFI without using a rift rune? We can literally mail almost all pvp related items without bows.

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7 hours ago, BrQQQ said:

I'm 67 channeling and still fail casting drain health or scorns at least a few times in a fight. 

 

It's hard to take a 20% DR nerf seriously. If you can do 25 dmg with a fireheart, then it's fireheart that needs to be fixed. You don't fix that by doing a 20% DR nerf on priests.

 

I feel this, I failed a tangleweave at 60 channeling

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there's something wrong with the game if the fundamental nature of defending against priest attacks is a characteristic.

the only thing that will mean is that priests will be busted early game (and they are; wormbrains, hypothermia and inferno can each deal 50+ damage. that's RIDICULOUS) and then when everyone has high soul str, significantly weaker

i don't think spell resistance should be tied into a base stat nor just a passive thing nonpriests get; i think it should be something that can be built up by wearing the right equipment, or alternatively by vowing off ALL benefits from religion (no skill bonus, no passive buffs, etc) by refusing to follow a god, in exchange for extremely high spell resistance

allowing all players to be good vs passively will just make priests suck, likewise will directly nerfing them. Add active options to fight priests for all characters, and the ability to build passive options such as spell resistance for specialist characters.

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7 hours ago, JamesSnow said:

fireheart isnt the only spell that does lots of damage. its basically every spell rn because nobody has soul strength. and im not proposing introducing all those changes, im just giving ideas of restrictions that priests could have instead of having crafting being taken away. it could be 1 of those ideas or none of them. what im trying to get across is that the nerfs/restrictions for priests should be pvp related and not crafting related

 

This ^.

Right now if you want to be the best you can be in PVP you HAVE to be a priest. Nobody can deny that. On PvP servers the trade off for being a priest needs to be PvP related not crafting related. Without it, it makes it too hard for casual players.

 

Essentially all hardcore Pvpers will be priests with crafting alts. If anybody plays the game casually or comes over from pve to try out PvP, they will quickly realize they're at a disadvantage. At this point they will priest up and make all their crafting redundant or deal with the fact they're never going to be the best in PvP and likely won't enjoy their experience that much or just won't PvP because what's the point when all the priests are a lot stronger.

 

I don't think removing priest restrictions is the answer either. Imo kind of lame if 100% of people are priests, it should be more of a specialized role with PvP tradeoffs. 

Edited by warrior
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Should implement an advanced PvP journal with some rewards PvE players actully want to have.

 

 

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6 hours ago, Goyle said:

Should implement an advanced PvP journal with some rewards PvE players actully want to have.

 

 

weekly and daily rotating pvp based challenges unique to the player.

 

"This week you must seek out and kill Wastrel"

 

Lol

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In all seriousness some kind of bounty system using the battle ranks would be pretty neat. Or if a kingdom title could use the coffers to set a price on someone's head.

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Lets maybe make it so you cant expand a deed when enemies are in local no? Maybe even make it so u cant hire more guards or use any of the options which adjust your defenses while enemies are in local????????????????????

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Just throwing this out there for priest spells.

Mag : Inferno, 40 Favor, 50 Difficulty. 20 cast timer
Vyn : Hypothermia: 50 Favor. 30 Difficulty. 15 cast timer

Lib: Worm Brains 40 Favor, 40 Difficulty. 15 cast timer

 

I'm not sure how each of these spells scale off channeling Im assuming Vyn has the highest scaling then mag and Lib least channeling scaling.

First I think they should all have normalized cast timer either make them all 15 second cast timer or 20 second.

Also for spells that do so much dmg, I think the Favor to dmg ratio is way to low, I would like to see all 3spells to have 60-70 favor cost.

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2 hours ago, FireHeart said:

Just throwing this out there for priest spells.

Mag : Inferno, 40 Favor, 50 Difficulty. 20 cast timer
Vyn : Hypothermia: 50 Favor. 30 Difficulty. 15 cast timer

Lib: Worm Brains 40 Favor, 40 Difficulty. 15 cast timer

 

I'm not sure how each of these spells scale off channeling Im assuming Vyn has the highest scaling then mag and Lib least channeling scaling.

First I think they should all have normalized cast timer either make them all 15 second cast timer or 20 second.

Also for spells that do so much dmg, I think the Favor to dmg ratio is way to low, I would like to see all 3spells to have 60-70 favor cost.



not sure what the lib base damage is but the mag one according to wiki is 30k base +75 per power (37500 at max dmg) which is roughly half someone's base health to begin with
and wiki states hypothermia is 10k base + 300 per power (40k at max power, but significantly weaker with bad channeling)
no clue what wurmbrains is at, but the lower cast timer and higher difficulty makes me assume it's probably in the middle of those two

@Sindusk?

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Yeah looks like the priest rework patch notes didn't actually explicitly mention Worm Brains. A comparison using WU 1.9.1.6, which seems to include the January 31st Changes:

 

DrNjKM3.png

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In a way. Faster cast time makes Worm Brains more reliable and less likely to be interrupted by the target moving out of range or the caster getting tangleweaved. It does less damage on the low end, but starts to match on the top end. With a lower difficulty, it's not unreasonable to get a good cast. Hypothermia is probably straight up better at high channeling, but there's a serious lack of combat Vynora priests, much less ones with good combat skills and high channeling. Furthermore, if you're either Vynora or Magranon, you do not have access to Light of Fo whereas every Libila priest has access to Scorn of Libila.

 

Really the single target spells aren't the problem right now. Scorn of Libila and Light of Fo, in my opinion, are.

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I agree with the points about priests feeling strong right now, which may change over time due to body stats increasing. I also know that as body stats increase, so will priests' channeling skill. Do they perfectly cancel out? I don't know. I hope shield bashing interruption and the tangleweave changes go live most of all, as I feel they'll make combatting priests feel somewhat better.

 

Just throwing it out there: If they removed the flat CR bonuses to lib & mag and added something else, would we see more Fo and Vyn battle priests? Does the CR bonus matter that much?

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22 minutes ago, Raix said:

I agree with the points about priests feeling strong right now, which may change over time due to body stats increasing. I also know that as body stats increase, so will priests' channeling skill. Do they perfectly cancel out? I don't know. I hope shield bashing interruption and the tangleweave changes go live most of all, as I feel they'll make combatting priests feel somewhat better.

 

Just throwing it out there: If they removed the flat CR bonuses to lib & mag and added something else, would we see more Fo and Vyn battle priests? Does the CR bonus matter that much?



channel increases way faster than characteristics, i think characteristics definitely overpower good channeling at high skill, but idk for sure

CR bonus definitely matters, and so does damage bonus. imo both should be swapped for something else (dont forget that fo/vyn also gets a cr bonus on specific terrain)

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Claim Reward

  • 3 lumps of adamantine or glimmersteel(picked randomly)

  • 5 sleep powders.

  • 3 75QL horse sets(Shoes/Saddles).

    • Chances these sets will come with varying degrees of WOA precast on them.

 

 

@DarklordsAll of these items are droppable and can be looted in pvp but the sleep powder...  Defiance can have droppable SP now? 

 

 

 

 

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[17:52:39] There is lava to close by.

 

Firstly that should be "too" not "to"

 

Secondly was this nerf really necessary? It already suffers from arbitrary restrictions without adding more.

 

Lastly, if it must stay this way maybe put the message at the start of the action and block it instead of waiting 40 seconds...

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thoughts on depo:

as i expected, the spawning system means that if it lands deep inside one kingdom's territory, it's basically free loot for that kingdom every day

The spawn area needs to be reworked so that it only spawns in the top-center grid area (but not too close to the WL), and make it so that if the depo hits the point where it begins casting a large light into the sky, it also can't be looted for exactly 1 hour after that point; providing ample time for players from ANYWHERE on the map to reach the depo if it's not located in time, and prevent players from being able to capture it easily without giving the enemy contest (for example, if it spawns super close to a deed)

also the horsegear drops feel a little odd that they're 75q now that imping to 75q is so easy, but it's not really a big deal

btw make artifacts 99q again

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