For example in wow's latest expansion they had made the hp levels explode while not letting damage really keep up. This was done to make battle more 'epic' but in a system like that that makes it really come down to who has the best cool downs and patience. To me that was a misstep because with that gameplay engine of click and watch that's boring and antiquated. if they want this to be dynamic they should have let it be quick.
Now how will hp totals be handled in Tera pvp? Now I am not saying people should be out right one shot (unless certain conditions are met, and if that can be met by a player he or she should be able to 1 shot their victim) And how will damage relative to that. I say battle should be fairly quick when put 1 on 1 due to it should be a team game. If it's a team thing and things take long the games can get very long and dicey.
Couldn't agree more, that is one of the worst things that WoW did in their PvP aspect. When they jacked up all of the health it just became ridiculously boring... not epic. I'm hoping that they balance it well between classes because good PvP can make or break a game. Two-shots should be possible if you ridiculously outgear someone in my opinion. Where as 2 similarly geared people will have enough health to take several hits from others.
gotta love when you CC the heals for like 5-6 seconds, 2 dps blow all their CD's to and get them down to 5% just so the healer can heal them to full with a single spell.
the margin of error in arena right now is RETARDED. it just turns into a mana fight 90% of the time.
that should clue you in on what HP bars look like... now I don't know if they are using pvp gear or not, but they DO have +12 weapons.
Oh hell, not + enchanting...that stuff is a money sink like no other. And if you plan to compete it's all about the big +
also...I think I saw someone get hit for 21k in that video so...lol
I don't mind it, but I've played enough Asian mmos to know the madness trying to get a max enchant can bring you to. From the looks of it their health pools are pretty decent and it seems like damage is fairly steady, from how the healing was keeping them up anyhow. But the spike damage looks nuts. I'm guessing some kind of combos set that up...definitely something to be wary of.
From the perspective of too much hp vs too little, it's a very difficult balance to find. As you pointed out, having too much HP leads to very long and drawn out battles, but in the same scope having too little ends up making the fights end quicker, and is entirely based around "who can do the most burst damage". This is why the PVP scale has always been sliding back and forth between classes through out the majority of WoW.
During the beginning (Vanilla) it was entirely based off of burst damage; it's been a very long time so I'm having difficulty recalling the classes that did the most, but I believe it (in order) Warriors, Rogues, Mages, Hunters who had the most capability of burst. From the perspective of some one who played a Warrior, it was as simple as rushing a target, mortal striking, heroic striking, and laying down an execute for an easy win.
When BC rolled around I think they hit their sweet spot when it came to PvP. The HP levels were left at a medium point, and with the introduction of resilience stat they were able to diminish not just critical strike chance, but over all damage taken as well, which effectively cut down on a lot of the burst damage kills (but didn't kill it completely).
If TERA is to do PvP Effectively enough, they need to introduce something similar to that. A medium between having just the right amount of damage, as well as a way to prevent the chance of some one killing you in 2-3 hits.
Another really key thing I hope they don't have in this game that AION suffered greatly from was the fact that Ranged classes were supremely over powered when it came to PvP. Yes, the ranged classes should certainly have abilities within their skill set which can help them keep their enemies at bay if they are ranged, but it shouldn't be over done to the point where if you are a melee character, you have absolutely no chance of getting to them. This from my understanding was one of the key reasons (besides the insane grind) that a lot of NA people quit playing AION.
ranged classes OP? lol what aion did you play?
sorry if I laugh, playing a templar I've 3 shotted my fair share of rangers... and generally speaking aside from asmodian BoQ sorcs - there was nothing OP about ranged. SM's were particularly nasty against plate, but they didn't have such an easy time with anything else without being an instafear hero.(if we got by 10 minute CD's i can beat any class aside from an SM, so I can't see this as being a good gauge)
please research a LITTLE before posting... it's clear you were not experienced enough in aion, and in this very situation there is player vs player attack and defense - which has been in the game since launch - which was over a year ago.(and ofcourse this stat/gear existed before launch, but just so you know it's OFFICIALLY been in the game)