Reflect damage breaking pvp

Linnies Profile Options #101

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no stuns, no flinch, damage mitigation, damage reflect.

Instead of stuns, we rely on knockdown = impact = PURE LUCK. (Watch that get nerfed)

Action MMO? What a big fat lie. This is just like every [filtered] ameri[filtered] mmo I played, wow, aion, swtor, daoc, warhammer. No skill required, spam skills hope for ### win / lose.
Kryptlin Profile Options #102

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If you want a complete non rng game, go play an fps.
Siyuri Profile Options #103

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But it's the only real DPS a Mystic has!! :( :P
Phaser81 Profile Options #104

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In group pvp this weekend, one of our lancers pulled in a huge group of enemies. I fired off arrow rain, and i was the only one that died without even getting hit. While i admit in retrospect it was funny, it's also completely retarded to having to be hesitant to fire off your skills in fear of either killing or severely wounding yourself.

Not sure why ranged classes get reflect penalized anyways...when i think of reflect dmg i think of melee and being up close to the target. Oh well, here's hoping they just remove it....makes pvp way less fun having to constantly worry about damaging yourself along side your enemies.
Albane Profile Options #105

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PyroCar on 07/05/2012, 08:05 AM - view
Gtako on 07/05/2012, 07:49 AM
I'm fine with giving healer a self-protect ability that doesn't break group PvP. I can tell you from firsthand experience, group pvp with proper heal support last far longer than it should, putting an additional strain on healers on both side is fine by me, although it could be lowered to like 15% total.

Well, get ready for longer PvP once the QoA part 2 with the nerfed stuns and increased damage mitigation for nearly all classes is live XD


PvP should last longer and be more about skill. Why wouldn't someone who enjoys PvP want this? PvP should require a team to focus down healers first and use dispels, not just randomly pick a target and drop them in 1-2 seconds.
Solx Profile Options #106

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Albane on 07/09/2012, 09:59 AM - view
PyroCar on 07/05/2012, 08:05 AM
Gtako on 07/05/2012, 07:49 AM
I'm fine with giving healer a self-protect ability that doesn't break group PvP. I can tell you from firsthand experience, group pvp with proper heal support last far longer than it should, putting an additional strain on healers on both side is fine by me, although it could be lowered to like 15% total.

Well, get ready for longer PvP once the QoA part 2 with the nerfed stuns and increased damage mitigation for nearly all classes is live XD


PvP should last longer and be more about skill. Why wouldn't someone who enjoys PvP want this? PvP should require a team to focus down healers first and use dispels, not just randomly pick a target and drop them in 1-2 seconds.


I hope the increased Damage Mitigation will not make Lancers God-Tanks, but meh time will tell.

Edited by: Solx 10 months ago
Gtako Profile Options #107

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Albane on 07/09/2012, 09:59 AM - view
PyroCar on 07/05/2012, 08:05 AM
Gtako on 07/05/2012, 07:49 AM
I'm fine with giving healer a self-protect ability that doesn't break group PvP. I can tell you from firsthand experience, group pvp with proper heal support last far longer than it should, putting an additional strain on healers on both side is fine by me, although it could be lowered to like 15% total.

Well, get ready for longer PvP once the QoA part 2 with the nerfed stuns and increased damage mitigation for nearly all classes is live XD


PvP should last longer and be more about skill. Why wouldn't someone who enjoys PvP want this? PvP should require a team to focus down healers first and use dispels, not just randomly pick a target and drop them in 1-2 seconds.


I do like PvP that last a reasonable amount of time, don't get me wrong. But take a look at this:

http://www.youtube.com/watch?v=XPa4ts_qcs0&list=PL46548CAC855A95A3&index=2&feature=plcp

Particularly, the 4th recorded fight. It lasted 6:10 for a 10v10. That, while was fun, is also much too long for a 10v10. A fight between 20 ppls should not be over in 30seconds, but shouldn't drag out to be 6 minutes.
Solx Profile Options #108

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Gtako on 07/12/2012, 07:36 AM - view
Albane on 07/09/2012, 09:59 AM
PyroCar on 07/05/2012, 08:05 AM
Gtako on 07/05/2012, 07:49 AM
I'm fine with giving healer a self-protect ability that doesn't break group PvP. I can tell you from firsthand experience, group pvp with proper heal support last far longer than it should, putting an additional strain on healers on both side is fine by me, although it could be lowered to like 15% total.

Well, get ready for longer PvP once the QoA part 2 with the nerfed stuns and increased damage mitigation for nearly all classes is live XD


PvP should last longer and be more about skill. Why wouldn't someone who enjoys PvP want this? PvP should require a team to focus down healers first and use dispels, not just randomly pick a target and drop them in 1-2 seconds.


I do like PvP that last a reasonable amount of time, don't get me wrong. But take a look at this:

http://www.youtube.com/watch?v=XPa4ts_qcs0&list=PL46548CAC855A95A3&index=2&feature=plcp

Particularly, the 4th recorded fight. It lasted 6:10 for a 10v10. That, while was fun, is also much too long for a 10v10. A fight between 20 ppls should not be over in 30seconds, but shouldn't drag out to be 6 minutes.



About how long should a 10v10 fight last?

btw I really hope this game does not become the Stun-Storm that WoW is, the moment i join a bg or do pvp my character goes into a coma in that game.
Edited by: Solx 10 months ago
Philosonaught Profile Options #109

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Bump, please remove reflect.
Aarex Profile Options #110

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These awful zerg guilds are winning fights because they mass recruit, put 30% reflect up and stand in a single clump so that all aoe damage is spread out and people kill themselves on reflect, Im so tired of one shotting myself due this the horrible feature. What was the devs thinking implementing THIRTY PERCENT RETURN DAMAGE. and with masterwork its EVEN WORSE.