Several Glaring PvP Issues

SteamRolan Profile Options #1

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Steamrolan Lvl.60
Mount Tyrannas (PVP)
Baraka Sorcerer
1. The Crystal System:

Slayer,Savage,and Resolute Crystals need to only affect NPCs
These three crystals have no place in PvP and two of them allow players, who would have otherwise lost, to bring up a win solely through RNG.

Savage: gives more critical attack damage when attacking from the rear.
Casters can't even take advantage of this crystal to the extent that meleers can in PvP.

If anything, make it so that you have an increased chance to crit when attacking from the rear (globally, no crystals needed), and make the savage crystal only count towards NPCs.

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Resolute: Decreases damage when less or equal to 50%
In Nexus PvP gear with those crystals and zyrks, you're looking at up to 70% or more damage reduction from players. If you thought taking on priests wasn't possible for some classes, just wait until most start gearing up like this. As is it is not possible to burst down anyone wearing this and I even doubt that this will stay the way it is.

-Has been fixed, no longer an issue.
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Slayer: Increases crit damage when less or equal to 50%
Now say you're beating a player of a class that is a hard counter to yours. He's nearly dead and out of no where he gets off lucky crits while wearing this crystal. You just got outplayed; deal with it.

2. Glyphs: It's painfully obvious that most of these were meant for PvE and had no consideration for it's affects on PvP.

Take away the RNG in some of these glyphs.
Persistent Teleport Jaunt for sorcs, backstab reset for warriors, backstab reset (through rolling) for slayers. At least make them reduce the cooldown or increase the stun/immobilize time or even reduce the chance for it to be resisted. These glyphs are too game changing.

3. Diminishing returns on CC: This needs to be implemented.
It only takes a team who can communicate for a player to lose control of his character for an absurd amount of time. There needs to be a decreased time for successive stuns, sleeps, and immobilizations. This does not need any more elaboration.

4.Knockdowns: It's so abrasive that it can arguably be considered CC as well.
Make it so that players are immune to knockdowns while they are getting up. It's bad enough that casters suffer the most from this. Damaging caster spells don't even seem to cause knockdowns on anyone unless the target jumped.

5. Reflect damage on gear:
Just remove it from the game or don't make it affect players. Yesterday I fireblasted a player with level 15 reflect gear and hit him for 600k+ and I had 8k hp left. If I had overchanneled I probably would have killed myself. Reflect damage can also break CC. If a slayers gets timegyre'd then all they have to do is use distance blade and let the reflect damage from the sorcerer's gear get them out of the gyre.

6. Stun (via Trap/backstab/leash) negation:
Not a lot of players know about this but I'm spreading the word in hopes of it being fixed after people get fed up with it being abused so much.

If you jump during the trap set and if you are still in the air, you will take no damage from the trap, get knockedown, and whatever trap effect you were supposed to get, you will not receive. If you jump in time for a archer's explosion trap, you will receive no damage and get knocked down. If you jump for a sorcerer's lightning trap, you will be knocked down and not stunned. Remove the chance for traps to knockdown and this problem will be solved. Same thing happens with leash and backstab except players will have to predict it coming so it can't be abused as easily as you can for traps.

7. Healing in safe zone:
Make it that the player to receive heals, must be in the same zone type. A player in safe zone can not heal a player in the free-for-all zone and vice versa.

8. Nerf consumables:
In no other game can a player receive so much of an advantage prior to combat. Nostrums, scrolls of carving,charms, draughts. Whatever happened to just being able to health/mana pot? I guess not much can be done about this but it definitely is a problem. Restrict some of the major effects to only monsters, that way it won't interfere with PvE grinding in dungeons or leveling outside. You may not agree with this but you might change your mind when more meleers start to use scroll of savagery as soon as they go out to gank.


Let me hear your thoughts.
Edited by: SteamRolan 11 months ago - Reason: Edited 8 and 5
Rage06 Profile Options #2

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I agree with a lot of what you have posted here. I'm only level 28 on my slayer but there are some shocking problems with certain spells, crystals, and attacks. Once pvp is released I am sure they will hear a lot of complaints about some of the things listed here.

Cheers
harvv Profile Options #3

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SteamRolan on 06/07/2012, 05:24 PM - view
1. The Crystal System:
...


Agreed on all of this.... ive hit people for like 50-60k because of those below 50% crystals. It completely changes battle...ive had it the other way around too...1 shot pretty much from someone under 50% because of them. Completely ridiculous.

SteamRolan on 06/07/2012, 05:24 PM - view


2. Glyphs: It's painfully obvious that most of these were meant for PvE and had no consideration for it's affects on PvP.

Take away the RNG in some of these glyphs.
Persistent Teleport Jaunt for sorcs, backstab reset for warriors, backstab reset (through rolling) for slayers. At least make them reduce the cooldown or increase the stun/immobilize time or even reduce the chance for it to be resisted. These glyphs are too game changing.



Agreed as well...Though not as bad as the crystals. I can imagine its going to get much much worse when slayers start getting master glyphs etc.

SteamRolan on 06/07/2012, 05:24 PM - view


3. Diminishing returns on CC: This needs to be implemented.
It only takes a team who can communicate for a player to lose control of his character for an absurd amount of time. There needs to be a decreased time for successive stuns, sleeps, and immobilizations. This does not need any more elaboration.



The CCs arent THAT huge of a deal imo. You have teammates for a reason...

SteamRolan on 06/07/2012, 05:24 PM - view

5. Reflect damage on gear:
Just remove it from the game or don't make it affect players. Yesterday I fireblasted a player with level 15 reflect gear and hit him for 600k+ and I had 8k hp left. If I had overchanneled I probably would have killed myself. Reflect damage can also break CC. If a slayers gets timegyre'd then all they have to do is use distance blade and let the reflect damage from the sorcerer's gear get them out of the gyre.


Absolutely ridiculous...cannot imagine why in the world this EVER EVER would be implemented. Noooo CLUE how this went through. Just dumb.

I dont think the -% dmg taken stuff isnt a HUGE deal though because if thats the way all the gear is moving...then everyone will eventually have it and it wont really be a big deal.

SteamRolan on 06/07/2012, 05:24 PM - view


6. Trap negation:
...


Admit, i dont know much about this

SteamRolan on 06/07/2012, 05:24 PM - view

7. Healing in safe zone:
Make it that the player to receive heals, must be in the same zone type. A player in safe zone can not heal a player in the free-for-all zone and vice versa.



I dont really care about this....if youre close enough to a safezone that someone can heal your enemy from it and hes chicken[filtered] enough to stoop to that...hes going to run away to the safezone anyways to avoid dying. Not much you can do.

One thing i would add to this point is id like to somehow change safezones around instance entrances. Thinking on it, they seem like the best place for OWPvP. I remember in vanilla wow blackrock mountain was an amazingly fun place for open world pvp because it was sort of a congregate of all the high end dungeons so there was a ton of foot traffic all over the place, allowing tons of pvp. Was great. Id like to see something similar in tera but the way instances and deaths work it seems like it would be more difficult to make it into the instance if people decided to camp it. Maybe a way around that would be to let players enter while in combat/stunned/CCed.

SteamRolan on 06/07/2012, 05:24 PM - view


8. Nerf consumables:
In no other game can a player receive so much of an advantage prior to combat. Nostrums, scrolls of carving,charms, draughts. Whatever happened to just being able to health/mana pot? I guess not much can be done about this but it definitely is a problem.


I dont have a problem with this really...sure its unfair, but w/e. Its like in any other game getting buffed before you go pvp. While its kind of lame that you probably have to spend the money and time on it to be competitive, for me personally its not that huge of a deal.
Edited by: harvv about 1 year ago
typeRkrim Profile Options #4

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big QQ thread.
thatguy2130 Profile Options #5

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lol? QQ much
SteamRolan Profile Options #6

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Steamrolan Lvl.60
Mount Tyrannas (PVP)
Baraka Sorcerer
It is a bit TL;DR. I wonder if you two even bothered to read it.

>lol? QQ much

PvE much? Surely you should see something wrong with the way PvP currently is.
SteamRolan Profile Options #7

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Steamrolan Lvl.60
Mount Tyrannas (PVP)
Baraka Sorcerer
No one else has any input on this?
Genjuros Profile Options #8

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other than your big QQiing, no.
ILLUMI Profile Options #9

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All the points steamrolan brings up are valid.
These are all serious issues that the developers should look at (although they prob wont).
I've never seen a game reward gear/class/glyphs/rng to the extent tera does.
(Enchanting system makes me want to rip my balls out)

and to the trolls who claim the OP is qqing... 1/10

The imbalances/mechanics in this game are jawbreaking... It's a game that rewards grind/chance/class over skill. True action combat? More like true lottery combat.
If you guys want to contribute to the destruction of this game... troll on baby...
schaefersc Profile Options #10

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All the "HERP, QQ, DERP" trolls should probably shut their mouths and try to pvp for once, in more than one scenario. I guarantee your opinion will change. Take a step out of that instance and participate in some good ole' unfair world pvp.