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.
------
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.
----
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.
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.
------
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.
----
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