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Crickette
Community Goddess
Posts: 288
Official Thread: Build 95, PvP 1.5
#37699 - 10/23/07 11:54 AM

This thread is for feedback on the following changes:

PVP 1.5!
Let’s face it; our first PvP implementation was less than ideal. Yeah, we know that… and we’re not afraid to say it! We’ve taken a bunch of your feedback and our own expert play testing experiences and whipped up what we feel will be a much better time for everyone! Good times!

“Magical” Rebalancing
During PvP battles, everyone is “magically” rebalanced to make the battles much fairer. Each player will have their health and damage boosted to what it would be for a level 101 player of their build. There are a few things you should keep in mind when thinking about this system:

Matchmaking is MUCH Faster
Hey, now that everyone is “magically” rebalanced to level 101, you don’t have to wait for someone of your level to be on the PvP server to get a match. This means that you will immediately find a match if there’s anyone else waiting for one. Talk about lowering wait times…

Outnumbered? No Problem!
Our “magical” rebalancing system automatically adjusts your damage potential based on how many people are on each team. It’s a pretty simple system that keeps “unbalanced” fights fair. This damage adjustment is clearly explained during the PvP session and changes automatically if folks join or leave a battle. In the most basic terms, the side with more players gets a damage nerf appropriate for how many more players they have and the "underdog" team gets a damage boost.

Skill Ranks and Equipment
We automatically adjust your damage and health based on how your character compares to an “average” character at the same level. So, having terrible equipment and skills that aren’t ranked appropriately for your level will make your level 101 adjustment less powerful. For example, a level 50 mage with rank 1 fire bolt will find that their fire bolt does terrible damage in PvP sessions. The lesson of all this is… keep your skills and equipment upgraded!

Balance Changes
Oh, we didn’t stop adjusting things just because we “magically” rebalanced your character in PvP. No… we also fixed some other annoying and broken things in PvP.

Slow Stacking Limited
We’ve limited the affect of slowing effects. So, you can no longer get slowed so much that you can’t move. Hey, it sounded like a good idea at the time! The most a player can be slowed is 50%!

Resistances Improved
The basis for all magical resistances has been increased in PvP. This means that your resistances will be more effective against opponent attacks during PvP battles. This includes stun resistance as well.

Scoring
Each kill in PvP is now worth 100 points.

Basic Rewards
We feel pretty confident in this pass of PvP… so confident, in fact, that we are now giving a King’s Coin to winners of scored PvP matches. Here’s how it works:

1. Losers don’t get a King’s Coin.

2. Winners may get a King’s Coin, depending on how long the match lasts.

3. If the match lasts the full 7 minutes, winners have a 75% chance to get a King’s Coin.

4. If the match is cut short by cowards then the chance for a King’s Coin is lowered proportionally to the amount of time spent in the match. For example, if the match lasts 3.5 minutes, the chance to get a King’s Coin is 35.5%.

5. The chance to get a King’s Coin is shown once the match is over.

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"Always keep your words soft and sweet in case you have to eat them"

Crickette
Dungeon Runners Community Manager



Ripper_McGee
Veternarian
Posts: 1,496
Re: Official Thread: Build 95, PvP 1.5
#37711 - 10/23/07 01:51 PM

Quote:

Matchmaking is MUCH Faster
Hey, now that everyone is “magically” rebalanced to level 101, you don’t have to wait for someone of your level to be on the PvP server to get a match. This means that you will immediately find a match if there’s anyone else waiting for one. Talk about lowering wait times…




FYI - I didn't have the chance to test PVP on the PTS, so I wasn't able to provide any feedback there.

When I spoke with Mark at the meet-n-greet, I was under the impression that the "re-balancing" and "normalization" would mean that all players would have the same hp and do damage at the same level, thereby making PVP about skills (both slotted and personal). After playing a few one-on-ones, I've come to the conclusion that PVP is basically about who has the most HP:

* In a straight shootout with a much, much lower level ranger (25 to my 79), I still lost (consistently). I had about 31k HP at the time.

* In a straight shootout with a higher level ranger (100 to my 79), I lost (consistently). In PVP I had ~44800HP (I adjusted gear) Vs. his ~55k.

* When fighting a level 17 mage, I completely owned him due to his 15k HP. Believe me, he sunk a ton of damage into me and--had our HP been balanced--I would have had to use much more strategy than simply standing and shooting him.

In summary, I like the changes that were made, but I still think that HP needs to be normalized amongst all participants in a match. That will ensure that PVP is more strategy and skill-centric than simply who has the most HP (and, to a lesser extent, gear).





Legendrunner
Old Timer
Posts: 484
Re: Official Thread: Build 95, PvP 1.5 [Re: #37711]
#37720 - 10/23/07 02:41 PM

I agree with ripper's point, but next to the HP thing I still really like the rebalance, well done! (I experienced this by a level 30 who almost killed me heh)

With that I'd like to give a little suggestion:
To get more intresting battles, and more type's of pvp, where also a bigger group of people will get intrested in. Its good to make more skills then click and kill, The skills at the moment are really cool, but its possible to make more.. variation. In ways of new types of skills, interruptions, side effects to yourself, and making more skills against other skills, like as I said interruptions.

It would be cool to give an enemy a "Hex" or in DR language: "Curse" or "Annoying thing". Well.. you get my point. Just an idea to get pvp more intresting maybe.

About the pvp now, I really like it. Expecially that even a level 1 got a chance to kill a level 70. I was afraid when first hearing the changes that everything would be the same like gear and all damage, except the skills. Luckily its not like that

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LegendRunner - level 100 Ace something

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Sharingan
New Kid
Posts: 20
Re: Official Thread: Build 95, PvP 1.5
#37856 - 10/25/07 01:03 AM

The only problem I see with PvP 1.5 is people under level 25 do not have any way to resist fear. I think a new self buff Fear Resistance skill needs to be introduced at level 3 or even level 1 and fear resistance should appear on gear. Since the new matching system scales everybody for fights, there will be lots of lower level players with a huge disadvantage in 1 one 1 fights against higher level players.

Quote:


Acidic Blight
Acidic Blight has a new visual effect and icon… as well as being considered a “poison” attack for resistance purposes.

Unnerving Shout
Unnerving Shout has a new visual and sound effect… as well as being considered a “divine” attack for resistance purposes.



Since the other 2 curses are considered "magical" attacks for resistance purposes but what about Fear Shot and the fighter skill, Fear of Gosh. If a player uses Poison Resistance or Divine resistance would that help them resist Fear Shot or the fear effect caused by Fear of Gosh? (I'll test it out when I have the chance.) If the answer is yes, then just ignore most of this post.

As for monsters using fear, it doesn't bother me much since I can always use potions. It might take me a little longer to kill the Shadow Queen but no biggie.



IdjitFoo
New Kid
Posts: 4
Re: Official Thread: Build 95, PvP 1.5 [Re: #37856]
#37875 - 10/25/07 11:13 AM

Is spirit of the hare scaling correctly? I've got a level 15ish character with the highest level of Spirit of the Hare available (1, I believe). I've not had the chance to increase this, but I assume that higher levels of the skill give more speed per use. When I fought a level 93 player, we both used Spirit of the Hare; they were far far faster than I was, and they were able to run away to regenerate.

It's hard enough for the lowbies to even damage the high level characters who have far more abilities at their disposal, but to allow the high level chars to escape makes PvP painful.


Ripper_McGee
Veternarian
Posts: 1,496
Re: Official Thread: Build 95, PvP 1.5 [Re: #37875]
#37878 - 10/25/07 11:16 AM

The other players probably had different speed modifiers based on their equipment.




IdjitFoo
New Kid
Posts: 4
Re: Official Thread: Build 95, PvP 1.5 [Re: #37878]
#37885 - 10/25/07 12:27 PM

Makes sense, although I was able to chase them effectively without Spirit of the Hare... I think.


Sharingan
New Kid
Posts: 20
Re: Official Thread: Build 95, PvP 1.5 [Re: #37875]
#38237 - 10/30/07 11:32 PM

Quote:

Is spirit of the hare scaling correctly? I've got a level 15ish character with the highest level of Spirit of the Hare available (1, I believe). I've not had the chance to increase this, but I assume that higher levels of the skill give more speed per use. When I fought a level 93 player, we both used Spirit of the Hare; they were far far faster than I was, and they were able to run away to regenerate.

It's hard enough for the lowbies to even damage the high level characters who have far more abilities at their disposal, but to allow the high level chars to escape makes PvP painful.




Spirit of the Hare does not scale and lots of other skills do not scale. If two people have the same gear but one has a higher rank in Spirit of the Hare than that person will be a bit faster if they both use it at the same time. In your case you have rank 1 SotH giving you 30% speed increase for 30 seconds while that level 93 probably has rank 4 SotH giving him 60% speed increase over 60 seconds.

Your health and the damage you do somewhat scales. Everyones health and damage scales to level 101. What I mean by the damage you do somewhat scales has to do partially with the previous example, skill duration does not scale. So if you have a rank 1 Gaseous Blast, it will do damage over 4 seconds while a level 63 with rank 13 GB does damage over 7 seconds.

A level 93 has a Fear Shot that last 10 seconds, which is why Fear effects in PvP is so deadly when used by higher levels against those without any resistance or low resistance. Obviously if you're vulnerable to attack for 10 seconds, you're as good as dead in PvP. So if a level 100 wretard talks smack, acting like they're so good in PvP and pretending they don't know about skills and gear progression, just use Offensive Gesture on them.



 
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