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Quarterly Producer Letter for Q2 2024 ×

The State of PvP


venomlash

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For months, BioWare's great deception has been that PvP is working well. However, the truth is that there is no balance in PvP! Vigilance and tactics will get you nowhere against the carnage of button-mashing flavor-of-the-month classes, a situation that has provoked much rage already.

And of late, healing builds have become sickeningly overpowered to the point of being practically immortal. I'm no assault specialist myself, but even I can tell you that a healer should need a bodyguard to stand up to an enemy arsenal. No longer is a good offense the best defense, with combat medics able to withstand the focus DPS of multiple enemies.

 

Despite BioWare's claims that PvP is working as intended, warzones in this game are not nearly a finished product, but at best an advanced prototype. The lethality of these issues makes the game nearly unplayable. End this madness, Devs!

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For months, BioWare's great deception has been that PvP is working well. However, the truth is that there is no balance in PvP! Vigilance and tactics will get you nowhere against the carnage of button-mashing flavor-of-the-month classes, a situation that has provoked much rage already.

And of late, healing builds have become sickeningly overpowered to the point of being practically immortal. I'm no assault specialist myself, but even I can tell you that a healer should need a bodyguard to stand up to an enemy arsenal. No longer is a good offense the best defense, with combat medics able to withstand the focus DPS of multiple enemies.

 

Despite BioWare's claims that PvP is working as intended, warzones in this game are not nearly a finished product, but at best an advanced prototype. The lethality of these issues makes the game nearly unplayable. End this madness, Devs!

 

The only heals that need a tune are Operative/Scoundrel. Anyone who thinks otherwise obviously plays one

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! Vigilance and tactics will get you nowhere against the carnage of button-mashing flavor-of-the-month classes, a situation that has provoked much rage already.

LMAO!

 

it's funny...cuz...it's true...everyone went to rage! :rolleyes:

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JediMasterSLC and Monterone get it. The rest of you aren't detail-oriented.

 

I can see two easy opportunities to work in engineering and concealment, which you ignored, lethality and marsmanship could have gone in but it would have been too obvious.

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For months, BioWare's great deception has been that PvP is working well. However, the truth is that there is no balance in PvP! Vigilance and tactics will get you nowhere against the carnage of button-mashing flavor-of-the-month classes, a situation that has provoked much rage already.

And of late, healing builds have become sickeningly overpowered to the point of being practically immortal. I'm no assault specialist myself, but even I can tell you that a healer should need a bodyguard to stand up to an enemy arsenal. No longer is a good offense the best defense, with combat medics able to withstand the focus DPS of multiple enemies.

 

Despite BioWare's claims that PvP is working as intended, warzones in this game are not nearly a finished product, but at best an advanced prototype. The lethality of these issues makes the game nearly unplayable. End this madness, Devs!

Man you hit this on the money, I couldn't of said it better.
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I think for most of the dps classes, 2.0 destroyed any kind of uniqueness a class could have with its build and/or using Hybrids.

 

My Assassin now only really has one viable build - ONE! And now, thanks to the huge nerfs, are mostly used to guard nodes.

 

Balance is a hard thing to come by, considering how some people have the right gear and some dont. Until everyone is on a level playing field (in other words remove expertise), PvP will always be a stunfest mess. With the introduction of stupid Arenas, 4v4 stun fests will probably become unbearable.

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The very first thing that needs to be looked at is the complete concept of ops/scound healers. They have to be brought back to earth.

 

The second thing that needs to be looked at is the general role of tanks in PvP. How much of a fortress should a tank be allowed to be in PvP compared to PvE, is guard in its PvE state not too strong for PvP etc.

 

And the third thing that will have to come, is that respecc during matches (be it WZs or arenas) is no longer allowed.

 

When these three issues have been solved, balance will already be much better than it is now.

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I think for most of the dps classes, 2.0 destroyed any kind of uniqueness a class could have with its build and/or using Hybrids.

 

My Assassin now only really has one viable build - ONE! And now, thanks to the huge nerfs, are mostly used to guard nodes.

 

Balance is a hard thing to come by, considering how some people have the right gear and some dont. Until everyone is on a level playing field (in other words remove expertise), PvP will always be a stunfest mess. With the introduction of stupid Arenas, 4v4 stun fests will probably become unbearable.

 

I'ts noting personal, about assassins guarding, even if they got buffed thro the roof, they would still be guarding nodes. Cause of stealth you can stall enemies for longer period of time instead of facetanking them like 2 others have.

as for Operative cry, learn to slow.

 

and complaining over TANKS in pvp? really? guard probably should be tuned a bit, but to complain that tanks are to hard to kill is a joke.

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and complaining over TANKS in pvp? really? guard probably should be tuned a bit, but to complain that tanks are to hard to kill is a joke.

 

Breaking news is that guard is indeed the main reason why people complain about tanks.

Even the ominous ops/scound healer OPness would not be so prominent if guard was better adapted to PvP.

 

I already made a suggestion to this somewhere in the forums, let me repeat it: In PvP environments, make guard transfer only 33% of dmg to the tank instead of 50%.

 

This could easily be done via expertise: Let expertise boost dmg made on guarded toons by factor 1,33. Guard remains unchanged and transfers 50% of the boosted dmg to the tank. This delivers the same figures as if unboosted dmg had been made to the guarded toon, but only 33% of it had been transferred to the tank.

Edited by Cretinus
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Breaking news is that guard is indeed the main reason why people complain about tanks.

Even the ominous ops/scound healer OPness would not be so prominent if guard was adapted to a PvP environment instead of being exactly the same as in PvE.

 

I already made a suggestion to this somewhere in the forums, let me repeat it:

In PvP environments, make guard absorb only 33% dmg instead of 50%.

 

This could easily be done via expertise, in order to keep PvE guard as is now: Let expertise boost dmg made on guarded players by factor 1.33. Guard then absorbs 50% of it and this corresponds to 33% of the original, unboosted dmg.

in what universe guard abosrbs damage in pvp

in pve guard reduces threat done and reduce dmg taken by 5%.

in pvp guard (if in range 15m) transfers 50% of damage to the tank.

imo could be reduced to 10 meters, and maybe to 30-40%.

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in what universe guard abosrbs damage in pvp

in pve guard reduces threat done and reduce dmg taken by 5%.

in pvp guard (if in range 15m) transfers 50% of damage to the tank.

imo could be reduced to 10 meters, and maybe to 30-40%.

 

"Transfers dmg to tank" is what I meant with "absorbs." I wrote "absorbs" because that's what it does from the point of view of the guarded player. But I agree, it's confusing. I've edited my post.

Edited by Cretinus
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For months, BioWare's great deception has been that PvP is working well. However, the truth is that there is no balance in PvP! Vigilance and tactics will get you nowhere against the carnage of button-mashing flavor-of-the-month classes, a situation that has provoked much rage already.

And of late, healing builds have become sickeningly overpowered to the point of being practically immortal. I'm no assault specialist myself, but even I can tell you that a healer should need a bodyguard to stand up to an enemy arsenal. No longer is a good offense the best defense, with combat medics able to withstand the focus DPS of multiple enemies.

 

Despite BioWare's claims that PvP is working as intended, warzones in this game are not nearly a finished product, but at best an advanced prototype. The lethality of these issues makes the game nearly unplayable. End this madness, Devs!

 

The part that got me about this post was that you mentioned all the specs available to the classes in this game. Or most of them at least.

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