Field promotion is actually fine where it's at, but it also kind of possibly broken. I've used it a lot on some people and it doesn't seem to really reduce damage a whole lot, at least from what I've been seeing, I honestly haven't really noticed a huge difference with or without it. I could be wrong, but just what I saw.
WL's I believe deserve at least a small boost in healing, and maybe a 1-5% reduced CD on some of their skills. A small DPS boost wouldn't hurt for them either.
Adapting R12 Reaver, Warleader r9 Warleader on Ark Everlastingyawn r9 Defiler Landy Backpedal r9 Warg BrandyArantoth R10 Champion on Ark Elezmera-3 R11 Ministrel on ArkOfficer of Prime Evil
The in combat state is indeed a mess, but that's not the main issue. It's the addition of healing as a valid contribution outside of a group/raid and the removal of the 80m distance limit.
Reposting the patch notes from Update 8:
Fixing the reward system is how you fix PvMP at the core. Without a meaningful progression path for your character and appropriate rewards there's no long term player engagement. Ever since Update 8, your rank means nothing. You earned a unique slayer deed title after playing for years pre Update 8? Doesn't matter, because now there's a Defiler who earned the same title in just a few months of playing after heal tagging people in Grams 24/7 without any meaningful contribution whatsoever. You unlocked your Rank 14 class skill as a creep? Doesn't matter, because there's a Rank 0 Creep who bought the skill in the shop. You want to be competitive as a freep player in the moors? Good luck grinding T3+ raids for gear/essences, maxxing your LIs and virtues. Even if you're willing to do that, there's another soulless grind waiting for you in the Moors, because there are no meaningful rewards.
I don't wanna sound mean but none of these changes identify the problems with each class.
Reaver: Problem is that it brings nothing to a fight other than burst every 20-25 seconds and nothing else. No cc, no good debuffs, that's why any group would pick a warg over a reaver any day.
Warleader: Problem is that it has downtime on its healing, due to the fact that it only has 3 real healing skills. That means it cant heal all the time and on top of that the healing skills are incredibly weak for how large creep health bars are now. Also it cannot peel for itself if it gets oathied. They could make bubble self target and that means cappies could not just oathie a WL at the beginning of the fight.
Blackarrow: Still too much of its damage is contained in snares, and too much of its damage is contained in instant cast damage skills rather than inductions based skills. This means any newb who can hit snares and puncture target can put out a lot of damage with relative ease.
Spider: The best 1v1 class in the game. The power drain at the moment is over tuned no doubt but in group play it is not very noticeable. This class needs a couple non curable debuffs, so it is worth taking in a group over someone who just does more damage. This class is very good at the moment in terms of 1v1 but in group play is marginal.
Defiler: needs its healing nerfed. The healing is too strong from its instant cast skills and too weak from the induction skills. Fell resto and fungal bloom should be higher and fertile slime and fungal spores should be cut in half. Also it should have stances so it does not have super high dps and healing in the same line, which makes it unkillable solo. Also not having an incombat rez to get your WL back up.
Warg: This class needs to have its damage redistributed off bestial claws and onto the other abilities so some rando cannot hit one button and win a fight.
of course you could break down these problems even more but that is just a fly over few of the major problems on each class.
None of this matters though until we get freep pvp gear so there is actually action. lol
Adapting R12 Reaver, Warleader r9 Warleader on Ark Everlastingyawn r9 Defiler Landy Backpedal r9 Warg BrandyArantoth R10 Champion on Ark Elezmera-3 R11 Ministrel on ArkOfficer of Prime Evil
Interesting, I have never noticed what you said about the bubble not applying at full strength. However, one thing I did notice is the difference in it's reaction on a very low morale target, so that if your target had 100k out of 1mil morale left, the bubble would show up on your target, but they would still melt down, where if applied at higher health it would be potent pretty much instantly.
Maybe it has something to do with lag that seems to increase just before someone dies, especially if they have more negative effects on them.
Now the reason I made the following two suggestions is kind of to make the skills balance each other out, especially in groups. It feels like creep bubbles are kind of… poop... and lack something that would benefit their groups as a whole.
For example, not to die while trying to save someone, defilers have to have HoTs on themselves, if they don't they will take a lot of damage and could be the next target, in which case they might end up at half morale, increasing their chances of dying. This forces warleaders to burn either their bubble or a rez. Now if a warleader is the first one to die, the fight might just be over, obviously depending on a fight.
I'm not saying that defilers shouldn't be HoTted up, but there are times where they are forced to apply a quick HoT and instantly apply a bubble to save their target.
I see warleaders as a class that was made for groups, like captains on freep side and even though they are not captains, they might benefit their whole group with a 30% bubble and leave a single target bubble to defilers, who would no longer take damage while channelling.
Blessing of Darkness
Defiler will no longer take damage while channelling, but the HoT from this skill has been removed.
Field Promotion
Damage Reduction has been reduced from 90% to 30%, but will be applied on up to 6 group members.
The duration of this skill has been increased from 8 seconds to 10 seconds.
Let me know what you think.
You didn't sound mean at all. I just wanted to throw in some suggestions to hopefully start a discussion and between us all to come up with something good. Obviously any changes have to be discussed carefully and while Vastin is here maybe he will come up with something that we will agree with.
Overlord Vargburz + High Chieftan Urukhaithere + Chieftan Thotpatrol + Commander Acidikrevelationz + Liutenant Beelphegor
Creeps do not need it now. Healing is already too strong on creepside from just defilers. Anyway, there are literally 0 good healing beornings in the moors. I can say with complete confidence, no server has a good pvp healing beorning who plays now. Does not matter that the class is busted for pvp since no one can play it lol.
Adapting R12 Reaver, Warleader r9 Warleader on Ark Everlastingyawn r9 Defiler Landy Backpedal r9 Warg BrandyArantoth R10 Champion on Ark Elezmera-3 R11 Ministrel on ArkOfficer of Prime Evil
Has it? Where? I'm not aware of this.
It's pretty clear to me that once PvP gear/Creep skill/stats adjustments are addressed, that the next micro focus (lag and map would be priorities of the Macro) would need to be on Freep skills, as Freeps have MANY skills that need adjustment for proper Moors balance. Not being able to adjust/bar skills from the Moors would be a very disappointing thing to have confirmed from SSG.
I really don't like when things are shifted to Corruptions- like when Creeps complained about Finesse and instead of giving us Finesse, they gave us Finesse corruptions. Screw Corruptions, nerf Corruptions, just give us solutions that don't require picking and choose "Creep essences" that introduces severe variance in PvP encounters.
Agreed with all of this.
This is also the Dev that spent a ton of time revamping Creeps recently and put them into an OP position for the first time in a long, long time (outside of brief periods at start of level cap). Show some gratitude for when SSG and actually does their job- specifically Vastin who's done better work in PvP since I've been playing the game.
~Rank 11 Loremaster, Arkenstone~
~Rank 14 Warg, Arkenstone~
The thing is, corruptions are already part of the game, just like essences are. I don't know if they were forced on players or if players asked for them, but they do exist and are a major thing, at least for now. While they exist, even if base stat values were raised and values on corruptions reduced, they should be useful for something.
Since creeps don't have stats like Vitality, Might etc., corruptions couldn't be adjusted to boost something that freeps would be able to have in terms of simple PvP gear that even if with bonuses, would only add pure stats, so bonuses would be a way for creeps to have something rather simple that they don't have at the moment, at least compared to some freep classes. For example a proc that would allow them to remove a couple or a few negative effects, even if this was a single available proc and having a few trios of corruptions would increase its proc chance or the amount of negative effects removed.
Last edited by Riddim The Legend; Today at 12:03 PM.
I could probably find the exact quote if I spent some time digging although I think it's actully a livestream comment - however my understanding from what was said was: Freeps will be balanced around PvE and Creeps will then be balanced around Freeps, so expecting freep skill work becuase of the moors? Unless something is very obviously broken or ridiculously overtuned, not somthing that will happen.
There used to be a mechanic in place where you'd have to be within 80m of a target you or your group killed in order to get the rewards (read points/commendations). This was scrapped with Rohan I think, together with the change in point generation.
I really wouldn't mind seeing this return as well.
A while ago there was a thread about creepside cleansing, which obviously got totally ignored. I'll quote below what I posted there.
I'm only going to comment on your reaver suggestions since that is my main. And, no offence, but these are some of the worst suggestions for reaver I have seen in a long time.
Charge + Gut Punch combo is the only way a reaver can dismount a freep. It's already way way too easy to just ride away on horseback from a reaver. You currently have 8 seconds in total to chase a freep down, get in front of it and hope gut punch lands. And that while charge is only slightly faster than a mounted freep.
AtO providing a sprint would be terrible. There's already a huge culture of running away when starting to lose. There's too many classes with in combat flee sprints already, don't need another one added to that list.
If all we should look at fixing AtO's immediate issue and reevaluating the skills it resets since it's currently mainly used for a double DS and little else.
There's so much stuff for reaver that still could use fixing. This class still brings nothing to the table in group fights other than RNG burst every 20s, and plenty of skills that aren't WAI (resilience/impale/DR/etc.).
Amen to all of this. I don't really mind about the deeds, but put the 80m range back in place and revert the 10% floor point reward.
Overlord Urundus
Cohorts of the Red Legion
Arkenstone
Yeah, you're probably right about the lag part or timing issue with the Field Promotion. I do like the idea a lot of it being spread amongst 6 people as apposed to one, though the 8 to 10 second increase would also I think affect the Enhanced Field Promotion trait which increases the duration to 10 seconds already, so that might need to be buffed to 12.
Yes please.
No offence taken, we are just discussing here. Now that you brought up the underlying issues I can see that the suggestion was stupid. To start, I was thinking about reavers that stay in the fight until the last second, specifically thought of you and Mula. The idea was purely for offensive reasons and how being able to have a movement boost in combat could somewhat benefit reavers. I clearly didn't think of the negatives that outweigh the positives as looking at the bigger picture there would be a bunch of reavers fleeing from most fights and that is just one problem.
Speaking of reaver bugs, wasn't there a resilience bug that would not apply immunity or something else that it should apply, but doesn't?
Or even 12 seconds, since RK's Entwined rock lasts for 20sec and reduces 20% of incoming damage.
The current duration of field promotion is 8 seconds. The enhanced field promotion trait adds 7 seconds for a total of 15 seconds.
Also this would be a bad change. very very very rarely do you have multiple targets in your group going down at the same time. The majority of dps and target calling in this game is single target. Having 5 bubbles on people who are not taking damage anyway is a waste. Its main reason right now is to stop a burst or an oathies, which it does and has done well for almost all of WL existence. It should stay how it is of -90% inc damage st, if anything should change it should be able to be applied on the wl itself like how shield of the Dunedin is on cappy. that way you could keep your only rezzer from dying from an oathies focus.
Adapting R12 Reaver, Warleader r9 Warleader on Ark Everlastingyawn r9 Defiler Landy Backpedal r9 Warg BrandyArantoth R10 Champion on Ark Elezmera-3 R11 Ministrel on ArkOfficer of Prime Evil
Resilience can either go on CD with no effect (happens to all immediate skills if you double tap them or these even a slight bit of lag), or you can get the buff and slows still go through the slow immunity. Reaver has quite a few instances of skills just not working
Lugbur, R11 Reaver ./. Guthfred, R9 Captain ./. Guthblade, R9 Chamption ./. Muzluck, R9 Warg + Various other toons of different rank and class.
Yes, so apart from the immediate issue which Lugbur already pointed out here above there's a lot more issues with resilience.
So the base version of resilience should break any form of CC and then provide 10s of full movement immunity. The first problem is that you won't get the 10s immunity if you use the skill to break CC or slows. So what you do is use this skill as some kind of pre pot early in the fight and hope the immediate bug doesn't strike.
The next problem is that some slows are able to bypass the immunity, hunter strength slow being the most notorious.
The enhanced skill provides an additional 5s full CC immunity on top of the things mentioned above. Both immunities start the moment you hit the skill, so it's essentially 5s full CC immunity and 5s slow immunity. Whether or not that is WAI is up for debate.
The problems with the CC immunity is just like the slow immunity. Will not provide if you use the skill to break either CC or slows and some CC can pass through. You will also not get it if you still have temp stun immunity from being stunned recently.
TL;DR: Resilience is a CC break that pretty much never works.
Overlord Urundus
Cohorts of the Red Legion
Arkenstone
This is something Vastin will hopefully look into as from the sound of it, the skill is used to cut animations more often than for what it's suppose to do...