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All posts created by Seraph

Seraph
First of all, dude, punctuation is a thing.

That said, I think I agree with what you're saying – that there should be some mechanic keeping an aggressive force from attacking every single PvP window with never a break for the defenders. It's true that there hasn't been much time for PvE in EBA with there being PvP every single night.

In theory, there is already a mechanic for this. There is a time following a feud that you can't declare another feud. The problem is that feuds are company level, and you can company switch at-will, so the cooldown does nothing. All the attackers can switch to another company, start another feud, and attack again.

We need either
1) Something to prevent company swapping, like only being able to do it once a week.
or
2) Something else that shuts this down, like losing all the influence you invested in a feud if you fail to take a holding. This would cause natural breaks in nightly sieges because the attackers would need time to recover enough influence to feud again. Granted, there's probably enough stockpiled influence that this might not come into effect immediately.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
A nerf to healing isn't what we need – at least for PvE. At least in theory here, PvP is only a part of the game, and we need to balance correctly for PvE as well.

Fighting against T2 escalations doesn't feel like real fighting. There's a ton of running around in circles, kiting, etc. It's kind of funny how it looks, actually, but it's the tried and true method of taking down strong NPCs in this game. This is necessitated because the mobs do a lot of damage, even to people in heavy armor, and healing isn't strong enough to offset the damage without kiting. What we really need a decent system where a cleric can keep a party up in such an engagement, and that requires balance changes that raise the effectiveness of heals in PvE.

So maybe what I'm asking for is, if you want to do anything but increase what minor cure can do, cut the damage mobs are doing.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
I wonder when we're getting EE11. Aren't we overdue?

But yes, as you guys have ascertained, it's the deity attacks that have the different progression.

I will also note that I run ONLY cleric attacks because the strength gate is lower for level 5 attacks – it's 13 instead of 14. I do still need 14 wisdom. So it's not as easy for clerics to run level 5 fighter attacks as it is for fighters, but it is easier than a fighter running a level 5 cleric attack.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
I think we as a community need to let go of this idea of giving new characters backdated XP or leveling the playing field by awarding XP, for money or otherwise. Assuming this game makes it to OE and gains a bunch of players, there are going to be people of all XP levels throughout the world, and there should certainly be no way for them to buy experience beyond earning it at the same rate as everyone else through their subscription.

Knowing what I do now, do I sometimes wish I had joined in January instead of March? Yes. Should GW give me a way to pay money to make that XP back up? No.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Phyllain
Melee characters need to do more range damage then range characters. Range has an easier time keeping applied dps on a target. Melee has to move constantly and loses dps. That being said archers need a tiny boost imo.

I agree with this entirely, and it's an important concept for balancing ranged attacks. Especially in a big PvP brawl between two large groups, an archer should be able to find a pocket where they can be relatively protected and maintain 100% uptime on dealing out steady, sustained DPS. Melee spend a lot of time running around, losing a lot of DPS in the process, and often need to be on the front line where they are put at much more risk.

A tiny boost might be appropriate, but what we really need is some good logging so we can actually back up these arguments with real numbers. Longbow attacks would have to be pretty terrible for an archer with 75% uptime to do less damage than a melee with 40% uptime over the course of a 10-minute engagement.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
The over time regain already scales with your power, since it's a percentage (e.g., someone with 700 power gets 35 back every 12 minutes, whereas someone with 300 power only gets 15).

I wouldn't mind the inns giving proportionally more, like some percentage per round. This would mean that everyone would need to stand in an inn for the same amount of time to get a full recharge, rather than wizards and clerics needing to stand there for much longer than fighters.

Campfires and smallholdings should NOT scale, since the only thing differentiating them from each other is the flat amount of power they give back after using them. Making them scale would probably mean assigning percentage-based power amounts they give back, and that's not very attractive to me.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Cleric of Sarenrae here. I'm down for this.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Quijenoth
My only concern right now is the balance between the weapons for PVP. With it requiring more DPS to drop a single player and healing being so ridiculously effective and spammable, only a few weapons are going to be used to break through the heal barrier.

Minor Cure needs a longer cooldown but don't drop its healing factor or you will simply make it useless.

All roles need a type of healing cantrip/attack to match minor cure and prevent the dip. My suggestion would be
  • Mages get a drain heal via necromancy (that isn't just melee range)
  • Rogues get a HoT type heal like vigor
  • and fighters get temporary hit point boost

Highly disagree, heals are in a great place right now. Not every role needs them – balance should be achieved through other means, giving each class something to make them attractive.

Fighters – fighters should be the best with physical damage and weapons. Their role features accomplish a lot of that, but I think in addition Vital Strike and Penetrating Strike should get a buff. It should be hard to match a fighter blow for blow.

Clerics – clerics have their heals, and this should remain fairly unique to them. Heals how they are now are valuable to a group. PvE and PvP groups are more effective with a cleric or two in their group providing heals. It's okay if they can heal enough that they can survive focused DPS from one other person, a lot of games have that. Duels don't matter, group tactics do, and if you have to focus down a cleric to cut off their heals then that might just be part of the strategy. Play 4v4 arenas in SWTOR or a 3v3 in WoW – knowing where to direct your DPS as a team is the most important element of strategy.

Wizards – wizards should be the best at something, maybe AoE. Maybe they get a tune up so their AoE is clearly the best. This could give them a clear role to play in both PvE and PvP, and a balance for groups of heavy armor types.

Rogues – rogues need something to make them attractive beyond doing damage or having self heals. I think the answer is some kind of stealth ambush capability. Just give them a role achievement gated utility and/or a couple feature-gated attacks that let them slip into stealth with a temporary boost to that skill (and the ability to move at full speed for that time) and some kind of buff to their attacks when emerging from stealth. Something that can be combated with stuff we have like invisibility purge or lookout but in most situations gives them real ambush capabilities. Make them the top burst DPS class.

It's a really bad idea to say "heals are so good, either they need to be nerfed or everyone should have them". Instead, each class needs to have things that make it attractive, so that well-built parties have members of each role in them.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
In addition to making healing easier, group size has a considerable effect on where damage is going in PvE due to random threat mechanics.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
At the very least spawning inside the same hex should be out. You don't have to look very far down in the forum to find lots of other alternatives about how spawning could be handled, as well.
Seraph
Cleric of Sarenrae
Brighthaven