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Old 12-02-2007, 01:16 AM  
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Default Re: Class Balance in PvP: EQ2 vs DAOC vs WoW

Ok.

But if you slow down damage further, you will also need to lower heal amounts. Otherwise it will be impossible to kill a healer. And low DPS classes are already slow enough, to be honest. Make them even slower, and it will be dead easy to just run from them every time.

You're right about some classes being able to kill people in 2 seconds, though. It happens to me a lot on my clothy. I barely have time to react before I'm dead. Those classes are rouges and predators. Nobody else can put out even close to that much burst damage in such short time.

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Old 12-02-2007, 01:25 AM  
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Default Re: Class Balance in PvP: EQ2 vs DAOC vs WoW

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Combat needs to be slowed down somewhat, but cooldowns are not the way to go. Cut the effects of all heals/regen and damage in half in PvP combat. There you go, you've effectively just doubled people's hitpoints, and more than doubled the time it takes to kill them. The only problem I can see with this idea is that the low-DPS classes will never be able to kill anyone if they solo... ever. Perhaps impliment this with your run-speed changing to in-combat values for 30 seconds when you get hit. That way you can still run away, or use clouds/zone/whatever, but you can't just keep going at out-of-combat speeds and get away by default.
Way ahead of you pal

Thinking about it a bit more, you'd have to cut the food/drink regen when attacked as well. Basically put you in-combat, but still leave you with the option of being able to evac/zone/fly away until you retaliate or heal/cure/whatever else.
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Old 12-02-2007, 02:23 AM  
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Default Re: Class Balance in PvP: EQ2 vs DAOC vs WoW

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Way ahead of you pal

Thinking about it a bit more, you'd have to cut the food/drink regen when attacked as well. Basically put you in-combat, but still leave you with the option of being able to evac/zone/fly away until you retaliate or heal/cure/whatever else.
Ah hell, I'll admit I didn't read your post that closely. Tired tbh. But yeah.....

I still don't think this is a great idea though. I usually agree with you, but I wouldn't want fights to last longer now. They're long lasting enough for most of us. I play 2 medium DPS classes and every fight is a race against the clock. If a fight takes 1 minute or more on Nagafen, someone WILL jump in - unless you're extremely lucky. I enjoy having at least a chance to get some good 1v1's, where I can actually kill people before someone jumps in or people chicken out and run away because they can.

Don't get me wrong, I'm not at all in favor of locked encounters and bluebie shit like that, and the risk of someone jumping in is part of the fun. But I would hate for it to become an almost certain thing.

The problem here is those few classes that can put out insane burst damage compared to everyone else and kill people in 2 seconds, but aren't there other ways to fix this? Manashield actually seem to counter this very well, and give the sorcerers a chance to react and get their spells off.

I'd rather see other squishies and typically weaker PvP classes get a little boost in some areas, than all fights lasting twice as long. Summoners especially need more defense, and that in itself might take care of some of them nasty 2 second fights.
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Old 12-02-2007, 02:44 AM  
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Default Re: Class Balance in PvP: EQ2 vs DAOC vs WoW

Buffing weaker classes is always an option, as is nerfing those stronger classes. The problems with this are: Weaker classes are only weak against a few other classes (that just happen to be the majority of PvPers) for instance a necro will get absolutely chewed to pieces by most scouts, but at the same time, said necro should be able to kill most healers and tanks, and probably some other mages as well. So if we buff the weaker classes, to the point where they can kill the stronger ones, then we have the weaker classes suddenly being overpowered and unkillable against those that they could kill before.

If however, we nerf the more powerful classes to bring them down to where other the other classes can kill them more reliably, we get this. 12 pages of a single class complaining that they got nerfed, and everyone else telling them to L2P (they deserve it to be sure, turnabout is fair play and all that).

I honestly think that halving the heal and damage ammounts is the way to go. The only down sides that I can see are:
- low DPS classes take even longer to kill anyone. This can be countered somewhat by putting people into combat when they get hit, but still allowing them to zone/evac/fly until they actually engage.
- Other players deciding to join the fights. Not really alot I can say about this one... there's no way I will ever support locking encounters, I want MORE PvP, not less. All I can suggest is that you can get people from your faction to come help as well... turn a 1v1 into an all-in brawl. Sounds great to me.
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Old 12-02-2007, 06:14 AM  
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Default Re: Class Balance in PvP: EQ2 vs DAOC vs WoW

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The only down sides that I can see are:

- low DPS classes take even longer to kill anyone. This can be countered somewhat by putting people into combat when they get hit, but still allowing them to zone/evac/fly until they actually engage.
- Other players deciding to join the fights. Not really alot I can say about this one... there's no way I will ever support locking encounters, I want MORE PvP, not less. All I can suggest is that you can get people from your faction to come help as well... turn a 1v1 into an all-in brawl. Sounds great to me.
Those are some pretty huge downsides though, in my opinion. But I guess we'll just have to agree to disagree.

I'm sorry, but I hate the idea of making fights last longer and thus increasing the chance of people jumping into fights. This has a tendency of becoming extremely one-sided if one faction is stronger and more populated than the other, and leads to tons of frustration among many players.

I don't see how this idea would help the weaker classes like summoners either, because their damage will also be slower. And when someone jumps in on them (this will happen a lot), they will still die - with zero chance to finish what they started.

No, give the summoners a boost instead. Maybe better pet taunts, or at least have their pets keep up with them as they run around. Even faster buffing/rebuffing would help mages a lot. Or how about allowing all casters to cast their buffs on the run? Only the buffs of course, nothing else. The time it takes for a mage to rebuff is the worst part about getting killed so much, tbh.
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Old 12-02-2007, 06:36 AM  
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Default Re: Class Balance in PvP: EQ2 vs DAOC vs WoW

Summoners have the potential to do some VERY nice damage (as do all mages) the problem is not that they don't do enough damage, their problem is that they don't SPIKE enough damage. let them live longer and they'll do more damage once their DoTs get going.
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Old 12-02-2007, 10:21 PM  
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Default Re: Class Balance in PvP: EQ2 vs DAOC vs WoW

To be honest, the big thing is to get Rogues and Predators nerfed into something at least reasonable. There's a reason Rogues/Preds are, what, 40-60% of a PvP server population. They're overpowered in PvP, it really is that simple.

I'd love to see Rogues/Preds nerfed into the ground, mostly because I find Rogue/Pred players to be fuckwits 95% of the time and frankly getting those people to cancel their accounts, either from the nerdrage of being nerfed, or from the horror of rolling another type of character and seeing PvP when you don't play a class with maphack, warphack, and a golden gun, would only do positive things for the game.

However, I would settle on Rogues/Preds/Druids being nerfed into averageness, and conversely Bards/Summoners/Shaman (at least later) buffed into averageness as well. I believe the other classes are already "average."

Out of the last 20 PvP encounters I've had:
-7 were Rogues
-5 were Predators
-5 were Druids
-2 were Sorcerers
-1 was a Shaman (gogo Scourge 1-shotting in T3).

There is something wrong here.

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Old 12-05-2007, 09:06 PM  
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Default Re: Class Balance in PvP: EQ2 vs DAOC vs WoW

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Not sure I like the cooldown idea. Combat needs to be slowed down somewhat, but cooldowns are not the way to go. Cut the effects of all heals/regen and damage in half in PvP combat. There you go, you've effectively just doubled people's hitpoints...
You've doubled people's hitpoints and made healers even more insignificant and un-necessary in pvp combat, great. I can see why all the solo-god-mode dps classes would love this change, and now, after playing with the math, understand why the SOE ranger dev team did it this way in LU36.

*fixed typo
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Last edited by Locus; 12-05-2007 at 09:08 PM.
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Old 12-06-2007, 07:30 AM  
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Default Re: Class Balance in PvP: EQ2 vs DAOC vs WoW

Take a look at what classes I have listed in my sig. Now tell me which of those is a solo god-mode class? I thought so.

Heals will still be exactly as effective as they are now because damage will be cut by the exact same amount. If you can only heal half the damage done to you now, then after this change you will only be able to heal half the damage you take. Except you will have only taken half the damage, so you live longer.

At the momment certain classes can spike people out in less than 5 seconds, sometimes before those people can react. Well if they could only do half the damage, then you'd have 10 seconds to react, possibly changing how the fights turn out, giving more time for debuffs to come into play, more time for power drains to be worth a shit, and meaning tanks can perhaps survive a bit longer when they taunt.
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Old 12-06-2007, 12:32 PM  
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Default Re: Class Balance in PvP: EQ2 vs DAOC vs WoW

Quote:
Originally Posted by Paikis View Post
Buffing weaker classes is always an option, as is nerfing those stronger classes. The problems with this are: Weaker classes are only weak against a few other classes (that just happen to be the majority of PvPers) for instance a necro will get absolutely chewed to pieces by most scouts, but at the same time, said necro should be able to kill most healers and tanks, and probably some other mages as well. So if we buff the weaker classes, to the point where they can kill the stronger ones, then we have the weaker classes suddenly being overpowered and unkillable against those that they could kill before.

If however, we nerf the more powerful classes to bring them down to where other the other classes can kill them more reliably, we get this. 12 pages of a single class complaining that they got nerfed, and everyone else telling them to L2P (they deserve it to be sure, turnabout is fair play and all that).

I honestly think that halving the heal and damage ammounts is the way to go. The only down sides that I can see are:
- low DPS classes take even longer to kill anyone. This can be countered somewhat by putting people into combat when they get hit, but still allowing them to zone/evac/fly until they actually engage.
- Other players deciding to join the fights. Not really alot I can say about this one... there's no way I will ever support locking encounters, I want MORE PvP, not less. All I can suggest is that you can get people from your faction to come help as well... turn a 1v1 into an all-in brawl. Sounds great to me.
The huge problem I see coming from this is PvE. When people are fighting mobs(especially in RoK where shit hits stupid hard).

For example, player A is a Zerker fighting some Drolvarg. Player B hits player A and drags this player into combat. Player A is not fucked because he cannot kill this PvE mob who is hitting him for 6-800 and double attacking.

That was probably a bad example, but here is an excellent one.

Guild A is fighting a consteded. A single player from guild B aoes guild A's main tank group... Main tank group wipes nearly instantly because all of the sudden the main tank's DPS drops by half, the heals are cut by half. The main tank will either lose aggro, or will die to insufficient heals. Player b now goes off and grabs some 24+ tokens.
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