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Title: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Falconeer on April 15, 2011, 07:17:05 PM
Too much stuff for quoting or even a quick rundown.

Here's a link to a page with more links.

http://forums.riftgame.com/showthread.php?165691-New-Info-Updates-to-PvP-Souls-Crafting-and-more


Very shortly, I can tell you that:

- They are buffing the importance of Valor. Awesome.
- They are adding more pvp armours and weapons. Awesome.
- They are fixing CC, so you can't be perma-controlled anymore. More diminishing returns, more immunities. Awesome.
- They mention new PvP gameplay with future patches, so maybe we will be able to do stuff other than just battlegrounds. Awesome.

- In expert dungeons, they are lowering trash mobs HP. Awesome.

- Changes so speccing a soul to in full (51 points), isn't completely stupid anymore. Awesome.

- Crafting fixes and improvements, including all new crafting rifts to have more chances at getting plaques. Awesome.

Finally, lots of modifications to all classes/souls. Apparently awesome.
Warriors: More tanking power to Void Knights and Warlords.
Priests: buff to Inquisitor damage, fixes to Sentinel (for those who spend lots of points in it) and Wardens.
Rogues: DPS boosts for Assassins, Bladedancers and Marksmen.
Mages: Nerf to the fucking Pyromancers "Ground of Strength".


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Azuredream on April 15, 2011, 11:15:58 PM
All look like good changes. I still only have 2 plaques despite having done the master artificer dailiy every day since headstart. I like a lot of the expert dungeon changes. It was inevitable that Pyro PvP was going to get whacked with the nerf bat. Hopefully they leave the PvE side of it unchanged, as it is already Pyro is not that great in PvE.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Tannhauser on April 17, 2011, 04:14:06 AM
The fixes to Runecrafting will be most welcome.  As will rogue dps.  Yesterday I respecced to Bladedancer and the dps is laughably low.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Segoris on April 18, 2011, 09:23:40 AM

http://forums.riftgame.com/showthread.php?165691-New-Info-Updates-to-PvP-Souls-Crafting-and-more


 :Love_Letters:


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on April 20, 2011, 06:23:15 PM
The new patch that just hit the test server added a 5th role for 100 plat.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: 01101010 on April 20, 2011, 06:46:29 PM
The new patch that just hit the test server added a 5th role for 100 plat.

 :uhrr:

Seriously, I have a third role and have no clue wtf to do with it. A fifth? yeah... pass


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Lakov_Sanite on April 20, 2011, 06:49:51 PM
Currently I have a 44reaver/pally/warl for soloing and multiples fights in dungeons, a 44pally/warl/vk for single boss fights and a pally/warl/riftblade for gimmicky tank fights where I need 75% dodge. That's just my tanking specs, I would certainly use a pvp spec in addition to my pve dps champion spec.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Jherad on April 20, 2011, 06:56:05 PM
I'd certainly take a 5th role - soloing, grouping, pvp, ooh-look-my-rogue-can-tank and experimentation  :awesome_for_real:

100 plat is a bit steep, but hey.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on April 20, 2011, 07:36:11 PM
The new patch that just hit the test server added a 5th role for 100 plat.

 :uhrr:

Seriously, I have a third role and have no clue wtf to do with it. A fifth? yeah... pass


Really?

Rogue: Tank, Melee DPS, Ranged DPS, Bard, Solo Farm, PVP those are all the specs I would like.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Lakov_Sanite on April 20, 2011, 07:44:06 PM
100p IS too steep though, considering role 4 is 21p 5 should be around 50


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Ice Cream Emperor on April 20, 2011, 07:48:36 PM

Or, you know, free, because gold sinks are almost as tiring as inventory management.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Lakov_Sanite on April 20, 2011, 07:49:08 PM

Or, you know, free, because gold sinks are almost as tiring as inventory management.


Commie.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nerf on April 21, 2011, 12:34:44 AM
I would pay 100p in a heartbeat for a 5th role right now, 4 is just not enough.
I have:
51pt archon (that I have to respec for raid/5man every time) [51/6/9 archon/pyro/domi 5man, 51/15 archon/lock raid, as power drain takes charge and needs the uptime, plus 10% extra HP]
sc/lock (experimenting with this because sc/ele mana sucks balls, tempest doesn't seem to work half the time and 20% damg all the time from warlock vs. 50% for like 15s every 2 mins from ele)
chloro/archon/lock 5man healer
chloro/lock raid healer

That doesn't leave me any room for an actual solo spec like necrolock, unless I feel like respeccing shit even more.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Azuredream on April 21, 2011, 12:49:10 AM
A couple random notes, opportunity isn't that good for Archon, burning purpose has an internal cooldown of 1.5 seconds, you can end up cheating yourself out of procs if you fire off 2 pillaging stones simultaneously. The reason intensify elements is so good is you can stack it with static discharge for ridiculous damage.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: 01101010 on April 21, 2011, 05:26:53 AM

Really?

Rogue: Tank, Melee DPS, Ranged DPS, Bard, Solo Farm, PVP those are all the specs I would like.

Guess I am not a serious player then. I stick with assassin and toy around with ranged in rift groups. Fuck bard and the rest. Once shit gets too complicated, I tend to leave. I get my money's worth without the spreadsheeting.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Luda on April 21, 2011, 07:15:20 AM
I'm excited about the fifth role... I've been looking at adding an inquis/justicar/cab spec (weird I know) as well as a druid/shammy spec... now I don't have to pick one!

I wonder when the patch comes out.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on April 21, 2011, 07:42:15 AM

Really?

Rogue: Tank, Melee DPS, Ranged DPS, Bard, Solo Farm, PVP those are all the specs I would like.

Guess I am not a serious player then. I stick with assassin and toy around with ranged in rift groups. Fuck bard and the rest. Once shit gets too complicated, I tend to leave. I get my money's worth without the spreadsheeting.

Who's spreadsheeting?  Don't be a derp.

If I want to tank, I have one tanking build.  If I'm in a dungeon I'm usually melee dps because it's mostly better.  Some dungeons have bosses that are terrible for melee dps, so I have a ranged build I can switch to.  I have a Bard spec because I mostly raid with that.  I have a Solo Farm build that has a bit more healing in it.  I would like to have a build strictly for PVP warfronts too.

So... yeah.  Obviously I'm a serious player, but I would think almost any person who is at max level and does expert dungeons would have the same type of spectrum of builds.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Modern Angel on April 21, 2011, 07:43:44 AM
Hey, I hear a fifth soul is EXACTLY THE SAME as spreadsheeting!


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Shatter on April 21, 2011, 07:52:15 AM
As rank 4 in PvP I have only have use so far for 3 roles(I dont do instances, etc)

1)  Bard - primarily healing role.  I play this 90% of the time as it seems PvP never has enough healers
2)  Whitefall Steppes Flag running role.  This is Riftstalker/Bladedancer/Sin - as many run speed / blink escapes and CC as I can get to run the flag from one end of the board to the other as quickly as possible.
3)  Bard w/ survivability which my first role lacks

I will probably dump build 3 when they fix / improve rogues and go with a Sin build or just fork up the $$ for my 4th role, undecided.  I dont see a 5th role happening for me at that price since PvP doesnt make any money(something else they need to fix). 


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Sky on April 21, 2011, 08:14:28 AM
A fifth role is a great idea. Nice to see they're finally getting around to cleric dps.  :oh_i_see:


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on April 21, 2011, 08:43:32 AM
A fifth role is a great idea. Nice to see they're finally getting around to cleric dps.  :oh_i_see:

Cleric dps isn't bad, it just takes a lot of work and gear to get there.  Also, the dps spec is pretty much group only. 


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on April 21, 2011, 10:49:02 AM
Cleric dps is pretty fantastic.  We've got a cleric that can hit 900-1000 dps in almost all raid encounters.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Sky on April 21, 2011, 11:21:48 AM
Cleric dps is pretty fantastic. 
:oh_i_see:


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on April 21, 2011, 11:25:15 AM
Hmm it is, actually i'd say it needs a nerf.  At least their ability to put up top shelf dps while also healing.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on April 21, 2011, 12:17:10 PM
Hmm it is, actually i'd say it needs a nerf.  At least their ability to put up top shelf dps while also healing.

From my experience (albeit limited) cleric dps in pure dps spec barely gets over 800 in full T2 gear... with no healing.  I imagine an Inq with some warden spec would have a hard time beating a chloro for simultaneous healing/dps and they'd have to rely on warden hots to do it.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Sky on April 21, 2011, 12:31:32 PM
Nebu hits it. Pre-release it was always better to bring a chloro over a dps cleric (or even a second cleric at all). You get very few heals when speccing for dps. Even before some of the builds that played off synergy with a healing soul, the heals weren't great because you didn't get any of the talent improvements for them, other than some +life stuff.

I can see things getting tweaked for fully geared clerics on raids, which trickled down to your average joe cleric sucking. Dunno, guess I should stop paying attention to this game at some point  :grin:


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on April 21, 2011, 01:28:06 PM
A satyr based druid brings great buffs to a group and does some decent AOE and single target dps.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on April 21, 2011, 02:24:58 PM
A satyr based druid brings great buffs to a group and does some decent AOE and single target dps.

Yes, but they can't heal much while dps'ing.  That's the point.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on April 21, 2011, 08:18:09 PM
Official patch notes:



Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Rasix on April 21, 2011, 08:45:58 PM
Quote
WARDROBE SLOTS
* Wardrobe slots are now available for you to customize your character's look!
* All characters have access to the first wardrobe set (all armor slots) at level 1.
* Additional purchaseable wardrobe sets will allow you to save and swap multiple outfits quickly.
* You can only equip armor of the appropriate type for your calling - Plate for Warriors, Leather for Rogues, etc.
* Additional clothing items will be available in the future, including from new Clothier vendors in Sanctum and Meridian.

!!!!!!!!!

 :Love_Letters:


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Sky on April 21, 2011, 08:59:29 PM
So glad to hear that made it in. I figured they'd get it done at some point, but that's sooner than I expected. I was figuring first expansion or six months or something.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Arinon on April 21, 2011, 09:13:55 PM
PYROMANCER
* Ground of Strength: Now reduces damage received by 20% and reduces damage dealt by 10%.

So they are leaving all the immunities in and just knocking off 10% damage incoming and outgoing?  Weak.  I guess they are counting on the Valor changes to address the PvP burst.

Also wish the Warlord AE pull-in was somewhere remotely attainable instead of 51 freaking points.  I really want to like Warlord but it's still pretty hard to justify more then 10 points into it especially with all the bards running around.  

VK might be neat now though.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: 01101010 on April 22, 2011, 04:18:16 AM
Quote
ASSASSIN
* Serpent Strike: Damage increased. Cooldown reduced from 10 seconds to 8 seconds.
* Impale: Damage increased.
* Assassinate: Damage increased.
* Backstab: Additional damage bonus from Attack Power increased to 100% from 50%. Ability base damage increased. Now has a 6 second cooldown.
* Murderous Intent: Fixed a bug where this was not giving the correct percentage increase to physical damage.
* Poison Malice: No longer causes stealth to break when activated.
* Hidden Veil: Reworded ability description.

A little love...finally.  :drill:


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Tannhauser on April 22, 2011, 04:18:48 AM
Disappointed in the nerf to Cadence.  I guess Bards aren't the healing soul for rogues?

Very glad to see Wardrobe and AH additions.  Runecrafting gets fixes so that's very welcome.  It is currently way too bottle-necked with Kinetics.

Marksman buffs are also very welcome.  I like the talent tree changes.

Overall I'm very pleased, but leave Bards alone now OK?  They are a low dps, boring soul to play but I just love it.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on April 22, 2011, 04:55:03 AM
Not healing, support.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Simond on April 22, 2011, 06:17:04 AM
Also:
Quote
* Many bosses have had a pass done to bring them in line with their intended difficulty, and to make them more fun for melee damage characters in general. In a number of cases, some encounters were more challenging than intended. These changes should also help with forming appropriately matched groups through the upcoming Looking for Group system.
(emphasis mine). Nice to have it confirmed rather than "We're looking into it".


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: March on April 22, 2011, 07:22:53 AM
Heh... fuck you Blizzard:

* You may now hide your character’s shoulder armor in much the same way as the Hide Helmet option works.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Lantyssa on April 22, 2011, 08:03:40 AM
Hahaha.  Appearance tab and hide shoulders.  That's my last major complaint about the game gone.  (Still not too interested in a DIKU, unfortunately.)


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on April 22, 2011, 11:54:00 AM
Hahaha.  Appearance tab and hide shoulders.  That's my last major complaint about the game gone.  (Still not too interested in a DIKU, unfortunately.)

Come and join us on Dimroot, damnit!


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Tannhauser on April 22, 2011, 12:22:41 PM
I'll believe an appearance tab when I see it.  Blizzard hasn't done it so it must be impossible.  :grin:


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Sky on April 22, 2011, 01:44:05 PM
Come and join us on Dimroot, damnit!
I'd consider it except for small things like money and time  :grin:


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Lantyssa on April 22, 2011, 09:27:07 PM
Ditto.  Plus I needed a change.  Been playing CoX using the month of time from when I bought Going Rogue on the $10 Steam sale.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Falconeer on April 23, 2011, 06:00:09 AM
Slivers sound fascinating. Anyone has any idea what they will be like (other than a way to uncover a new raid instance)?


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Tannhauser on April 23, 2011, 06:10:54 AM
My thought was that they were mini-instances.  Which would be cool.

Edit:  They are 10-man raid instances.  I might be up for these if raids in Rift are better than in WoW.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on April 23, 2011, 02:30:51 PM
Cadence wasn't nerfed, the patch note was a mistake.

Bards still suck though.

Edit to clarify:
A Bard's buffs don't suck, but playing a Bard is truly shit.  Essentially the more people you play with the worse off a Bard becomes.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on April 23, 2011, 03:47:05 PM
Man this appearance tab thing came out of fucking nowhere and is such a huge fuck you to WoW.  Trion continues to impress me.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on April 23, 2011, 03:51:39 PM
Man this appearance tab thing came out of fucking nowhere and is such a huge fuck you to WoW.  Trion continues to impress me.

Are you not aware that Hartsman was an EQ2 developer?  Rift screams of EQ2 with artifacts, exploration, and cairns.  I assumed it would only be a matter of time until we got an appearance tab and housing.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on April 23, 2011, 04:05:23 PM
No i have no idea who he was and i never played EQ 2, although i hear it is the best game nobody plays.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Tannhauser on April 23, 2011, 07:19:22 PM
Anyone know if LFG tool will be server-specific or what?

And I'm glad bards aren't getting nerfed. 


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Shatter on April 24, 2011, 05:33:41 AM
Anyone know if LFG tool will be server-specific or what?

And I'm glad bards aren't getting nerfed. 

Scott said months ago that it would be server specific only.  If that didnt work out then they would try it cross server.  Also glad they didnt nerf bards, I am already close enough to shit canning mine since its 1v1 cannon fodder.  The Sin/BD changes will definitely make me consider a new build if they turn out to be any good but the changes to those class seem sub par still compared to mages


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Xanthippe on April 25, 2011, 06:42:53 AM
Heh... fuck you Blizzard:

* You may now hide your character’s shoulder armor in much the same way as the Hide Helmet option works.

Indeed.

With an appearance tab.

 :thumbs_up:



Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Xanthippe on April 25, 2011, 06:50:23 AM
Cadence wasn't nerfed, the patch note was a mistake.

Bards still suck though.

Edit to clarify:
A Bard's buffs don't suck, but playing a Bard is truly shit.  Essentially the more people you play with the worse off a Bard becomes.

I don't understand this - "the more people you play with the worse off a Bard becomes."


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on April 25, 2011, 07:55:05 AM
Cadence wasn't nerfed, the patch note was a mistake.

Bards still suck though.

Edit to clarify:
A Bard's buffs don't suck, but playing a Bard is truly shit.  Essentially the more people you play with the worse off a Bard becomes.

I don't understand this - "the more people you play with the worse off a Bard becomes."

Bard buffs aren't unique, just slightly better.  The more people you bring with you the less unique you become.

Bards have anthems, of which you can only use one: Resistance, Armor, Combat Run Speed, Ability Cost Redux
An Archon can cover armor and resistance.  And a Chloromancer can cover Ability Cost Redux (though not as well 10% vs. 13%).  So you no longer have a meaningful choice to make, you always have combat run speed on (which is unique and very good).

So that's once choice taken away from you.

Bards have Debuffs that increase physical and non-physical damage on the target.  But Archons (and a few other classes/souls) have the same debuffs that do the same thing, that last longer.

So that's another element that's taken from you.

Bards have Fanfares.  Fanfare of Power (+str/dex) is a 16 pt root ability and Knowledge (+int/wis) is a 40pt ability.  Why the hell they are so far apart in the root is beyond me.  In any case, the more people in your group the more you will need additional buffs.  It's a weak argument, but in any case, if you have to put 40 pts in Bard, it takes away some interesting combinations of playing a Half Bard/Half Ranger and still bring 99% of the buffs (minus knowledge)

Bard's healing is pretty small.  So you're pretty much taking care of AOE splash/environmental damage.  Coda of Restoration heals pretty decently but you need to use a 2 second channel and another ability to prep it so it's not reactionary unless you sit there at 5CP spamming cadence waiting for it.  That being said, the more people in the group, the more healers you will have.  Your healing will be trumped by clerics and chloromancers pretty easily.

In any case, the more people in the group the larger the opportunity someone brings your buffs as well and better ones.  So in the end you're just casting the same 5 Motifs every 30 seconds.  Then spamming cadence and coda of restoration over and over.  Very boring and not very fun.  It's also tedious refreshing 30 second buffs throughout the whole fight.  

There is not strategy, or no intelligent input in playing the class.  Outside of using Virtuoso every 3 minutes, there is no direct ability that helps turn the tide of a battle or contributing in any large way.  Everything is pretty much passive.  You could play a Bard with a G15 and autofollow.

To clarify: Strictly a PVE perspective.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on April 25, 2011, 08:07:05 AM
I don't see how another class having a worse version of one of your buffs removes that choice from you.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on April 25, 2011, 08:11:44 AM
I don't see how another class having a worse version of one of your buffs removes that choice from you.

Because instead of saying, "Hmm in this fight should we use buff X or Y?" it's just, "Ok that guy's buff is nearly as good so just stick with buff X". 

There's never any need to switch a buff mid-fight or at least change buffs for different boss encounters.  Essentially the only Anthem a Bard is going to be using is Combat Run Speed because it's just that much better than 3% more ability cost reduction.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Shatter on April 25, 2011, 10:44:36 AM
I have played Bard since Beta 1 and they are a weaker class at end game, although they start strong as other classes develop Bard is left behind.  While the argument is Bard is a support class many other classes do a bards job of support only better...Draegan pointed much of that out.  1V1 Bards are pretty much a joke without Virtuoso up and even then by the time 15 seconds runs out you will probably be dead.  If they dont want to change Bard dmg or heals I feel that bards should have much better buffs and debuffs or at least make them stack more.  Is it really overpowered to let a bard have 2 Fanfares up?  Keep in mind that while a bard at 50 does around 95-100dmg per tick off cadence(non-crit) other classes are doing thousands of dmg.  Here are some bard improvement ideas:

1)  Armor buff is a joke and needs a signifigant increase
2)  Allow fanfares to stack and increase motifs to 1 minute. 
3)  More / better debuffs
4)  Out of combat res
5)  Group shielding
6)  Increase the magic resistance of Anthem of Defiance
7)  WTF is a useless ability that "charms" 5 "creatures"(ie squirrels) a 36 f*cking talent?  Its useless all around and costs a retarded amount of point.  Replace it with something useful. 

Just some ideas. 


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on April 25, 2011, 10:55:05 AM
You can use all three fanfares at once.  Just group everyone who wants a specific fanfare away from each other.  Cast whatever fanfare you want and hit each group individually.  They don't stack, but you can get people to have whatever buff they want.

All you need to do is just play with line of sight.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Shatter on April 26, 2011, 05:06:43 AM
You can use all three fanfares at once.  Just group everyone who wants a specific fanfare away from each other.  Cast whatever fanfare you want and hit each group individually.  They don't stack, but you can get people to have whatever buff they want.

All you need to do is just play with line of sight.

Bards are a bit of a cluster fuck in this game.  Where to start....ok Motifs.  5 of them that last 30 seconds.  By the time you cast all 5 you have 25 seconds left.  In PvP having to stop and cast motifs every 30 seconds means you are dead...they should be at least 1 minute and castable in stealth/conceal.  They should reduce them down to 2-3 only and still make them 1 minute so you dont spend your entire time pvping having to rebuff people every 25 seconds. 

Next up is Anthems.  Anthem of glory(armor) sucks.  500ish armor at level 50 is virtually useless.  The fact I have to cast this anthem for an armor buff and have to lose my run speed buff in the process which doesnt work in combat anyhow without spending a point in improved competence is stupid.  Anthem of Defiance...also sub par.  What they need to do is remove that shitty 36 point motif of encouragement that no one uses and replace it with a skill that allows the bard to stack buffs on themself like 2 fanfares and 2 anthems or something.  If a bard specs that far into the tree at least make it worthwhile. 

Im not sure what the vision is for Bards in this game.  Are they supposed to be a class that runs around and just spams buffs on everyone else vs taking part in actual combat and you know...having fun?


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Zetor on April 26, 2011, 05:21:11 AM
The Motif business reminds me of vanilla WOW paladins. "Have fun keeping 5minute buffs up on the entire 40man raid... hope you have decursive / pallypower / action prioritizer mod X!"  :why_so_serious:


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Simond on April 26, 2011, 05:39:21 AM
They remind me of...bards. From EQ.   :oh_i_see:


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Lakov_Sanite on April 26, 2011, 05:54:12 AM
They remind me of...bards. From EQ.   :oh_i_see:

Yeah but what they fail to understand is that the eq bard while having one of the most punishing playstyles was also one of the most versatile classes if you were good at it. They were always wanted and very very useful to compensate for that spamming of buttons.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on April 26, 2011, 06:45:14 AM
The Motif business reminds me of vanilla WOW paladins. "Have fun keeping 5minute buffs up on the entire 40man raid... hope you have decursive / pallypower / action prioritizer mod X!"  :why_so_serious:

I would kill for Bard Motifs lasting 5 minutes.  Then I might be able to have fun in combat.  God forbid.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Maledict on April 26, 2011, 06:50:41 AM
They remind me of...bards. From EQ.   :oh_i_see:

Nah, bards in EQ were very different. Whilst you did have the stupid, extremely short duration buffs to keep up, any bard worth his salt was doing tons of other things as well. In particular, bard Cc was great and bard pulling was *amazing* - but hell to play on the wrists. I think they tried to give bards in Rift a bit of that (with the 8 second duration mezz), but it hasn't worked at all so all you have is the buff botting part of bards and none of the other stuff. Even if you *wanted* to be an ace player, there's nothing actually there for a bard to do outside of a very fixed rotation.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on April 26, 2011, 07:18:15 AM
It's not even a rotation it's Cadence->Power Cord->Coda of Restoration (Maybe Wrath if you're feely saucy).  All the while healing for nothing and pumping out 150 dps when in a dps spec you're pushing 1200 dps with the same gear.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Shatter on April 26, 2011, 08:28:14 AM
It's not even a rotation it's Cadence->Power Cord->Coda of Restoration (Maybe Wrath if you're feely saucy).  All the while healing for nothing and pumping out 150 dps when in a dps spec you're pushing 1200 dps with the same gear.

Yup this is why Rift bards fail.  The buffs bards do don't make up for the bad DPS and bad heals and its very evident at 50.  When other classes are doing thousands of dmg and your little bard cadence is healing for 100 per tick its pretty laughable.  Like Ive said I have played Bard since beta 1 but with the new sin/bd changes Ill probably go to a new spec that can maybe actually put some hurt on people.  They need to split up bard abilties to 2 categories then the 1 they do today.  An example would be Cadence does more dmg and the bard received 100% of that dmg in heals but the raid / group only gets 50%.  Same for buffs.  Bard gets higher values from their buffs and raids / groups get the standard amount.  Most abilities a bard has are always based around group which at a solo level hurts the bard signifigantly. 


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Maledict on April 26, 2011, 08:59:20 AM
There's nothing wrong with solo play for bards being bard. Not every soul has to be able to soul well - that's part of the point of the system. Dominators and Archons don't solo well either. They just need fixing so that having one in a 5 player group is actually a benefit and not a drag.

(Draegon - hate to be picky but a rotation is *exactly* what you outline there... :) You're hitting those 3 abilities in that order repeatedly. It's not a very long rotation, but it's definitely a rotation rather than a proc based system or a priority based system like other classes have).


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on April 26, 2011, 10:17:52 AM
There's nothing wrong with solo play for bards being bard. Not every soul has to be able to soul well - that's part of the point of the system. Dominators and Archons don't solo well either. They just need fixing so that having one in a 5 player group is actually a benefit and not a drag.

(Draegon - hate to be picky but a rotation is *exactly* what you outline there... :) You're hitting those 3 abilities in that order repeatedly. It's not a very long rotation, but it's definitely a rotation rather than a proc based system or a priority based system like other classes have).

1st Point:  Bards actually solo very well.  They're actually fun too, slow but fun, because you can augment them with other souls.  Bard/Ranger Bard/Blade Dancer.  Fun stuff.  To be worthwhile to a group/raid you have to go higher in the Bard root for buffs and you're play style is crippled.

The kicker is that they ARE needed in a Raid.  And their mechanics make them terribly boring to play and ineffective.  So people are "stuck with bard duty".

2nd Point:  Well no shit?  Thanks for informing me on that fact.  :oh_i_see:


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Maledict on April 26, 2011, 10:24:17 AM


2nd Point:  Well no shit?  Thanks for informing me on that fact.  :oh_i_see:

I only mentioned it because in your previous post:

Quote from: Draegan
It's not even a rotation


:)


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on April 26, 2011, 10:27:19 AM
Don't be a tard.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Shatter on April 26, 2011, 11:24:19 AM
Solo play for bards is fine, maybe even a bit overpowered.  Solo PvP for bards is a free kill. 


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on April 26, 2011, 01:11:46 PM
I would kill for Bard Motifs lasting 5 minutes.  Then I might be able to have fun in combat.  God forbid.

I'd think that the smarter implementation would be for bard songs to result from actions much like chloromancer heals result from dps.  Having people passively buff/heal/debuff just isn't an engaging mechanic. 


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Typhon on April 26, 2011, 03:55:20 PM
That actually sounds a bit more like playing a song as well.  Would rather that they stay away from the "one macro to rule them all" design and had a mechanism that actually made you think about which motif you wanted to trigger.  Maybe make casting one refresh any other motif that was up.  Or make combo of motif being up have some effect (they have a skill tree ability that does this already), so you'd have to put some thought into what you want up/what combo you want up.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: luckton on April 27, 2011, 06:32:52 AM
*delurks*

I'll just put this here to see if we can get things back on track from Bard flaming.

Quote
PTS 1.2 ADDITION 1

As a part of the Looking for Group release, there have been a number of updates to instances and item rewards – See below for details!

LOOKING FOR GROUP
* You can now use the new Looking for Group tool to queue for Dungeons, Rifts, or group quests with other players on your server!
* The Looking for Group icon has been added to the main menu tray in the lower left corner of the screen, and can also be opened with the default shortcut key 'I'.
* Select from the group roles available to you based on the roles you currently have saved on your character.
* Queue for specific dungeon or expert dungeon groups, or join the random dungeon queue. Once a group is formed, members will be teleported to the chosen dungeon zone.
* Rift and quest groups formed through the Looking for Group tool are not automatically teleported.
* Queue for group quests currently in your or your party members' quest journals from anywhere in the world and find others also looking to complete these quests!
* Additional rewards are granted for completing a random dungeon through the Looking For Group tool - these can be gained up to seven times per week but are not restricted in number per day, so you can do as many or as few as you like each day of the week up to the weekly cap. Save them all up for one day or spread them out; your choice!
* Additional restrictions based on gear also apply to forming groups for tier 1 and 2 Expert Dungeons through this tool.

GENERAL - INSTANCES
* Expert Dungeon Plaque of Achievement items have all received a power upgrade. If you already have these items, they will be boosted as well!
* Expert Dungeon final bosses are now guaranteed to drop an Epic item. No more finishing the dungeon and getting nothing but Rare items for the whole run. Epic items still have a chance to drop from the rest of the bosses in the zone.
* Some items have been weeded out of the Expert Dungeon drop tables that were very similar to others so you are more likely to see a wide variety of drops. Additionally, some items now drop from different bosses in order to spread out the range of drops available per fight.
* Your instance and raid lockouts are now displayed on a new Instances tab in the Character window.

BOSSES – INSTANCES
* These updates were released in a previous update to the Test Shard. Here is a recap of what has been adjusted and released to Test already. Please let us know your feedback on the Tier1 and Tier2 Expert bosses! We’re continuing to make adjustments to these.
* The health of general population mobs in Expert Dungeons has been reduced.

ABYSSAL PRECIPICE
* Kaler Andrenos: Kaler's Ice Geyser now deals Water damage.
* Expert: Calyx now resets if pulled off of his platform. A blocking wall is also activated at the start of the encounter.
* Expert: Renthar should be less likely to chain high damage abilities on a single target.

CHARMER'S CALDERA
* Gronik: Slightly reduced the amount of power Gronik gains over time.
* Cyclorax now uses mana.
* Expert: Adjusted the encounter space around Ryka Dharvos so the lasers can't be so easily avoided.

DARKENING DEEPS
* Expert: Glubmuk's Poison Bolt should not hit characters fewer than 6 meters from him.
* Expert: Scarn's Wind Buffet no longer ignites smoldering bones.
* Scarn's Smoldering Bones stay on fire longer.
* Incinerator Gerbik now uses mana.
* Non-boss NPCs in Darkening Deeps no longer count toward quests requiring dungeon boss kills.

DEEPSTRIKE MINES
* Kaleida: Reduced the radius of her crystals' AoEs substantially.

THE FALL OF LANTERN HOOK
* Oludare: Fixed the targeting method used by Oludare so he won't turn to face a new target while cleaving or rear-kicking (in the face).

FOUL CASCADE
* Expert: Sparkwing learns to use his ranged abilities. It's super-effective.

GREENSCALE'S BLIGHT [Raid]
* A number of new Relic quality weapons have been added to Greenscale.
* Prince Hylas: Slightly reduced the absorption amount of Spiritual Barrier.
* Prince Hylas: Modified the amount of damage increased by Avenging Wrath.

IRON TOMBS
* Expert: Players immune to knockback will no longer be immune to Totek's Ancient Fury.
* Expert: Bonelord Fetlorn's Boiling Marrow no longer affects pets.
* Guardians now respawn next to the Messenger of the Vigil.

KING'S BREACH
* Expert: General mob populations have been reduced by a few pulls.
* Expert: Immunity to knockback no longer prevents damage from Konstantin's spikes.
* Expert: Konstantin's Cleaving Strike now has a proper effect radius.
* Expert: Konstantin's Mathosian Fury displays an on-screen warning before use.
* Expert: Players within 3.5 meters of Konstantin receive a 20% damage bonus.

REALM OF THE FAE
* Expert: General mob populations have been reduced by a few pulls.
* Chillblains: Fixed the targeting on the Elemental spawn, which was not working reliably.
* Luddoghan: Made some adjustments to prevent his ground goo from targeting the tank.

RUNIC DESCENT
* Rictus: Adjusted how Rictus uses his abilities and reduced some of the associated stuns and stun durations.
* Expert: There is now a text warning when Eliam gains Dark Fury.


WARDROBE SLOTS
* A wardrobe set's icon can be dragged onto ability bars to create a shortcut for quickly changing your character's outfit (similar to Role icons on ability bars).


RIFTS AND INVASIONS
* Zone and Colossus Events are now easier to find. Zones that have active zone events now have a special icon next to the zone name on the main map. Mousing over the icon will display a tooltip showing the current progress of the event.
* Expert and Raid Rifts now have Achievements!


COMBAT
* Fixed pets losing effects that were on them when teleporting or entering/leaving an instance.
* Toggling auto-attack no longer triggers certain cases of reactive abilities.

CLERIC

DRUID
* Crag Hammer: Increased the damage of Rank 6.

PURIFIER
* PTS BUG FIX: Ward of the Ancestors: The blocker preventing recasting on the same target can no longer be removed by removing the buff.

SENTINEL
* Word of Hope: Fixed tooltip to match the new functionality.
* PTS BUG FIX: Healer's Covenant: The blocker preventing recasting on the same target can no longer be removed by removing the buff.

MAGE

ARCHMAGE [PvP]
* Steelweave: Now correctly reduces only Physical damage received from players instead of all damage.

CHLOROMANCER
* Nature's Touch: Updated ability description to clarify how this works with Lifegiving Veil.
* Lifegiving Veil: Fixed an issue with heals from Livegiving Veil receiving a bonus from Spell Power twice.
* Fixed an issue preventing Corrosion from triggering healing from Livegiving Veil.

PYROMANCER
* Ground of Strength: Now increases all magical resistances by 125, armor by 70%, makes the mage immune to crowd control abilities, and reduces damage dealt by the mage by 10%. This ability no longer has a chance to proc a stun.

STORMCALLER
* Static Discharge: Fixed an issue causing the damage portion to retain the effect of buffs that were active when the ability was cast but no longer active when the damage portion triggered. Damage is now attributed to the person triggering the damage instead of the caster of the buff. Static Discharge now triggers off of damaging spells and abilities and no longer triggers off of auto-attacks.

ROGUE

ASSASSIN
* Slip Away: Should now work more consistently against NPCs.

BARD
* Anthem of Fervor: Will no longer be overwritten by lesser buffs.

MARKSMAN
* ALPHA BUG FIX: Marksman's Pedestal, Sniper's Pedestal: Fixed a tooltip bug where the increased damage with ranged weapons was not displayed correctly.

RIFTSTALKER
* Flashback: Can no longer be used when carrying the Fang of Regulos in Black Garden.

SABOTEUR
* Spike Charge: The Bleed effect from Spike Charge should now trigger Blood Rage on your pet if you have soul points spent in Ranger's Blood Rage.

WARRIOR

PALADIN
* Tip the Balance: Slightly reduced the internal cooldown on Tip the Balance.

REAVER
* Shroud of Entropy: Now shares a stacking group with other damage reduction abilities to keep them from being stacked to unintended levels. It now stacks with Power from the Masses and Imbued Armor.

RIFTBLADE
* Avatar of the Rift: Fixed a bug causing this to increase the damage of Avatar of the Rift's damage shield, Burning Blood, and Elemental Touch by more than was intended.
* Fiery Burst: The damage-over-time component from Fiery Burst will no longer overwrite the same components applied by other Riftblades.
* Burst abilities in general: The debuff component on Burst abilities no longer overwrites debuff components applied by other Riftblades.

VINDICATOR [PvP]
* Stand Off: Now properly roots the Warrior in place.
* Phalanx: Duration reduced to 10 seconds, max range reduced to 10 meters. Now applies a debuff that prevents the target from being affected by Phalanx for 60 seconds.
* Forced Recon, Furious Blades: Now only trigger against players.

VOID KNIGHT
* Fusion of Flesh: Fixed a bug causing this to trigger off of the Void Knight's own abilities.
* Fixed a bug with Reckless Strike, Rift Tap, and Furious Rage, where they were not generating enough threat.

WARLORD
* Fixed a confusing error in the tooltip for Call to Entrench.


ZONES

DROUGHTLANDS
* Ancient Wardstone quests in Droughtlands now with 100% more actual rewards!

IRON PINE PEAKS
* Dabbling in the Forbidden: Fixed an issue that would sometimes cause the Ritual Altar to not be usable.

MERIDIAN
* Expert Dailies have been moved to Epoch Plaza and are now given out by Lord Olangdon.

SHIMMERSAND
* Whispering to the Winds: Fixed the second objective for this quest so it can be completed.

STILLMOOR
* Past is Prologue: Simplified how this quest is available - now offered by Donal Sumptor immediately after completing 'Rise and Fall'.



PVP/WARFRONTS
* Black Garden: Riftstalkers' Flashback can no longer be used while carrying the Fang of Regulos.
* The Battle for Port Scion: The stacking buff Sourcestone Empowerment, granted from turning in Sourcestone, no longer reduces damage taken.
* Reduced the favor cost of Cultist's Focus to 8550 Favor. It was previously priced as a 2-handed item.


CRAFTING
* A number of new recipes have been added to the Artisan Stores.
* Blazing Resistance Runes are now Epic quality. Sharp Runes and Accurate Runes are now Rare quality. These recipes have had their ingredient cost adjusted to reflect the updated rarities.
* Minor Catalysts now only drop from Elite or dungeon mobs.
* You can now click on the Loom in Lantern Hook to open the crafting window.


UI/SETTINGS
* The Artifact pane of the Character window now has a built-in search – search for the artifacts you’re missing, or search for the collections themselves!
* You can now click on an artifact or empty artifact slot in the Artifact pane while viewing the Auction House to search for that item.


CLIENT/SERVER
* Bandwidth optimizations.

I must say, after playing WoW for 6 years, DAoC for 3, and various MMOs in between, it's refreshing to see a developer 'get it' and not only respond to community input, but do it at a pace that makes Bliz look like SOE.  Bravo, Trion.

*goes back to lurking*


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on April 27, 2011, 06:46:02 AM
I would kill for Bard Motifs lasting 5 minutes.  Then I might be able to have fun in combat.  God forbid.

I'd think that the smarter implementation would be for bard songs to result from actions much like chloromancer heals result from dps.  Having people passively buff/heal/debuff just isn't an engaging mechanic. 

I agree 100%, there are plenty of ways to improve the soul.  I hope Trion picks one of them.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Lakov_Sanite on April 27, 2011, 06:57:38 AM
I'm not sure you can really praise trion for their speed at 2months into release. I'm not saying they're bad by any means but a lot of the stuff they're adding may very well have been in the works pre-release.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Xanthippe on April 27, 2011, 07:01:34 AM
Solo play for bards is fine, maybe even a bit overpowered.  Solo PvP for bards is a free kill. 

I have not survived a single solo pvp encounter on a similar-level 1x1 attacker as a ranger/bard or a bard.  Not one.  I have won a ranger/marksman encounter.

On my 36 mage, I have not lost a single solo pvp encounter.  

In all cases, the other guy got the jump on me, because I tend to ignore people and go about my business (although I will gank people in gank guilds no matter their level - yesterday was particularly delicious when the guy said, "hey cut it out, I'm trying to do an achievement" - a member of the most notorious ganker guild on the server).

Regarding the upcoming patch - Trion astounds me on how well they get what the players want.  No hubris there.  I hope that lasts.

I'm sure they had some of this stuff in the works (lfd tool) but plenty in the patch notes look like adjustments.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: kaid on April 27, 2011, 07:25:48 AM
Solo play for bards is fine, maybe even a bit overpowered.  Solo PvP for bards is a free kill. 

I do pretty good even solo as a bard. I have had people jump me in the open field and then between my mezes and self heals I can usually grind them down to the point either they break off or I kill them. If I get in over my head my 0 point rift stalker port with 20 percent in combat movement speed means I am faster than just about everybody else throw in an instant cast mez and running away is pretty easy.

Bards are very fun in group pvp the heals are very useful and the buffs are very useful since a lot of people are dying so fast they are not rebuffing so I have much less problems with buff stacking in pvp. Virtuoso in pvp is just DIRTY. You can totally turn a fight around with that power either by burning the piss out of your opponents or suddenly making the people around you nearly unkillable for 15 seconds.


That said I see peoples gripes in group pve which is really where a bard should shine. Right now the buff stacking issues are a major annoyance. The bard powers and archon for that matter should either stack with non support class buffs or be significantly better than them. You are doing a lot of work to keep the motifs up make them more worth it. Given how short the duration of the motifs are they should stack with anything but another motif.

Bards are going to be a class I think that is going to take a while to find its final niche but I think one thing that will need to happen is their damage will have to be upped. Seeing chloromancers who are in main healer mode out DPSing me is just embarassing. Our damage should at very least be comparable to what chloromancers can do.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on April 27, 2011, 07:34:08 AM
Quote
PYROMANCER
* Ground of Strength: Now increases all magical resistances by 125, armor by 70%, makes the mage immune to crowd control abilities, and reduces damage dealt by the mage by 10%. This ability no longer has a chance to proc a stun.

 :why_so_serious:

They still don't get it.  10% damage reduction isn't going to fix things, particularly in pvp.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on April 27, 2011, 08:16:30 AM
Quote
PYROMANCER
* Ground of Strength: Now increases all magical resistances by 125, armor by 70%, makes the mage immune to crowd control abilities, and reduces damage dealt by the mage by 10%. This ability no longer has a chance to proc a stun.

 :why_so_serious:

They still don't get it.  10% damage reduction isn't going to fix things, particularly in pvp.

But the severe nerf to its effects will...


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on April 27, 2011, 08:19:43 AM
But the severe nerf to its effects will...

They're still immune to crowd control while standing in the thing.  That's the biggest issue I've encountered with it.  That and the crazy damage they dish out. 


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: luckton on April 27, 2011, 08:26:31 AM
But the severe nerf to its effects will...

They're still immune to crowd control while standing in the thing.  That's the biggest issue I've encountered with it.  That and the crazy damage they dish out. 

Is knockback considered a form of crowd control?  If it is, yeah, that's kinda overpowering...


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Zetor on April 27, 2011, 08:39:22 AM
Yep, they're immune to knockbacks. You could dispel the GOS buff and silence/stun the pyro before they can recast, but that has a few issues:
- only a few souls have access to offensive dispels
- those dispels have cooldowns
- you aren't guaranteed to dispel GOS, you can get one of the million HOTs / short duration buffs the pyro has on themselves
- if you DO manage to dispel GOS, they can recast it easily; you have less than a GCD against an attentive pyro to silence/stun him (ie. you need an off-GCD stun or blanket silence or teammates on voice comms).

Now of course the other nerfs may make the pyro more killable while in GOS, but they'll still be a massively durable CCing turret that's relatively easy to heal (compared to a rogue or champion, say).


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on April 27, 2011, 08:49:43 AM
But the severe nerf to its effects will...

They're still immune to crowd control while standing in the thing.  That's the biggest issue I've encountered with it.  That and the crazy damage they dish out. 

It was the ability to sit there and dish out massive amounts of damage while taking a lot less themselves and stunning you.  Most mages don't want to sit still while being beat on, the crown control immunity only helped because they were so hard to kill in the first place, most people would rather just kill them than cc.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nerf on April 27, 2011, 09:43:29 AM
But the severe nerf to its effects will...

They're still immune to crowd control while standing in the thing.  That's the biggest issue I've encountered with it.  That and the crazy damage they dish out. 

It was the ability to sit there and dish out massive amounts of damage while taking a lot less themselves and stunning you.  Most mages don't want to sit still while being beat on, the crown control immunity only helped because they were so hard to kill in the first place, most people would rather just kill them than while they are cc'd.

FIFY


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: squirrel on April 27, 2011, 05:08:03 PM
Removal of the stun proc is really the key - the immunity to cc kind of sucks as an opponent but the pyro is essentially self rooted and they're not immune to interrupts. It was the proc that wasn't on DR that was causing all sorts of problems.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Azuredream on April 27, 2011, 05:53:49 PM
I think the nerf is about the right severity, but only time will tell.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Ice Cream Emperor on April 27, 2011, 08:57:01 PM
I think the nerf is about the right severity, but only time will tell.

I think they should let knockbacks through, myself. It not only seems thematically/practically appropriate (how do I stop this mage from benefitting from this awesome ground effect? I knock him away from it), but knockbacks are a) relatively uncommon and b) generally give the mage more of a chance to react in comparison to stuns, silences, etc., so as to avoid the cc-and-slaughter effect that the ability is presumably mitigating against.

(I say presumably because I haven't gotten my Mage past 25 and she still dominates PVP without ever casting a Ground spell. I understand that the damage output flattens out a little more later on.)


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Jherad on April 28, 2011, 04:43:06 AM
It was the proc that wasn't on DR that was causing all sorts of problems.

They fixed the DR issue back around 1.1 - if anything removing the stun proc improves things somewhat as random short stuns just messed up organised CC with DR kicking in.

The damage reduction to armour/resist may be interesting. How much damage resistance is lost in the conversion? - As it was, my little pyro was toast to a good rogue or warrior if they could get to me unnoticed while I sat rooted in my GoS. Then again, I didn't have great gear.

My rogue should be fun with the assassin improvements, though I wonder how much the valor effect increase is going to widen the gap between the geared and ungeared. At this rate, warfronts may be unplayable for new 50s in a few months.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: 01101010 on April 28, 2011, 06:18:09 AM
My rogue should be fun with the assassin improvements, though I wonder how much the valor effect increase is going to widen the gap between the geared and ungeared. At this rate, warfronts may be unplayable for new 50s in a few months.

This makes me very sad. Completely expected since Trion went the gear = win route, but sad non-the-less.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Sky on April 28, 2011, 07:05:18 AM
I'm not sure you can really praise trion for their speed at 2months into release.
You can. I can certainly point at a few disappointments for me personally in Rift, but Trion's performance is definitely not on that list. Really good team that can move quickly and precisely.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Shatter on April 28, 2011, 07:51:08 PM
Evening! Continuing with the overall balance updates for PvP in 1.2, we have some additional info on changes that should be hitting PTS over the course of the next few days. Updates to Crowd Control Control’s role in PvP is a challenging one. Control abiltiies need to be useful, but not dominating. At its core, actually getting to use your abilities is much more fun than not being able to use your abilities, or being destroyed before you get a chance to break out or understand why. Our previous Crowd Control groups were too spread out across too many types to be reliably understandable. With that said, we've consolidated all Control abilities into the following two groups both for calculating diminishing returns and for classifying Control Breaker abilities:
Movement
•Root, Snare, Knockback

Control
•Banish, Disarm, Silence, Fear, Confuse, Mesmerize, Stun

In PvP both groups have a 100% initial application (8 second max), 50% second application, and provide immunity to similar effects for 30 seconds after the initial application. Spells that break CC effects have been updated to either break all movement impairing effects, all control effects, or both. With the addition of Snare to diminishing returns, we've retuned numerous abilities that previously passively triggered snares to make them more beneficial post 1.2. Examples:
•Shaman: Vengeance of the Frozen Earth will only apply a snare if the target isn't already under the effects of one.
•Archmage: Replaced Lethargy with Degeneration - Channels dark energy into the enemy player, dealing Death damage over 3 seconds, and removes a single buff effect from the enemy player each second. This ability is obtained after spending 10 points in the Archmage soul and has a 30 second cooldown.
Damage Reduction Effects After evaluating a lot of balance data, we’re keeping approximately the same amount of damage reduction, but tilting some of the effectiveness out of the PvP souls into PvP gear. The goal is to ensure that both aspects provide a useful benefit, instead of the majority coming from the souls themselves. For some soul combinations, the balance of damage reduction was overwhelmingly coming from the souls themselves.

Templar
•Ethereal Shell: Reduced duration to 5 seconds. Damage reduction has been reduced to 3/6/9/12/15% per point spent. Once triggered cannot be triggered again for 15 seconds.
•Blessing of the Martyr: Removed the ability entirely. Now gives your damaging abilities a 20% chance to remove 1 buff from enemy players. Once triggered cannot be triggered again for 2 seconds.
•Arcane Defenses: Spell damage reduction has been reduced to 1% per point spent.

Archmage
•Ethereal Shell: Reduced duration to 5 seconds. Damage reduction has been reduced to 3/6/9/12/15% per point spent. Once triggered cannot be triggered again for 15 seconds.
•Steelweave: Physical damage reduction has been reduced to 1% per point spent.

Infiltrator
•Against All Odds: Now triggers from stun/root/disarm, reduces damage by 3/6/9/12/15% and lasts 5 seconds. Once triggered cannot be triggered again for 15 seconds.
•Evading Thoughts: Reduced duration to 2 seconds per combo point.
•Take Cover: AoE damage reduction has been reduced to 3% per point spent
•Ignore Pain: No longer stacks with other powerful short duration damage reduction buffs.

In addition to the above changes, we're placing a cap on the percent of damage that can be reduced by pure damage reduction effects from spells and abilities in PvP. This will only affect PvP game play and is currently capped at 75%. The cap will have no effect on Armor Mitigation, Spell Resistances or Valor as those all occur before pure damage reduction is applied. We'll continue to monitor the effects of both CC and Damage Reduction in PvP, and make additional changes as needed to ensure a fun PvP experience across all souls and level ranges. Thanks for the continued feedback!


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Azuredream on April 29, 2011, 12:33:51 AM
I'm glad they realized that they needed to tone down the PvP souls. The difference between a cleric with 15 points in templar and a cleric without any points in templar was staggering, though I'm surprised they didn't go after the offensive talents as well.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: dd0029 on May 11, 2011, 06:21:07 AM
Managed to get an LFG tool group last night on my fresh new 50 mage. It ports you to the dungeon quickly as advertised and then drops you back where you started when done. In all, it worked well. It could really use an wait time timer. It could probably also use a bit more of a marketing push though. I am not sure all that many people knew about it.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on May 11, 2011, 08:05:15 AM
It could probably also use a bit more of a marketing push though. I am not sure all that many people knew about it.

People know about it.  It just has some bugs.  For example, my 32 Chloro spec mage couldn't queue as anything but DPS, but at 33 Chloro I could queue as a healer.  

I'm a bit disappointed at the dungeon changes.  I ran through 2 T1 and 2 T2 dungeons last night and they were stupid easy. In the T2's, the tank was watching tv through all of the trash pulls.  If you're going to make dungeon trash a trivial encounter, why not save us all some time and just remove it entirely?

(for the record: none of us were crazy overgeared)


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Numtini on May 11, 2011, 08:40:38 AM
Quote
People know about it.  It just has some bugs.  For example, my 32 Chloro spec mage couldn't queue as anything but DPS, but at 33 Chloro I could queue as a healer. 

There was some weird bug where you couldn't queue for a role unless you had switched to it after the patch. This also apparently bounces you out of queue if you switch to a role that you haven't fully spec'd out.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Xanthippe on May 11, 2011, 09:28:27 AM
I love the map changes, so that anyone can see invasions.



Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on May 11, 2011, 09:57:59 AM
This was mostly a great patch.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Ard on May 11, 2011, 10:09:37 AM
Quote
People know about it.  It just has some bugs.  For example, my 32 Chloro spec mage couldn't queue as anything but DPS, but at 33 Chloro I could queue as a healer.  

There was some weird bug where you couldn't queue for a role unless you had switched to it after the patch. This also apparently bounces you out of queue if you switch to a role that you haven't fully spec'd out.

There's a specific note that says you have to be 33 or higher chloro to flag as a healer, which is so utterly retarded I don't have words. Most chloro specs are 32 chloro/34 something else.

It's in the known issues post, but it's in the fixed section, as a subnote to another issue, and I think it's by design, which is mildly rage inducing.
http://forums.riftgame.com/showthread.php?186147-Update-1.2-Known-Issues


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on May 11, 2011, 11:55:31 AM
I know this is a nitpick, but I really hate that I can't have a piece of gear equipped for stats and have it in my wardrobe slot.  EQ2 and LotRO both did this wardrobe thing better YEARS ago.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Rasix on May 11, 2011, 11:57:37 AM
Doesn't it just show up anyhow?


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: squirrel on May 11, 2011, 12:19:08 PM
I love the map changes, so that anyone can see invasions.



Agreed - I totally love this. As I just started running dungeons I'm not sure about the changes but I will say I was in one of Nebu's T1 runs and it was incredibly fast and easy, possibly too much so.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on May 11, 2011, 12:37:33 PM
Doesn't it just show up anyhow?

It does.  Imagine if you want the look of your helm and pants but a different pair of gloves and BP.  The wardrobe slots require items in them.  That means you can't have both the visual and the stats of the desired pieces, just one or the other.  Either that or I'm doing something wrong.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Numtini on May 11, 2011, 12:46:57 PM
Doesn't it just show up anyhow?

It does.  Imagine if you want the look of your helm and pants but a different pair of gloves and BP.  The wardrobe slots require items in them.  That means you can't have both the visual and the stats of the desired pieces, just one or the other.  Either that or I'm doing something wrong.

If you put nothing in a wardrobe slot, your actual equipment shows. So above, leave everything empty except for gloves and BP.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on May 11, 2011, 01:14:17 PM
If you put nothing in a wardrobe slot, your actual equipment shows. So above, leave everything empty except for gloves and BP.

What if I want bare hands and bare feet?  Is there any way to do that?


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Rasix on May 11, 2011, 01:15:55 PM
No gloves, no shoes.  No service.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on May 11, 2011, 01:46:27 PM
I forgot to thank you, Numtini.  I appreciate the help. 


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Shatter on May 12, 2011, 05:05:46 AM
I am enjoying the changes.  Nice to see that my rank 4 PvP gear has decent stats now.  WIth the valor changes my pvp dmg reduction is 30%...nice.  Also ended up buying the newly moved rank 4 weapons which are nice as well. 


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Tannhauser on May 12, 2011, 07:05:08 PM
I like the Marksman changes.  It actually feels like a dps class now.  My bard role does noticeably less dps (unchanged) than when I switch to MM.

LFD didn't work for me last night, guess no one wanted to try it? 
The Runecrafting changes are MOST welcome!  Actually cleared a lot of bank space now that the ingredients are evenly distributed.  It seemed a very smooth, polished change. 

Right now I can't think of anything I dislike about 1.2.   LFD may be it if I can't get a group this weekend using it.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Shatter on May 12, 2011, 07:09:14 PM
Scott said if LFD fails server specific only they will change it to cross server.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Zetor on May 12, 2011, 09:41:50 PM
The CC-in-pvp changes are extremely terrible; so are the spammable offensive dispels some classes got.

Other than that, good patch.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Falconeer on May 13, 2011, 03:49:23 AM
The CC changes are awesome. The offensive dispels, I didn't know. Who got them?


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Shatter on May 13, 2011, 04:42:26 AM
The CC changes are awesome. The offensive dispels, I didn't know. Who got them?

Marksman got one that has a chance to dispell 2 buffs I believe.  Not sure of others. 


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Falconeer on May 13, 2011, 07:29:08 AM
Marskmen are the only one I knew of. And I think it's a good addition. Who else?


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on May 13, 2011, 08:28:14 AM
Nobody that didn't already have them before as far as i know, void knights have a 2 buff every 15 secs dispel but they always did.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on May 13, 2011, 08:30:39 AM
Marskmen are the only one I knew of. And I think it's a good addition. Who else?

I think it's terrible from a pvp standpoint.  It renders many souls that depend on their buffs for class balance, worthless.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on May 13, 2011, 08:40:24 AM
I agree, it needs at the very least a 10s cooldown.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on May 13, 2011, 08:48:03 AM
I agree, it needs at the very least a 10s cooldown.

I'm a big fan of longer cooldowns in pvp as they promote the more strategic use of abilities.  I can see the use of a short cooldown in pve as it's needed in dungeon crawls.  That's the pitfall of slapping a pvp game onto a pve construct.  This game seriously would benefit from dual roles of abilities between pvp and pve.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: squirrel on May 13, 2011, 08:54:01 AM
I agree, it needs at the very least a 10s cooldown.

I agree spamable 2 buff dispel is a bit much but if they put a 10 s cooldown on it they need to look at reworking the MM tree then as it's a 44 pt ability (other callings dispels that have cooldowns are 10 pt).

A possible solution is to make soul defining buffs such as Living Veil undispellable.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on May 13, 2011, 09:29:31 AM

A possible solution is to make soul defining buffs such as Living Veil undispellable.

Making Living Veil a passive ability for 32 Chloro spec would solve that nicely.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Zetor on May 13, 2011, 10:58:58 AM
It's the same issue WOW encountered back in BC-WOTLK.. they gradually made class buffs undispellable. In rift, even passive class auras are dispellable (not sure if all are, but my champion's 'bearing' and 'way' 1-hour selfbuffs definitely were). And yes, I was referring to marksman 2-buffs-every-second dispel. :p

Regarding the CC change: it went from a terrible CC system (mindless AOE cc, chain cc) to an awful one (Did you just charge someone? Good job, the 2-sec root and 3-sec stun just nerfed all useful cc against them or even made them immune to all kinds of CC, including snares!). CC done right is a good thing, it allows coordinated burst, kiting (!), peeling off damage dealers from healers, making use of chokepoints, etc. Now it's just "everyone goes immune to all CC including snares in 5 seconds, and just does their highest burst damage rotation on the other team until someone keels over". There are plenty of crucial utility / damage skills that have a 'minor cc side effect' like charge, dusk to dawn, a ton of voidknight stuff... if you use them now, you'll just make the enemy immune to CC for 30 sec.

edit: and that's without getting into the 30/20-sec cooldown [!] cc breaker abilities many souls have AND the 5-second cc immunity on the break free ability...
edit2: I was maybe a bit too harsh, the new system is fine in organized pvp (and it IS better than the old system, just broken in a different way). The problem is pugs that use their short pseudo-ccs all the time and end up making your gamechanger skills useless.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: waylander on May 13, 2011, 11:35:03 AM
I am glad they put in the CC changes, and PVP feels completely different than in 1.1. Prior to Patch 1.2 you had constant CC fear, stun, root, fear, stun, root, etc.  CC was so bad that you either spent your match rooted and AOE nuked to death, or you spent most of your fight being the victim of spammable AOE fears.  Now you have to actually prioritize and focus on targets instead of letting mindless idiot proof chain AOE fears/roots do the easy work.

The only real issue I've noticed is that single target roots probably need to be on a reduced timer because Ranger/Marksmen who have extended range are running around all over the place.  Their extended range puts them out of caster range, and it puts them out of range for talk/riftwalk abilities designed to close distance. So now we're slowly seeing an army of extended ranged DPS marksmen showing up in Warfronts, and then just group kite/spike targets out.



Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on May 13, 2011, 02:06:01 PM
I switched to a riftblade/paragon spec just to be able to keep up or range kill marksmen.  It's working quite well.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Jherad on May 13, 2011, 07:32:03 PM
I switched to a riftblade/paragon spec just to be able to keep up or range kill marksmen.  It's working quite well.

Ah yeah, I've been playing as a rogue (up to 47 now), and when I use my MM role (primarily in the Black Garden), it is Riftblade warriors and Nightblade rogues who give me the most trouble.

Other than that, MM is crazy powerful in warfronts - Rapid Fire Shot does a good amount of burst, and the spammable dispel is just silly.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Hartsman on May 14, 2011, 08:56:38 AM

There's a specific note that says you have to be 33 or higher chloro to flag as a healer, which is so utterly retarded I don't have words. Most chloro specs are 32 chloro/34 something else.

It's in the known issues post, but it's in the fixed section, as a subnote to another issue, and I think it's by design, which is mildly rage inducing.

The update for this (and other too-restrictive-spec issues) is set to go out with the next hotfix.   The thing in the notes you're linking was a different thing.  :)


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Falconeer on May 14, 2011, 02:36:57 PM
I don't know. The Marksman dispel is instant and with no cooldown, but on GCD, and only removes 2 buffs. But costs 20 power and it's a 44 points ability. If someone invests that much into the MM tree, just to become a professional debuffer, I think it's fair that he can play the role that well. And it's still a skill on GCD and costs 20 power, which means that if he's spamming dispel he is a) not causing any damage and b) going down on power. Not saying it's perfect, but I don't think it's too bad. It's a specialist role, I like it. I agree that SOME buff might and probably should become undispellable or just passive skills.

About CC,

Quote
Regarding the CC change: it went from a terrible CC system (mindless AOE cc, chain cc) to an awful one (Did you just charge someone? Good job, the 2-sec root and 3-sec stun just nerfed all useful cc against them or even made them immune to all kinds of CC, including snares!). CC done right is a good thing, it allows coordinated burst, kiting (!), peeling off damage dealers from healers, making use of chokepoints, etc. Now it's just "everyone goes immune to all CC including snares in 5 seconds, and just does their highest burst damage rotation on the other team until someone keels over". There are plenty of crucial utility / damage skills that have a 'minor cc side effect' like charge, dusk to dawn, a ton of voidknight stuff... if you use them now, you'll just make the enemy immune to CC for 30 sec.

Seriously? First of all the cycle is 24 seconds, not 30. Then, the first and second CCs are gonna work, eating away more time from those 24 seconds. So what, some characters have roughly 20 seconds they CANNOT be prevented from playing? Boohoo. I can see why anyone who uses CC is gonna hate that, but you should be objective and understand why it's simply stupid to make a game where some classes can spam CCs and make the same game unplayable for other classes.

Personally I think CCs ruined the PvP of pretty much any mmorpg since Ultima Online (paralyze my ass), so while I might be ok with some tactical, rare, positional, occasional CC, I think it's just a mechanic that should be completely changed if not removed from future iterations of the model. Simply put: not controlling your character is NOT fun, no matter what's the stupid balance or flavour reason behind it. Anything that reduces that crap is good to me, no matter what class I am playing. In this specific case, I think the CC changes are well done.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Zetor on May 14, 2011, 10:35:05 PM
The issue with dispel spam (and remember, the marksman dispel is on a 1-second GCD instead of everyone else's 1.5sec) is that it basically removes a lot of classes from the game. Chloromancers without lifegiving veil up [and/or synthesis removed from their target] just lost use of 90% of their soul. A lot of casters depend on their buffs for damage and defense (admittedly spam dispel is an annoyance here, not a complete game-breaker). Justicars can get mien of leadership dispelled if they're in tank mode (which makes them almost useless) or mien of honor if they're in healer mode (ditto). Wardens have almost no healing abilities other than HOTs, and a single marksman can dispel those HOTs 3 times as fast (2 dispels at a time, 1sec GCD instead of 1.5sec) as a warden can put them on. You might as well be spending your entire time CC'd, or mana drained to 0 in 5 seconds by a pre-1.1 void knight. All other dispels are on cooldowns, the MM dispel should be too.

My point about the CC change is that it makes a lot of abilities useless... actually worse than useless. Speccing into that 3-second stun in bullrush and the 7-second incapacitate in paragon hurts you now as a warrior in pvp. If you use any kind of break-on-damage CC (outside 1v1 or on faraway targets who cannot be hit by random damage) or CC that lasts shorter than 6 seconds, you are actively gimping your team and making it harder for everyone else. This includes 1-2 second 'pseudo-cc' on abilities like bull rush, the 1-second stun from warlocks, the 2-second stun from justicars, almost all CC that breaks on damage, etc.

PVP is just a battle of gear/burst now. If 3 people are on your healer, your healer WILL die -- you can't disarm them, knockback them, fear them, or even snare them. If you're melee, you'll be chasing snare-immune kiters who have passive movement boosts all the time (of course you won't be snared either) and good luck trying to hit enemies in melee if both of you are running at 100% movement speed and you have 200+ ping! A lot of classes don't even bother speccing into the PVP soul because you don't need breakfree anymore.

DR by itself isn't a bad idea [and as much crap as WOW takes for their pvp, their DR grouping is fairly good IMO]... but putting everything on the same DR... wut? Snares on DR is :ye_gods: all by itself.


edited to add: I actually agree that pvp is more fun without CC, as long as you design the pvp game around that from day 1. Guild Wars is a great example -- there is zero CC in that game (except for knockdowns, which are short duration and can be avoided in some ways), and even keeping up snares isn't something you can do constantly. Control in GW comes in interrupting key skills and forcing your opponents to use their skills in less-than-optimal situations. That's fine, and I think Guild Wars pvp is pretty darn awesome thanks to this design. OTOH you can't just decide that "ok, from this day forward CC will be useless" in a game that has entire souls built around CCing people....


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Shatter on May 15, 2011, 07:17:35 PM
The absolute worst part of Rift atm is premades vs Pugs.  I am at the point I am serioulsly debating on quitting just because of it.  There are people/groups/guilds that do premades ALL DAY and will literally win 100% of their games....all day.  That means the PUGS lose all day, or basically 1 faction loses all day.  It is to the point that PvP is almost useless unless you have a premade.  This weekend I spent the least time in game since launch, I logged in, qued, entered a warfront, saw the same premade I always see and logged off.  Any recommendations on a fun pvp MMO? :P


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on May 15, 2011, 09:04:24 PM
Any recommendations on a fun pvp MMO? :P

Pretty much all of them if you have a group, none as a pug.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on May 15, 2011, 10:17:56 PM
Your complaint can literally be applied to every MMOG out there.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: squirrel on May 15, 2011, 11:03:33 PM
The absolute worst part of Rift atm is premades vs Pugs.  I am at the point I am serioulsly debating on quitting just because of it.  There are people/groups/guilds that do premades ALL DAY and will literally win 100% of their games....all day.  That means the PUGS lose all day, or basically 1 faction loses all day.  It is to the point that PvP is almost useless unless you have a premade.  This weekend I spent the least time in game since launch, I logged in, qued, entered a warfront, saw the same premade I always see and logged off.  Any recommendations on a fun pvp MMO? :P

As others say this is hardly unique to Rift. Does Scion pop on your server? That WF generally doesn't attract the premades as much although it has it's own issues.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Shatter on May 16, 2011, 03:21:10 AM
I could of swore WOW had a system that put pre-mades vs premades, but then again I havent played WOW in 4 years so maybe Im just on crack.  Scion does pop but its the least of all the WF's.  I was actually thinking of trying Global Agenda, gonna do some reading up on it today


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Falconeer on May 16, 2011, 03:22:13 AM
Premades are an issue for whoever isn't serious about PvP. What Shatter describes happens on our server too. I think everyone is invoking separated queues for "ungrouped" and "grouped" (maybe ranked) PvP. I can see some pitfalls in that, but I think it's necessary as the difference in skill, coordination and gear/rank is driving people away.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Dren on May 16, 2011, 05:36:00 AM
I could of swore WOW had a system that put pre-mades vs premades, but then again I havent played WOW in 4 years so maybe Im just on crack.  Scion does pop but its the least of all the WF's.  I was actually thinking of trying Global Agenda, gonna do some reading up on it today

WoW has it down to 5-man premades now.  There may still be some shenanigans with coordinated queuing within and across servers, but once they did rated BG's that seemed to have stopped.  The good rewards are no longer in the PuG BG's, so it isn't really worth the hassle.

Still, in some of the smaller BG's a 5-man team that is coordinated can be very powerful.  I've seen some BG's where two 5-man premades were in the same one and blew us apart.  It really just takes the 5-man team to get just a slight amount of coordination from the PuG's on their side and it is a win for them.  Not perfect, but tons better than it has ever been with this regard.

Bottom line, if you want to get serious about PvP, find a group of like-minded folks.  Finding a balanced skirmish in any of these games is very very rare.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on May 16, 2011, 06:21:19 AM
I could of swore WOW had a system that put pre-mades vs premades, but then again I havent played WOW in 4 years so maybe Im just on crack.  Scion does pop but its the least of all the WF's.  I was actually thinking of trying Global Agenda, gonna do some reading up on it today

WoW has it down to 5-man premades now.

So does Rift.  At this point if you are queueing for pvp alone in any game do it with the expectation that you are going to lose, I queue solo before my regular team logs in and its damn near 100% loss ratio alone and 100% win ratio in groups.  The rewards for losing are over half what you get for winning though.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on May 16, 2011, 06:35:46 AM
The new colossus vs. colossus event in Stillmoor is pretty damn fun. 


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: waylander on May 16, 2011, 06:45:14 AM
I thought Patch 1.2 was going to usher in that resource battle, capture the tower, and the end game brawl zone event that would promote world PVP.  So far, if it is even in the game, none of us on Deepstrike have really noticed it.  If it is in the game, then it needs to have some sort of server wide announcement to people will head there to compete.

I do think the CC changes were great, and it makes people have to pay attention to group strategy.  As of Patch 1.2 my main issues with PVP content are..........

1.
No incentive for open world PVP and no real game mechanics

2.
No competitively ranked warfronts (by guild or team) per server cluster

3.
Matchmaker is horrible for PVP because it doesn't look for class balance, and instead fills your warfront raid up with warm bodies. Its awesome when you're PUG'ing it up, the other side has 10 healers and your side has 0 healers.  This happens frequently unfortunately, and makes PUG's / Warfronts more frustrating than fun.

4.
PVP Gear and PVE gear are too different statwise. Except for Valor or Toughness, the gear should be usable for end game PVE, but most of the time PVP gear isn't useful outside of PVP.

As of Patch 1.2 my only PVE issues are:

1.
I cannot stand to level Alt characters because by level 30 I'm burned out on kill 10, 15, 20 of X, or collect 10, 15, 20 of Y.

2.
Quest and mob exp is too low, the newbie population is 90% gone from release day, and I'd rather just speed through the lower levels to get a new ALT to level 50 for the end game.

3.
Guild Perks should significantly increase mob/quest EXP so that Alt characters level faster.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Xanthippe on May 16, 2011, 07:23:45 AM
The absolute worst part of Rift atm is premades vs Pugs.  I am at the point I am serioulsly debating on quitting just because of it.  There are people/groups/guilds that do premades ALL DAY and will literally win 100% of their games....all day.  That means the PUGS lose all day, or basically 1 faction loses all day.  It is to the point that PvP is almost useless unless you have a premade.  This weekend I spent the least time in game since launch, I logged in, qued, entered a warfront, saw the same premade I always see and logged off.  Any recommendations on a fun pvp MMO? :P

I have had a great time leveling a mage through warfronts.  Having a 50 who can fund the alt is essential, for gear.  You could always level an alt through warfronts - the sub50 warfronts are a blast.

I haven't pvp'ed much at 50 for various reasons, but one of them is that facing premades in warfronts isn't much fun.  (I also haven't been able to find my pvp mojo on my rogue for some reason).


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on May 16, 2011, 07:35:56 AM
I've been playing a Rogue for a while and I still haven't found my stride with a Rogue.  They're either fragile or don't do the dps of other classes.

They're pretty good for one on one ganking and shit, but outside that, they're a bit lost, unless you want to play a bard tossing out ineffective heals (unless you have a SHOE).


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Zetor on May 16, 2011, 07:48:01 AM
Yeah, atm it's premade or bust, especially if you don't have at least rank 4 gear (which you won't have until you pvp'd a lot... vicious circle). It is possible to beat premades with undergeared pugs (not just in Scion either), but the premades need to be very bad. It's also kinda rare, but a good ego-booster if it happens! :awesome_for_real:

Unfortunately the prestige/favor grind gets really bad after a certain point and the system eerily reflects the vanilla WOW honor grind (after they removed the 'only top X honor earners can be rank Y' restriction). You get 250 prestige per win, and a single-digit amount for a kill; to get rank 6 you need what, 1mil prestige total? And then you need 140k favor per weapon, 70+k favor per armor piece, ...


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Dren on May 16, 2011, 07:59:21 AM
It would be nice if the system automatically reduced the loss penalty based on the ratio of players with top rate gear or win rates to those that don't.  Meaning if only 5% of your total population on a server is really getting the pvp gear, make losses be maybe 75% of a win so people can at least feel some kind of accomplishment.  Leaving everyone in the dust doesn't really do anyone any good.  There would always be a loss penalty, so it wouldn't make losing totally irrelevant.  This would just keep everyone somewhat viable and interested.

Speaking from a WoW perspective, losing your 10th matchup for a night getting like 1/5 what a win could be just makes you want to stop playing all together.  So I did.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: kaid on May 16, 2011, 08:37:24 AM
I switched to a riftblade/paragon spec just to be able to keep up or range kill marksmen.  It's working quite well.

Ah yeah, I've been playing as a rogue (up to 47 now), and when I use my MM role (primarily in the Black Garden), it is Riftblade warriors and Nightblade rogues who give me the most trouble.

Other than that, MM is crazy powerful in warfronts - Rapid Fire Shot does a good amount of burst, and the spammable dispel is just silly.

I concur I was playing sab specs for a long time but at 50 they just seems to hit to lightly to be useful so I made a 44/22/0 marksman assassin infil build. Its hell on wheels rapid fire shot has been letting me kill 2 or sometimes three people in its duration and you can do it twice in a row if you need to. Last night on a few bg I was getting double the number of killing blows of most people.

Its a very fun pvp build because its VERY VERY mobile and I still have improved stealth so I can get myself set up into position to rain down death on my targets.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on May 16, 2011, 08:56:51 AM


Speaking from a WoW perspective, losing your 10th matchup for a night getting like 1/5 what a win could be just makes you want to stop playing all together.  So I did.

It's not a fifth though, it's closer to half.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Falconeer on May 16, 2011, 08:58:12 AM
1.
No incentive for open world PVP and no real game mechanics

2.
No competitively ranked warfronts (by guild or team) per server cluster

Right on!
I have a hard time ignoring this. If something doesn't happen PvP wise by 1.3 I am pretty sure sticking with the game HOPING for something to happen in 1.4 will be pretty hard. At this point I am pretty sure even a simple additional Warfront would help, since repeating the same four maps for months, over and over, can only be that much fun. Not to mention that, once you hit Rank 6 (which many already had) there's really no point in PvPing anymore as there's nothing new or different to do, and you probably already had all the fun you could have from endless repetition in the previous 3 or 4 months.

My guild is heavy on PvP and we are still enjoying it cause there's some more progression to do, but we are already in that phase where guildees start complaining in Voicechat and you "lie" to them about future stuff coming cause "do you really think Trion would just leave PvP like this forever? Of course they are gonna add gameplay, ranks, goals, reasons to fight in the open and more warfronts!" but you are just silencing your own boredom.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Falconeer on May 16, 2011, 08:59:20 AM


Speaking from a WoW perspective, losing your 10th matchup for a night getting like 1/5 what a win could be just makes you want to stop playing all together.  So I did.

It's not a fifth though, it's closer to half.

In Rift? More than a half. At level 50 is 600 Prestige for a win and 350 Prestige for a loss. Favor is even closer, you can get up to 90% of what the winner gets if you lose with a close enough score.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Sky on May 16, 2011, 09:12:46 AM
an issue for whoever isn't serious
:oh_i_see:


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Xanthippe on May 16, 2011, 09:19:07 AM
I know I've said this before, but the whole pvp-gear-reward paradigm seems backward.  The better you are, the better gear you can get so you can be even faster at winning.  Same with prestige that you can spend on talents to make it even easier to kill players.

If players were rated or pvp was in a ladder system, this would make sense, but what it does now is to discourage players from warfronts.  (Not completely, of course, but how many warfront games does the brand-new-50 lose before giving up?)

I don't look forward to 50 warfronts on my mage at all.  I might just make a new mage, instead.  

I wonder just how much popularity would drop if players could only receive cosmetic rewards for pvp.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Dren on May 16, 2011, 09:59:33 AM


Speaking from a WoW perspective, losing your 10th matchup for a night getting like 1/5 what a win could be just makes you want to stop playing all together.  So I did.

It's not a fifth though, it's closer to half.

In Rift? More than a half. At level 50 is 600 Prestige for a win and 350 Prestige for a loss. Favor is even closer, you can get up to 90% of what the winner gets if you lose with a close enough score.

Then that isn't a big deal really.  With WoW's sytem, if you were doing well at keeping the score close, but getting creamed on the honor kills, you'd come out with something like 25-30 honor while wins normally would net 90+.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on May 16, 2011, 10:30:22 AM
I get between 500-700 honor for losses and as much as 1700 honor when I win.  I also agree that the paradigm is all screwed up in terms of pvp gear.  Gear should never be a reward for pvp.  It should offer titles and maybe some pvp only, utility abilities.  Making good players better only serves to discourage the entry level players even more... though I suppose that the carrot for the entry level players is to one day pwn face like the well-geared folks.  That's just a sad incentive system.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Jherad on May 16, 2011, 11:08:52 PM
Just hit 50 with my rogue yesterday - Warfronts are a very different experience now than when I hit 50 with my mage a good while ago. The gear difference is ... noticeable.

I have to look for the characters without fancy looking gear to attack (unless I'm just debuffing as a MM). A high rank character can essentially ignore me as I unload on them - I won't get them past 2/3rds health before I run out of burst. I was expecting the gear divide gap to not hit for another month or so, heh. Oh well.  :oh_i_see:

Had a lot of fun in the 40-49 bracket. Wish I could have stayed there (ignoring the reality that it would have merely led to twinking).


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Falconeer on May 17, 2011, 12:30:04 AM
Post 50 PvP is all all ALL about focusfiring the MA target. The sooner you vanquish them (meaning 1 to 2 seconds) the better your chances to win. Everything else seems naive at the moment unless you are a healer (where you might have to choose who to heal unless you are on the pointman) or an assassin. Everyone else has to assst on the MA and focusfocusfocus movemovemove like a swarm of locusts. So yeah, very different experience which is gonan turn so many players away unless they are in a big, organized guild with charismatic people who can lead a warfront regardless the lack of voice communication. That's because at the moment is very rare to see pvp pugs organize themselves in the pre-match and elect a MA and stuff. Usually, unless you face a similarly disorganized party, that means you are gonna get creamed.

Simply put, if you don't focus, unless you have MASSIVE spike damage and you pick the only opponent player who isn't being healed cause he sucks, you are not gonna kill much, no matter the class. And this is only getting worse with everyone learning their tricks and pvp-gearing themselves up.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on May 17, 2011, 08:09:07 AM
Quick pvp tips.

1) use target's target on someone that knows what they're doing. 

2) Learn the names of key spells and interrupt them

3) Purge HOTs off of targets

4) Catch people that overextend beyond the range of healing

5) Use LoS to your advantage


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: waffel on May 17, 2011, 11:00:45 AM
Just can't get over how terrible the PvP is in this game. With every class having 30 abilities, it turns into nothing but a button spamming shitfest. Forcing classes to make macros containing 10 abilities, clerics running around spamming insta heals and shields while being beat on, some classes randomly hitting you for 3k damage.

Open world PvP is few and far between, and you get bitched at for attacking the other realm half the time. Warfronts are gimmicky jokes just like in Warhammer.

I guess I'm old school, but I never saw a reason for the 'Warhammer' PvP system (which this has) over the DAoC PvP system (10 abilities per class, not 30. Interrupts. etc.)

Then to think I have to pick the right spec for my rogue to PvP effectively, and then deal with premade curbstompers until I farm up my PvP gear...?

Yeah, I guess I just don't understand MMOs anymore. Is rolling your head on your keyboard spamming 30 abilities that fun?


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on May 17, 2011, 11:10:23 AM
Please list these 30 abilities.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on May 17, 2011, 11:14:33 AM
I guess I'm old school, but I never saw a reason for the 'Warhammer' PvP system (which this has) over the DAoC PvP system (10 abilities per class, not 30. Interrupts. etc.)

Odd that you'd say this.  Playing DAoC, I had FAR more buttons to manage in pvp than I do in Rift.  I had my abilities, RR abilities, gear abilities, ML abilities, etc.  I had to hotkey a shitload of stuff in DAoC.  In Rift, I rarely use more than 8 keys in PvP without macros.  Granted, there are a few classes (shaman for example) that do benefit from macros to manage reactionaries. 


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: waffel on May 17, 2011, 11:21:19 AM
Let see,
My rogue had 1 macro that had:
Charge
Auto attack ability
Follow up to auto attack
Disarm
Evade reactionary
Parry reactionary
Some other shit

Then I had 5+ finishers to choose from between various classes
4 different kinds of blinks which I just macrod with some of the finishers
I had 5 different buffs I had to cast every time I died/60 minutes were up
An AOE ability
An AOE ability on a 2 minute cooldown
An AOE ability taunt
Single target mez
Ranged silience
4 different 2-minute buffs I could cast that shared a cooldown
Single target taunt
I had my different tracking abilities
I had buttons for my healing potions/life leech potion
I had buttons for my buff potions
Planar abilities
Stealth and its abilities
Countless passive buffs that would go off when I'd parry/evade/finisher/blink

Oh, I also had some other ones I didn't even bother putting on the hotbar.

So yeah, I had an excessive amount of motherfucking abilities. I macrod some, and usually in PvE I would literally spam my 1 key over, and over, and over. I'd spam it so much I'd have to use different fingers.

Odd that you'd say this.  Playing DAoC, I had FAR more buttons to manage in pvp than I do in Rift.  I had my abilities, RR abilities, gear abilities, ML abilities, etc.  I had to hotkey a shitload of stuff in DAoC.  In Rift, I rarely use more than 8 keys in PvP without macros.  Granted, there are a few classes (shaman for example) that do benefit from macros to manage reactionaries. 

When I played daoc there were no gear abilities or ML abilities or catacomb abilities or minotaur abilities, etc.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: waylander on May 17, 2011, 11:22:20 AM
Quick pvp tips.

1) use target's target on someone that knows what they're doing. 

2) Learn the names of key spells and interrupt them

3) Purge HOTs off of targets

4) Catch people that overextend beyond the range of healing

5) Use LoS to your advantage


Set Focus Target and create an assist macro works too, but that's a good list there.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on May 17, 2011, 11:26:25 AM
Waffel,

Most of the abilities you list can be elminated with some parsing.  You'll find that many of the abilities from outside your main soul will only be used as utility rather than in a main rotation.  In other words, many of the combat abilities you have available to you never get used because in doing so, you decrease your dps.  Rift creates the illusion of choice. 

For example, I have a 34/32 elementalist/Storm mage.  While I have a bajillion dps abilities at my disposal, I can maximize my single target dps with about 5 keys or my ae dps with 3.  The rest of my keys I keep for cooldowns that I use in "oh shit" moments. 

Take a look at your abilities sometime and see which are inefficient to use in terms of utility or dps output.  It helps a lot.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Ingmar on May 17, 2011, 11:28:51 AM
Any post that is nostalgic for DAOC's casting/interrupt system I pretty much dismiss out of hand.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on May 17, 2011, 11:31:34 AM
Any post that is nostalgic for DAOC's casting/interrupt system I pretty much dismiss out of hand.

I don't know if I'd go this far.  While flawed in many ways, the DAoC system did contain strategic pvp elements that haven't been improved since.  Then again, my favorite toons to play were skalds and shamen, both expert interrupters in pvp.  Yes, I do agree that pushback is a better mechanism than outright interruption. 

It is difficult to balance melee and ranged classes in PvP.  That much is true.



Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: waffel on May 17, 2011, 12:29:25 PM
Any post that is nostalgic for DAOC's casting/interrupt system I pretty much dismiss out of hand.

Weird, I spent most of my DAoC career playing mages and archers. I'd rather not kill a cleric because I got interrupted than not kill a cleric because the cleric is chainhealing all my damage while bunny hopping with full mana.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Falconeer on May 18, 2011, 12:51:12 AM
Any post that is nostalgic for DAOC's casting/interrupt system I pretty much dismiss out of hand.

Weird, I spent most of my DAoC career playing mages and archers. I'd rather not kill a cleric because I got interrupted than not kill a cleric because the cleric is chainhealing all my damage while bunny hopping with full mana.

This is true. I don't know what they could have done differently, but the fact that so many souls/classes have no chance to outdamage so many healers, or even just have them run out of mana, is annoying as hell. Actually some clerics cannot be harassed by two players focusing on them, and start having issues only with three or more. Some more interrupting or mana management issues wouldn't hurt in my opinion...


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on May 18, 2011, 01:09:53 AM
This is true. I don't know what they could have done differently, but the fact that so many souls/classes have no chance to outdamage so many healers, or even just have them run out of mana, is annoying as hell. Actually some clerics cannot be harassed by two players focusing on them, and start having issues only with three or more. Some more interrupting or mana management issues wouldn't hurt in my opinion...

I thought there were several abilities that reduced healing by 50%.  Are these buried in souls noone wants to play?


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Falconeer on May 18, 2011, 02:02:49 AM
Sadly, no they are not. As a champion/paragon I cut their healing in half by scoring a crit, and that happens every other hit. Still, and this drives me NUTS, it doesn't seem to matter that much. I am not a cleric so I don't know how they do it or what spec do they have, but clerics who know what they are doing seem to be able to outheal pretty much everything pretty much forever. Crazy, heh? And I hit hard enough, always in the top 3 DPS of any Warfront (except very long ones where mages or clerics AOE the hell out of everyone).


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: waylander on May 18, 2011, 06:22:01 AM
The Cleric souls in Rift can do it all.  They can out tank the tank, they have ranged healing or DPS, and they have the strongest healing.  A cleric can go full healer, healer-dps hybrid, or straight out DPS. I've seen warfronts where clerics did obscene damage.

Falcon is right though in that it takes 2 DPS classes to focus a cleric down, and sometimes 3 depending on gear/soul/skill setups. Now that is my perspective as a warrior though, and mages also do insane damage.  I'm sure that 1 or 2 mages could certainly burn down a cleric.

It isn't that clerics are a problem, but it has more to do with the Warfront matchmaker.  It only looks for warm bodies to put in each warfront, and doesn't try to handle class balance at all. So when you have 3 healers and the other team has 8, then you are at a bid disadvantage. You can't live long enough to do anything to the other team.

Stormcaller is the FOTM in Warfronts, Pyros are still prevalent, and Rogues are everywhere now.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on May 18, 2011, 06:34:12 AM
No, clerics are clearly a problem.  I've had warfronts against high prestige clerics were it takes at least 5 dps beating on them for quite a while to bring them down.  Warfront queues don't have matchmaking, they are first come first served, waiting for a balanced team would make them insanely long.  Make a group if you want to balance it yourself.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Shatter on May 18, 2011, 06:42:34 AM
Can definitely confirm clerics are a bitch to kill.  Im rank 5 pvp and unless I use silence as an opener and get fell blades on them quickly they will just heal through everything I put at them.  Even with fell blades up they often still can anyhow and thats a 50% healing reduction.  Valor is broken essentially when it comes to healers.  Give a cleric 30-40% dmg reduction while they still heal for high amounts means lol clownshow of people chasing after someone they cant kill.  Saw a cleric yesterday with 3 rogues on him and he still had time to type "loltickletickle" while healing through it all. 


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on May 18, 2011, 06:44:15 AM
The Cleric souls in Rift can do it all.  They can out tank the tank, they have ranged healing or DPS, and they have the strongest healing.  A cleric can go full healer, healer-dps hybrid, or straight out DPS. I've seen warfronts where clerics did obscene damage.

This is very true.  I know it's not pvp, but I'm in a steady group that has 3 clerics.  Clerics are great single target burst healers.  Clerics can do outstanding dps.  Clerics make great tanks that can take damage, but also cleanse and purge.  The class is so versatile, that you could do all of the T2's with a group of clerics.  You can't say that about any other class.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on May 18, 2011, 06:44:42 AM
It's not just the valor, their pvp soul is incredibly good unlike warriors or rogues.  Same with mages actually.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on May 18, 2011, 06:47:14 AM
It's not just the valor, their pvp soul is incredibly good unlike warriors or rogues.  Same with mages actually.

I'm not all that impressed with my pvp soul as a mage.  Then again, I play a chloro in the warfronts most of the time.  What kills me is that for all of the complaints about clerics, I rarely am in a warfront with another healer.  I know this because I often see 3 heal-marked clerics in the raid frames and play a stormcaller.  After 4 deaths without a single heal, I inevitably go back to chloro. 


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Shatter on May 18, 2011, 11:20:36 AM
Actually I decided today to start a cleric.  The versatility is huge and TBH until they fix pugs vs premades I dont feel like doing Warfronts anymore so I guess Ill spend a few weeks and level a new class.  Not sure what Ill do after that...


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: waylander on May 18, 2011, 11:44:16 AM
Actually I decided today to start a cleric.  The versatility is huge and TBH until they fix pugs vs premades I dont feel like doing Warfronts anymore so I guess Ill spend a few weeks and level a new class.  Not sure what Ill do after that...

Yeah I'm basically rerolling a cleric too because they can do anything, and like someone said earlier a group of 5 clerics can take all content short of 10+ man RAID encounters. I'd be willing to bet that a 10 cleric or 20 cleric RAID could probably clear the content.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Shatter on May 18, 2011, 11:56:42 AM
One of the reasons I was debating on rolling a cleric was because of what I saw the last time I ran my dailies.  I was going Bard spec'd keeping in mind I have rank 5 pvp gear so Im not wearing garbage.  One of the dailies was to kill some elites and I can do it bard specd but need virtuoso.  Next to me was a cleric who was going through elite mobs like nothing and didnt even get close to dying.  He might as well of been killing non-elites.  Things that make you go hmmmm


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on May 18, 2011, 01:05:45 PM
Let see,
My rogue had 1 macro that had:
Charge
Auto attack ability
Follow up to auto attack
Disarm
Evade reactionary
Parry reactionary
Some other shit

Then I had 5+ finishers to choose from between various classes
4 different kinds of blinks which I just macrod with some of the finishers
I had 5 different buffs I had to cast every time I died/60 minutes were up
An AOE ability
An AOE ability on a 2 minute cooldown
An AOE ability taunt
Single target mez
Ranged silience
4 different 2-minute buffs I could cast that shared a cooldown
Single target taunt
I had my different tracking abilities
I had buttons for my healing potions/life leech potion
I had buttons for my buff potions
Planar abilities
Stealth and its abilities
Countless passive buffs that would go off when I'd parry/evade/finisher/blink

Oh, I also had some other ones I didn't even bother putting on the hotbar.

So yeah, I had an excessive amount of motherfucking abilities. I macrod some, and usually in PvE I would literally spam my 1 key over, and over, and over. I'd spam it so much I'd have to use different fingers.

Half that shit you list is stuff you shouldn't be complaining about.  Consumables?  Buffs?  C'mon dude.  You listed your parry/evade reactionary as two different abilities when it's actually the same ability.  Tracking abilities that are pretty useless?  Why are they even on your hotbar?

Why are you listing autoattack?  What is a follow up to autoattacfk?

Seems like you're also listing abilities that are impossible to have with the same build.  You have a ton of blinks, so high riftstalker, you have a charge and dancing steel so high blade dancer,   You have a ranged silence.  Are you talking about the high ranger silence or weapon barrage?

Are we talking PVP?  Why do you have taunts.  Are we talking PVE?  Are you tanking? DPSing?  Why are you using every finisher when they probably aren't optimal for your build.

Seems like you need a little help with your toon.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on May 18, 2011, 01:07:46 PM
As for PVE clerics, the only thing lacking with their tanking is that they suck tanking magical damage.  They're pretty good with physical damage though. 


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Xanthippe on May 19, 2011, 09:14:01 AM
As for PVE clerics, the only thing lacking with their tanking is that they suck tanking magical damage.  They're pretty good with physical damage though. 

What doesn't suck tanking magical damage? I don't know how clerics or warriors work - I've only played rogue and mage past 20.

Nebu, I tried making a stormcaller/ele build, but I have a thousand buttons.  I don't even know where to begin.  How did you set up your bars and what don't you use, and what do you use?  In other words, will you please cliffnotes me a quickie guide to stormcaller/ele?


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: dd0029 on May 19, 2011, 09:38:42 AM
Just tried this last night. It made me sad. There's no reason not to go this way if you want to DPS for real. Easily beat my normal necro/warlock DPS by 100.

http://bluedots.org/2011/05/16/stormcallerelementalist-video-guide/

About the only thing I would suggest different would be Cloudburst instead of Lightning Field for single target. Slightly less damage, but the mana cost seems to help my longevity. Also note, 32 points in Elementalist is Channel Elements which is charge to mana.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on May 19, 2011, 10:33:01 AM
Nebu, I tried making a stormcaller/ele build, but I have a thousand buttons.  I don't even know where to begin.  How did you set up your bars and what don't you use, and what do you use?  In other words, will you please cliffnotes me a quickie guide to stormcaller/ele?

I use Raging Storm > Ice Shear > Lightning Strike > Lightning Field 5 times > Forked Lightning to refresh Electrify and then repeat starting with Ice Shear.  Seems pretty much exactly what the guy in the blue dot link is saying.  Good guide really as it reduces the vast array of spells down to a simple rotation. 

This REALLY demonstrates how little thought went into some of the soul trees.  Electric damage is so much better than any other option that there's almost no reason to use most of the abilities in your tree.  I refer to this as the illusion of choice.  It's not much of a choice if you have zero reason to use alternatives.  The game is begging for a soul review, but it's unlikely to happen.  Players will scream bloody murder if class balance really happens. 


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Dren on May 19, 2011, 11:47:41 AM
Clerics are versatile, but at least in the early stages, sloooowwww.  It seems to take forever to kill mobs.  I compare this to a mage and a warrior I started and ran through the first 10 lvls.  HUGE difference.  It sounds like that changes at higher levels though.  Maybe most people can't get past those first 20 lvls?

As mentioned, to get anywhere you have to wade through mobs.  With as slow as it is just to kill one, I am starting to really hate getting from place to place.  This is the first time in a MMO that I can see my target location and feel like it will still take 10 more minutes to get there.

I can't just ride through stuff either.  Too many times I pick up 4+ adds and get knocked off my turtle.  Then I'm really in for a long haul of fighting....typically I can survive, but it can be like 10 minutes in that one fight alone pushing every button available.  Get back on turtle and do it again 5 paces further...


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Zetor on May 19, 2011, 12:45:15 PM
Also depends on what spec your cleric is.

You can go inq/cabalist/sentinel 31+/10/0 (or inq/justicar/sentinel, same point distrib), that build really picks up steam at 26 when you get fanaticism and 31 when you get CoO; it was definitely faster at murdering stuff than my dps warrior. Tag 4-5 mobs with vex (dot that heals you as well), fanaticism + soul drain, circle of oblivion to mop up stragglers. Use aggressive renewal when in danger of running low on mana. If you go justicar offspec, you'll never die while doing this; if you go cabalist, you'll take more damage, but deal more and will worry even less about mana. It's a very efficient and effective farming / general pve build at 50 too.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on May 20, 2011, 05:58:35 AM
Rogues are amazing tanks.  Amazing.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Dren on May 20, 2011, 06:33:54 AM
Also depends on what spec your cleric is.

You can go inq/cabalist/sentinel 31+/10/0 (or inq/justicar/sentinel, same point distrib), that build really picks up steam at 26 when you get fanaticism and 31 when you get CoO; it was definitely faster at murdering stuff than my dps warrior. Tag 4-5 mobs with vex (dot that heals you as well), fanaticism + soul drain, circle of oblivion to mop up stragglers. Use aggressive renewal when in danger of running low on mana. If you go justicar offspec, you'll never die while doing this; if you go cabalist, you'll take more damage, but deal more and will worry even less about mana. It's a very efficient and effective farming / general pve build at 50 too.

I've been playing a new alt warrior just to check that out last few days.  Much quicker kills, but die a lot more so far...

Anyway, I'll have to look at respecing.  I'm not using either of those.  I think my main is Sentinel.  Definitely hardy soul with no problems in staying alive or keeping mana topped off.  Just terrible DPS compared to other souls at the low level.  Actually, I'll probably just start a different alt and try that other build out.  Doesn't take long to hit 10, etc.  Still trying to find my niche, but having fun trying everything out.

Hey, anyone know if the servers cater to any particular time zone?  Looking for an EST if there is one.  I guess I don't mind PvP or PvE.  Suggestions appreciated.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on May 20, 2011, 08:04:13 AM
Rogues are amazing tanks.  Amazing.

For single target, I agree.  Seems some of their aggro management tools for multiple pulls aren't quite working right though.  I've been playing so much with cleric tanks that I had forgotten just how easy it is to heal rogue and warrior tanks.

Have you tried some of the new tear encounters?  The one in shimmersand was quite interesting.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Maledict on May 20, 2011, 10:34:38 AM
Rogues are amazing tanks.  Amazing.

For single target, I agree.  Seems some of their aggro management tools for multiple pulls aren't quite working right though.  I've been playing so much with cleric tanks that I had forgotten just how easy it is to heal rogue and warrior tanks.

Have you tried some of the new tear encounters?  The one in shimmersand was quite interesting.

Since they upgraded Rift disturbance, and I started really aggressively tab targetting through packs, even a raid geared stormcaller couldn't pull stuff off me. If there's 10+ mobs of course then yeah, it's impossible to hold them, but in general rogue tanks can hold aggro on packs fine. It just requires a *lot* more effort than it does for warriors, so the skill bar is naturally a lot higher.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on May 22, 2011, 12:13:39 PM
Rogues are amazing tanks.  Amazing.

For single target, I agree.  Seems some of their aggro management tools for multiple pulls aren't quite working right though.  I've been playing so much with cleric tanks that I had forgotten just how easy it is to heal rogue and warrior tanks.

Have you tried some of the new tear encounters?  The one in shimmersand was quite interesting.

Yea the new sliver is fun.  But yeah Rogues on AOE pulls aren't the best.  They are phenomenal raid tanks though.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Falconeer on May 25, 2011, 02:27:15 PM
From 1.2 Hotfix #7 patch notes:

Quote
PVP/WARFRONTS* Diminishing returns immunity timers now end 15 seconds after the initial application of movement-impairing effects, down from 24 seconds.*

This might be what makes me cancel my subscription and ragequit. Seriously. Just that stupid. I am back to not playing and watching my warrior permastanding still or running away in fear in the middle of a PvP battle.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on May 25, 2011, 02:36:27 PM
This might be what makes me cancel my subscription and ragequit. Seriously. Just that stupid. I am back to not playing and watching my warrior permastanding still or running away in fear in the middle of a PvP battle.

You could try being a mage.  It's awesome fun going from 100% - 0% health while unable to do anything when an invisible player decides to remove you from the field of play at will.   


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on May 25, 2011, 03:57:27 PM
Oh bullshit, the nerf to cc was extremely overdone.  If you are going to have cc at all you can't make it completely useless.  The way things are now every single low duration stun/root/snare is detrimental to use because of the inmune timer.  And honestly snares with DR are just retarded, that needs to be removed completely.  Right now warfronts boil down to clerics and rogues running around in circles kiting everyone, it is utterly retarded.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on May 25, 2011, 05:17:58 PM
Oh bullshit, the nerf to cc was extremely overdone.  If you are going to have cc at all you can't make it completely useless.  The way things are now every single low duration stun/root/snare is detrimental to use because of the inmune timer.  And honestly snares with DR are just retarded, that needs to be removed completely.  Right now warfronts boil down to clerics and rogues running around in circles kiting everyone, it is utterly retarded.

If you want longer cc, then make them so they have 3 min cooldowns.  I'm all for tactical use of CC.  The thing ruining pvp for me is all of the spammable abilities.  Pick the right class, get to r6, and faceroll your way to victory.  

That and giving stuns to any class that can be invisible is RETARDED. 


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Zetor on May 25, 2011, 09:20:48 PM
What Threash said. The CC situation now is broken in a different way than it was before. It will be still broken with a 15-sec immunity window, just less so. It's a lazy solution, though: if you're going to do DR, do it via groupings or at least pull single-target snares off DR.

Nebu's point has merit as well, and I think I'd actually prefer that. However, that's not something you can patch in -- it needs a major design pass at the very least (you'd need to overhaul the entire dominator tree for instance, not to mention every single pvp tree). Like I posted earlier wrt CC, I would've been fine with no hard CC at all like in Guild Wars, as long as the game was designed for that from day 0.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Falconeer on May 26, 2011, 02:54:20 AM
I'm with Nebu, and against Threash and Zetor.

CC keeps being bullshit in these games, what part of "being unable to play your character for a huge chunk of of any PvP encounter" (especially as a melee class) you like is beyond me guys. Having your CC abilities not working is less frustrating than having your whole character not working.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on May 26, 2011, 03:22:28 AM
Melee classes are the ones suffering the most with the way things are currently.  If I can't stay in melee range I might as well be ccd 100% of the time.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Falconeer on May 26, 2011, 05:20:09 AM
Exactly. With no 24 seconds DR what is gonna happen (especially with fears, but not just) is that we are gonna get CCed, they get out of range, when the CC is over we try to get in range and when we finally get there we get another CC, and so on. This is how it was before 1.2, where it was necessary to stack up on CCbreaking specs, sacrifying lots of damage (making warriors really dull). When you have to give up lots of cool things only to PRESERVE your ability to play, it's time to reroll a ranged class. Like, uhnn, a Cleric. See what I did there?


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on May 26, 2011, 05:56:58 AM
I actually play a warrior that does a lot of pvp and I promise you things are a lot worse than before.  The game was made with cc in mind, you can't just make it useless and expect it to work.  Pvp has been broken since 1.2 and the sooner they revert the changes the better.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Zetor on May 26, 2011, 06:07:58 AM
I pointed this out a few pages ago: snares on DR means you can't "stick on your target" in pvp as a melee class, especially if
- you have 50+ ping (and if you have 200+ ping... fuhgedaboutit)
- your target has speed boosts (*especially* always-on auras or stances) and/or teleport moves
unless your enemy is really slow / keyboard turns / backpedals instead of strafing.

This is just as bad as being perma-cc'd the entire match. As a warrior, bullrush will close the gap for you... but without the stun/root the enemy will just keep kiting.

Whether your game has CC is a design decision you make early, and it has a far greater impact than just a few skills in a few trees. FPS (including Global Agenda) don't have CC, but you need to aim to hit your target; GW doesn't have CC, but there's a limited skillset and you win by exploiting the weaknesses in the opponent's skillset while playing to the strengths of your own. IF all CC from rift was removed completely, fights would become about which side has the bigger sword / can do the best dps / healing rotation and which side has more/better bunnyhopping healers.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Falconeer on May 26, 2011, 06:31:39 AM
I actually play a warrior that does a lot of pvp and I promise you things are a lot worse than before.  The game was made with cc in mind, you can't just make it useless and expect it to work.  Pvp has been broken since 1.2 and the sooner they revert the changes the better.

Look, I play a warrior that does ONLY PvP and I promise you things were worse before 1.2. This is a clear example of us playing two different games. PvP was broken BEFORE 1.2, now it's alright. 15 secs DR is a huge step back.

Quote
The game was made with cc in mind, you can't just make it useless and expect it to work.

I love you and Zetor for helping me finding a very good warrior spec, but you are quite nuts.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Falconeer on May 26, 2011, 06:47:32 AM
IF all CC from rift was removed completely, fights would become about which side has the bigger sword / can do the best dps / healing rotation and which side has more/better bunnyhopping healers.

That's why I am with Nebu.
But given Rift and the way it is, CCs ARE in the game now, with the 24 secs DR, and it works great. I can see CC-lover complaining, but again, the other end of the spectrum is melee classes being close to unable to play, _unless_ you build around as many CC-breakers as you can, which are still not enough and probably your idea of fun but not mine.

On the "unable to stay in melee range" you still have to explain me how in hell a shorter "free to fucking play the game" time for melee characters is gonna help them catch blinking mages or survive rogue chainstuns, unless your really like to play with long cooldown CC-breakers and praying to have them up at the right time.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on May 26, 2011, 06:59:20 AM
Short cc timers are perfect for getting OUT of melee range, useless for staying in melee range long enough to kill anyone.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Zetor on May 26, 2011, 07:04:31 AM
I don't disagree with you about the 'no cc = fun' part, but removing CC from rift would require rethinking a lot of things (and more than a couple of souls / abilities). I don't think doing such major changes could happen even in a content patch... maybe in an expansion, but there would still be ragequits and clenching of teeth.

About the cc thing being bad for melee: snares are on DR, and they share that DR with roots. If you charge someone and use leg sweep, you just made them immune to all snares/roots for the next 24 [now 15?] seconds as soon as your leg sweep falls off (and it will only last for 50% since the 2-second charge root put it on DR already). If someone used any kind of snare/root on your target in the previous half-minute, they'll be immune to your leg sweep and may even be immune to the root from bullrush. Sure, YOU won't be snared either, but marksmen and most other rogues have passive speed boosts -- you'll be running at 100% speed and they'll be running at 110%/120% while doing jumpshots and strafing. You can't catch up, since they'll be immune to the stun/root from your bullrush and your fear as well... so it just turns into a Benny Hill scene. :awesome_for_real: Same thing applies if you're attacking a ranged class with any kind of 'gap creator' skill other than a knockback.

And if both of you are running at 100% (ie. not snared... this is the usual situation since both of you will be snare-immune), whoever has the better latency 'wins'. I stopped playing my warrior in pvp out of frustration because of this.

(yeah, paragon specs have a 1-min cooldown sprint ability, but it won't last longer than a second against a marksman spam-dispel-machine)


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on May 26, 2011, 07:12:06 AM
Yeah, the snare/root shared dr is the biggest problem.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Falconeer on May 26, 2011, 07:22:29 AM
Short cc timers are perfect to keep melee characters permafrozen while you heal yourself or get away or you pummel them/someone else.

And most of what you describe seems to be 1v1 stuff which don't mean much in Rift. What the hell, seriously what are you playing? Also, please keep in mind that playing perma-snared (which is what happens to leg-sweep recipients) is absolutely no fun either. They should have toned it all down, and they were doing it, not try to fucking balance it so some specific classes will have a supposed better chance at some other classes. It's team pvp anyway, dammit. One guy runs out of your melee range? Get another closeby! Or keep him targeted if you are MA and your ranged friends will finish him anyway.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Azuredream on May 26, 2011, 11:08:48 AM
You know there's really no difference to getting taken down 100-0 by an opponent that just out-heals and out-damages you and an opponent locking you down 100-0. In both cases nothing you could've done would've made any difference. I guess the perception would be different, in one case you literally can't do anything, and in the other you can do things but they won't have any effect.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: dd0029 on May 26, 2011, 11:36:05 AM
I guess the perception would be different, in one case you literally can't do anything, and in the other you can do things but they won't have any effect.

It's all about the illusion of choice. I know for certain that there is nothing I could have done against the mage that crit me for 9300 with a Fulminate, but there's the illusion I could have done something different. I could have seen him coming and been somewhere else or something. With most CC that illusion is gone for some reason. The choices don't seem as valid.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Dren on May 26, 2011, 11:42:35 AM
I noticed a strange power on my cleric the other day.  I'd love to remember the soul tree that has it, but I don't work that way.  Anyway, it read like a vacuum spell you cast on your teammate.  Up to 5 enemies within a certain range of that teammate will be sucked in to that teammate.

Are there more anti-kiting spells like that available that just aren't getting used because it was introduced more as a support tool rather than a direct dps/cc/etc. tool?  "Catch your own targets foo!"


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Falconeer on May 26, 2011, 11:43:59 AM
Quote
PVP/WARFRONTS
* Diminishing returns immunity timers now end 15 seconds after the initial application of movement-impairing effects, down from 24 seconds.

Maybe it's not the end of the world.

CC in Rift is divided in:

- Movement abilities [Root, Knockback, Snare] which were not previously set up with diminishing returns.
- Control abilities [Banish, Disarm, Silence, Fear, Confuse, Mesmerize, Stun]

This is probably only lowering the timer to 15 for Movement CC, while leaving it to 24 for Control abilities. If this is the case, I take everything back, since it's only 3 out of 10 possible CCs, and I am fine with it.

You are still nuts for thinking it was OK when we were under the assumption it was all CC being lowered at 15.



Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Flinky on May 26, 2011, 01:06:09 PM
I noticed a strange power on my cleric the other day.  I'd love to remember the soul tree that has it, but I don't work that way.  Anyway, it read like a vacuum spell you cast on your teammate.  Up to 5 enemies within a certain range of that teammate will be sucked in to that teammate.

That's Maelstrom, a 20 point ability in the Cabalist soul. If you spend the points to make it a 5 target ability, then its also a 30% Snare for anyone caught in it.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Shatter on May 26, 2011, 07:28:37 PM
PvP update

Hey all,

We wanted to post a quick follow-up to some of the feedback you have been sharing with us.

As you may have seen, we've recently expanded one "Wargroup", or a group of shards who can engage in Warfronts together, to include additional shards. This was done to directly address queue times for Warfronts and to allow for more players to engage in PvP faster.

We're closely monitoring this change for any issues or bugs that arise as well as to see if it leads to improved queue times. We will keep you updated on our decision to expand additional Wargroups in the future.

Furthermore, we're also looking at improving match-making between pre-made groups so that, whenever possible, a pre-made will face a pre-made and have less mixing with random pick up groups.

Lastly, starting tonight in Europe and tomorrow in North America (05/27) you'll see a number of improvements to Warfronts that will encourage more competitive gameplay and coordination, here's a first look at the notes:

PVP & WARFRONTS

* The following objects can no longer be interacted with while under the effect of Slip Away, Twilight Transcendence, Scatter the Shadows, Defer Death, or Phase Shift:
- Black Garden: The Fang of Regulos
- The Codex: All control points
- Whitefall Steppes: The Sourcestone
- Port Scion: Sourcestone and capture points
* Using Slip Away, Twilight Transcendence, Scatter the Shadows, Defer Death, or Phase Shift while carrying Sourcestone in Whitefall Steppes or The Battle for Port Scion will now cause the Sourcestone to drop.
* Respawning in a Warfront now regenerates energy and power more quickly for Rogues and Warriors.
* The Codex: Reduced the amount of time it takes to flip control of a control point.
* The Codex: Increased the maximum match duration to 20 minutes.
* The Battle for Port Scion: The Bridge respawn point now becomes unlocked after the match has been running for one minute. The amount of time it takes to gain control of the respawn point has been halved.
* The Battle for Port Scion: Returning Sourcestone no longer grants a buff to your team members.
* The Battle for Port Scion: Slightly updated the paths that the heroes take when spawned from defeating the Endless boss. They now more regularly assault the southern objective on each side.
* The Codex has been updated with alternate routes out of the spawn areas for both teams. Several sections of the terrain have also been smoothed out to avoid wonky movement.

Thanks for your continued input and suggestions, your feedback is important to us and helps us to shape the decisions we make every-day. We look forward to your discussion!


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Azuredream on May 27, 2011, 12:06:49 AM
PvP update

Hey all,

We wanted to post a quick follow-up to some of the feedback you have been sharing with us.

As you may have seen, we've recently expanded one "Wargroup", or a group of shards who can engage in Warfronts together, to include additional shards. This was done to directly address queue times for Warfronts and to allow for more players to engage in PvP faster.

We're closely monitoring this change for any issues or bugs that arise as well as to see if it leads to improved queue times. We will keep you updated on our decision to expand additional Wargroups in the future.

Furthermore, we're also looking at improving match-making between pre-made groups so that, whenever possible, a pre-made will face a pre-made and have less mixing with random pick up groups.

Lastly, starting tonight in Europe and tomorrow in North America (05/27) you'll see a number of improvements to Warfronts that will encourage more competitive gameplay and coordination, here's a first look at the notes:

PVP & WARFRONTS

* The following objects can no longer be interacted with while under the effect of Slip Away, Twilight Transcendence, Scatter the Shadows, Defer Death, or Phase Shift:
- Black Garden: The Fang of Regulos
- The Codex: All control points
- Whitefall Steppes: The Sourcestone
- Port Scion: Sourcestone and capture points
* Using Slip Away, Twilight Transcendence, Scatter the Shadows, Defer Death, or Phase Shift while carrying Sourcestone in Whitefall Steppes or The Battle for Port Scion will now cause the Sourcestone to drop.
* Respawning in a Warfront now regenerates energy and power more quickly for Rogues and Warriors.
* The Codex: Reduced the amount of time it takes to flip control of a control point.
* The Codex: Increased the maximum match duration to 20 minutes.
* The Battle for Port Scion: The Bridge respawn point now becomes unlocked after the match has been running for one minute. The amount of time it takes to gain control of the respawn point has been halved.
* The Battle for Port Scion: Returning Sourcestone no longer grants a buff to your team members.
* The Battle for Port Scion: Slightly updated the paths that the heroes take when spawned from defeating the Endless boss. They now more regularly assault the southern objective on each side.
* The Codex has been updated with alternate routes out of the spawn areas for both teams. Several sections of the terrain have also been smoothed out to avoid wonky movement.

Thanks for your continued input and suggestions, your feedback is important to us and helps us to shape the decisions we make every-day. We look forward to your discussion!


The Sourcestone buff just made no sense at all, it created a negative feedback loop of a team that is winning becoming even more likely to win. I'm glad they changed the "pop immune and cap" and I hope they extend it to include absorption effects.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Falconeer on May 27, 2011, 12:30:45 AM
Good changes. Now some content please. More raids coming with 1.3, and if there is gonna be nothing for PvP...


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Zetor on May 27, 2011, 01:27:02 AM
Yea, good changes. And I'm fine with long DR remaining on 24sec immunity timer -- my main concern is/was not being able to stick on important targets in melee (flag carrier, FC's healer, sourcestone carrier, etc) so the change should alleviate that hopefully!

Regarding new pvp content - I think they have at least 2 more warfronts somewhere in the pipeline judging from the filenames (if you check the data files, you'll see there is warfront_01 to warfront_04, then there is a gap and the last file is warfront_07). Black Garden is extremely frustrating to pug, so I hope the other 2 will be more objective-focused...


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Shatter on May 27, 2011, 03:24:33 AM
2 of those items are big problems for me since I only PvP.  The pre-made vs pug being the biggest and warfront ques.  Right now I have long waits and when I finally do get in Its  almost always a premade on the other side.  Very needed changes and yeah a couple more warfronts will be nice as long as they dont make the map Whitefall steppes size...TOO BIG


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on May 27, 2011, 07:40:42 AM
Good changes. Now some content please. More raids coming with 1.3, and if there is gonna be nothing for PvP...

Which raids in 1.3?  Or are you guessing?


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on May 27, 2011, 08:14:33 AM
Hammerknell.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: waylander on May 27, 2011, 10:15:32 AM
Ranged DPS is still King in PVP, and if you don't have it or the ability to mitigate it then you are toast. Single target snares need to have a longer duration, or a shorter immunity time.

Magic damage is too far out of whack, and any warrior can be nuked down in about 3 seconds. Valor doesn't seem to mitigate spell damage at all.

Godlike Clerics need toning down so it doesn't take 3-5 people to kill one.

I'm glad to see they are stopping the teleport/speed buffs in some of these maps when someone has a crystal.

Oh yeah....PVP gear is still not on par with PVE gear.  The stuff that drops in 20 man raids is way better.  A guildmate of mine got a single hand axe that does 34 DPS, and I don't recall seeing a single weapon on the P-6 vendor that got close to that.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on May 27, 2011, 10:25:25 AM
Hammerknell.

I know that's the next big raid, but what makes you say 1.3 for sure?


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on May 27, 2011, 10:49:52 AM

I'm glad to see they are stopping the teleport/speed buffs in some of these maps when someone has a crystal.


They didn't, they stopped the dmg inmunity while having the crystal abilities only.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: luckton on May 27, 2011, 11:41:29 AM
Hammerknell.

I know that's the next big raid, but what makes you say 1.3 for sure?

They're taking guild applications to test it on the alpha server, aren't they?


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nerf on May 27, 2011, 11:46:13 AM
Hammerknell.

I know that's the next big raid, but what makes you say 1.3 for sure?

They're taking guild applications to test it on the alpha server, aren't they?

There's a post on Unstable Rift's forums that they are under NDA and can't talk about testing Hammerknell, so it looks like they're already testing it.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on May 27, 2011, 12:38:39 PM
Hammerknell testing is underway for sure.

They are indeed taking apps from guilds.




Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: luckton on May 27, 2011, 12:42:31 PM
Hammerknell testing is underway for sure.

They are indeed taking apps from guilds.




Well what else are they going to do for 1.3?  Free server transfers can't take up that much development time. 


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on May 27, 2011, 12:54:23 PM
New 10 man content? New warfront maps? I have no idea.  I don't think Hammerknell testing has been going on for very long and the place has 10-20 bosses in it. 

Unless 1.3 isn't coming out for a few months, then I would expect Hammerknell to be in 1.4.  Just a guess though.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Xanthippe on May 27, 2011, 03:44:33 PM
Ranged DPS is still King in PVP, and if you don't have it or the ability to mitigate it then you are toast. Single target snares need to have a longer duration, or a shorter immunity time.

Magic damage is too far out of whack, and any warrior can be nuked down in about 3 seconds. Valor doesn't seem to mitigate spell damage at all.

Godlike Clerics need toning down so it doesn't take 3-5 people to kill one.

I'm glad to see they are stopping the teleport/speed buffs in some of these maps when someone has a crystal.

Oh yeah....PVP gear is still not on par with PVE gear.  The stuff that drops in 20 man raids is way better.  A guildmate of mine got a single hand axe that does 34 DPS, and I don't recall seeing a single weapon on the P-6 vendor that got close to that.

I have only really played ranged pvp (other than a few failed attempts at assassin).  I was a free kill to everyone, leveling up from launch as a rogue, except to other rogues.  As a mage, if a warrior gets a stun off, I'm dead.  I don't know how else mages or rogues can kill warriors, other than from range.

I've been 3shot plenty of times by warriors. Some warrior subclasses just destroy me no matter what I do.  Others, I seem to destroy (I play a warlock/chloro in pvp).  Some clerics kill me; I kill some (probably kill more clerics than warriors).  I get killed by mages as much as I kill them, and assassins can 3shot me if they get the jump on me.  Marksmen also, are tough.

So while range is helpful, I seem to die plenty to melee as a mage.  I'm not sure it's as bad as you suggest.  Have you tried playing a mage or ranged rogue to see the difference?


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Azuredream on May 27, 2011, 07:21:52 PM
Much like WoW gear is the biggest part of the equation, take a R0 mage and compare him to a R6 mage and they aren't even close.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Xanthippe on May 28, 2011, 07:22:23 AM
Much like WoW gear is the biggest part of the equation, take a R0 mage and compare him to a R6 mage and they aren't even close.

This is so true.  Take a R0 anything and compare it to an R6 whatever.

As a fresh 50, I get destroyed so far by everybody who has been playing at 50 longer than me.  Getting prestige while losing helps keep me going sort of, but it's not exactly what I would call fun, and my capacity to play a game while not having fun is shrinking all the time.

Why is it beyond mmo designers to create fun pvp for people?  I'm sure it's fun for the R6 players to have plenty of R0 players to dominate, but it's just grind for the R0s.  I can't recall how Guild Wars works in relation to this - do people become more powerful as they win more?

If warfronts are fun, then why must an element of grind be put into them before they are fun?  If they took out the grind, they would be more fun, although people might play less.  But they could grind for titles or pets or achievements (and they would) rather than superpowers and gear.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on May 28, 2011, 07:30:18 AM
This is only since last patch, before that pvp gear sucked and everyone used their regular gear.  Sure raiders still had some advantage but the tier 2 gear available from plaques was not far behind.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Zetor on May 28, 2011, 08:56:48 AM
(snip)

Why is it beyond mmo designers to create fun pvp for people?  I'm sure it's fun for the R6 players to have plenty of R0 players to dominate, but it's just grind for the R0s.  I can't recall how Guild Wars works in relation to this - do people become more powerful as they win more?

If warfronts are fun, then why must an element of grind be put into them before they are fun?  If they took out the grind, they would be more fun, although people might play less.  But they could grind for titles or pets or achievements (and they would) rather than superpowers and gear.
Guild Wars has pretty much the best balanced pvp game I've seen in a mmog. You can create a pvp-only char that starts at max level (not that getting level 20 takes more than a few hours), and can use all of the skills that your characters have unlocked (via quests, capturing from bosses, or buying unlock packs from the store). Granted, for some builds you need to get very specific skills to be competitive, but you can create a perfectly viable pvp build out of the gate. You gain Balthazar faction as you win games, which you can use to unlock skills and various equipment upgrades (admittedly the equipment upgrades make a difference, but not THAT big a difference). Due to GW's design, everyone has the same stats (hp/mana/armor) and the same number of skillpoints to distribute among the same class abilities. Of course if you want to use the latest theorycrafted uberbuild, you'll need to have unlocked the appropriate skills for it.

GW has other problems. The barrier-of-entry is finding people to play with, which causes schedule issues. The competitive formats all need 4/8 people... the only things you can pug are random arenas (basically team deathmatch and also insanely luck-dependant) and the two 'battleground-esque' competitive missions from Factions (which are decent to fun-to-play, but there's only 2 of them).


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Vinadil on May 29, 2011, 08:04:52 PM
The other issue with Rift is that there is no real meaningful world PvP... and no Warfront map with any size or a large enough player base to actually involve strategy or tactics.  In both Shadowbane and even WAR it was quite possible for our guild to compete against relatively close numbers (say 50% more then us) even though we constantly had poorly equipped people simply because larger maps provide some room for tactics.  Things like scouting the enemy and choosing where to engage could really help the gear issues fade somewhat.  Sure you still have a large advantage if your whole team does +30% DPS and takes -30% damage from gear... but even when losing I don't tend to feel it as much on a larger map.

The warfronts as they are just turn into a grinding machine of death for the lesser geared players, and having been on both sides of that equation I can say neither is really "fun"; winning is just a bit more rewarding.  Really hoping they add either a MUCH larger warfront or a PvP zone with controllable objectives.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on May 29, 2011, 08:44:23 PM
While i agree that Rift pvp needs a lot of help i can't say i've ever been in a warfront and thought "what this really needs is more of me riding around on my horse".


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Tannhauser on May 30, 2011, 06:21:58 AM
I haven't played any pvp in Rift.  You just can't balance this shit.  I play Rift for pve and World of Tanks for pvp.  Both are very fun in their niches.  WoT even has me thinking of playing EvE. 

Games should be about one thing.  If you try to be all things to all people you'll fail.  Even Blizzard, maybe the greatest PC game makers of all time, can't figure out how to balance WoW pvp. 


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on May 30, 2011, 09:59:27 AM
Ranged DPS is still King in PVP, and if you don't have it or the ability to mitigate it then you are toast. Single target snares need to have a longer duration, or a shorter immunity time.

Funny that you say this.  I play a mage (granted, only rank 4) and find warriors to be near unkillable.  They have too many ways to get to me quickly and interrupt me once they do.  A good war can keep me interrupted the entire 10s that they need to kill me.  If you take a R6 warrior AND a r6 cleric combo... well, they can kill entire groups. 

Clerics are what needs to be toned down.  Their healing is based on the ability to keep a tank alive while he kills 1 million hp bosses.  If I didn't have a spammable ability that reduces healing to my target by 30%, I'd never kill anything.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Xanthippe on June 01, 2011, 08:15:15 AM
I just spent a couple of days in the warfronts, one on my rogue (mostly marksman) and one on my mage (warlock/chloro/archmage).

Marksman seems, hands down, the best rogue spec.  Using eradicate, I can quickly strip healing and other buffs off anyone, so that the rest of the group can kill them, and if they aren't buffed, the damage isn't bad given that I can pretty constantly kite them around with all the speed buffs marksman has.  I only wish my reflexes were as nimble as they were 20 years ago - but I do ok as a geriatric low-ranked mm.  I don't know why every marksman doesn't do this, frankly. 

Bard is good too, for the added speed buff, but the healing and buffs don't seem to add as much.  As a rank1, it didn't seem to matter what I did that much, since I was up against mostly higher levels and being carried by whatever high levels our side has, so I fooled around with bard.  I didn't get targeted nearly as fast as bard as I did as a mm.

I went from R1 to R2 on mage and the difference between 50ish valor and 425 valor is huge.  I was able to actually stay alive long enough to at least feel like I was helping, as opposed to being 2hit.  I had to remember to reapply my buffs (which wasn't hard since I was dying constantly anyway, and I know how powerful eradicate is).  I'm not at all sure that eradicate is OP, given that to me, warriors seem pretty damned OP.

Trion decided to merge some warfronts together, so now there is a pool of about 6 or 8, I'm not sure, clustered together.  My win ratio for pugs went from about 35% or 40% wins (Monday) down to 5% (yesterday) due to the merge.  I don't know why defiants seem to have more high ranked pvpers, but they certainly do.  Instant queues are ok but it's really not fun to lose almost every game, and suddenly our warfronts are flooded by trash-talking douchebags.  I might need a bigger ignore list.

Getting to 50 only to spend tens of hours being fodder so that one maybe has a shot at contributing does not seem like a winning strategy for keeping players around.   Warfronts were so fun pre50 when nobody had gear; while people might play warfronts less (due to only playing when they're having fun as opposed to grinding favor/prestige), they might have more fun in them - well, not the R6 jerks who get off on farming favor while holding stones or otherwise not doing much to advance the score but Trion shouldn't care about what they want anyway, as that sort of behavior can demoralize other players, which isn't good for business.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on June 01, 2011, 08:45:42 AM
DIKU PVP is terrible.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on June 01, 2011, 08:59:44 AM
DIKU PVP is terrible.

DIKU PvP implementation in games aiming for mainstream success (a la WoW, Rift, etc) is terrible.  I rather enjoyed DAoC and WAR pvp once they started to sort out balance issues.  The key is a progression path that rewards options/abilities rather than gear/power.  


Note: I don't mean to have all these debates with you Draegan.  It's nothing personal or anything.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on June 01, 2011, 09:15:04 AM
I just spent a couple of days in the warfronts, one on my rogue (mostly marksman) and one on my mage (warlock/chloro/archmage).

Marksman seems, hands down, the best rogue spec.  Using eradicate, I can quickly strip healing and other buffs off anyone, so that the rest of the group can kill them, and if they aren't buffed, the damage isn't bad given that I can pretty constantly kite them around with all the speed buffs marksman has.  I only wish my reflexes were as nimble as they were 20 years ago - but I do ok as a geriatric low-ranked mm.  I don't know why every marksman doesn't do this, frankly. 

Bard is good too, for the added speed buff, but the healing and buffs don't seem to add as much.  As a rank1, it didn't seem to matter what I did that much, since I was up against mostly higher levels and being carried by whatever high levels our side has, so I fooled around with bard.  I didn't get targeted nearly as fast as bard as I did as a mm.

I went from R1 to R2 on mage and the difference between 50ish valor and 425 valor is huge.  I was able to actually stay alive long enough to at least feel like I was helping, as opposed to being 2hit.  I had to remember to reapply my buffs (which wasn't hard since I was dying constantly anyway, and I know how powerful eradicate is).  I'm not at all sure that eradicate is OP, given that to me, warriors seem pretty damned OP.

Trion decided to merge some warfronts together, so now there is a pool of about 6 or 8, I'm not sure, clustered together.  My win ratio for pugs went from about 35% or 40% wins (Monday) down to 5% (yesterday) due to the merge.  I don't know why defiants seem to have more high ranked pvpers, but they certainly do.  Instant queues are ok but it's really not fun to lose almost every game, and suddenly our warfronts are flooded by trash-talking douchebags.  I might need a bigger ignore list.

Getting to 50 only to spend tens of hours being fodder so that one maybe has a shot at contributing does not seem like a winning strategy for keeping players around.   Warfronts were so fun pre50 when nobody had gear; while people might play warfronts less (due to only playing when they're having fun as opposed to grinding favor/prestige), they might have more fun in them - well, not the R6 jerks who get off on farming favor while holding stones or otherwise not doing much to advance the score but Trion shouldn't care about what they want anyway, as that sort of behavior can demoralize other players, which isn't good for business.

The merge probably made more organized groups test the waters, things should go back to normal soon.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on June 01, 2011, 10:03:25 AM
DIKU PVP is terrible.

DIKU PvP implementation in games aiming for mainstream success (a la WoW, Rift, etc) is terrible.  I rather enjoyed DAoC and WAR pvp once they started to sort out balance issues.  The key is a progression path that rewards options/abilities rather than gear/power.  


Note: I don't mean to have all these debates with you Draegan.  It's nothing personal or anything.

WAR pvp, to me, was essentially the same as WOW or Rift.  Also, debates are fun.  Thats why there are forums, no?


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: devildog on June 02, 2011, 07:55:52 AM
I am approaching burnout quickly in rift pvp. I play a healing cleric primarily, and have hit rank 4 recently. I have a rank 4 weapon and everything else is r1/2 gear. Somewhere around 17% valor aka damage reduction. Rank 6 anything will knock me down just by looking at me it seems. The gear disparity is pretty high between rank5/6 people and everyone else. Now add to that the fact that most R5/6 guys are running around in premades and you might see how it gets out of hand quickly. The grind is harsh for the rank 5/6 gear to be sure, and the pain getting there is probably the worst of it. Ok, so you think, i'm getting whooped up on, no big deal, it will be over pretty quick. Not so fast my friend. The enemy premade has determined they are going to get their 20 minute que's worth off of you and has decided to quit running shards, completing objectives and just farm you for points. Yay, that is a really good time for the losers. I guess on the bright side you can always recall once an hour out of a lopsided game like that. Too bad the cooldown isn't more like 15 minutes instead of an hour.

Did i mention that several classes are pigeon-holed into just a couple of specs in pvp? While you can try odd specs, and sometimes get them to work, most times only one or two lines at most are even somewhat effective. I have seen a couple of different healing cleric specs, but the only one i can reliably use is something that is warden heavy. Standing still and casting gets you run over. So far, healing does not equal damage, even on a 1v1 basis, except in very rare instances. A smart marksman can remove hots faster than i can put them up. Time to kill seems really low.

I don't want to be gloom and doom, but i can't see this doing anything but killing new people who come into pvp. A lot will not stomach the march to r6. Being part of a pug group thrown into a game against a r5/6 premade is not going to appeal to most people.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: luckton on June 02, 2011, 08:01:42 AM

Sounds like a typical PvE game's take on PvP to me.   :grin:  I agree with Nebu.  If Rift's PvP progression was options/abilities based (which would be stupidly easy thanks to the soul system), and make gear not count for shit in a Warzone or PvP in general, things would be a lot different.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Xanthippe on June 02, 2011, 08:03:53 AM
The way I deal with the games when the high levels are camping spawn points to kill while holding the shards is to refuse to be farmed.  I stand well back from anyone at the wall and wait out my time.  I know, how unsporting of me to refuse to jump down to be 2shot, huh?

It's really a shame how badly unbalanced it is in 50 pvp between the high levels and low levels.  Being fodder for weeks to gain ranks and gear so that I can destroy fodder quicker and maybe survive as fodder a little longer is not fun pvp.

Pre-50 warfronts were a blast.  I may just go back to those.

(edited: adding words so it makes sense)


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: luckton on June 02, 2011, 08:07:59 AM
Another idea...since Trion seems to be on a Warfront server-merging frenzy, just merge all of them.  Now divide your 6 PvP ranks into three groups, the 1-2, 3-4 and 5-6.  Generate Warzone battles among these groups only.

Far fetched for sure, but I'm more of a "throw whatever you got at the wall and see what sticks" kinda' guy.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on June 02, 2011, 08:13:11 AM
Another idea...since Trion seems to be on a Warfront server-merging frenzy, just merge all of them.  Now divide your 6 PvP ranks into three groups, the 1-2, 3-4 and 5-6.  Generate Warzone battles among these groups only.

Far fetched for sure, but I'm more of a "throw whatever you got at the wall and see what sticks" kinda' guy.

Great great idea.  Premades would still do well, but not quite as well as a premade + rr6 gear against R1-2's.  If they did this, they could also justify making the rank progression a longer grind without the players minding so much.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: luckton on June 02, 2011, 08:31:43 AM

Great great idea.  Premades would still do well, but not quite as well as a premade + rr6 gear against R1-2's.  If they did this, they could also justify making the rank progression a longer grind without the players minding so much.
:ye_gods:

Well then...helmsman, set course for the Rift forums! :drill:


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on June 02, 2011, 09:00:04 AM
That is a great idea actually.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Dren on June 02, 2011, 10:22:02 AM
And we are full circle back to the suggestion of having pvp matches that negate equipment differences and goes purely on player skill / technique / ability  choices.  Basically an FPS version of a battlefront.  Go all the way and have temporary powerups people can earn/find during the match, etc.

Points/badges/whatever earned by doing matches can be used for gear and fluff used outside of the battlefronts.  To me, those items would mean more.  I certainly would be more impressed with somebody that was strutting around with proof of doing well at raw skill pvp.  Premades would still be there, but their only benefit would be organization/practice/communication. 

If anything, just make this option available alongside the traditional BF's.  That would help prove out what is more popular.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on June 02, 2011, 11:32:55 AM
I still think there should be better gear for ranking up, gaining points.  But I don't think the difference should be drastic.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Dren on June 02, 2011, 12:36:44 PM
I still think there should be better gear for ranking up, gaining points.  But I don't think the difference should be drastic.

Both our thoughts could be combined easily.  A lot of the modern FPS games have forms of this one way or another.  Yes, you get perks for playing a lot and getting wins/kills etc.  But, none of those perks make you a god.  You might be able to survive 1-2 shots more than a newb.  You might have better/faster access to powerups.  None of the perks would, for example, allow you to get attacked by 3-5 newbs and laugh it off like that seen in modern MMO PVP.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on June 02, 2011, 12:43:45 PM
Yes.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Count Nerfedalot on June 02, 2011, 01:36:28 PM
Taking this track to its logical conclusion, make separate instances for every tier, and make it a really fair fight by limiting the gear you can wear in a Tn instance to Tn-1 gear.  So you earn your T1 gear fighting in T1 instances but you can't wear the T1 gear unless you queue for a T2 or higher instance.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on June 02, 2011, 01:49:13 PM
Thats a terrible idea.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Ingmar on June 02, 2011, 02:21:33 PM
It seems like a fine idea balance-wise actually, but the issue will be splitting the playerbase too much, you will see some tiers unable to pop an instance in a timely manner.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Sjofn on June 02, 2011, 02:27:18 PM
I'm always surprised that apparently Mythic is the only company that realized stat caps = gud.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: March on June 02, 2011, 03:04:10 PM
I'm always surprised that apparently Mythic is the only company that realized stat caps = gud.
Yep, have to agree with you here.

Of course, that means your endgame kinda has to be fun on its own...

Of all the things RIFT copyed from WoW, the one thing that strikes me as a fail decision is: Raid-Rinse-Repeat.  Slap any sort of metagame on this puppy and its a winner...


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on June 03, 2011, 06:07:54 AM
Am I the only one who loves getting better and better gear and then going back to old PVE content, whether it's solo, 5 man, or raids and stomping on it once in a while just because I can?

The idea of gear equalization in PVP is a good idea because gear disparity ruins other people's fun and offering those people zero alternative.  That kinda doesn't happen in PVE.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Azuredream on June 03, 2011, 06:25:51 AM
Only if there's other people to show off to.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Count Nerfedalot on June 03, 2011, 07:07:53 AM
Ah, I was wondering why Draegan would object to fair pvp fights. I specifically meant that for pvp only. I agree it would suck balls in pve. Sometimes it is fun to go back and revisit stuff in easy mode, or see some of the earlier level stuff you missed because you didn't feel like putting up with a pug to get to it.  In fact one of my biggest disappointments with RIFT has been the total inability of my wife and I to go back and duo even the easiest dungeons no matter how high level we got.  At least we kept getting curb-stomped at the entrance to every dungeon we tried even when we were 10 or 15 levels above the mob levels.

But back to making pvp truly balanced, while it might fragment the end-game player base, isn't that pretty much a necessary consequence of the design decision to reward victory in pvp with increased pvp abilities? Maybe it would also result in a larger pool of participants so the fragmentation wouldn't be as debilitating?

Edit: and I see the confusion comes from my sloppy use of terminology. Sorry about that. Replace T* with R* to put it in current Rift slang.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Xanthippe on June 03, 2011, 07:16:37 AM
Am I the only one who loves getting better and better gear and then going back to old PVE content, whether it's solo, 5 man, or raids and stomping on it once in a while just because I can?

The idea of gear equalization in PVP is a good idea because gear disparity ruins other people's fun and offering those people zero alternative.  That kinda doesn't happen in PVE.

No, you're not the only one - that was part of what made Wrath really fun for me (in WoW) and made Cataclysm not (instances too long, too much trash, and weren't fun - at least in pugs).

I really haven't investigated gear all that much, but the pvp gear I have (r1 and r2 set) is a lot better than what I had in most slots.  How does the rest stack up aside from the lack of hit?  I.e., if one slots for hit to get enough, the rest is equivalent to T...what? For r3/r4, and r5/r6?  Is r1/r2 equivalent to T1 or less or better?  Anyone know?


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: devildog on June 03, 2011, 07:49:57 AM
Look at the gear vendor for r5/6 gear. I think you will find that the valor is doubled and all other stats are about twice the power of r1 stuff unless my memory is just horrible. I know i picked up the r4 staff and that was a 100 spellpower(like 450 spellpower) boost to the r1 type staff i had been using. I am not sure on the r6 staff/hammer, but i think it is almost 100 more again at 550 spellpower? There really is no comparison. It seems almost like equating wow pvp seasons, i.e. r1/season1, r2/season2 etc. 

As to how this equates to t1/t2 dungeon gear, i don't think you can really make that comparison except on the weapons. I used a t1 hammer up to the point i could get a R4 hammer which far surpassed it in stats/spellpower/etc. The armor and rings can't really be compared to dungeon gear because the t1/2 gear has no valor, and valor seems to be pretty important stat to shoot for.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on June 03, 2011, 08:10:58 AM
I've probably done about a half a dozen Warfronts in all my days /played in RIFT.  I can't stomach the grind to get Valor gear, and playing a Rogue in a Warfront just isn't fun, even if I have nearly BiS raid gear.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on June 03, 2011, 08:31:29 AM
I'm about to hit rank 5.  As a mage, I can honestly say that pyros, Storm, and healers need significant pvp nerfs.  A competent R6 cleric healing a R6 pyro can dish out death after death with no counter short of about 10 players.  It's just stupid broken.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: squirrel on June 03, 2011, 10:46:11 AM
I'm about to hit rank 5.  As a mage, I can honestly say that pyros, Storm, and healers need significant pvp nerfs.  A competent R6 cleric healing a R6 pyro can dish out death after death with no counter short of about 10 players.  It's just stupid broken.

Ayup. I just hit R4 on my rogue and I support this message.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Draegan on June 03, 2011, 11:01:38 AM
I'm just irritated that the best trinket for PVE is a notoriety item for the Codex.

Compare:
From Alsbeth: http://rift.zam.com/en/item/AED4DB0301010101/Token-of-Stolen-Souls
145 AP for 30sec, 2m cooldown

to

From Codex Rep: http://rift.zam.com/en/item/E4B0B4F00201010101/Words-of-War
20 end, 16 AP, 250 AP for 30sec, 2m cooldown

GAH


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Sjofn on June 03, 2011, 02:00:50 PM
Am I the only one who loves getting better and better gear and then going back to old PVE content, whether it's solo, 5 man, or raids and stomping on it once in a while just because I can?

The idea of gear equalization in PVP is a good idea because gear disparity ruins other people's fun and offering those people zero alternative.  That kinda doesn't happen in PVE.

Oh, I just meant in PvP. I don't give a shit about it in PvE, gear bloat away there.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Fordel on June 03, 2011, 07:45:15 PM
I actually hate it in PvE too, but I've never liked that whole raid to get better gear to raid better to get better gear.


I want to collect my suits, then be 'done'. Maybe have different suits for different jobs. Maybe.




Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Sjofn on June 03, 2011, 07:52:26 PM
I need the "more better stuffz" carrot in PvE once I'm level capped, personally. I suspect most people do. Not in PvP though, that can be interesting enough all on its own without me needing a gear treadmill there too.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Xanthippe on June 04, 2011, 09:41:30 AM
I've probably done about a half a dozen Warfronts in all my days /played in RIFT.  I can't stomach the grind to get Valor gear, and playing a Rogue in a Warfront just isn't fun, even if I have nearly BiS raid gear.

Well, as someone who is probably opposite than you in terms of what I enjoy in games, I'll agree that the warfront grind is not fun, but for very different reasons.

Warfronts pre50 were a blast.  Post50, no.  Due to high ranked premades rolling pugs, I would guess, as there are no premades pre50 and no ranks.

But when I do get into an even match, there isn't anything more fun for me.  Yesterday I was in a 1000-994 Codex that was hugely fun - both sides lacked premades and high ranks.  We lost, but I didn't care.  It was the most fun warfront since hitting 50.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on June 04, 2011, 11:32:13 AM
Yesterday I was in a 1000-994 Codex that was hugely fun - both sides lacked premades and high ranks.  We lost, but I didn't care.  It was the most fun warfront since hitting 50.

Trion needs to engineer a way for these situations to occur more often.  The idea posted by someone else to have WF queues limited to certain realm ranks was brilliant for this reason.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Dren on June 06, 2011, 08:27:59 AM
Yesterday I was in a 1000-994 Codex that was hugely fun - both sides lacked premades and high ranks.  We lost, but I didn't care.  It was the most fun warfront since hitting 50.

Trion needs to engineer a way for these situations to occur more often...

All MMO PVP creators need to.  This is the pinnacle of why we play, just to get these nuggets once in awhile.  The more you have, the less the other crap gets you down.  Winning isn't the goal either.  If I can feel like I've contributed to the team and done my role well, I'm happy.  Or, I want to at least learn from the experience and get better.  WTF moments of getting steamrolled by a premade doesn't really teach me anything other than "try to get into a premade too!"


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Shatter on June 06, 2011, 11:57:49 AM
I am sooooo goddam tired of premades Im rolling alt after alt just so I dont bother to enter the 50 bracket.  Fun all the way to 50 then boom premade hell.  Since I am apparently a cutter I entered a few Warfronts last night on my rank 5 rogue and spent more time afk after we got rolled in Codex and held down at our flag.  They seriously cannot put enough resources on this stupidity to get it changed fast enough.  In the last 2 weeks Ive done 20 Warfronts on my (2) 50 toons and all 20 had premades on the opposing side which turned into not just a loss but dry penetration


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on June 06, 2011, 12:02:59 PM
PvP gets much better when you start obtaining R5 gear.  A decently led PUG can often make for a tight battle against premades, particularly in WF's other than BG.  BG has such close quarters that one healer can make the difference in a match.  Codex for example spreads things out enough that a 5-man premade can help, but not decide the outcome.

Personally, I love beating premades in Codex.  Especially the vocal ones.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: ezrast on June 06, 2011, 06:14:36 PM
A friend and I rerolled on a server whose LFG queues actually pop. Suddenly I'm interested in this game again.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: luckton on June 06, 2011, 06:24:07 PM
PvP gets much better when you start obtaining R5 gear. 

Well  :uhrr:.  That's like saying life's easier once you make $200k a year.  It's the road to RR5 that's killing people.  That's why we need to separate the RRs into brackets.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Mrbloodworth on June 06, 2011, 07:49:11 PM
I hate to say it, but those dudes at top tier DIKU PvP, like it this way. They don't want you to have a chance, they WANT to have a sword that does more damage than you have hit points.

Why do you think they Catassed?

Noob. "You didn't earn it".

DIKU PVP is terrible.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Ashamanchill on June 06, 2011, 09:57:44 PM
Isn't the trick separating them from us chumps, or giving them a reason to only fight other top tier folk?

For what it's worth, I like DIKU PvP more then other PvP, but yeah it does tend to suck, especially since it gets suckered into the same pratfalls time and time again.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Ingmar on June 06, 2011, 10:17:44 PM
I hate to say it, but those dudes at top tier DIKU PvP, like it this way. They don't want you to have a chance, they WANT to have a sword that does more damage than you have hit points.

Why do you think they Catassed?

Noob. "You didn't earn it".

DIKU PVP is terrible.

No, gear dependent PVP is terrible. DAOC was a diku that didn't really have that problem.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Threash on June 07, 2011, 08:07:25 AM
Isn't the trick separating them from us chumps, or giving them a reason to only fight other top tier folk?


Well that makes the grind absolutely pointless.  Whats the point of going from a sword that does 100 damage to one that does 1000 if your targets are going from 1000 hit points to 10000?  Beating up on undergeared people is the whole point.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Ashamanchill on June 07, 2011, 08:49:11 AM
I know why PvPers want better gear, I'm not immune to it myself, but the trick to a halfway decent PvP system is to routinely keep those with 1000 damage swords away from the sheep with 1000 hit points, otherwise the problem tends to fix itself in a way the devs don't want. All the sheep quit, and only people with 1000 damage swords and 10000 hit points are left running around.

I like how League of Legends does it anyways, where gear resets at the start of every match, and is only aqquired in each match in isolation. I'm looking forward to see how GW2 does it, cause I missed out on the first one.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Zetor on June 07, 2011, 08:59:44 AM
I know why PvPers want better gear, I'm not immune to it myself, but the trick to a halfway decent PvP system is to routinely keep those with 1000 damage swords away from the sheep with 1000 hit points, otherwise the problem tends to fix itself in a way the devs don't want. All the sheep quit, and only people with 1000 damage swords and 10000 hit points are left running around.

I like how League of Legends does it anyways, where gear resets at the start of every match, and is only aqquired in each match in isolation. I'm looking forward to see how GW2 does it, cause I missed out on the first one.
GW has the right idea. I'll c&p since I'm too lazy :p

(snip)

Why is it beyond mmo designers to create fun pvp for people?  I'm sure it's fun for the R6 players to have plenty of R0 players to dominate, but it's just grind for the R0s.  I can't recall how Guild Wars works in relation to this - do people become more powerful as they win more?

If warfronts are fun, then why must an element of grind be put into them before they are fun?  If they took out the grind, they would be more fun, although people might play less.  But they could grind for titles or pets or achievements (and they would) rather than superpowers and gear.
Guild Wars has pretty much the best balanced pvp game I've seen in a mmog. You can create a pvp-only char that starts at max level (not that getting level 20 takes more than a few hours), and can use all of the skills that your characters have unlocked (via quests, capturing from bosses, or buying unlock packs from the store). Granted, for some builds you need to get very specific skills to be competitive, but you can create a perfectly viable pvp build out of the gate. You gain Balthazar faction as you win games, which you can use to unlock skills and various equipment upgrades (admittedly the equipment upgrades make a difference, but not THAT big a difference). Due to GW's design, everyone has the same stats (hp/mana/armor) and the same number of skillpoints to distribute among the same class abilities. Of course if you want to use the latest theorycrafted uberbuild, you'll need to have unlocked the appropriate skills for it.

GW has other problems. The barrier-of-entry is finding people to play with, which causes schedule issues. The competitive formats all need 4/8 people... the only things you can pug are random arenas (basically team deathmatch and also insanely luck-dependant) and the two 'battleground-esque' competitive missions from Factions (which are decent to fun-to-play, but there's only 2 of them).


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Mrbloodworth on June 07, 2011, 10:37:38 AM
I know why PvPers want better gear, I'm not immune to it myself, but the trick to a halfway decent PvP system is to routinely keep those with 1000 damage swords away from the sheep with 1000 hit points

Not for the majority.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Xanthippe on June 08, 2011, 08:43:39 AM
That's the thing though.  A new 50 faces a soul-crushing couple of weeks in warfronts until they can equip enough valor to not get 2hit by higher ranks.  The only people that will appeal to are those willing to punish themselves in order to get to the fun.  New 50s can try to make themselves valuable (which is really hard) or they can just resign themselves to the idea that not much they do will matter anyway while they grind away for some basic pvp gear. How many will just stand around or hide and do nothing?  (So far I haven't seen many do this but I worry that is exactly what will happen, particularly given the recent merges making people more anonymous).

The way it currently is set up, a new 50 is actually discouraged from pvping in warfronts because it's not fun. 

Too bad pvp doesn't just award fluff.  I'd spend more time in 50 warfronts than I currently do.

I've started playing my little cleric, who is likely going to come up completely through warfronts.  That is very fun.

I wonder if Trion has any plans on instituting some sort of open world pvp a la DAOC.  I suspect they'd pick up a lot of subscribers if they were to do such a thing, given the amount of DAOC RvR nostalgia that exists. 


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on June 08, 2011, 08:48:30 AM
The way it currently is set up, a new 50 is actually discouraged from pvping in warfronts because it's not fun. 

I'm not sure I agree with this 100%.  A fresh 50 faces significant challenges, but you can easily adapt your playstyle to help. 

1) Pick specs that maximize survivability at the expense of dps.  You're not going to win a 1v1 unless you're facing someone terrible or another R1 anyway. 

2) STAY WITH THE PACK

3) Shrug off being 1-shot.  It won't happen forever. 

4) STAY WITH THE PACK

I did this and gained Rank 3 pretty quickly.  With Rank 2/3 gear, you can get close to 20% damage miitgation and open up your pvp soul.  This will allow you to swap out abilities that will help with your dps and enhance your enjoyment.

I play a lot and still get destroyed by premades.  Focus fire is deadly to everyone. 


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Xanthippe on June 08, 2011, 08:53:50 AM
That's all good advice.  I have hit r2 on my mage and r3 on my rogue.  Playing bard was more satisfying than anything else, since my assassin couldn't kill much and my marksman was mostly just spamming eradicate to strip healing or buffs.  Marksmen who do this get targeted pretty quick, I found.  Bards don't get targeted at all, it seems, until everyone else is dead.

450 valor makes a huge difference. 


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Dren on June 08, 2011, 09:09:15 AM
I'm getting close to rerolling a char and lvl completely through BF's.  I'll take all this advice to heart.  Are you guys doing PvP on Dimroot or have you been on a PvP server?  I'm thinking a PvP server would be good for this.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on June 08, 2011, 09:20:59 AM
I'm getting close to rerolling a char and lvl completely through BF's.  I'll take all this advice to heart.  Are you guys doing PvP on Dimroot or have you been on a PvP server?  I'm thinking a PvP server would be good for this.

I play on Dimroot.  From what I've heard from others, the pvp servers don't really have all that much more pvp on them now that things have calmed down a little.  That may change when the free server transfers occur.  I've also been told that leveling in the WF's is painfully slow, as I considered doing this with a rogue after leveling 3 other toons to 50. 

If you're on Dimroot, I'm on most every evening as Nebu.  Send me a tell if I can ever help or you need anything.  Nerf and Rasix play on Dimroot as well. 



Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Lantyssa on June 09, 2011, 08:18:02 AM
I'm not sure I agree with this 100%.  A fresh 50 faces significant challenges, but you can easily adapt your playstyle to help. 
That only works for people who love PvP.

I only like dabbling in PvP.  If there is a huge imbalance I give up and do something else.  Skill alone will trump my abilities.  Add gear differences to it and there is no way I'll subject myself to that kind of punishment long enough to become even mediocre.

Massive battles and systems designed for balance don't seem to suffer this as much.  In Wintergrasp, when sides were roughly balanced, I had a lot of fun as there was enough happening I could contribute or at least not cost my team a victory.  WAR I had fun as I was competative from the moment I stepped in (when CC wasn't overwhelming -- later tiers sucked before they nerfed CC).


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Nebu on June 09, 2011, 08:36:47 AM
That only works for people who love PvP.

Excellent point. 

Rift fails in drawing in those players wishing to dabble in pvp as a distraction.  They will be immediately facestomped by better geared eAtheletes. Tiers in the WF's would be a great solution to ease people into pvp.   


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: devildog on June 09, 2011, 11:26:38 AM
I think this was pointed out many many times to the devs and also to the rr6 players who create the roaming zerg in your wfs. The whole thing seems like a self-defeating cycle. Casuals (sheep) quit playing, log onto lower level alts, or go pve , organized zerg wf ques skyrocket past 15 minutes, zerg starts shedding members due to long waits, endgame wfs start to die down. The only positive out of this i can even attempt to draw is that perhaps the lower level wfs will pick up, prior to the gear grind and endgame specs. The 20-29 tier pvp seems to be fairly balanced team-wise. Chloros are still alive and kicking since their bane is not around yet to remove lifegiving veil 500 times a match. Healing is pretty powerful, but there are a few void knight warriors rolling around that can counter them hard. Rogue specs offer a couple of counters as well. At this point in time i think i'm going to be spending a lot of time on alts in the 10-19 and 20-29 range rather than face the ever expanding que times on my server and the horrible gear grind for end game wfs.


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Xanthippe on June 12, 2011, 07:36:57 AM
I'm getting close to rerolling a char and lvl completely through BF's.  I'll take all this advice to heart.  Are you guys doing PvP on Dimroot or have you been on a PvP server?  I'm thinking a PvP server would be good for this.

I'm on Sunrest (rp-pvp server), and can set you up with bags, artificer, outfitter and rune gear.  My armorcrafter and weaponcrafter are both really low level.

My toons are Merrilea and Yolanda. I have a 20 cleric that I am bringing up (really slowly though) through warfronts.  If anyone's interested, let me know.  I'm in a small guild that does a bit of everything, but for me it's mostly a chat channel.  Nice people though. 

Warfront leveling is fun, if what you want to do is play warfronts.  I've only started having fun at 50 in warfronts since hitting r2 and being completely decked out in valor gear, but pre50 was a total blast.  (I did every quest practically on my first 50, and don't have to do that again, and I rift for fun sometimes too).

Sunrest doesn't have a ton of open world pvp, although some are attempting to start some up. 


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Dren on June 17, 2011, 11:28:22 AM
I'll probably take you up on that offer at some point here.  I'm still trying to get through the questing to lvl 50.  I'd like to get a full view of the world map, system, soul system, etc. before I dedicate most my time to PvP.  This is typically how I roll anyway.  I don't want to start over with a new char until I do this.  So, it might be awhile.  If you're still around and active, I'll try to connect with you.

I might get another account this weekend so I can have my boys play along with me.  They like to get into PvP too, so that will help my interest in the game overall.  My daughter will like it but really only for making new chars and messing with how they look.  She'll be very dissappointed with the quanity and quality of the clothing though.  That's kind of her thing.  (She was mad at me for quitting CoH for this very thing.)


Title: Re: Preview of 1.2 - Lots of awesome changes and fixes
Post by: Xanthippe on June 19, 2011, 08:45:58 AM
I'll admit to subbing to CoH for a year solely for my daughter to make characters.  That is still the best character creator ever, at least that I know of.

I'll be around for awhile, although it does seem like population is dropping.  I am really enjoying the warfronts on my now 24 cleric, and when I can stand the soul-crushing pwnage by r6 premades, I'm playing my rogue in between artifact-hunting.  Cleric's name is Kandystriper.