Trion really had a good start at something, but threw it all away in a rushed normalization fiasco. So sad...
Everything on a test server is, well like the name say a test. If every test would end up beeing the exact same as released later on the live server, then there woulden really be a need for a test server.
I don't get it why players are saying they leave a game because of things happeing on a test server?
Unless ofc. they was already thinking of leaving for what ever reason(GW2?) and was looking for a *valid* excuse?
Dansk social raiding guild - Danish Invasion - http://danishinvasion.enjin.com
posted it at another topic also but here is the feedback.
I really like the changes and enjoyed the fights....still want ifo about how the progression at pvp will work
On Topic: The most important thing we as pvpers should take from this is that our devs are fully aware pvp has problems and are dedicated to making our pvp experience better for all of those involved. I have already provided detailed feedback twice in this thread but I stress that my problems with the normalization has more to do with the feeling of being bland and boring then people getting to be on the same playing field as me. I have heard good solutions to make it were we can have both, normalization doesn't have to be pure 100% it can effect only our core gear, weapons and armor.
Leave our Sigils where we can pick and choose how we build them, leave our runes up to us, leave the PA as it is and provide faster and better pvp related ways to gain pa faster. Give us unique procs on our pvp gear and unique synergy crystals of different types for our different specs. They said on the pts they were aware soul talents were not increasing our stats as they should like increased fire power from mm did nothing. This tells me its not intended for them to do nothing so we can also count on our souls helping in making us more unique based of off our builds.
Some builds that would be loled at in normal warfronts became doable, some became good and some like Dom which already had uses became scary good. And lastly people seem to miss the point that it was a test, and a test is exactly what it says it is, a test. They said we would have progression, you dont have to have a huge gear edge over your opponent to have progression, there are other ways to reward us for our time and like the perks from Conquest many ways they can give us ways to increase our core stats by participating in pvp.
They may even make a pvp tab that lists general pvp perks, say ten different ones focusing on different areas like endurance, ap, sp and the like that will let you go over the cap but make it where you can not max them all, you get to pick say half of them. By doing that you still get to customize your toon and its still easier to balance because everyone would have the same pool to pick from. There is a big difference between picking things to tune your character for different objectives then simply massively over gearing your opponent where no matter how skilled they are likely to die just because you can crit them for 3-4 times what they can crit you for.
I am 100% for a more skilled pvp environment where newer players dont feel like they have a huge mountain to climb to stand a chance to fight me, I want them to be on par with me mostly, I want them to not have the 'oh you out gear me' excuse so when I crush them they know it was because I played better then they did and my skill at my class overcame theirs. I like my gear, but I didn't pvp to out gear my opponents, I pvped for fun and the rush of fighting people who can think for themselves. I only care about the gear for its other uses in game and because Trion long said we would be able to gear our toons in many different ways for content. So far they have kept their word, I can pvp, do nothing but rifts and planar invasions, dungeons, and even raid for good gear.
I have faith that no matter how they normalize our gear if they do at all we will still have the gear and it will still take a bit to earn and hopefully will be harder to earn so we may get a chance at pvp relics to use in the other parts of the game. And I know this isn't a very popular idea but really I wouldn't give a damn if they added valor and vengeance to every piece of gear in the game, raiding included at appropriate amounts for the gear level if they gave us pvp gear and items that had awesome set procs, crystals that aren't the same ap/sp and endurance but unique like the pve ones and ways to get relics via pvp. I hate gear separation and would rather people get gear for their play styles tuned to the difficultly of what they are doing to be useable no matter what they want to do.
But to answer your question more directly Elrar, after thinking about it over the last few days I can tell you that yes over all I did have fun. It needs a lot of tweaking and work for Normalization to be good, but yes I had fun.
Death Master Xillean Tormeng, Lord of War of The Reckoning-Faeblight
Content Manager for Rift Craft | Dimensions: Planar Study | Spec: 61/10/5
70/80 Prestige Rank | PA: 634 | CQ Power: 200k | Score: 8780 | Tradeskills: All Grandmastered
4/4 GP | 4/4 DH | 5/5 GSB | 5/5 RoS Conqueror | 4/11 HK | 2/4 RotP | 1/8 ID | 0/4 PF | 0/4 TotDQ | 0/5 EE | 0/4 FT |
Characters: Xillean R61 Cleric, Eylisa R58 Mage, Kattie R70 Rogue (Main), Phantasmal R50 Warrior
Last edited by Arcshayde; 08-17-2012 at 09:17 AM.
I think the PvE aspect is why they're even considering normalization at all. If PvPers never got good PvE gear, they'd be entirely shut out of the PvE content. Kind of like the PvEers are shut out of the PvP content right now. Trion has dug themselves a pretty big hole with the continual stat inflation, and this is an attempt to fix it.
I'm not sure I see any other ways out of this situation, short of somehow finding thousands of more PvP players to make matched WFs actually function. I suspect this is the end of the line for me in Rift. Hopefully the next MMO can find a better way to handle progression. I personally think too much time is involved in progression, period. I'd do both PvE and PvP if it didn't take dozens of hours a week just to do one. And I'd love to experience the progression on my 50 Warrior, Rogue, and Mage -- but there aren't enough hours in the year to do that. If progression was faster, this would be less of a problem. I don't know what that would do to player longevity though -- how many people really just want to play one character in one play style (PvE/PvP) vs. how many like variety?
Also, just a little more feedback, not sure if this was covered.
Healing pot consumables weren't normalized. Drinks, however, were. Isle Embrosia healed for 208 a tick, haha. Static health boosts weren't normalized (see: Dwarven Goulash) and iirc Battlemaster's brew wasn't either.
Also, PVE synergy crystals.. Those shouldn't work.
Alternatively though, creating a PVP iteration of synergy crystals would be amazing, to help reintroduce some customization.
Edit: As in, not simply static stat boosts, but with actual PVP-based uses.
Last edited by Zaros; 08-17-2012 at 02:58 PM.
I've been going through the bugs and feedback today and investigating/making changes with an engineer. We'll be running another PTS test some time next week.
Being able to run these tests and get feedback and bugs is super important to us.
A few of the changes being made for the next test include:
--Modified the global damage and heal reductions. You will do more damage and heal for more.
--PVE Synergy Crystals do not function in Warfronts or Conquest during the test
--PVE Weapon/Trinket Effects and procs do not function in Warfronts or Conquest during the test, however, item enchantments do function.
--Fixed an issue where shielding abilities were not being reduced like healing.
--Self Buffs and PA now properly function during the test.
--Bolstering has been fixed to include defensive statistics - no more wearing all tank gear to gain a defensive advantage.
I'm kinda confoozed on that last bit.
Were people wearing tank gear (+ toughness) or were they using tank specs.
Or are you referring to using shields? Because that second part would favor clerics wouldn't it?
And it wouldn't do much about switching to a tank spec and gaining hp and reductive unless that is what you are specifically targeting which would mean basically disabling tank specs in pvp,
Which again would favor cleric as their tank spec is a buff, which are being enabled
(or am I not understanding?)