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  Click here to go to the first Rift Team post in this thread.   Thread: BUGS & FEEDBACK - PvP Normalization Changes

  1.   Click here to go to the next Rift Team post in this thread.   #1
    Community Manager Elrar's Avatar
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    Default BUGS & FEEDBACK - PvP Normalization Changes

    Hey all,

    Now that you've had a chance to participate in our normalization test on PTS, we wanted to start a discussion.

    The feedback and experience was positive enough to where we’d like to continue this test for ONE WEEK ONLY on live shards. We're especially interested in any bugs or issues you encountered to make the next test as useful as possible.

    We need your help in keeping feedback focused. Whenever possible, please focus on the following:
    • As a whole, do you think this makes PvP more competitive & fun?
    • Are you satisfied with your performance in a particular role? (More or less so?)
    • Which bugs did you encounter?

    Feedback that won’t be helpful other than as an expression of opinion:
    • Specific dps/hps numbers, unless related to one of the above (e.g. a bug you have encountered) – We do understand they all changed in this test
    • Which gear you are currently in
    • Which rank you currently are

    WE AGREE THAT PvP PROGRESSION IS IMPORTANT. We fully intend to have a rewarding and meaningful experience for those who spend their time in PvP. The discussion should stay focused on how this could be done differently in the future. In no way do we want to undermine or discredit your current accomplishments. We know you spent a lot of time and energy and have no intention of permanently changing the system on live for this very reason.

    Any systems changes would only occur on or after Storm Legion time, and would also include corresponding changes to the way PvP is rewarded.

    Thanks for keeping an open mind - one focused on the future of RIFT and all of the possibilities it might hold!
    Last edited by Elrar; 08-20-2012 at 06:09 PM.
    James "Elrar" Nichols
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  2. #2
    Sword of Telara wickede's Avatar
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    HP% mods from soul trees still worked but endurance mods and buffs did not.

    Synergy crystals still game the bonus effects and you lose nothing for wearing them since gear is normalized.

    % based heals such as bloodthirsty and twilight transcendence still heal for the full ammount unnerfed

    soul remnents still do full damage (probably similiar items that do too)

    those are the big problems i noticed that i can think off off hand atm.
    -_-

  3. #3
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    See you when Storm Legion arrives, until then GW2 will keep everyone busy.

    OT: Nice to see that it'll be itemized and ready for the new expansion, will keep the trolls and QQ's away with their moaning about current progression and all their efforts.
    Last edited by Riamu; 08-14-2012 at 07:25 PM.

  4. #4
    Champion of Telara Puandro's Avatar
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    Its a nice improvement and i do like it.

    1) End % Str/Dex pots didn't boost your stats, is this intentional?
    2) PvE Synergy Crystals make a HUGE difference since they still work, i think they should be disabled.
    3) Relic Weapon Procs still hitting for full damage.
    4) Trinket and Greater Essence seem to be healing for Live Healing not reduced.
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  5. #5
    Soulwalker
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    Bug: Many (no idea if its all) HP and other stat boosts granted by buffs from souls are not being applied. For example, Planebound resilience and Gaurdian phase do not grant increased HP. Also, Enduring Vials do not grant HP, not sure if that's intended or not. Powersurge vials however DO grant increased Dodge and Parry, as though you gained dex and str, but the base dex and str stats do not increase. Not sure how that is intended to actually work.

    Not really a bug but more feedback: HK crystals need to be canceled out also or they need to work with 4pc pvp gear.

    Has anybody tried on-use trinkets? I dont own any. Also Greater Essences?

  6. #6
    Soulwalker
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    Gameplay: I really liked the bigger HP pools in relation to damage/healing. The fact that I felt like I had globals to spare was a feeling I've been missing for a while now. The lower mana pools felt abit iffy at first but that might be more of an issue with me not being used to going oom as fast as I used to when I had worse gear so that's probably not really a problem. Overall it was very fun!

    Bugs: Talents that increase stats such as Ebb and Flow does not seem to work. Buffing items do not work. Trinket procs that increases stats do not work. All of these was reported during the test tho.

    Usable items does work (such as Soul Remnant) and they seem to do unchanged damage. This makes them quite strong, Soul Remnant did full or almost full damage which seems odd when everything else deals less.

    I am sure there are more things to say but I'm too tired to think. Looking forward to the week on live.

  7. #7
    Telaran Transclarity's Avatar
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    All I've got to say is: cleric healing was already recently nerfed - and that was fair (even though I play one).
    From a pure healing perspective, I feel like I'm incapable of keeping someone alive despite using various oh-crap spells. Not to mention prior to using my "big" or "instant cast" heals, my HoTS are practically useless. I am currently testing 38 sentinel / 28 warden.

    This is just one player I was initially focusing who I couldn't keep alive once he dropped below 60%. Preventing him from dropping below 60% in the first place was impossible. I've always felt it was my duty to heal many at once while focusing on the strongest dps'er. I can do neither currently. Will test out some other specs, though I almost see it as useless with the current weighing of spell power.

    I really like the idea that is going on here, and clearly there is much to be considered. However, maybe implementing some form of *actual* group queuing would be best. Communication and coordination reigns supreme as it is, but we need your support for premades - and shorter queues - where we can take advantage of our skill the best.
    Last edited by Transclarity; 08-14-2012 at 07:29 PM.
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  8. #8
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    This was a very positive experience. Two birds/one stone here; You've bridged the chasm between players that prevents people from enjoying the game with friends, and you've put a stop to excessive stat inflation (stupid burst damage) in PvP.

    I look forward to seeing where this goes. It's a massive step in the right direction.

  9. #9
    Plane Walker Bizar's Avatar
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    - Fang damage was unchanged making solo healing a person up nearly impossible
    - Certain abilities would need tuned in PvP (purifier hyrbid shields for example, the base shield is a bit too high for an instant cast)
    - Trinkets and greater essences were unchanged (Sacerd Heirloom of Eth did 15% of my healing in the 1 warfront I parsed with simple meter)
    - Consumables such as food HP buffs still work. And certain Pots are a bit crazy (Heroic Healing Philter!?!?)
    Last edited by Bizar; 08-14-2012 at 07:34 PM.

  10. #10
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    Shielding Essences shield for full amount which is making almost impossible to kill someone if he is getting healed by cleric with that essences (almost every skill is getting absorbed).
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  11. #11
    Shadowlander
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    I played about a half dozen games using specs that I felt weren't competitive on live. They seemed to perform a little better and before you adjust healing further I urge you to consider the impact that healing tweaks have on classes that deal their damage via DOTs.

    The pace of combat is noticeably slower and felt pretty good overall. If the goal was to make healing a downtime management thing, then it's in a good spot. I do not personally feel like a healer should be able to keep somebody alive under multiple sustained dps that are assisting each other.

    That said, most of the gardens I played were still decided extremely quickly, sometimes before anybody even jumped out of spawn. The lack of class/role matchmaking exaggerates this greatly, sometimes putting as many as 6-8 healers on one team and none on the other. This sounds statistically insignificant, but it happened to me twice on PTS tonight.

    I hope you have plans for other systems to go with this, because it feels like one step up a really tall stairwell.

  12. #12
    Ascendant Hartzekar's Avatar
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    I had a great time.

    Bugs were pretty much what others have said, with emphasis on fang damage being out of control.

    Please go through with this change, it is a good one.
    Piras@Faeblight
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  13. #13
    Telaran Transclarity's Avatar
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    Quote Originally Posted by ndub View Post
    The pace of combat is noticeably slower and felt pretty good overall. If the goal was to make healing a downtime management thing, then it's in a good spot. I do not personally feel like a healer should be able to keep somebody alive under multiple sustained dps that are assisting each other.
    True, but a healer really should have a shot at keeping someone alive. I also agree that healers should be limited per team, especially if gear isn't an issue. 2 healers per 8 dps. I'm interested to try out a few more specs tonight. I'd really like Purifier to come out a beast

    It seems fair to change strong healers from making the game to strong healers becoming great support. I do believe that healing needs to be more effective, though.
    Last edited by Transclarity; 08-14-2012 at 07:44 PM.
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  14. #14
    Sword of Telara Sargonnas_KoA's Avatar
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    I personally like having everyone on a more even playing field.

    A few observations

    It was definitely harder to kill people and for me to die. Even as a mage I felt like a tank much of the time. Since everyone was basically that way it didn't feel broken, but it will make matches last longer, especially in Conquest which can already go on a long time. It feels like everyone is a little too difficult to kill this way.

    I was playing a pyro mage and my mana pool was used up very quickly. Too quickly so I was drinking potions to keep up sometimes.

  15. #15
    Ascendant bitnine's Avatar
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    Directly related to the most recent changes or not, you still have a little bit of this going on:

    BUGS & FEEDBACK - PvP Normalization Changes-lirycx.jpg

    Might want to look into that.
    If I had something interesting to say, it probably would have been in the post. [4/4 ~ 4/4 ~ 5/5 ~ 80]

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