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#1 Alteris

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Posted 03 August 2012 - 11:20 AM

Hello everyone,

We recently tried out the new battle cap of 50v50 on the servers. But, due to the amount of lag, we don't intend to pursue battles this large of size. While testing this out, we have seen some discrepancies between factions, notably Temple Knights far outgearing Superion Guardians. What are some of the things you guys think should be adjusted or changed?
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#2 DoomXiao

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Posted 03 August 2012 - 11:22 AM

At lv 59 you get full Ancient set :D
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#3 Alteris

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Posted 03 August 2012 - 11:35 AM

At lv 59 you get full Ancient set :D


:p_laugh: Nice Try!
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#4 NinjaTivo

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Posted 03 August 2012 - 11:57 AM

Maybe adding a duplicate Lipido Night maps (one for each faction) and make it only possible for the corresponding faction to enter each one.

I'm a TK and most of my fellow TK members enjoy keeping SGs from ever getting a boss therefore making it impossible for SGs to get Ancient armor.
However, there are a select few of us that, when boss farming, let SGs help us kill the boss. If there is a drop for their class, we let them have it.
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#5 Zombierockets

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Posted 03 August 2012 - 01:03 PM

the 1-30 and 31-59 brackets are rough to deal with.
When a team has all levels joining, theres no competition. Its purely who has the most 55-59s wins :(
I feel like if they brackets were subdivided more, there would be less stress between players and a more active match.
What I mean by this, is if a level 35 enters the 31-59 match, all we do is stand around and "try" to kill another player.
One team dominates, and eventually pushes the other into their starting area/safe zone.

IMO, it would just be better to divide the teams up more, so that theres a lot more action and less of a level difference (as in, I cant even touch a level 50+ on on a level 35, so why bother?)
We all need the DP, and this would be a better way to ensure more players can get the matches that they want AND keep the matches fun and fair.

Also, in addition, RvR should be reserved for players 10+. This is just because you cant even earn skill points until level 4, and anything under level 10 does not have gear or experience (or, to be honest) a use in an RvR match - They're taking up spots that other players could fill and be of more use to the team as a whole.
And, now that I think of it... The past couple nights, the formerly 730pm 1-30 match has been completely outnumbered. Im not complaining about which faction has more players, or the levels in the matches, but when you have 8 on one side and 20 on the other... theres no way the team with less players even remotely has a chance.
(Will be posting this in the Suggestions forum as well).

TAKEN FROM THE RVR TIME CHANGE THREAD :3
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#6 Alteris

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Posted 03 August 2012 - 01:08 PM

the 1-30 and 31-59 brackets are rough to deal with.
When a team has all levels joining, theres no competition. Its purely who has the most 55-59s wins :(
I feel like if they brackets were subdivided more, there would be less stress between players and a more active match.
What I mean by this, is if a level 35 enters the 31-59 match, all we do is stand around and "try" to kill another player.
One team dominates, and eventually pushes the other into their starting area/safe zone.

IMO, it would just be better to divide the teams up more, so that theres a lot more action and less of a level difference (as in, I cant even touch a level 50+ on on a level 35, so why bother?)
We all need the DP, and this would be a better way to ensure more players can get the matches that they want AND keep the matches fun and fair.

Also, in addition, RvR should be reserved for players 10+. This is just because you cant even earn skill points until level 4, and anything under level 10 does not have gear or experience (or, to be honest) a use in an RvR match - They're taking up spots that other players could fill and be of more use to the team as a whole.
And, now that I think of it... The past couple nights, the formerly 730pm 1-30 match has been completely outnumbered. Im not complaining about which faction has more players, or the levels in the matches, but when you have 8 on one side and 20 on the other... theres no way the team with less players even remotely has a chance.
(Will be posting this in the Suggestions forum as well).

TAKEN FROM THE RVR TIME CHANGE THREAD :3


Very nice, I'll definitely bring up the 31 vs 59 battles to the team.
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#7 Zombierockets

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Posted 03 August 2012 - 01:14 PM

Thanks Alteris :3

I like the RvRs that are divided up more - Much more even gameplay.
But with the way people level and gain (or dont gain) gear, its hard to justify active particiaption when theres that large of a difference in the groupings.
(Quests are designed to be "at level." I notice a HUGE difference in how easy a quest has become when I outlevel the monsters by even a single level, let alone 2...3...10.. Applying this to PvP is the same - Huge differences in abilities and damage output against enemy players 2-3 levels above or below).

Thats all ^_^
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#8 rekindledflame

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Posted 03 August 2012 - 04:55 PM

There are a couple things that need to change currently in RVR. In 31-59 maps, we have someone who likes to take his mount ride it in the middle of SG spawn and before the npc's kill him he casts lava explosion. The problem with this is lava explosion is going to kill just about anyone below 40 (this is how you get a cleric to do 50+kills in rvr). The fix to this is simple, prevent mounts from being used on the rvr map. This would be fixed though with zombie's suggestion in changing the ranges.

That unfortunately is not the only problem. There is a sense of defeat essentially on SG's side. In the 51-59 bracket, we're lucky to have 6 people show up and when they do....well the gear difference is quite apparent. I've talked to a few Tk's about this in lipido and one brought up the idea of having orange gear drop from the expert dungeon. This dungeon opens at 59, and since we can't use the 63 purples, I think this is a nice compromise. But, bosses rarely drop oranges, so to keep it fair for those who have farmed full orange, you would not get orange gear every run, but could get 63 purps(or even a chance at 53's too) or what have you.


Another option, since the amount of 59's is imbalanced (this could be checked) the game could offer to switch player sides. For instance, if SG had more 59's there could be an event to switch to TK and vice versa. There would have to be some benefit to doing so naturally, to get players to actually do it, but keeping the capped players balanced, should go a long way in helping with the current issues. To me this is the biggest problem facing the game right now.

I'm not sure how many capped SG members use forums, but I'm sure they'd have other ideas too. The amount of capped players in general is dwindling because of lack of content and having to monitor lipido 24/7 for bosses. Even worse now....before I could "steal" a boss, with the buff to HP that's no longer possible, as TK seem to legitimately have a patrol schedule running around the clock XD. Not that I blame them of course, but the change has certainly made things more difficult.
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#9 DoomXiao

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Posted 03 August 2012 - 05:46 PM

:p_laugh: Nice Try!

Aw ;-;
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#10 Dfekt

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Posted 04 August 2012 - 04:02 AM

The biggest problem right now is the difference in numbers of high level players + the gear they have.

For every Tk with a legendary set it takes 3+ Sg with a purple set to kill them. Since the Tk had atleast twice as many 59 players they where always able to get the gear from lipido night while we Sg got none.
This problem just keeps going on and on since more and more Tk hit 59 and start farming a set without anyone to stop them.

We have come to the point where we dont even fight anymore since there is no point.. we just sit around and chill for a bit.
Another thing is that merc need to be disabled in nightmaps, they ruin any chance you get to gank some one since they just revive 100 times.

The only real solution is to decrease the level requierment for dungeon gear so you can actually wear it when you can enter the dungeon. I use daggers myself, the 55 purple daggers have 202 damage while the 58 ones have 292, thus making them useless and verry weak. Also, the gear dropped in nightmaps makes any dungeon gear 100% useless.

Im not sure when you plan on fixing this, I suggest you do it soon since the high level Sg are about to quit the game.

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#11 HatsuneMikuHime

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Posted 04 August 2012 - 04:44 AM

Me and xell left so its fine now :P
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#12 Crazystoner

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Posted 04 August 2012 - 02:21 PM

Its too late.
TK have hoarded so much gear and with the new events for free wrapping paper the gear will spread.

The biggest problem i see is with builds and faction buffs.

[Active] Increase Physical and Magic Attack by 1.20 times to the allies within 4 meters Compared to
[Active] Increase Physical Defense by 2 times and Magic Defense by 1.5 times to the allies within 4 meters

[Active] Magic Defense Increases by 2.50 times Compared to
[Active] Magic Attack Increases by 1.3 times

TK Have warrior tanks, cleric support tanks, mages with high non-crit damage and rangers with high atk speed/crit rate.
SG Have warrior with high damage, cleric mages, mage tanks and rangers who move fast.

p.s. Why dont world bosses have mobs? Doesn't matter what they hit when you can just kite them with slows with no fear of other monsters attacking you. (only bosses you can attack without been ganked)
p.s.s. EU and RU servers both have TK dominating...

Edited by Crazystoner, 04 August 2012 - 02:32 PM.

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#13 HatsuneMikuHime

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Posted 04 August 2012 - 02:26 PM

Idk about too late. A lot of SG are going back to Dark Lipido because the threat of me and Xell aren't present. On top of that, the effect of me and Xell leaving put Sentinel in a bind. I haven't seen a couple of 59's in my guild on in days.

There's the part where you no longer have to deal with Xell and Me, 2v6+ing you, and the effect it has on TK for us not being there. SG is able to PK TKs, that rarely happened if it ever happened when me and xell were there.

You guys have a hell of a better chance now :D
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#14 Crazystoner

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Posted 04 August 2012 - 02:36 PM

Idk about too late. A lot of SG are going back to Dark Lipido because the threat of me and Xell aren't present. On top of that, the effect of me and Xell leaving put Sentinel in a bind. I haven't seen a couple of 59's in my guild on in days.

There's the part where you no longer have to deal with Xell and Me, 2v6+ing you, and the effect it has on TK for us not being there. SG is able to PK TKs, that rarely happened if it ever happened when me and xell were there.

You guys have a hell of a better chance now :D


What person would make a cleric on SG when the faction buff is +20% damage
I think the only viable option is to choose TK and get 200% pdef and 150% mdef

Even if someone made a 59 cleric on SG, they wont stick around after been targeted by fully geared rangers...

Edited by Crazystoner, 04 August 2012 - 02:38 PM.

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#15 HatsuneMikuHime

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Posted 04 August 2012 - 03:06 PM

The buff have nothing to do with it. Xell never needed to use that buff, and he could solo 5 players easy. SG doesn't know how to build clerics simple as that. Hybrid Clerics are the strongest class in the game by miles.

If you guys had clerics that built correctly and pvp'd like xell (Which is highly unlikely to ever happen), you wouldn't be getting killed. I had enough CC to only solo 3 people max, even with the CC/dmg I can output I would only deal maybe half dmg vs Xell.

If xell could solo 5 players easy without Enlightenment and the faction buff, why can't you guys do the same? You guys are getting geared fairly well now, if you don't have a dominating cleric, or mage, you won't win.
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#16 WorldBosh

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Posted 04 August 2012 - 03:23 PM

Simple. Get two faction locked Night Lipidos. If you do this, it allows factions to gear up without fear of getting rolled by enemies that outgear them. Once you make the two Night Lipidos, make one open Night Lipido for the open PvP and whatnot. If this, or something along these lines, isn't done, Maestia will be killed off completely by GW2, ijs.
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#17 Klixen

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Posted 04 August 2012 - 11:32 PM

I may have missed something here, but aren't all characters going to be wiped after the beta?

If everybody has to start over from scratch, then won't the two factions be on an equal footing?
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#18 zzzx

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Posted 04 August 2012 - 11:51 PM

Few suggestions to fix pvp, warning: wall of text.

1. 30% to 50% reduction on incoming dmg from players (not from npc/mobs).

2. Increase mana pool, increase mana returned from pot, put 1 minute cd on pots.

3. All disabling CCs (stun/silence/knockdown) have max duration of 8 seconds on players, subject to diminishing returns.
Each next application of CC right within 15 seconds of first application will last for half duration, then quarter, and then immune.
The diminishing return will wear off after 15 seconds of Last application.

4. Mercenaries rezzed via scrolls (except divine scrolls) will get debuff for 40 seconds, they do only 25% of dmg, and have only 25% of hp.

5. Healing spells of clerics will put a stacking debuff which reduces their dmg, lasting for like ~40 seconds.
Damage spells of clerics will put a stacking debuff which reduces their healing, lasting for like ~40 seconds.
Debuff can be 15% reduction, stacking upto 5 times.
This will still keep them viable as dedicated healer or dedicated dps, but not both AT THE SAME TIME.

6. Increase the effectiveness of warrior's tanking defenses (block/parry whatever they got) against NPCs by huge amount like 500%.
But not against players, as this will make it very hard to kill them via rangers and other warriors.

7. Increase the dmg of clerics such that it is equivalent to other dps classes, and healing by same amount. This will make up for the nerf in point 5.

8. Lastly, make bosses and trash in dungeon do like 8x more dmg, and have 8x more hp. This will force ppl to bring a dedicated tank, a dedicated healer and a dedicated dps.

9. Make RvR brackets like, 1-8, 9-18, 19-28, .... 49-58 and a lvl 59 exclusive RvR.

10. Make the best gear available only via dungeons or RvR matches.


I dont think any of the above changes require client side updates, they are just additional buffs and number tweaking. Those are not my ideas, they already exist in an another popular MMO.

Edited by zzzx, 04 August 2012 - 11:53 PM.

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#19 HatsuneMikuHime

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Posted 05 August 2012 - 01:32 AM

CBT ended over a month ago. OBT wasn't a wipe, and now game is in Launch, so everyone kept their chars.
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#20 NinjaTivo

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Posted 05 August 2012 - 02:56 PM

Simple. Get two faction locked Night Lipidos. If you do this, it allows factions to gear up without fear of getting rolled by enemies that outgear them. Once you make the two Night Lipidos, make one open Night Lipido for the open PvP and whatnot. If this, or something along these lines, isn't done, Maestia will be killed off completely by GW2, ijs.

That's what I suggested :)
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