Post by Slurm on Jun 21, 2011 10:14:00 GMT -5
There's a nice post on KTR about why Trion scrapped the changes they were going to make in PvP for Rift:
feedproxy.google.com/~r/KillTenRats/~3/T5F9Fu2OHIE/
"Initially, patch 1.3 was slated to drastically readjust how Valor worked.
First, it would reduce player damage further, with a planned 40% damage reduction in full rank six gear. Fresh level 50’s would have a flat 20% damage reduction. Notwithstanding how massive that reduction is, the second change would also see a reduction in critical damage dealt to players. From 50% at rank 6 gear, to 33.7% with no gear at all. These changes were planned to help ease in new PvP players, as well as to reduce the chances of being one-shotted at full health by an enemy’s crit hit.
Sounds good on paper to help make matches last longer and have players survive longer.
However, the current climate in Rift’s PvP has already been significantly slanted towards two role types – extremely high survivability and glass cannon high-crit burst DPS to counter it. Since heals skills continue to heal for the same amount no matter what gear a player wears, high survivability classes such as tanks and cleric wardens have a net gain in heals with better Valor gear. The planned changes therefore were seen as a massive buff, especially to wardens who utilize multiple heal-over-time spells to become near-godlike while keeping an entire team alive.
Additionally, the increased reduction in crit damage meant that highly crit-reliant classes such as assassins were heavily nerfed. Other classes that also shine spectacularly for five seconds of insane damage followed by wet noodle hits cried foul. As it stands, assassins cannot kill a warden caught out in the open before the warden simply heals back to full.
Trion didn’t seem to believe its players, and thus organized a three day large scale stress test to examine its changes. It lasted for only one day. In just three hours of testing, the test showed them exactly what they had been told all along – that the upcoming changes would turn PvP into a 20-minute smackfest. Player deaths were reduced to such an extent that kills were nearly non-existent except under extreme focus-fire or due to the battleground’s mechanics. And wardens, with their heals, had become as gods unto Telara.
It is surprising, then, that the developers were able to admit openly that they were wrong with their gambit and scrapped their intended changes almost immediately after the test."
There's more to the article if you click the above link.
I like the fact that Trion realizes that there is a large group of people that want PvP in their game, but I have my doubts that they'll ever get it to the point where we want it. Unless they have expansion plans involving the addition of open, objective based PvP zones, I'm going to keep assuming that I'm playing a PvE game.
But good on them to actually test shit out after people bring them concerns.
feedproxy.google.com/~r/KillTenRats/~3/T5F9Fu2OHIE/
"Initially, patch 1.3 was slated to drastically readjust how Valor worked.
First, it would reduce player damage further, with a planned 40% damage reduction in full rank six gear. Fresh level 50’s would have a flat 20% damage reduction. Notwithstanding how massive that reduction is, the second change would also see a reduction in critical damage dealt to players. From 50% at rank 6 gear, to 33.7% with no gear at all. These changes were planned to help ease in new PvP players, as well as to reduce the chances of being one-shotted at full health by an enemy’s crit hit.
Sounds good on paper to help make matches last longer and have players survive longer.
However, the current climate in Rift’s PvP has already been significantly slanted towards two role types – extremely high survivability and glass cannon high-crit burst DPS to counter it. Since heals skills continue to heal for the same amount no matter what gear a player wears, high survivability classes such as tanks and cleric wardens have a net gain in heals with better Valor gear. The planned changes therefore were seen as a massive buff, especially to wardens who utilize multiple heal-over-time spells to become near-godlike while keeping an entire team alive.
Additionally, the increased reduction in crit damage meant that highly crit-reliant classes such as assassins were heavily nerfed. Other classes that also shine spectacularly for five seconds of insane damage followed by wet noodle hits cried foul. As it stands, assassins cannot kill a warden caught out in the open before the warden simply heals back to full.
Trion didn’t seem to believe its players, and thus organized a three day large scale stress test to examine its changes. It lasted for only one day. In just three hours of testing, the test showed them exactly what they had been told all along – that the upcoming changes would turn PvP into a 20-minute smackfest. Player deaths were reduced to such an extent that kills were nearly non-existent except under extreme focus-fire or due to the battleground’s mechanics. And wardens, with their heals, had become as gods unto Telara.
It is surprising, then, that the developers were able to admit openly that they were wrong with their gambit and scrapped their intended changes almost immediately after the test."
There's more to the article if you click the above link.
I like the fact that Trion realizes that there is a large group of people that want PvP in their game, but I have my doubts that they'll ever get it to the point where we want it. Unless they have expansion plans involving the addition of open, objective based PvP zones, I'm going to keep assuming that I'm playing a PvE game.
But good on them to actually test shit out after people bring them concerns.