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sanyiiiii #5917 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 previous functionality. 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!