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Upcoming Itemization Changes - April Edition

Items Itemization Elder Gems AMPs PvP Esper Runecrafting Runes

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#1 J-Tal

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Posted 24 March 2014 - 09:59 AM

It's that time again! We've completed implementation on the next major patch. This is a preview of the itemization changes and updates.

 

As always, this is an abridged version of the upcoming itemization changes, and more in depth explanation of the exact changes will be available in the patch notes when this patch goes live.

 

Assorted Itemization Updates:

  • Fixed several Elder Gem vendor items that cost Gold instead of Elder Gems.
  • Level 50 Veteran quality Rare and Epic gear on the Elder Gem vendor now all have the correct purchase requirements. Rare quality rewards now require the achievement for killing the final boss in the Veteran dungeons. Epic quality rewards now require the achievement for getting a Gold Medal in the Veteran dungeons and adventures. The exact requirement varies from item to item.
  • Grimvault Path Zone Episode Completion rewards are now all Bind on Acquire.
  • Seeds have been removed from the Chest of Crafting Components rewards on Challenges.
  • Assault Power and Support Power now give more stat per budget point.

AMP Changes:

  • All AMPs are now categorized as, well, AMPs. They will now display that they are an AMP and for which class in their tooltips. They should also now appear in the Auction House correctly.
  • New AMPs are available at various vendors and drops throughout the game.

PvP Itemization Changes:

  • Loot Bags from Warplots and Halls of the Bloodsworn now have double the rewards.
  • All PvP Loot Bags now have a chance to roll on the World Loot table equivalent to your level – this table has a multitude of possible rewards including imbuement items, random gear, rune fragments, class AMPs, and more.
  • All PvP Loot Bags are now Soulbound.
  • All money rewards have been adjusted to the average length of the PvP event. This means that Warplots and Halls of the Bloodsworn will award the most monetary rewards, then Walatiki, and lastly Arenas will award the least amount.
  • Visual displays have been updated for all level 50 PvP gear. This will affect your existing items.
  • All Level 50 PvP gear has had a reitemization pass. This will affect your existing items.
    • The biggest change in this pass is that PvP Offense and PvP Defense will now take up 50% of the item budget for stats. PvP Offense and PvP Defense also now offer 25 stat points per budget point, up from 0.5.
    • Because of the increase in budget to PvP stat, all other stats on items will decrease by between 5 and 15%; with your Primary stat being the least affected and secondary stats (such as Critical Hit) being the most affected.
    • All level 50 PvP items now have both PvP Offense and PvP Defense stats. Because of this, all level 50 PvP items have had their total stat budgets slightly increased.

Esper Gear Updates:

  • We ran an internal audit on all Esper healing rewards after our changes to Esper stats a few patches ago and found that many of the rewards had not yet been updated. Many Esper healing items where stated with Insight and Moxie. These items will be changed over to Insight and Finesse. There were also several areas where you could only get an Insight-Moxie Light Armor or healing Accessory reward. I’ve gone through and added new Insight-Finesse rewards to several of these rewards points.

Runecrafting Revamp:

  • Runes are now sorted by Element and Tier in the UI. The new tiers of rune are Attribute, General Rune Set, Class Rune Set, Elder Rune Set, PvP Attribute and PvP Rune Set.
  • Runes now respect Level and Class requirements. You will no longer be able to equip runes that are above your level or part of a class set for another class. As such, base stats for Life, Logic and Fusion runes have been lowered to a level required of 15.
  • Protect Your Neck, Preservation, Team Player, Focus Regen, Shield Specialist, Assassin, Spellweaver, Weapon Specialist, and Technophile Rune Sets now have a third bonus available at 12 runes.
  • Rune Fragment drop rates have been increased for both Salvaging and the Chest of Crafting Components loot bag from Challenges.
    • Rune Fragments, Intricate Fragments and Armor Fragments will also continue to appear in higher level Chest of Crafting Components rewards.
  • Runes are no longer divided by Primary, Secondary and Tertiary. All runes will give their full benefits. This will affect your existing slotted runes. If you had a Secondary or Tertiary Rune slotted into your armor or weapon, it should now give more stat bonus.
  • Life, Logic and Fusion Rune Slots now appear on items beginning at level 15 instead of 45 at a low rate. Because of this change, several Life, Logic and Fusion Rune recipes have had their materials changed to give players options for creating Runes for these slots.
  • The early level Rune Sets now all use one unified Rune Set Fragment for crafting instead of having individual Rune Set Fragments for each individual set. This new fragment is called the Augmented Rune Fragment. The old set fragments will no longer be used after this change.
  • The Class Rune Sets now use one Rune Set Fragment per class instead of having individual Rune Set Fragments for each individual set. The old set fragments will no longer be used after this change.
  • We have added several PvP runes.
    • PvP Offense runes now appear under Fire, Air, and Fusion
    • PvP Defense runes now appear under Earth, Water, Life, Logic and Fusion
    • There are new PvP Class Rune Sets!
    • There is a new Rune Fragment – Fragment of the Gladiator – available for purchase at the PvP vendors. This is used to craft the above PvP rune sets. This fragment also has a chance to drop from the PvP loot bags at the end of each PvP match.
    • All of the above mentioned Runes have new crafting recipes located under the PvP section of the Runecrafting window.

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#2 dinwitt

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Posted 24 March 2014 - 10:26 AM

The new Runecrafting sounds great and I look forward to checking it out next beta weekend.  Any word on what is happening to our hoards of existing set rune fragements?  Hopefully they'll be converted to the augmented and class rune fragments.

 

While I appreciate the consistency of currency for items from the Elder Gem vendor, is adding more Elder Gem items really the best solution?  People are already spending four months to be able to acquire their AMP and ability points, so this is just more items for them to outgear before they even think of buying them.

 

Also, while on the topic of gear purchased with Elder Gems, you need to lock their rune slot number and typings.  Since they can be returned to the vendor for no loss in Elder Gems, its trivial to buy and return until you get a rune arrangement you are happy with.


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#3 IIIII

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Posted 24 March 2014 - 11:35 AM

Mostly happy with all of these changes although some will effect me negatively. I salvaged my PvE armor/weapons and only used my PvP gear in raids because having both gear sets artificially inflated my gear rating and stopped me from getting arena pops. With the stat changes I won't be able to raid effectively and can't be bothered to regear for PvE. On this note, is there anything being done about PvE sets messing with PvP gear ratings? It's a pain being at 130+ gear score while the rest of the server is at 90..


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#4 TeoH

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Posted 24 March 2014 - 12:15 PM

 

    • The biggest change in this pass is that PvP Offense and PvP Defense will now take up 50% of the item budget for stats. PvP Offense and PvP Defense also now offer 25 stat points per budget point, up from 0.5.

 

That's supposed to read 2.5 right? Not 25? Otherwise whatthenumbers.

 

Something needed to be done there so I'm glad that's been recognized, we'll have to see how things look after the changes go through because I imagine this will trigger a mad dash to regear.

 

Any word on fixes to Specials at all J-Tal? Or is that not your purview?



#5 dinwitt

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Posted 24 March 2014 - 12:28 PM

On this note, is there anything being done about PvE sets messing with PvP gear ratings? It's a pain being at 130+ gear score while the rest of the server is at 90..

 

They kept talking about their PvP, group PvE, and solo PvE endgames rewarding appropriate gear so it seems silly to not have a gearscore for each.


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#6 sang

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Posted 24 March 2014 - 01:53 PM

I was just going to make a post about a concern I had with itemization so it's nice to see this post. Unfortunately though my concern was not in the list you mentioned.

I have a growing fear about item progression, especially as it relates to endgame pve. Item specials are still ridiculously too powerful. I have epic pistols from GA, but my level 47 blue questing pistols with laceration are better despite having 400 less AP and 80 less finese. I even raided with someone this weekend who had a weapon special that removed 650 armor and was performing better than laceration. This doesn't even include rage gloves and other items.

At this rate item progression is worthless unless you have the right specials. Maybe I'm being an elitist hard core raider, but I don't want a level 47 quest blue item to be better than a raid boss drop. I remember back in CBT2 and CBT3 item specials were a huge thing with a ton of procs, but it was decided to scale them back. Now it almost seems the opposite is happening.

<CKN>


#7 MatchlessGlory

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Posted 24 March 2014 - 02:06 PM

I'm really glad that to know that PvP gear is getting a much needed buff to make it BiS for PvP. I'll have to test specifics in the game.


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#8 Halper

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Posted 24 March 2014 - 02:30 PM

 

It's that time again! We've completed implementation on the next major patch. This is a preview of the itemization changes and updates.

 

As always, this is an abridged version of the upcoming itemization changes, and more in depth explanation of the exact changes will be available in the patch notes when this patch goes live.

 

Assorted Itemization Updates:

  • Fixed several Elder Gem vendor items that cost Gold instead of Elder Gems.
  • Level 50 Veteran quality Rare and Epic gear on the Elder Gem vendor now all have the correct purchase requirements. Rare quality rewards now require the achievement for killing the final boss in the Veteran dungeons. Epic quality rewards now require the achievement for getting a Gold Medal in the Veteran dungeons and adventures. The exact requirement varies from item to item.
  • Grimvault Path Zone Episode Completion rewards are now all Bind on Acquire.
  • Seeds have been removed from the Chest of Crafting Components rewards on Challenges.
  • Assault Power and Support Power now give more stat per budget point.

AMP Changes:

  • All AMPs are now categorized as, well, AMPs. They will now display that they are an AMP and for which class in their tooltips. They should also now appear in the Auction House correctly.
  • New AMPs are available at various vendors and drops throughout the game.

PvP Itemization Changes:

  • Loot Bags from Warplots and Halls of the Bloodsworn now have double the rewards.
  • All PvP Loot Bags now have a chance to roll on the World Loot table equivalent to your level – this table has a multitude of possible rewards including imbuement items, random gear, rune fragments, class AMPs, and more.
  • All PvP Loot Bags are now Soulbound.
  • All money rewards have been adjusted to the average length of the PvP event. This means that Warplots and Halls of the Bloodsworn will award the most monetary rewards, then Walatiki, and lastly Arenas will award the least amount.
  • Visual displays have been updated for all level 50 PvP gear. This will affect your existing items.
  • All Level 50 PvP gear has had a reitemization pass. This will affect your existing items.
    • The biggest change in this pass is that PvP Offense and PvP Defense will now take up 50% of the item budget for stats. PvP Offense and PvP Defense also now offer 25 stat points per budget point, up from 0.5.
    • Because of the increase in budget to PvP stat, all other stats on items will decrease by between 5 and 15%; with your Primary stat being the least affected and secondary stats (such as Critical Hit) being the most affected.
    • All level 50 PvP items now have both PvP Offense and PvP Defense stats. Because of this, all level 50 PvP items have had their total stat budgets slightly increased.

Esper Gear Updates:

  • We ran an internal audit on all Esper healing rewards after our changes to Esper stats a few patches ago and found that many of the rewards had not yet been updated. Many Esper healing items where stated with Insight and Moxie. These items will be changed over to Insight and Finesse. There were also several areas where you could only get an Insight-Moxie Light Armor or healing Accessory reward. I’ve gone through and added new Insight-Finesse rewards to several of these rewards points.

Runecrafting Revamp:

  • Runes are now sorted by Element and Tier in the UI. The new tiers of rune are Attribute, General Rune Set, Class Rune Set, Elder Rune Set, PvP Attribute and PvP Rune Set.
  • Runes now respect Level and Class requirements. You will no longer be able to equip runes that are above your level or part of a class set for another class. As such, base stats for Life, Logic and Fusion runes have been lowered to a level required of 15.
  • Protect Your Neck, Preservation, Team Player, Focus Regen, Shield Specialist, Assassin, Spellweaver, Weapon Specialist, and Technophile Rune Sets now have a third bonus available at 12 runes.
  • Rune Fragment drop rates have been increased for both Salvaging and the Chest of Crafting Components loot bag from Challenges.
    • Rune Fragments, Intricate Fragments and Armor Fragments will also continue to appear in higher level Chest of Crafting Components rewards.
  • Runes are no longer divided by Primary, Secondary and Tertiary. All runes will give their full benefits. This will affect your existing slotted runes. If you had a Secondary or Tertiary Rune slotted into your armor or weapon, it should now give more stat bonus.
  • Life, Logic and Fusion Rune Slots now appear on items beginning at level 15 instead of 45 at a low rate. Because of this change, several Life, Logic and Fusion Rune recipes have had their materials changed to give players options for creating Runes for these slots.
  • The early level Rune Sets now all use one unified Rune Set Fragment for crafting instead of having individual Rune Set Fragments for each individual set. This new fragment is called the Augmented Rune Fragment. The old set fragments will no longer be used after this change.
  • The Class Rune Sets now use one Rune Set Fragment per class instead of having individual Rune Set Fragments for each individual set. The old set fragments will no longer be used after this change.
  • We have added several PvP runes.
    • PvP Offense runes now appear under Fire, Air, and Fusion
    • PvP Defense runes now appear under Earth, Water, Life, Logic and Fusion
    • There are new PvP Class Rune Sets!
    • There is a new Rune Fragment – Fragment of the Gladiator – available for purchase at the PvP vendors. This is used to craft the above PvP rune sets. This fragment also has a chance to drop from the PvP loot bags at the end of each PvP match.
    • All of the above mentioned Runes have new crafting recipes located under the PvP section of the Runecrafting window.

 

Finally something to make PvP have more incentive!

 

 

Also... The current problem with PvP gear is the lack of Special Procs..(Very few, if any, would ever take PvP gloves with no proc over Gloves with Rage Proc)

Also the fact that PvP gear has static rune slots is weird, and makes rolling and grinding more prestige to get the correct ones out of the question, which takes away from min/maxing.

 

Also since we are talking about randomized rune slots and lack of Special Procs...

 

Just a wannabe entitled players idea....: 10%~ chance that when buying an idea it can roll a certain set of special procs. Keep buying gloves till you get runeslots/special proc you want.

 

What this does... It makes prestige worth something... At the moment, you buy your 1 piece of gear and you are done with prestige. Making Prestige needed and farmed = more players having to pvp to progress = better/more populated pvp community.



#9  Pk

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Posted 24 March 2014 - 02:35 PM

Not a bad idea, yolo.



#10 SocietyX

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Posted 24 March 2014 - 04:15 PM


PvP Itemization Changes:

  • Loot Bags from Warplots and Halls of the Bloodsworn now have double the rewards.
  • All PvP Loot Bags now have a chance to roll on the World Loot table equivalent to your level – this table has a multitude of possible rewards including imbuement items, random gear, rune fragments, class AMPs, and more.
  • All PvP Loot Bags are now Soulbound.
  • All money rewards have been adjusted to the average length of the PvP event. This means that Warplots and Halls of the Bloodsworn will award the most monetary rewards, then Walatiki, and lastly Arenas will award the least amount.
  • Visual displays have been updated for all level 50 PvP gear. This will affect your existing items.
  • All Level 50 PvP gear has had a reitemization pass. This will affect your existing items.
    • The biggest change in this pass is that PvP Offense and PvP Defense will now take up 50% of the item budget for stats. PvP Offense and PvP Defense also now offer 25 stat points per budget point, up from 0.5.
    • Because of the increase in budget to PvP stat, all other stats on items will decrease by between 5 and 15%; with your Primary stat being the least affected and secondary stats (such as Critical Hit) being the most affected.
    • All level 50 PvP items now have both PvP Offense and PvP Defense stats. Because of this, all level 50 PvP items have had their total stat budgets slightly increased.

 

 

  • The early level Rune Sets now all use one unified Rune Set Fragment for crafting instead of having individual Rune Set Fragments for each individual set. This new fragment is called the Augmented Rune Fragment. The old set fragments will no longer be used after this change.
  • The Class Rune Sets now use one Rune Set Fragment per class instead of having individual Rune Set Fragments for each individual set. The old set fragments will no longer be used after this change.
  • We have added several PvP runes.
    • PvP Offense runes now appear under Fire, Air, and Fusion
    • PvP Defense runes now appear under Earth, Water, Life, Logic and Fusion
    • There are new PvP Class Rune Sets!
    • There is a new Rune Fragment – Fragment of the Gladiator – available for purchase at the PvP vendors. This is used to craft the above PvP rune sets. This fragment also has a chance to drop from the PvP loot bags at the end of each PvP match.
    • All of the above mentioned Runes have new crafting recipes located under the PvP section of the Runecrafting window.

 

 

 

Not sure how happy I am with this style of PVP point progression. I'll explain my thoughts, though I know it's not the most popular opinion judging from what I'm seeing so far. Now don't get me wrong I think PVP NEEDS incentive, there does need to be hard reasons to grind up PVP to point of getting the best PVP gear you can obtain, and I don't like normalization/rallying systems that penalize people with better gear who put in more time either. I think it's fair that if you put in months of effort you should have the better gear. However I think a PVP Stat, especially balancing hard towards it, is a lazy way of making that gear relevant. It's judging the balance from making PVP gear extremely good in PVP to making it NECESSARY.

 

Now I haven't seen it explained anywhere in exact numbers how much Defense that PVP Defense actually gives, or Offense. Nor do I know for certain if they cancel each other out on an exact 1 to 1 ratio. However I think that with this balancing towards the PVP stat itself it's becoming plain that the concept is for PVP and PVE gear to be entirely seperate. Afterall why would you ever choose to wear a PVE piece of gear over PVP gear if it's going to cost you a significant amount of power. This feels lazy to me. I always felt like in an MMO there should be a place for those few people who can excel at both to piece together a gear set that makes sense. Keep in mind we're talking about a very low percentage of the population most likely. And if this game features any kind of real progression for both PVE/PVP where you don't get your full PVP set in less than month and already top geared BiS (Which I do hope you won't) then it'll be an even smaller percentage of population who can do both.

 

I know many make the comparisons between this game and WoW, rightfully so, they share many things. But I like to think back to Vanilla WoW as it's called now, to when there was no PVP stats, pre-resilience BC days. Having attained the rank of Grand Marshal/High Warlord granted you some pretty insanely good gear. It had high amounts of HP, Str, etc.. the kind of stats you'd most prefer for PVP. So it made a strong strong case for why you'd want to wear that gear all the time in PVP. But then you also had the high high end PVE gear, which featured not nearly as much survivability and PVP styled stats, but had more of a DPS edge to it. So you could kind of be faced with interesting decisions to make there. Do I want to wear the highest HP survivability item set I can wear? Or do I want to slot in more DPS and maybe trust in my healer more? Or do I want to actually find a balance of both. Say wearing the PVP chest/legs as they normally have the highest stats on gear in MMO, but wear PVE gloves/boots etc.. This is the type of system I personally find the most enticing.

 

Encouraging a system where PVP/PVE are two entirely seperate entities just segregates those aspects which in my mind should be encouraged to be two halves of the WHOLE of the MMO "sandwich". I know not many people even so will be hardcore minded enough to really push themselves to excel in both but it's great in my mind to offer that possibility. Especially if Wildstar, as I hope it does, offers meaningful marathon-esque progression that I loved about Vanilla WoW era MMOs and not the sprint to the finish style progression you get today.

 

This is my just my opinion though. I think in this system you should see PVP gear in this game being slotted with a lot of Grit and such, but still good mix of DPS stats. But you might find PVE gear that has way less grit but more Crit/Strike through etc.. something of that nature. So you can make the decisions on what you think might be the best balancing act between them. And with the additional progression of Runes making that process and decision making of how to customize your gear even more complex/deep. I'm just personally not a fan of a lazier system that says "Just stacks PVP stats and you'll be fine." Plus it also creates a scenario where rerolling an alt, or rolling on a different server, and doing PVP is extremely painful. You won't enjoy not only running into people with better gear than you in PVP but now people who have hardcoded PVP only resistance and bonus damage. A PVP "God" stat.



#11 IIIII

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Posted 24 March 2014 - 05:08 PM

snip

 

PvP gear tends to have a lot of health on it already. I have ~5k more health and ~3k more shield than most other players because of it.


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#12 Scornforge

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Posted 24 March 2014 - 06:05 PM

Ugh, upping the PVP stats that much is toxic. Segregating PvE and PvP that much will kill off incentive for people to participate in both, and it will kill world PvP. It's already bad enough that if you're out in the world doing your dailies, you will get destroyed while you're fighting mobs. If you cant turn around and offer up a fight in your 'every day gear' that defeats the spirit of world PvP. Likewise, if you cant as much as kill a mob out in the world in your PvP gear to ensure a tactical advantage, that too defeats the spirit of world PvP.

 

You need to have way more inherent PvP Defense/Offense, and make PvP gear marginally better than PvE gear for PvP. There's no shame in PvE awarding upgrades to low rank PvP gear, as long as the higher rank is BIS by a good margin.



#13 SocietyX

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Posted 24 March 2014 - 06:30 PM

PvP gear tends to have a lot of health on it already. I have ~5k more health and ~3k more shield than most other players because of it.

 

Well that's a good thing, but I think this should be the way PVP differentiates itself from PVE gear rather than a hard PVP stat. It worked well back in Ye Old WoW Vanilla days I felt. Which is where the concept of PVP gear really became such a core concept of MMOs. I dislike PVP only stats.

 

 

Ugh, upping the PVP stats that much is toxic. Segregating PvE and PvP that much will kill off incentive for people to participate in both, and it will kill world PvP. It's already bad enough that if you're out in the world doing your dailies, you will get destroyed while you're fighting mobs. If you cant turn around and offer up a fight in your 'every day gear' that defeats the spirit of world PvP. Likewise, if you cant as much as kill a mob out in the world in your PvP gear to ensure a tactical advantage, that too defeats the spirit of world PvP.

 

You need to have way more inherent PvP Defense/Offense, and make PvP gear marginally better than PvE gear for PvP. There's no shame in PvE awarding upgrades to low rank PvP gear, as long as the higher rank is BIS by a good margin.

 

 

Pretty much this. I dislike segregation of PVE/PVP as being two seperate universes entirely. Making tough decisions on which gear to go for should be a meaningful decision. So long as PVP gear isn't gimped by comparison, no one wants that. But it also does tie in hard to world PVP potentials if you have to always do dailies or anything in your PVP gear because otherwise you get pooped on by that Stalker whos out there just looking to gank some people.

 

Incentive to do both should be more the order of the day, not a lazy PVP stat that simplifies the process into simple A and B columns. Especially weighting it so much more to the PVP stats this way..



#14 Aodz

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Posted 24 March 2014 - 10:46 PM

... I have a growing fear about item progression, especially as it relates to endgame pve. Item specials are still ridiculously too powerful....

 

Item Specials and Rune Sets (plus Potions, Food, and Gadgets) all received a major balance and bug-fix pass this patch. The new numbers for Item Specials and Rune Sets are generally going to be much lower (Laceration was doing around 5x+ the amount of damage it should have been doing) but some previously under-powered items received buffs.


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#15 Ico

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Posted 25 March 2014 - 01:05 AM

PvP gear tends to have a lot of health on it already. I have ~5k more health and ~3k more shield than most other players because of it.

 

The disparity between PvP geared players an non is going to become even greater I feel.  But that's a good thing if you ask me, especially when combined with making both gear paths (PvE/PvP) more selective, so we're going to have to choose what we want first, rather than getting it all at once :D.


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#16 Skaar

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Posted 25 March 2014 - 05:45 AM

The pvp-armor revamp is going to be very, VERY tricky...

 

On a pve-server it will probably work as intended, since you can wear your pve-gear out in the open without negative side-effects...

But on a pvp-server the pvp-gear still needs to be good enough to wear in the open world enviroment, without making you hit like a wet noodle.

 

In Aion -for example- this balancing wasn't a big deal, since there were no separate pve/pve servers...pvp was part of the game from the get go, so you always ran arround in your pvp-gear in the open world anyways and you still were very effective while doing daylies and quests. In a dungeon it was a different matter though and you wanted to have the extra benefits from good pve-set... And since Aion had no Arenas/BG's for almost 2 years and only consisted of open-world pvp....the balancing between pve/pvp gear was relatively easy...

 

But balancing this in W* this will be....difficult....because of the different server-types.

In Arenas/BG's it'll be ok. But in the open world on a pvp server? Guess we'll have to wait and see...


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#17 sang

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Posted 25 March 2014 - 06:52 AM

Item Specials and Rune Sets (plus Potions, Food, and Gadgets) all received a major balance and bug-fix pass this patch. The new numbers for Item Specials and Rune Sets are generally going to be much lower (Laceration was doing around 5x+ the amount of damage it should have been doing) but some previously under-powered items received buffs.

 

Great to hear, thanks for the reply!


<CKN>


#18 OutlawTL

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Posted 25 March 2014 - 02:27 PM

Item Specials and Rune Sets (plus Potions, Food, and Gadgets) all received a major balance and bug-fix pass this patch. The new numbers for Item Specials and Rune Sets are generally going to be much lower (Laceration was doing around 5x+ the amount of damage it should have been doing) but some previously under-powered items received buffs.

THANK YOU! Laceration was so powerful, that I'd find myself taking weapons that were a lot worse statistically because of how much damage Laceration did. That was mainly due to the internal cooldown on most specials that would challenge Laceration (such as Impact) for the damage king spot.

 

Really glad to hear that PvP gear will actually mean something. PvP stats really didn't mean anything before, but with so much of an increase to their per point allocation, maybe I'll actually start having to make some tough decisions :D


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#19 SnoopDaddy

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Posted 25 March 2014 - 03:24 PM

There will only be an item disparity in Rated PvP and Warplots. Battlegrounds and Arenas can both be queued for based on your Gear Score which, if it isn't already, should be based on whether or not you're using PvE or PvP gear.



#20 Migrayne

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Posted 26 March 2014 - 02:45 AM

What does the PvP stat actually do. The way its worded on the tooltip made it sound like they just cancel each other out. How much extra damage should we expect with pull PvP gear vs pve gear. Currently it did not seem to make any difference.

On top of that most of the PvP gear had lower main stats for AP and crit then my current quest green and blue gear. Now with the changes those stats will go even lower. Is it worth getting PvP gear with lower stats?. If I loose 200dps from stat loss will I gain more then that from PvP stat or will it just be gimped gear with more health only.

Is gear used when in que or only your rating?
Does the rating only go by equipped gear or any gear in inventory?



Also tagged with one or more of these keywords: Items, Itemization, Elder Gems, AMPs, PvP, Esper, Runecrafting, Runes