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The only thing that Cataclysm yet needs
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Post by
366971
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Post by
178057
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Post by
karlusdavius
he means that each spell has two tooltip's. One for PvE Use and one for PvP. When engaged in pvP the spell acts differently as it would in a PvE situation. For example, Exorcism was a hot topic recently since it could be used instantly on players and do a lot of damage but was used highly in PvE situations too.
Another situation was the paladins seals. Exceptional in PvE but also very bursty in PvP.
Post by
366971
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Post by
Synectics
In a perfect world, it'd be great for all the reasons you mentioned -- if one area is a little overpowered, then it can be brought down a bit. If an ability is lacking in PvP, then bring it up some, without affecting their PvE DPS.
It's good in theory, but it'd require a complete overhaul of the current system. Plenty of players would get completely confused when faced with two different versions / tooltips for an ability.
I'm sure many players don't even know that CC effects have a shorter duration on players, or of the diminishing returns -- none of this is ever spoken of in-game. For a player who never visits a source outside of the game, they would never even know what a Diminishing Return was, and you don't realize your Sap doesn't last 1 minute on a player until after they've come out of it.
To an extent, I agree -- at the very least, these sort of things SHOULD be labeled in game. I think a CC's time on a player should be shown in every tooltip, as opposed to us just knowing that it's some sort of amount less.
But as far as the mechanics of the spells, I believe it should be even across the board. There's no reason that you can't balance out the damage of one ability to work equally on both a PvE mob and a fellow player.
What I see as the
actual
problem: certain things don't come down to just a number -- stuns, self-heals, procs, fears, bubble, Death Grip, Flight Form, Warlock teleport... the list is endless. These things are much harder to balance, because you can't just tweak a number -- it comes down more to player skill and a player's knowledge of their own capabilities.
I think that's the main problem between PvE and PvP, is that some abilities are inherently better in one area or another, and it doesn't just come down to a number. As an example:
A Paladin's burst DPS is fine in PvE; they drop all their damage, then reset and go again. They get into a nice flow. But you move all those instant-cast abilities to a PvP setting, and it seems like their burst is far too extreme. And it's not that the abilities are doing too much damage -- it's that they unleash everything at once, and have no build-up nor cast times; they're balls-out from the onset of the fight.
That's just one example I'm pretty close to, as one of my mains is a Paladin. But there are obviously many more that anyone could list.
I don't think having an ability work different on a player as opposed to an NPC is a good design at all. I certainly don't think you should ever have a "Only Usable on NPCs" ability -- NEVER. It's just a horrible design, and even Blizzard admitted it was a quick-fix while they tried to implement something more suitable.
ALRIGHT, sorry for the rant. Hope at least one person read it all. XD
Post by
302110
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Post by
195760
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Post by
Synectics
one question... why is this in the priest forums?
Because Priests obviously carry on better conversations than the general public.
If the trend is continued, at lvl85 we are going to see an increase of 50% in health for tanks (Vanilla 10k / TBC 20k / WotLK 40k / Cat 60k) and you will basically be doing retarded amounts of DPS to counter it (A good persons Raid DPS: Vanilla 300 / TBC 1500 / WotLK 4000).
It is a scary thought, to think that soon 4k will be what a starting level 81 does. To see the difference in output in each expansion... it can only get more absurd from here.
Post by
302110
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