PvP and the Stat Revamp

Discussion in 'Testing Feedback' started by Lithiumz, Jun 22, 2017.

  1. Moja Developer

    Hey everyone. For PvP in Stats Revamp we are looking to address general systemic issues before the Revamp goes Live.

    When testing PvP, be sure you are in a PvP instance and clamped. In overworld PvP, values will have huge variance depending on mods, generator mods, skill points, gear, etc.. Generally you will want to use PvP gear, PvP mods, generator mods, and whatever level of skillpoints feels appropriate (these are soft clamped, so you get bonuses with diminishing returns). Please include your stats when giving this feedback.

    Useful Feedback will include details that can help us pinpoint the problems instead of guessing at the underlying cause. Some areas to consider:
    • Damage/Healing/Power Healing/Shielding: Are these too high, too low, or just right? E.g. is damage too high? Is healing too low? Do players never run out of Power with a Controller? etc.
    • Are certain combos or abilities performing very differently from others? E.g. one ability is 2x as strong as another similar ability.
    • Are certain types of abilities too strong or too weak? Examples include melee, single target, channels, combos, burst damage/heals, damage/heals over time, damage/healing fields, pet attacks/heals, Shields, etc.
    Saying "PvP is broken" isn't particularly useful because we're not getting feedback on how. So please be specific and detailed so we can work to fix it! Videos are always extremely helpful as well. Thanks! :)
    • Like x 5
  2. Aetheling New Player

    Moja, I will go ahead and test with Lithium and we will go through everything powerwise and weaponwise in arena like Allen plans to do with Legends. I will post my findings of things that I would consider to be broken here in this thread, and additionally in a separate thread if you feel that is appropriate.

    Keep in mind things will be added according to whether I would consider them unbalanced after having pvp'd for close on 6 years. I look forward to your response!
  3. Aetheling New Player

    Just finished going through Hard Light. You guys have no idea how mind numbing this can be at times. I will try to post each powerset as I finished it. Hopefully I can complete at least one or two sets a day and be done within a week max. If there is demand for a new thread for each powerset that can be arranged as well.

    That aside, here is the raw data for my light testing.

    Screenshots for my stats
    One
    Two
    Stats are also outlined below.

    All of this was tested in arena with a target in 101 PvP gear with a flat 20k toughness.

    Weapon Mastery Chosen

    Stats:
    Health: 7592
    Power: 13275
    Defense: 7595
    Might: 3890
    Restoration: 1509
    Vitalization: 1509
    Precision: 5278
    Toughness: 20000
    Dominance: 71
    PvP CR: 101
    Weapon DPS: 1592
    Crit Weapon Damage: 105%
    Crit Weapon Chance: 25%
    PvP Penetration Percent 80%
    Crit Ability Damage: 105%
    Crit Ability Chance: 25%
    Crit Healing Chance: 5%
    Crit Healing Mag: 25%
    Crit Power Mag: 25%
    Crit Power Chance: 5%

    (See Attached Screenshots)

    Powersets

    Hard Light

    Supercharges
    • Ballistic Assault: Avg hit 1k, avg crit 2k, total hits 6, avg min hit 6k, avg max hit 12k (functionally impossible)
    • Strafing Run: Initial avg hit 4.4k, initial avg crit 8k, avg tick hit 180, avg tick crit 360, total hits 12 plus initial, avg min hit 6.5k, avg max hit 12k (funtionally impossible)
    3 min charge, 400 on hit counter, spamming generator
    • Restore: total heals 11, avg heal 200, total avg healing 2k
    Shielding: avg 1.3k
    • Group Shielding: avg shielding 2.3k
    Power Restore: total hits 6, avg hit 250, avg total power restored 1.4k

    Abilities
    • Hand Clap: avg hit 600, avg crit 1.2k
    Combo (continued off initial): first hit avg hit 300, first hit avg crit 600, second hit avg hit 600, second hit avg crit 1.2k
    Combo (off boxing): same damage
    • Chainsaw: avg hit 490, avg crit 900
    Combo (continued off initial): first hit avg hit 250, first hit avg crit 500, second hit avg hit 550, second hit avg crit 1.1k, third hit avg hit 500, third hit avg crit 1k, fourth hit avg hit 550, fourth hit avg crit 1.1k
    Combo(off impact): initial hit avg hit 250, initial hit avg crit 500, otherwise identical
    • Grasping Hand: avg hit 300, avg crit 600, total hits 12 plus initial, avg tick hit 10, avg tick crit 20
    Combo (continued off initial, pull): total hits 2, first hit avg hit 150, first hit avg crit 300, second hit avg hit 250, second hit avg crit 500
    • Fan: avg hit 430, avg crit 860
    Combo(off grasping hand): avg hit 220, avg crit 440
    • Boxing Gloves: avg hit 650, avg crit 1400
    Combo(continued off initial): total hits 5, first hit avg hit 200, first hit avg crit 400, second hit avg hit 260, second hit avg crit 500, third hit avg hit 280, third hit avg crit 540, fourth hit avg hit 250, fourth hit avg crit 500, fifth hit avg hit 300, fifth hit avg crit 600
    • Spikequake: avg hit 300, avg crit 600
    • Ram: avg hit 430, avg crit 860
    Combo(off claws): avg hit 220, avg crit 440
    • Snaptrap: total hits 4 plus initial, avg initial hit 330, avg initial crit 660, avg tick hit 35, avg tick crit 70
    Combo(off ram): total hits 4 plus initial, avg initial hit 220, avg initial crit 440, avg tick hit 13, avg tick crit 260
    • Impact: total hits 3, avg hit 150, avg crit 300, avg total 550, avg crit total, 900
    Combo(off ram): total hits 3, avg hit 75, avg crit 150, avg total hit 225, avg total crit 450
    • Light Claws: avg hit 650, avg crit 1400
    Combo(continued off intial): total hits 4, first hit avg hit 180, first hit avg crit 360, second hit avg hit 175, second hit avg crit 350, third hit avg hit 280, third hit avg crit 600, fourth hit avg hit 400, fourth hit avg crit 850
    Combo(claws slam off initial): avg hit 250, avg crit 500
    Combo(off chainsaw): avg hit 500, avg crit 1k
    • Miniguns: total hits 6, avg hit 200, avg crit 400, avg hit total 1.2k, avg crit total 2.4k
    Combo(off claws): same damage
    • Whip Thrash: total hits 4, avg hit 100, avg crit 200, avg hit total 400, avg crit total 800
    Combo(continued off initial): total hits 4, avg hit 150, avg crit 300, avg hit total 600, avg crit total, 1.2k
    Combo(off ram): total hits 4, avg hit 75, avg crit 150, avg hit total 300, avg crit total 600
    • Light Blast: total hits 4, avg hit 125, avg crit 250, avg total hit 500, avg total crit 1k
    Finisher(below 35%): total hits 5, avg hit 250, avg crit 500, avg total hit 1250, avg total crit, 2.5k
    • Entrap: avg hit 500, avg crit 1.1k
    Combo(continued off initial): total hits 4, first hit avg hit 280, first hit avg crit 500, second hit avg hit 600, second hit avg hit 1.2k, third hit avg hit 430, third hit avg crit 800, fourth hit avg hit 420, fourth hit avg crit 800
    • Light Weight: total hits 9, avg hit 180, avg crit 360
    Thrown(off initial): avg hit 270, avg crit 580
    • Chompers: total hits 5, avg hit 62, avg crit 124, avg total hit 300, avg total crit, 600
    • Light Weight Strike: avg hit 220, avg crit 400
    • Triage: total heals 10, avg heal 100, avg total healing 1k
    • Light Barrier: avg absorbed 1.2k
    Reflection: avg reflect hit 42, avg reflect crit 80



    I am not super interested in formatting this better right now, but it will be on my list in the future. If anyone wants to format it much cleaner, please feel free to do so.

    Okay so I formatted it a bit better. If there are any questions or any comments about something not fully tested or something needing to be tested further or differently, let me know please.

    Again if there's a desire for an entirely separate thread for these I would happily do so.

    Honestly I'd rather the discussion on what is "op" or not be focused around what the community believes, so I'll likely take a more open stance and try to test everything so that it can be discussed with hard numbers. The only parts of HL I consider to be totally broken are how much damage Ballistic Assault is doing, and how the combo parts of powers are essentially half of the true powers damage. I feel that maybe, the actual combos of light should be strengthened and the damage of the initial hits should be nerfed. This is a personal opinion, though I do believe that Ballistic Assault needs a look.
  4. Lithiumz Well-Known Player


    He's not showing that straffing and ballistic assault is hitting too hard.



  5. Zezimar Committed Player

    First of all, thank you for your time and effort toward PvP :)
    Secondly, I don't personally agree on your statement, most of the time people on forums complained about PvP being broken, they came with evidences etc... Just take a look at the PvP forum section.
  6. Lithiumz Well-Known Player

    Bunker Buster seems to be doing too much damage.

  7. Lithiumz Well-Known Player

    Nature:
    There are a couple things I noticed. Form changes are doing way too much damage. Wolf and Gorilla damage seems to be off the chart near one shot status. Also there is this:
    Chaotic Grown:
  8. Fatal Star 10000 Post Club

    If all the people that logged in just to stand around and duel/scrim gave feedback, you'd guys would have plenty.

    At first glance it appears damage and sheilds are too strong, a good place to start would be toning down both.
  9. Lithiumz Well-Known Player

    Sorcery issues:
    Pets die too quickly


    Supercharges do too much damage:
    Polymorph & Baleful Trans.


  10. Lithiumz Well-Known Player

    I am starting with the super charges and then going deeper within the power sets. Doing the supercharges take more time since I have to build supers and it's hard to get people to test pvp with me. Everyone seems set on pve.

    Well and posting issues as I find them. And yes shields need to move to 50% mitigation instead of the full 100%.
  11. Captain Carkus Well-Known Player

    I have to say I really really love the idea of soft clamps for SPs. Also love how the mods have a cap in Arenas to prevent future DLCs from breaking PvP.
    I know you've already talked about this but I still feel damage from taps are too high. Right now weapon damage feels a little exaggerated, for lack of a better word, simply because taps are really hitting too hard. Is there any way you can do anything to reduce tap damage or are your hands tied on this?
  12. Lithiumz Well-Known Player

    Carkus are you on test?
  13. Lithiumz Well-Known Player

    Block break windows feel very off. I would suggest making vulnerability windows a little longer. It doesn't need to be by much but the windows need to be adjusted.
  14. Lithiumz Well-Known Player

    Quantum issues:
    Time bomb needs a damage cap. I quote Donald Trump "VERY IMPORTANT"


    Temporal Vortex (Damage needs to be scaled back)


    Oblivion (It one shots)
  15. Lithiumz Well-Known Player

    Going to quote myself. Falls after 3 taps needs to return with the high damage combos are doing now.
  16. Lithiumz Well-Known Player

    This HAS to be changed. Weapon taps are doing more damage than some of the hold combos.
  17. Lithiumz Well-Known Player

    Munitions:



    This shows shields are too strong for pvp. They need to reduced to 35-50%.
  18. Lithiumz Well-Known Player

    Munitions super charges:
    Biggun



    Mounted Turret (This thing shields too. Take that in)

  19. Lithiumz Well-Known Player

    I am just going to address some quick issues with rage. I really don't want to record anymore super charges. I think I have made my point that all supers are doing far too much damage in pvp.

    Rage:
    Eviscerating Chain has no interrupt on it. Every finisher in the game is vulnerable to interrupt except this one. This NEEDs to change.

    Supers:
    Mangle is still doing erroneous damage.

    Berserk- It simply need to be reduced to 50% damage. The full 100% damage back is VERY broken. This goes back to one shot status.
  20. Lithiumz Well-Known Player

    Healing wise:
    Nature, Sorcery, and Celestial are being outclassed significantly by electricity.

    Here is why:

    Nature healing:
    It still needs a lot of work. There isn't anything you can do at this moment

    Sorcery:
    Sorcery is not able to keep up with electricity because it stems back to the fact pets die too easily in PvP now.

    Celestial:
    It is being outclassed because much of the healing is centered around comboing and battle heal can't be a thing right now since the damage you get is not great from celestial inputs. You simply either use too much power or the heals just aren't enough in pvp. I would recommend giving CC resistance in PvP while doing input combos. This would help celestial on the DPS and healer side to do combos. I would suggest maybe some how buffing battle healing some how or reducing the power usage in pvp because as it stands, celestial cannot hang.