Dev Discussion GU56: PvP Adjustments

Discussion in 'Concluded' started by Mepps, Jan 27, 2016.

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  1. CrazyArtBrown Dedicated Player

    I've been struggling with counters not landing this week too, been wondering if it's a PS specific issue. 1H Focused Blast seems the worst. It should be vulnerable to interrupt but the lunges just don't connect sometimes. It's very frustrating to die to a pair of people who just spam that move while lunging away does nothing.

    I don't think anything actually changed from the update though. The occasional counter not landing just wasn't a big deal before. Now that damage is harder to come by any missed counters matter.
  2. Agent Ahri Well-Known Player

    If you mean the lag delays and script failures of counters/immunity then it is not a PS only thing. USPC has had these issues on-off since like ever.
  3. TRELL1 Well-Known Player

    Unfortunately, I think we're learning that people are unable to handle changes being placed on live one at a time...
    • Like x 1
  4. Brother Allen Loyal Player

    As long as the steps are taken in the proper order there is nothing wrong with making adjustments one step at a time. People just have to learn to be patient.
    • Like x 3
  5. TRELL1 Well-Known Player

    I agree with the first part, but I question people's capacity for patience and ability to know what an update has and has not changed.
    • Like x 1
  6. UnleashedBrevard Committed Player

    • IMMUNITIES AND STUN RESISTANCE
    • FIRE TANK
      Usable While Controlled Group Breakout
    • Tank Role: Provides immunity to control effects and removes control debuffs to you and up to 7 teammates.
    • Applies 3 seconds of Breakout and prevents Controller debuffs for 3 seconds
    • Tank Role: Incoming attacks trigger healing up to ten times. Provides immunity to control effects and removes control debuffs to you and up to 7 teammates.
    • fire immunities are not working when applied all debuffs applied by the opponent are not being removed and no control resistance is granted popping this power just waste power as at this time it serves no reason to even use it.
    • ICE TANK
    • WINTER WARD
    • Tank Role : Provides immunity to control effects and removes control debuffs to you and up to 7 teammates. For a short time, you and up to 3 teammates are protected from damage, and some damage is directed back at attackers.
    • SHATTER RESTRAINTS
    • Tank Role : Provides immunity to control effects and removes control debuffs to you and up to 7 teammates.
    • Can't comment on this power only what those have told me that I pvp with and for what I see the immunities are working and are stripping debuffs and blocking control effects for a short time while in tank role they are unable to be stunned during the duration of the effect when being applied when shielded they are unable to be stunned or interrupted while carrying objects making it easy for them to dominate an objective based PVP map
    • EARTH TANK
    • UNSTOPPABLE
    • Tank Role : +10% Control Resistance. Provides immunity to control effects and removes control debuffs for you and up to 7 teammates.
    • Applies 3 seconds of Breakout and prevents Controller debuffs for 3 seconds.
    • SOOTHING SANDS
    • Tank Role : +10% Control Resistance. Provides immunity to control effects and removes control debuffs for you and up to 7 teammates.
    • Applies 3 seconds of Breakout and prevents Controller debuffs for 3 seconds.
    • Earth immunities are working when applied the debuffs are being removed the and immunities are being applied.
    • RAGE TANK
    • IRE
    • Tank Role : Provides immunity to control effects and removes control debuffs to you and up to 7 teammates.
    • Ferocity
    • Tank Role : Provides immunity to control effects and removes control debuffs to you and up to 7 teammates
    • Can't comment on this power only what those have told me that I pvp with and for what I see the immunities are working and are stripping debuffs and blocking control effects for a short time.
    • ATOMIC TANK
    • Neutrino Blast
    • Nuclear Pressure stack and at least 2 Molecular Charges when this is used.
    • Tank Role : Provides immunity to control effects and removes control debuffs for you and up to 7 group members.
    • Unleash Antimatter
    • Tank Role : +10% Control Resistance.
    • Provides immunity to control effects and removes control debuffs for you and up to 7 group members.
    • Can't comment on this power only what those have told me that I pvp with and for what I see the immunities are working and are stripping debuffs and blocking control effects for a short time.
    • PVP Trinket
    • On use this item will apply these effects:
    • BREAKOUT
    • 30% Control Resistance - SELF ( +20 Seconds)
    • Immunity is being applied 20 Second to self immunity is not working once it's activated you are able to be controlled during the specified 20 second duration.
  7. Johny Burst Active Player


    They work for 3 seconds.
  8. Johny Burst Active Player

    Can you please fix the tank mitigation, rebalance HL's clap-> grasping hand, and shield?

    Not to mention overly OP heals in arena? Ehhh.... Atomic & Fire -.-
  9. TheJerkoe New Player

    Buff Sorcery Final Ruin or nerf other 35%ers, ty. Sorc crit 5-6k and celestial/mental 10+k gg no re.
  10. pitbullb3 Devoted Player

    Sorcery finisher i weaker because it hasn't had it mid-range balance yet. Sorcery, earth, electric, nature, rage, and munitions 35% are weaker than the rest
  11. TRELL1 Well-Known Player

    Should Ice be able to come into arenas with their ice armor already activated? Seems like an exploit
  12. Zezimar Committed Player

    I think that (from what i've read on the forum) all of us agree for the return of RPS and Role Gear, this would perhaps solve many issues. Once this is done, we can finally check what else is "broken" and needs a fix/nerf.
  13. Captain Carkus Well-Known Player

    In the end, it wouldn't make much of a difference because Ice Armor can be activated within the span of the timer.
    • Like x 1
  14. Drathmor Unwavering Player

    i have to say im really enjoying PVP again the fights are so much better now.. there are still some adjustments that need to be done but still great job devs and all the testers
    • Like x 1
  15. ZypherUSPC Committed Player


    I agree. We're getting a lot of kills on USPC. I think the teams that aren't getting kills are either too safe, using AoE damage that splits, or just have to learn how to properly DPS without WM/AM.

    I think teams with low damage also have low support class damage. Almost everyone in our group pushes out over a million base damage with the changes which adds a lot of pressure on healers/power.

    I would suggest for people to redesign their teams based on the new damage numbers. You can't rely on AM anymore.
    • Like x 4
  16. pitbullb3 Devoted Player

    Weapons need to be buffed. Players are getting kills in 5s because they're running one heal and cheesing the other roles.
  17. WickedRhys Well-Known Player

    Is there any chance that pets can be made 115 cr outside of arenas as they are currently going off equipped cr which makes them 34 cr out of arenas, this means that they are very easy to kill.
  18. Brother Allen Loyal Player

    We ran 2 Healers, 2 DPS, and a Troller in 2 different scrims last night and netted 8 kills in one. So it is definitely possible to land kills in 5's.

    Instead of messing with the damage balance that was just achieved, Healers need to be looked at and toned down just a tad, not a lot mind you but just a tad. Earth/Atomic needs to absorb 25% instead of 47% as well. Pretty much players just need to chill and wait for the Support Role balance if they are in capable of landing kills in 5's.
    • Like x 9
  19. ZypherUSPC Committed Player


    This. Seriously.
  20. Sage-Rapha Steadfast Player

    I just hope Rage and Ice Tanks will be usable in 4v4 and 5v5 again. They're awful...
    • Like x 2
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