[AC] PvP plans for February event and the future

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[AC] PvP plans for February event and the future

Postby Ziv » 27 Jan 2006 13:08

[turbine]

Hey everyone,

I just wanted to give our dedicated PvP players a heads-up on the changes we’ve planned for February to start to address PvP balance issues.

Based on what we've seen on the boards, there are a few balance issues with PvP combat, which I spelled out in my earlier "Looking for PvP Feedback" post. The first issue we plan to address is the difficulty that melees have a difficult time hitting mages with Melee D tinked wands. This does not mean that it's the most important issue, but it was the issue we were most readily able to work on.

What we're planning to do for February is to introduce a quest that allows PK players only (not NPKs or PKLs) to acquire an object that provides a temporary 10% increase to their weapon's Attack Mod. This increase will be stackable with Heartseeker and existing Attack Mod cantrips. This is similar in mechanics to the way the Rage of Grael gems worked -- you will be able to temporarily boost your chances to hit an opponent in melee combat. The dungeon where you can acquire these items will have multiple entry points and multiple spots to collect the items, to help alleviate camping concerns. The items will be on a timer, so you won't be able to stockpile huge amounts quickly. This new enchantment will not be usable on Weeping Weapons, for reasons explained below.

Please keep in mind that this is simply the first and simplest step we could take towards addressing your balance concerns. This is by no means the end of our plans to help PvP players. We still intend to take more steps to make fights shorter and more exciting and to make melee players more competitive. Our current plans are to find ways to make loot weapons viable in PvP combat, rather than tweaking the balance on Weeping Weapons. Addressing loot weapons seems like a richer and more complete fix than fixing one class of weapons. I won't go into specifics on our solutions to those issues, but you can expect to see some more specific information on those ideas in the coming weeks. We will most definitely address damage balance with whatever fix we do. I know a lot of people would prefer that we work on damage first, but again, a properly constructed balance solution is more complex than this relatively simple Attack Mod bonus.

We also know that PvP players want something to fight over. There are a few ideas on the board for that, as well, but our primary concern is to address balance. This doesn’t mean that we’re not going to touch the "what to fight over" issue until after we've worked on balance – but I wanted to give you some idea of where our priorities lie.

Please let us know what you think, and you can rest assured that we'll keep coming back here for consultation, especially on the more complex balance issues.

Thanks,

DaveJ/Crowley
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Postby Tirami-Su » 27 Jan 2006 13:47

Hehe

ok dann werden wir alle rot und tun den Questendmob 10% schneller killen...

WObei ich glaube dann hat Mystic meit seinem UA nen Maschinengewehr...
nicht das der Rechner überhitzt. ;)
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Postby Ziv » 27 Jan 2006 14:21

Naja, soviel aendert sich bei dem Mobs nicht, denn schliesslich evaden die nicht SOOOOO oft, und ausserdem hast du ja immer noch die Gefahr, jederzeit gekillt und gelootet zu werden ;)
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Postby Tirami-Su » 27 Jan 2006 14:59

Wir gehn da naggisch =)
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