Noaani wrote: » Vhaeyne wrote: » To simplify my point. If I rush to cap in two to three weeks. Then spend the next six months doing nothing but caravans and sieges. A huge portion of my gameplay experience is going to be PvP. I don't think this play style is out of the question for many people. In fact, I think many people are going to play like this. A caravan in itself likely represents a dozen hours of harvesting, and it is highly likely that half or more caravan trips won't even be attacked. The preparation time for a siege is likely to be massive - months if you are talking about a metropolis. Even while in a siege, you aren't going to be directly engaged with other players for goof portions of it. Since we are talking about how not being effective in PvP when someone keeps you CC'd will or will not see people leave the game, it is just that portion of the game where you are literally engaged with other players that we are really talking about here - not the time spent in activities where engaging others in PvP is likely to occur.
Vhaeyne wrote: » To simplify my point. If I rush to cap in two to three weeks. Then spend the next six months doing nothing but caravans and sieges. A huge portion of my gameplay experience is going to be PvP. I don't think this play style is out of the question for many people. In fact, I think many people are going to play like this.
Vhaeyne wrote: » Someone can literally spend their entire life attacking caravans.
Noaani wrote: » Vhaeyne wrote: » Someone can literally spend their entire life attacking caravans. They can, but even in this unlikely edge case, they would still need to spend time between them actually looking for them. Such a person is still unlikely to spend more than 10% of their in game time in actual combat with other players. As I did say in my original post on this point though, people that are specifically all about that PvP life (as this person would be) are the people that would be putting that CC to use, rather than having it used on them.
Vhaeyne wrote: » Noaani wrote: » Vhaeyne wrote: » Someone can literally spend their entire life attacking caravans. They can, but even in this unlikely edge case, they would still need to spend time between them actually looking for them. Such a person is still unlikely to spend more than 10% of their in game time in actual combat with other players. As I did say in my original post on this point though, people that are specifically all about that PvP life (as this person would be) are the people that would be putting that CC to use, rather than having it used on them. They are still going to have to deal with getting CCed. If the CCs are bullshit like Op fears. The game will suck.
Noaani wrote: » PvP combat will suck.
Vhaeyne wrote: » Noaani wrote: » PvP combat will suck. I guess we can all just stop caring about what happens when a player gets CCed then.
Dygz wrote: » Tragnar wrote: » like i dont what is hard for you to understand on the fact that some stats are clearly better in pvp than in pve? so hence if you focus on stats that are better in pvp then that gear set is your pvp gear and the same applies for pve - especially since the allocation of stats on crafted gear is in some way controlled by the crafter himself so you don't get to situations where for example raiding gear that is optimized for pve stats is so busted that it is also the best pvp gear. I love Crit, so I focus on Crit regardless of whether I'm wearing PvE gear or PvP gear. I almost exclusively play objective-based PvP...and I focus on the objectives; not the PvP... so I don't really care about the differences in stats on PvP gear. So, no, I don't think about which stats are better for PvP or which are better for PvE. That is irrelevant to me. But, this thread topic is about Stun being boring. You were on a tangent and I missed the tangent.
Tragnar wrote: » like i dont what is hard for you to understand on the fact that some stats are clearly better in pvp than in pve? so hence if you focus on stats that are better in pvp then that gear set is your pvp gear and the same applies for pve - especially since the allocation of stats on crafted gear is in some way controlled by the crafter himself so you don't get to situations where for example raiding gear that is optimized for pve stats is so busted that it is also the best pvp gear.
Though, still, because Ashes is a PvX game, if I was concerned about PvPers spamming Crits, my PvX gear would have stats that mitigate Crits. Because even when I'm focusing on PvE, I might get ganked by PvPers. In veyrah's example, that should be sufficient since they seem to be concerned with just one stat, and we will likely be able to have Artisans put several stats on our gear.
Tragnar wrote: » Like I can definitely see a scenario when a raid is gearing absurdly high amount of defensives so they can survive another raid ambushing them when trying to kill a world boss, but at the same time i can see a situation where they gear pure glass cannon so they can oneshot the world boss in 30 seconds and get out Um. Seems like a stat to mitigate Crits would be something you'd want in that raid as well as in PvP. A raid with a World Boss seems likely to include Stuns and Crits.
Tragnar wrote: » Like I can definitely see a scenario when a raid is gearing absurdly high amount of defensives so they can survive another raid ambushing them when trying to kill a world boss, but at the same time i can see a situation where they gear pure glass cannon so they can oneshot the world boss in 30 seconds and get out
Noaani wrote: » Vhaeyne wrote: » Noaani wrote: » PvP combat will suck. I guess we can all just stop caring about what happens when a player gets CCed then. Not at all, I never said or suggested that. If I did think that, I wouldn't have even posted the CC list I did to try and get conversation heading more towards what a good CC scheme in a game could look like, let alone make it somewhat balanced, completely cutr out the possibility of being stun locked, and also suggest that players should be able to make choices to decrease how often they can be CC'd even more. My point in this small discussion was that you can look at things in fighting games and TCG games and compare them to MMO's to an extent, but only to an extent. In a fighting game the entire game is the fight. If you are constantly CC'd while fighting, you are obviously not going to stay in the game. The same concept holds true in TCG's. This doesn't hold true in MMO's though, because fighting is not the whole game. PvP in Ashes is a means to an end for most players, not the end itself. In fighting games and TCG's, it is the means and the end. The shorter version is that you can compare fighting games and TCG's to aspects of combat in an MMO, but nothing more - including player motivation.
Tragnar wrote: » There are definitely several strategies that can emerge from what classes can actually do, but the most widespread one is to focus on burst damage that is usually applied during cc when the victim cant use defensive abilities. Stacking crit can work for that, but is pretty unreliable since you can't demand crits when you want them - not to even say that if you stack only crit then you can get to situation when you crit often, but it barely does more damage than noncrit of people that didnt stack it - it just all comes down to stat tuning and how classes work
If you are ganked less than 5% of the time then i doubt many people would be focusing on having pvp specialised gear for farming - because it is very likely that you tradeoff better pvp odds for slower farming
Tragnar wrote: » if you are a tank then for sure you'd want to have stat that mitigates crits, but if you a dps then you want to have enough defensives only to not get oneshot by a crit from an ability that you cannot avoid
Tragnar wrote: » even 1% more crit for dps has more value than having 20% stun duration reduction especially for classes that have pooling resources or long casts
Vhaeyne wrote: » I think your point holds true here too. Just because you think PvP is a smaller piece of the pie in Ashes than a fighting game does not mean people are going to put up with it. The PvPers were the first to go in Wildstar too.
Dygz wrote: » veyrah says it's boring to have to only get the gear that will counter the FOTM PvP stat when we have some many other stats we could have on our gear.
Well, you are the one who keeps bringing up PvP specialized gear. My expectation is that people will be wearing PvX gear. Especially if, at Launch, Sieges also include mobs like the Dragons we have in the Alpha One Sieges. I think people will have Siege gear, but that Siege gear will still be PvX gear. And Farming gear will still be PvX gear - especially if you hate Stuns because Stuns are boring or because you want to avoid Crits... especially since mobs can have Stuns and Crits as well as player characters. With Raids people will be concerned about encountering rival raids or groups - especially as they travel back home, so, I expect PvX gear there as well. We have no way to accurately predict the percentage of random PvP we might encounter during any game session, so, for those people who hate Stun or who are concerned about Crits used in PvP, it would behoove them to always wear gear that mitigate those stats. It doesn't mean that has to be the only stat on their gear and it's unlikely that those would be the only stats on their gear.
That is what you would want. It seems to assume that the only encounter is going to be against a boss and that there will be no encounters with a rival group or raid that is larger than our own.
More than one way to skin a cat. 1% more Crit might have more value for you. Might not have more value for someone who hates Stun. You can get more Crit with passives. Bards could increase your Crit. A wide variety of ways to increase Crit. And absolute max Crit shouldn't be unnecessary.
Tragnar wrote: » it literally comes down to how the stat system is setup and to what stat is going to be the most abundant and such can give you the biggest advantage - like gearing has always been only about understanding how statistics work and how you can get the most value off of a certain setup - there hasn't been a game yet where you can't get a bis list into a certain scenario/situation - and ashes is not going to be different in this regard.
Tragnar wrote: » This "PvX" gear you are referring to is simply just leveling gear like in any other mmo - because you are hoarding most stats while when you reach the level cap and start to focus/specialize in certain game areas you create specialized equipment for it as well.
Tragnar wrote: » You are literally conflicting their design goals with the reality of how rpgs are played.
I never said that there will be no possibility of pvp happening, but that statistically it is not worth to paranoidly assume that you are going to be ganked at any time.
Thing is that what I see likely to happen is that there will be blacklists being created for guilds and thus you will get a lot of discord spying going on to figure out if someone wants to gank a raid or scout if your raid is being ganked on.
thing is that you are talking about gearing to loose - if you gear what towards what you like instead of what works you are then deliberately diminishing your chances of doing something successfully
Maezriel wrote: » Menda Goodbody wrote: » I'm pro stun. I'm pro any combat moves in pvp. Why limit us? B/c stuns are very boring for those who are stunned. IMO combat shouldn't encourage someone to just twiddle their thumbs and wait
Menda Goodbody wrote: » I'm pro stun. I'm pro any combat moves in pvp. Why limit us?
Menda Goodbody wrote: » Maezriel wrote: » Menda Goodbody wrote: » I'm pro stun. I'm pro any combat moves in pvp. Why limit us? B/c stuns are very boring for those who are stunned. IMO combat shouldn't encourage someone to just twiddle their thumbs and wait Agree to disagree. I like stuns. I also like polymorphs, cages, roots, silence, dizzy, pinned, etc.