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Balance PVP and PVE for PVX please....

GardosienGardosien Member, Alpha Two
edited October 21 in General Discussion
" Please for the love of God, stop forcing pve on pvp players at a unbalanced rate. Should be rewards you get via pvp and only pvp. Since you have to pve to get stuff, you should have to pvp to get stuff. Balance please... or an honest effort PVX, GAME Can start with pvp only rewards, that are are good for pvp and pve. Forcing pvp players to pve to get what they want for pvp,, why shouldn't pve players not have to do some pvp to improve their toon..
Additional stats or skill you only get via PVP , would be nice... So people do not have to PVP, they will just not have those stats or skills. Ie improved blocking for tanks, Uninterrupted casting for healers for 5secs on 5 min cool down, ,,,all kinds of good ideas.... See DAOC realm abilities for ideas"

Wonderful Idea.... Before you cry, "you can just Flag up".. I want rewards,,,, Like I get when forced to PVE so I can PVP. What is good for one player base , should be good for the next.
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Comments

  • I really liked in WOW WOTLK expansion that there were pve items and also pvp items. The pvp items had stat like "resilience" that reduced dmg taken and increased dmg done when fighting other players and stacking it was important for any kind of pvp, for any class (be it tank, healer or dps). And you could get pvp items only from pvp activities like arenas/battlegrounds or world map pvp.

    In the other hand pve items gave bigger dmg for dps in both pve and pvp scenarios. but you would be more squishy, so you become easy to kill in pvp. And also resilience would be useless in pve so you wouldnt want to use pvp items there.

    There were hybrid builds where you put some pvp items for some resilience and also some pve items for more dmg output/healing. depending if you want to survive, or do burst dmg.
  • LudulluLudullu Member, Alpha Two
    Gardosien wrote: »
    Wonderful Idea.... Before you cry, "you can just Flag up".. I want rewards,,,, Like I get when forced to PVE so I can PVP. What is good for one player base , should be good for the next.
    We will literally have PvP rewards. They are just not implemented yet.
    https://ashesofcreation.wiki/PvP_seasons

    As for forcing pve onto pvp players - that's already the equalizing tool for the playerbase, because all pvers will have pvp forced onto them and they will suffer from pvp that doesn't even involve them (i.e. node sieges).

    "Pvpers" are so fucking whiny...
  • GithalGithal Member
    edited October 21
    Ludullu wrote: »
    Gardosien wrote: »
    Wonderful Idea.... Before you cry, "you can just Flag up".. I want rewards,,,, Like I get when forced to PVE so I can PVP. What is good for one player base , should be good for the next.
    We will literally have PvP rewards. They are just not implemented yet.
    https://ashesofcreation.wiki/PvP_seasons

    As for forcing pve onto pvp players - that's already the equalizing tool for the playerbase, because all pvers will have pvp forced onto them and they will suffer from pvp that doesn't even involve them (i.e. node sieges).

    "Pvpers" are so fucking whiny...

    Hmm. Reward once each 6 months? For only the top players? Seems far from enough tbh.
    If it was rewards each month for the best players, would seem bit better.
    Tho there need to be rewards even for regular pvp players, not just the top branch
  • LudulluLudullu Member, Alpha Two
    Githal wrote: »
    Hmm. Reward once each 6 months? For only the top players? Seems far from enough tbh.
    If it was rewards each month for the best players, would seem bit better.
    Tho there need to be rewards even for regular pvp players, not just the top branch
    This is where Steven would go "it's subject to change after testing".

    L2 had rewards for anyone who participated in the arena. Rewards were monthly and the top players did get more of said reward (+a HUGE reward for literal top1 dudes), but everyone still got something.

    I'm sure the precious little baby pvpers will complain enough for Steven to reward all of them :)
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    edited October 21
    Sure, I'm down for this, give PvP players progression within their spaces. I'd like some myself.

    I want a gear loadout that is stored in my Node that is provided by my Node for when I protect it in any sort of Node War. They give me this loadout based on my efforts in that war (win or lose). If I prove I'm good enough in some way, I get appropriate gear.

    Whenever going to war or defending against a Node Siege I get access to this gear loadout and I can wear it within the conflict zones until the conflict ends.

    The Mayor can use some form of mandate to temporarily issue me access to this gear for a period even when there is no sanctioned/Event based PvP, probably using 'points' or something earned from war performances (or the dreaded PvE, for some of us PvX players).

    I lose access to this loadout if the Node falls (but it can stay saved somewhere, who knows what the future will bring).

    Settlement(Node) dependent PvP progression that benefits me when I just want to PvP. Can loop in Crafters too so that they provide some of this gear to the Node. When the Node falls, the enemy gets to raid the Armory and find extremely damaged versions of this gear (which they can donate to their own Node Armory if they have one, or someone else's, at which point it can be repaired). Only some percentage of the gear in the Armory can be salvaged when it falls.

    Players still defending can even keep their gear on and make a run for it, but it drops the next time they die, meaning that for that gear, once your Settlement is destroyed, you are now playing a Full Loot MMORPG. If you die randomly to a mob and no one is around to pick up the gear from your ashes, it's gone.
    One of the most enduring 'fantasies' of the human spirit, is to either always have people willing to help... or to be strong enough to never need any.
  • GardosienGardosien Member, Alpha Two
    edited October 21
    The fact that you are so darn defensive of pve out performing in game player time by 1 to 40 in a pvx game is silly. Step up brother or go back to EQ/WOW

    Way more pve forced on pvp players. I would be happy with a 25/75 balance. But like 90% pve to pvp is stupid in a pvx game.. We should just call WOW pvx
  • AszkalonAszkalon Member, Alpha Two
    edited October 21
    Gardosien wrote: »
    The fact that you are so darn defensive of pve out performing in game player time by 1 to 40 in a pvx game is silly. Step up brother or go back to EQ/WOW

    I think the current System is just okay as it is - > aside from the fact that Corruption is rather SERIOUSLY dissuaded with that you can immediately lose not just one but SEVERAL Gear/Armor/Weapon-Items if you die while being under Corruption.

    This must get weakened and be it only the Timer for a bit when You are corrupted. Like if you don't get slain in the next Hour your Corruption wears off - and if you die you can lose only "one" Item with like a Chance of 50% or so. >:)

    ( No Idea how long Corruption is right now. Could be an Hour. Could be more. Could be less. )

    Gardosien wrote: »
    Way more pve forced on pvp players. I would be happy with a 25/75 balance. But like 90% pve to pvp is stupid in a pvx game.. We should just call WOW pvx

    So it is just as i thought - and PvP is like 90% out of 100% dissuaded. When the Game release someday sooner or later - this must be fixed so that it is not as overly punishing.

    Otherwise - say goodbye to Open World PvP aside from "Warzones" or the Open Sea or whatever. ;)
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    I am in the guildless Guild so to say, lol. But i won't give up. I will find my fitting Guild "one Day".
  • AeacusAeacus Member, Alpha Two
    edited October 24
    Ludullu wrote: »
    As for forcing pve onto pvp players - that's already the equalizing tool for the playerbase, because all pvers will have pvp forced onto them and they will suffer from pvp that doesn't even involve them (i.e. node sieges).

    "Pvpers" are so fucking whiny..
    Ludullu wrote: »

    L2 had rewards for anyone who participated in the arena. Rewards were monthly and the top players did get more of said reward (+a HUGE reward for literal top1 dudes), but everyone still got something.

    I'm sure the precious little baby pvpers will complain enough for Steven to reward all of them :)

    You just love crapping on PvPers whenever and wherever you can. You don't want to be forced into PvP, but PvPers are forced to PvE in your world. Completely one sided view. Again, your relevance is null as you do not even play Phase 3. We don't want arenas, we want open-world PvP. If I wanted arenas, I'd go play WoW.

    To those that care about PvP and play the current Phase... Please add to this post for more suggestions and ideas:
    https://forums.ashesofcreation.com/discussion/68673/the-state-of-pvp-petition-or-lack-of/p1?new=1

    Let's keep the ideas flowing and stop the pissing contests between PvE and PvP out of the equation. Focus PvX.
    vqzwfrvg5ui2.png
  • LudulluLudullu Member, Alpha Two
    Aeacus wrote: »
    You don't want to be forced into PvP, but PvPers are forced to PvE in your world.
    I've already told you this, but I want more pvp than majority of the lawless-wanters. I just want it to be designed better than the dumbest laziest design possible.

    I want more people to be forced to pvp than what lawless zones would (and have) bring.
    Aeacus wrote: »
    We don't want arenas, we want open-world PvP. If I wanted arenas, I'd go play WoW.
    You should've kept the "I" across this entire statement, because I've seen a lot of pvpers ask for arenas. Also, arenas are the only direct and pure pvp available, so if people are asking for "pvp rewards" - that's arenas. Even sieges will have npc guards, which would make them more of a pvx encounter than arenas, and everything else happens in the open world where mobs can and will be used for someone's benefit.

    Also, as the link literally states, pvp seasons include caravans and wars - both of which are pvx encounters, so the rewards for pvp would exist even outside of arenas.

    You playing P3 does nothing for your understanding of the planned design of the game, nor does it do any good for your suggested changes to said design.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Gardosien wrote: »
    Way more pve forced on pvp players.

    *The game* is PvE.

    That is where the world is built, that is where the things players fight over in PvP reside.

    PvP is there as a catalyst for change. It doesn't build, it breaks.

    This game would still technically work (with a few changes) without any PvP at all. Remove PvE and you do not have a game.

    PvP'ers are indeed a whiny bunch.
  • GardosienGardosien Member, Alpha Two
    edited October 24
    Great ideas on how to balance the PVP and PVE in the game...
  • GardosienGardosien Member, Alpha Two
    edited October 24
    Noaani wrote: »
    Gardosien wrote: »
    Way more pve forced on pvp players.

    *The game* is PvE.

    That is where the world is built, that is where the things players fight over in PvP reside.

    PvP is there as a catalyst for change. It doesn't build, it breaks.

    This game would still technically work (with a few changes) without any PvP at all. Remove PvE and you do not have a game.

    PvP'ers are indeed a whiny bunch.

    1.) It is a PVX Game
    2.)No one ever said anything about not having PVE, Just requesting a Balance of game play and rewards
    3.) PVP can Build if it was given rewards = to those of pve
    5.)Maybe take time to suggestion how it (pvp) can be improved and balanced with pve vs Calling names

  • LudulluLudullu Member, Alpha Two
    Gardosien wrote: »
    3.) PVP can Build if it was given rewards = to those of pve
    It can't though. By definition someone's progression is stopped/prevented/regressed, which means destruction.

    In PvE your enemy is the game, so players will always progress if the win, and quite often they don't regress even if they lose (obviously not quite the case in Ashes), but with PvP - someone always loses.
  • Ludullu wrote: »
    Gardosien wrote: »
    3.) PVP can Build if it was given rewards = to those of pve
    It can't though. By definition someone's progression is stopped/prevented/regressed, which means destruction.

    In PvE your enemy is the game, so players will always progress if the win, and quite often they don't regress even if they lose (obviously not quite the case in Ashes), but with PvP - someone always loses.

    Thats some bold generalization there.

    Take for example the instanced Battlegrounds or arenas in WOW. You queue, you fight, you win/lose. Both winner and loser win arena/honor points. Obviously the winner gets more + rate. The loser lose rate in ranked, but still wins some currency that can be used on buying items.

    So it is pvp, and no one loses.

    And ye i get it that AOC is aiming to be more hardcore, and most of the time you will lose something if you lose the fight. But same applies for pve. If you die to mobs/boss, you lose from the death
  • LudulluLudullu Member, Alpha Two
    Githal wrote: »
    Take for example the instanced Battlegrounds or arenas in WOW. You queue, you fight, you win/lose. Both winner and loser win arena/honor points. Obviously the winner gets more + rate. The loser lose rate in ranked, but still wins some currency that can be used on buying items.
    This is highly dependent on the size of the reward for the biggest losers.

    I gave this example already, but L2's arena also gave out rewards to all participants, but for the biggest losers that reward was real damn small, and nowhere near comparable to the stuff you'd get if you had spent the same amount of time pveing.

    Which brings us to this point
    Githal wrote: »
    And ye i get it that AOC is aiming to be more hardcore, and most of the time you will lose something if you lose the fight. But same applies for pve. If you die to mobs/boss, you lose from the death
    If we want equalization of rewards - boths sides gotta be equal, right? So either pve stops being so punishing or instanced pvp doesn't give anywhere near as good of a reward as pve does.

    We still don't know how the instanced pve will be designed, so maaaaybe we don't have any death penalties there, while still getting some non-grindable reward. I'd be more than ok with arenas doing the same. And with 6-months long seasons, I'd imagine that the general amount of rewards from arenas and from new instanced content would be roughly equal. Well, that is if Intrepid actually manage to keep up with their promised pace of content releases, which is a massive fucking IF.

    But outside of those arenas - pvp is only destructive. Especially considering that Steven loves "losers suffering" and decided to change death penalties in pvp events from just gear decay to full pvp penalties...
  • GardosienGardosien Member, Alpha Two
    edited October 24
    How about we shot for 25% 75% balance to start..... Do not think that is asking the world in a PVX game..
    Give PVP rewards only received by PVP that increase their toons strength or abilities in PVP... If you do not want to PVP than you really don't need the increase kit given by PVP points, so should have zero issue... If you want to PVP, than you can PVP and earn those points, to get addition PVP strength and or abilities on your toon.
    PVP will still be forced to PVE for gear ect to PVP.... PVE'ers will be forced to do ZERO PVP to PVE.....
    SOUNDS BALANCED TO ME...... Not asking for the world
    PVERS get to build their toon for PVE by PVE
    PVPers get to build their toon for PVP by PVP

    Keep pushing those IDEAS,,,, On how to Balance the two.... IF you do not want to PVP at all... That is fine!! But you can still give ideas on how to balance .. No clue why all the derailment, relax!

    I can see we want a win / win where if you PVP you should always get something like when you hit rocks and trees and pve..... Easy fix Point system,,,, win get x point, lose get x point .. The more you help in a fight X points..... SO it would always be building your PVP point to use on PVP SKILLS to build your toon....
    But just like PVE , death = alot less gain , than Win.... Less you put into to PVE the less you get out of it. SO the less you put into a PVP fight, the less points you will get.
    At some point things should be earned not just given,,, In both PVP and PVE,,, it is what makes the game fun for the Majority...
  • LudulluLudullu Member, Alpha Two
    Gardosien wrote: »
    Keep pushing those IDEAS,,,, On how to Balance the two.... IF you do not want to PVP at all... That is fine!! But you can still give ideas on how to balance .. No clue why all the derailment, relax!
    Steven doesn't want to separate classes/gear/etc into pve and pvp. He wants a unified system, just as L2 had (before later updates).

    So if you want completely separate rewards, you first should be pushing Steven to separate gear into 2 types. People have tried doing that before to no avail. GL with that :)
  • GardosienGardosien Member, Alpha Two
    edited October 24
    Keep pushing those IDEAS,,,, On how to Balance the two!
    Steven also wants PVP to be rewarding..... SO KEEP pushing those ideas! Try not to derail
  • LudulluLudullu Member, Alpha Two
    Gardosien wrote: »
    Steven also wants PVP to be rewarding.....
    This is already the case. All the PvErs wouldn't have left the game if they felt they were properly rewarded. But the PvPers stuck around cause they got to murder people in lawless zones and get rewarded for it. And they've been begging to get more of that ever since.

    Caravans are pure rewards with barely any negatives. Crates are abusable as hell and are also pure rewards. Node wars had such massive fucking rewards that they had to be turned off, cause all the non-pvpers flipped out, while all the "pvpers" benefited. Sieges will be EVEN BIGGER FUCKING REWARDS, cause literally everyone at a node will lose their shit, while the pvp winners get to loot it all. Corruption zones will be all about pvp rewards, because ain't no fucking way any pver even approaches them, so those whole regions will just be permanent red murder zones. Sport fishing and seas in general are pure pvp rewards, because both of those pieces of content will have biggest rewards (as stated by Steven himself).

    Where exactly are pvers being rewarded here???
  • GardosienGardosien Member, Alpha Two
    Long List of PVP related skills the you could purchase with PVP points listed below.. From DAOC could easily fit into AOC>.. IF people don't want to PVP, than really no need for those skills can still PVE without them. Keep PVE balanced per PVE Toons, ie Toons with Zero PVP Skills points spent...



    Cost
    1
    1
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    5
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    7
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    Augmented Acuity
    Aug Acu
    Passive
    Increases primary casting stat by the listed amount per level.
    4
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    41
    48
    Augmented Constitution
    Aug Con
    Passive
    Increases Constitution by the listed amount per level.
    4
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    17
    22
    28
    34
    41
    48
    Augmented Dexterity
    Aug Dex
    Passive
    Increases Dexterity by the listed amount per level.
    4
    8
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    17
    22
    28
    34
    41
    48
    Augmented Quickness
    Aug Qui
    Passive
    Increases Quickness by the listed amount per level.
    4
    8
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    22
    28
    34
    41
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    Augmented Strength
    Aug Str
    Passive
    Increases Strength by the listed amount per level.
    4
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    34
    41
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    Avoidance of Magic
    AoM
    Passive
    Reduces all magic damage taken by the listed percentage. (This only works on damage. Does not work on disease, dots, or debuffs and does not affect the duration of crowd control spells)
    2%
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    Determination
    Det
    Passive (total)
    The duration of magically applied crowd control spells are reduced by the listed percentages. Effect is cumulative at each level increase.
    4%
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    23%
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    Ethereal Bond
    EB
    Passive
    Increases power points by the listed amount.
    15
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    165
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    Falcon’s Eye
    FE
    Passive
    Increases the chance of dealing a critical hit with archery by the listed percentage amount.
    3%
    6%
    9%
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    27%
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    Lifter
    Passive
    Increases the max encumbrance of the character and the speed at which the character can move rams they control by the listed percentage.
    10%
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    Long Wind
    LW
    Passive
    Decreases the amount of endurance taken per tick when sprinting, by the number listed.
    1
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    Mastery of Blocking
    MoB
    Passive
    Increases chance to block by the listed percentage.
    2%
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    Mastery of Focus
    MoF
    Passive
    Increases the level of all spells cast by the listed amount for out-right resistance purposes. (caps at level 50)
    3
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    Mastery of Healing
    Passive
    Increases the effectiveness of healing spells by the listed percentage.
    2%
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    Mastery of Magery
    MoM
    Passive
    Additional effectiveness of magical damage by listed percentage.
    2%
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    Mastery of Pain
    MoPain
    Passive
    Increases chance to deal a critical hit in melee per listed percentage. (Passes on to Necro Pets)
    3%
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    9%
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    27%
    33%
    39%
    Mastery of Parrying
    MoParry
    Passive
    Increases chance to parry by the listed percentage.
    2%
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    Mastery of Stealth
    MoS
    Passive
    Modifies stealth detection and stealth movement. Camouflage counters the Mastery of Stealth bonus, allowing an archer to only be seen at the normal range. Doesn’t affect detect hidden classes when they are detecting other detect hidden classes. (Meaning it has no affect on assassins detecting assassins.)
    10%/
    75
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    125
    20%/
    175
    25%/
    235
    30%/
    300
    35%/
    375
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    535
    50%/
    625
    Physical Defense
    PD
    Passive
    Reduces all physical damage taken by the listed percentage.
    2%
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    Serenity
    Passive
    Adds to the amount of power regenerated over time.
    1
    (1 RP)
    2
    (3 RP)
    3
    (6 RP)
    5
    (10 RP)
    7
    (14 RP)
    Toughness
    Tough
    Passive
    Increases hit points by the listed amount.
    25
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    Veil Recovery
    Passive
    Reduces the duration of resurrection illnesses by the percentage listed.
    10%
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    Wild Healing
    WH
    Passive
    Adds the listed percentage chance to critical heal on each target of a heal spell.
    3%
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    Wild Minion
    WM
    Passive
    Increases chance of pet dealing a critical hit in melee by the listed percentage.
    3%
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    Wild Power
    WP
    Passive
    Increases chance to deal a critical hit with all spells that do damage, including DoTs, by listed percentage.
    3%
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    Realm Abilities with 5 Levels
    TIMED
    Abbr
    Type
    Description
    Reuse Timer
    Level 1 Effect
    Level 2 Effect
    Level 3 Effect
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    Level 5 Effect
    Cost
    5
    5
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    8
    Adrenaline Rush
    AR
    Active
    Doubles the base melee damage for 20 seconds.
    See Effect
    20 min
    15 min
    10 min
    7.5 min
    5 min
    Ameliorating Melodies
    AM
    Active
    Heals all members of the group (except the user) by the listed amount each tick for 30 seconds. (10 total ticks)
    900 sec
    100
    175
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    400
    Anger of the Gods
    Active
    30 second group damage add that stacks with all other damage adds & ignores caps. DPS bonus as listed.
    600 sec
    10 dps
    15 dps
    20 dps
    25 dps
    30 dps
    Barrier of Fortitude
    BoF
    Active
    Grants the group a melee absorption bonus based on the percentage listed. 30 second duration. (Does not stack with Soldier’s Barricade or Bedazzling Aura.)
    600 sec
    10%
    15%
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    Bedazzling Aura
    BAoD
    Active
    Grants the group increased resistance to magical damage for 30 seconds by the percentage listed. (Does not stack with Soldier’s Barricade or Barrier of Fortitude)
    600 sec
    10%
    15%
    20%
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    40%
    Charge
    Active
    Grants unbreakable speed 3 for 15 second duration. Grants immunity to roots, stun, snare and mesmerize spells. Target will still take damage from snare/root spells that do damage.
    See Effect
    15 min
    10 min
    5 min
    3 min
    90 sec
    Concentration
    Active
    Refreshes the timer on quick-cast allowing for a second quick-casted spell without the normal 30 second wait.
    See Effect
    15 min
    9 min
    3 min
    90 sec
    30 sec
    Dashing Defense
    Active
    The tank can block and parry for all groupmates within a 1000 radius for the duration listed. Each attack only has the chance of being blocked/parried once, regardless of how many characters in a group have Dashing Defense active at one time.
    600 sec
    10 sec
    20 sec
    30 sec
    45 sec
    1 min
    Decimation Trap
    DT
    Active
    AE damage trap with 350 radius. Damage as listed. The trap lasts ten minutes or until detonated (whichever comes first). Energy based. 2 second non-interruptible cast time
    900 sec
    300
    450
    600
    750
    900
    Divine Intervention
    Active
    Gives the group a buff that provides a pool of healing. If anyone in the group takes damage inflicted through combat, they will be immediately healed from the healing pool. Pool size is based on the numbers listed. Does not heal the user. Buff Duration: 20 minutes
    600 sec
    1000
    1500
    2000
    2500
    3000
    Dual Threat
    Passive
    Grants a bonus chance to critical hit on both melee and magic based attacks. Percentage chance as listed. (While this stacks with Wild Power and Mastery of Pain, please note that there is a 50% hard cap on the chance to crit.)
    Passive
    5%
    7%
    10%
    15%
    20%
    First Aid
    FA
    Active
    Heals the user by the listed percentage.
    180 sec
    25%
    40%
    60%
    80%
    100%
    Ichor of the Deep
    Ichor
    Active
    Spirit-based root plus direct damage spell. 1875 range with 500 radius. Damage and duration as listed. Two second non-interruptible cast time.
    600 sec
    150 dam /10 sec
    275 dam /15 sec
    400 dam /20 sec
    500 dam /25 sec
    600 dam /30 sec
    Ignore Pain
    IP
    Active
    Heal that grants health equal to the percentage listed. Can be used when in combat.
    900 sec
    20%
    35%
    50%
    65%
    80%
    Juggernaut
    Jugg
    Active
    Increases the effective level of the pet by the listed number of levels for 60 seconds. (capped at level 70)
    900 sec
    10
    15
    20
    25
    30
    Mastery of Concentration
    MoC
    Active
    Grants a 100% bonus to avoid being interrupted by any form of attack when casting a spell. The effect of the spell cast will be reduced to the percentages listed. (Necro version transfers to the pet)
    600 sec
    25%
    35%
    50%
    60%
    75%
    Mystic Crystal Lore
    MCL
    Active
    Grants a refresh of power based on the percentages listed. Cannot be used when in combat.
    180 sec
    25%
    40%
    60%
    80%
    100%
    Negative Maelstrom
    NM
    Active
    A 2 second non-interruptible cast time cold based pulsing GTAE storm with 350 radius. Ground target range is 1500. The damage of the storm grows with each pulse.
    900 sec
    175
    260
    350
    425
    500
    Perfect Recovery
    Active
    Instantly resurrects the target with no res effects with the listed amount of health and power.
    300 sec
    10%
    25%
    50%
    75%
    100%
    Purge
    Active
    Removes all negative effects but leaves any applicable immunity timers in place. Level 1 purge is on a 15 minute timer but has a 5 second delay. Level 2 is on the same timer but has no delay. Level 3 is on a 5 minute timer and has no delay.
    900 sec
    5 Sec Delay
    2 Sec Delay
    No Delay
    no delay 600 sec reuse
    no delay 300 sec reuse
    Raging Power
    RP
    Active
    Grants a refresh of power based on the percentages listed. Can be used when in combat.
    600 sec
    25%
    35%
    50%
    65%
    80%
    Reflex Attack
    Passive
    Gives a chance to automatically counter-attack with an unstyled swing (or a swing from each hand in the case of duel wielding classes) anytime a hit is taken. Works against attacks from all 360 degrees with the chance based on the percentages listed.
    Passive
    10%
    20%
    30%
    40%
    50%
    Second Wind
    SW or 2W
    Active
    Restores 100% of the user’s endurance.
    See Effect
    15 min
    10 min
    5 min
    3.5 min
    2 min
    Soldier’s Barricade
    SB
    Active
    Grants the group an absorption bonus to all forms of damage based on the percentages listed. 30 Second duration. (Does not stack with Barrier of Fortitude or Bedazzling Aura)
    600 sec
    5%
    10%
    15%
    20%
    30%
    Speed of Sound
    SoS
    Active
    Group ability that allows unstoppable speed 4 movement for the listed duration. Gives immunity to stun/snare/root and mesmerize spells. If the spell has a damage component, the target will take damage but be immune to the stun/snare/root or mesmerize. It breaks with any action taken except healing. (Will be negated by speedwarp.)
    600 sec
    10 sec
    20 sec
    30 sec
    45 sec
    60 sec
    Static Tempest
    Active
    Delivers a 360 radius targeted storm that procs a 3 second unresistible stun every 5 seconds for the duration listed.
    600 sec
    15 sec
    20 sec
    25 sec
    30 sec
    35 sec
    Strike Prediction
    Active
    Grants all group members a chance to evade all melee and arrow attacks for 30 seconds. This does not stack with any other chance to evade and will only benefit classes with no or very low chances of evading.
    600 sec
    5%
    7%
    10%
    15%
    20%
    The Empty Mind
    Active
    Grants the user 45 seconds of increased resistances to all magical damage by the percentage listed. This only works on damage and does not affect the duration of crowd control spell. (Necro version transfers to pet)
    600 sec
    10
    15
    20
    25
    30
    Thornweed Field
    TWF
    Active
    Creates a field of thorns that damage and snare all enemies caught within. 500 radius. Essence Damage. Pulses every 3 seconds. 2 second non-interruptible cast time. 1500 range
    600 sec
    25/10
    50/15
    100/20
    175/25
    250/30
    Vanish
    Active
    Provides the stealther with super stealth, which can not be broken. Also will purge DoTs and Bleeds and provides immunity to crowd control. This ability lasts for 1 to 5 seconds depending on level of Vanish. The stealther also receives an increase in movement speed as listed. A stealther can not attack for 30 seconds after using this ability.
    900 sec
    Normal Speed,
    3 sec immunity

    Speed 1,
    3 sec immunity

    Speed 3,
    4 sec immunity

    Speed 4,
    5 sec immunity

    Speed 5,
    6 sec immunity

    Vehement Renewal
    VR
    Active
    Instantly heals all group members (except the user) within 2000 range for the amount listed.
    600 sec
    375
    525
    750
    1125
    1500
    Viper
    Passive
    Increases the damage of poisons by the listed amount.
    Passive
    25%
    35%
    50%
    75%
    100%
    Volcanic Pillar
    VP
    Active
    Heat based AE damage spell with 500 radius. Damage as listed. 2 second non-interruptible cast time. 1500 range Target is enemy.
    900 sec
    200
    350
    500
    625
    750
    Wrath of Champions
    WoC
    Active
    Spirit Based instantly cast PBAE with 150 radius that does the listed damage.
    600 sec
    200
    350
    500
    625
    750

    Realm Rank 5 Class-Specific Realm Abilities
    CLASS UNIQUE Abbr
    Free to All Classes at RR5
    Reuse Timer
    Class
    Allure of Death
    Active
    Bonedancer appearance is changed to skeletal form for 60 seconds to confuse enemy. When in skeletal form, the Bonedancer has a 75% chance of out-right resisting Nearsight and all Crowd Control spells.
    600 sec
    Bonedancer
    Arms Length
    AL
    Active
    10 second unbreakable burst of extreme speed.
    600 sec
    Eldritch
    Badge of Valor
    BoV
    Active
    Champion’s melee damage for the next 20 seconds will be INCREASED by the targets armor-based ABS instead of decreased.
    900 sec
    Champion
    Blade Barrier
    Active
    For 30 seconds the blademaster parries 90% of all melee attacks. The blademaster is unable to attack during this time. If the blademaster attempts a style while this effect is still up, it will cancel the effect.
    300 sec
    Blademaster
    Blinding Dust
    Dust
    Active
    Insta-cast PBAE Attack that causes the enemy to have a 25% chance to fumble melee/bow attacks for the next 15 seconds.
    300 sec
    Mercenary
    Blissful Ignorance
    Active
    Allows the Savage to fire all savagery buffs for a single round without paying any hit point penalty.
    300 sec
    Savage
    Boiling Cauldron
    Active
    Summons a large cauldron that boils in place for 5 seconds before spilling and doing damage to all those nearby.
    15 min
    Warlock
    Call of Darkness
    Active
    When active, the necromancer can summon a pet with only a 3 second cast time. The effect remains active for 15 minutes, or until a pet is summoned.
    900 sec
    Necromancer
    Calming Notes
    Active
    Insta-cast spell that mesmerizes all enemy pets within 750 radius for 30 seconds.
    300 sec
    Minstrel
    Chain Lightning
    CL
    Active
    Casts a lightning bolt at the enemy target and hits up to 5 targets (player or pet). If there is only one target available, the spell will hit once. If there are multiple targets, the spell has a chance to jump from target to target and back to the prior target. With each jump, the damage of the spell is reduced by 25%.
    600 sec
    Thane
    Combat Awareness
    Active
    The Hero gains a 360 degree 50% evade for 30 seconds, during which time the Hero’s attack power is reduced by 50%. During this time, the Hero will also be snared by 50%.
    15 min
    Hero
    Desperate Bowman
    Active
    This ability is used with a bow. Does 300 damage and a 5 second (non resistible) stun. Bow and melee cannot be used for 15 seconds afterwards.
    900 sec
    Ranger
    Dreamweaver
    Active
    Bard creates an illusion that makes himself or herself look like a different race and class for a 5 minute duration. The bard’s instrument also takes the illusion of another weapon and no spell effects are shown when casting a spell.
    600 sec
    Bard
    Entwining Snakes
    Active
    Insta-cast spell that is PBAE 50% snare lasting 20 seconds with a 350 unit radius. Snare breaks on attack.
    600 sec
    Hunter
    Epiphany
    Active
    25% Group power refresh. Skald must be out of combat to use. (group members may be in combat)
    600 sec
    Skald
    Fanaticism
    Active
    All Heretic groupmates who are able to bind at a keep or tower lord receive a reduction in all spell damage taken for 45 seconds.
    15 min
    Heretic
    Ferocious Will
    Active
    Gives the Berzerker an ABS buff of 25%. Lasts 30 seconds total.
    600 sec
    Berserker
    Fungal Union
    Active
    Turns the animist into a mushroom for 60 seconds. Does not break on attack. Grants the animist a 10% chance of not spending power for each spell cast during the duration.
    300 sec
    Animist
    Fury of Nature
    Active
    Double style damage for 30 seconds. All damage done returns 100% to the group in spread heal form. (excluding the warden)
    600 sec
    Warden
    Gift of Perizor
    GoP
    Active
    Reduces damage on all players in the user’s group by 25% for 60 seconds. Damage reduced by this ability is returned to the user in power.
    600 sec
    Mauler (Alb)
    Mark of Prey
    Active
    Grants all members of the Vampiir’s group a 30 second damage add that stacks with all other forms of damage add. All damage done via the damage add will be returned to the Vampiir as power.
    10 min
    Vampiir
    Minion Rescue
    Active
    2 second cast (non-interruptible) PBAE that summons 1 level 50 fire elemental for every enemy within 500 radius. (max 8) Pets have 50 hit points, but proc a 3 second stun (duration unaffected by resists). The fire elementals have a max durations of 6 seconds.
    900 sec
    Theurgist
    Nature’s Womb
    Active
    Insta-cast spell that stuns the druid for 5 seconds and converts all damage taken into healing.
    600 sec
    Druid
    Remedy
    Active
    Assassin ingests poison that costs 10% life but grants poison immunity (from weapons only)for 60 seconds. Can be activated while stealthed without breaking stealth. HP loss is returned when the duration is up. Available to Infiltrators, Nightshades, and Shadowblades at RR5.
    300 sec
    Nightshade
    Resolute Minion
    Active
    Pet is immune to all forms of Crowd Control for 60 seconds. Will not purge any CC that already exists on the pet.
    600 sec
    Cabalist
    Restorative Mind
    Active
    Group Frigg that heals health, power, and endurance over 30 seconds for a total of 50%. (5% is granted every 3 seconds regardless of combat state)
    600 sec
    Shaman
    Retribution of the Faithful
    Active
    30 second buff that has a 50% chance to proc a 3 second (duration undiminished by resists) stun on any melee attack on the cleric.
    300 sec
    Cleric
    Rune of Utter Agility
    Active
    Runemaster gets a 90% chance to evade all melee attacks (regardless of direction) for 15 seconds.
    600 sec
    Runemaster
    Searing Pet
    Active
    Causes the pet to cast a PBAE DoT that ticks for 6 times for 25 points of damage per tick.
    120 sec
    Enchanter
    Selective Blindness
    Active
    When cast on an enemy player or pet, this debuff will prevent that player or pet from being able to attack the mentalist for 20 seconds. 1500 range, 150 radius. 2s uninterrupted cast. The blindness will drop on any target the Mentalist attacks.
    300 sec
    Mentalist
    Selfless Devotion
    Active
    Debuffs the user’s stats by 25%. Once debuffed, the Paladin will pulse a 300 point group heal with a 750 unit range every 3-seconds for 15-seconds total.
    900 sec
    Paladin
    Shield of Immunity
    Active
    Shield that absorbs 90% melee/archer damage for 20 seconds.
    900 sec
    Sorcerer
    Shield Trip
    Active
    Throws shield at target, rooting them in place for 10 seconds (undiminished by resists). Scout cannot attack for 15 seconds afterwards.
    900 sec
    Scout
    Soldier’s Citadel
    Active
    This ability grants a 50% bonus to parry and block rates for the Armsman for 30 seconds, but -10% bloc/parry rates for 15 seconds after.
    15 min
    Armsman
    Sonic Barrier
    Active
    Increases the armor ABS of all groupmates for 45 seconds by a multiple of their existing ABS.
    10 min
    Bainshee
    Soul Quench
    Active
    Insta-PBAE attack that drains 250 points (modified up or down by the Reavers SR level) from all nearby enemies and returns 75% to the Reaver.
    600 sec
    Reaver
    Spirit Martyr
    Active
    SM sacrifices pet in exchange for heal to all in group. Amount healed is dependant on the health of the pet at the time of release. 3200 total healing pool for a full health pet. Max of 600 hit points per any group member.
    600 sec
    Spiritmaster
    Sputin’s Legacy
    Active
    Cheat Death: when this buff is fired, if the Healer takes enough damage to die while the buff is active, it will heal for a random amount and the Healer will not die. The buff also procs a 5 second spell and damage immunity. This will fire either when the spell expires, or when the healer receives a deathblow while the spell is active.
    900 sec
    Healer
    Testudo
    Active
    Warrior with shield equipped covers up and takes 90% less damage for all attacks for 45 seconds. Can only move at reduced speed (speed buffs have no effect) and cannot attack. Using a style will break testudo form. This ability is only effective versus realm enemies.
    900 sec
    Warrior
    Vale Defense
    Active
    Gives the group a 500 point 50% ablative that lasts for 10 minutes or until depleted.
    600 sec
    Valewalker
    Valhalla’s Blessing
    Active
    Each spell and style used by group members has a chance of not costing power or endurance for 30 seconds.
    10 min

    Wall of Flame
    Active
    Insta-cast spell that drops a ward that pulses a 150 radius PBAE fire based for 15 seconds. Pulse is 400 points of damage every 3 seconds.
    900 sec

    Whirling Staff
    Active
    PBAE attack that does moderate damage and makes all melee targets in 350 radius unable to attack for 6 seconds.
    600 sec



  • LudulluLudullu Member, Alpha Two
    This could've been an email link...
  • GardosienGardosien Member, Alpha Two
    "Caravans are pure rewards with barely any negatives" This statement alone shows you are just derailing and not being helpful here... Please try to stay on topic on what we can do to balance PVP and PVE game time and rewards.. Thank you in advance
  • LudulluLudullu Member, Alpha Two
    Gardosien wrote: »
    "Caravans are pure rewards with barely any negatives" This statement alone shows you are just derailing and not being helpful here... Please try to stay on topic on what we can do to balance PVP and PVE game time and rewards.. Thank you in advance
    That is the exact point. PvPers are getting way more rewards than PvErs, so, if anything, it's the PvErs that should be getting an update. And Harbingers sure as fuck won't bring that, because the closest to pver rewards that update will have is the sport fishing outside of open seas, which is still subject to the PKing abuses, so even that is barely a pve thing.

    PvPers will get higher wards by proxy, once PvErs get theirs, but "pvpers" are just whiny babies that can't even comprehend that kind of situation.
  • GardosienGardosien Member, Alpha Two
    edited October 24
    I see people Looking for groups all day for PVE because of the rewards, NEVER do I see LFG for PVP.. Be up for suggestion on how we could balance it?
  • MeppsMepps Member, Staff
    Gardosien wrote: »
    I want rewards,,,, Like I get when forced to PVE so I can PVP. What is good for one player base , should be good for the next.

    As you make this suggestion/share these concerns, are you looking at the the current state of Phase III or are you looking at what you expect to see from plans for the future? Or is it a bit of both?
    community_management.gif
  • LudulluLudullu Member, Alpha Two
    Gardosien wrote: »
    I agree I see people LFG ing All day long for PVP because it so rewarding. You can stop now.. The unbalance is real
    Again, it's not rewarding because none of the pve rewards are in. Crafting is fucked, mob loot is fucked, dungeon spawns are fucked, bosses are way too few and far between, costs for everything are through the roof.

    So why would pvers even attempt to fight back in pvp, when they already have 0 rewards and pvping would only put them even further behind.

    And if pure pvp would have rewards, you fucking bet POLAR-likes would be abusing that shit six ways to sunday, while there'd still be no proper pvp in the game.

    I've given my suggestion countless times. Balance corruption better (even laxer than what's planned), have proper mob loot, introduce BHs and make them the only ones who can kill PKers. Steven's too stubborn to ever go that route and "pvpers" are too pussy to even risk becoming corrupted, even if the balancing is in their favor.
  • GardosienGardosien Member, Alpha Two
    edited October 24
    Mepps wrote: »
    Gardosien wrote: »
    I want rewards,,,, Like I get when forced to PVE so I can PVP. What is good for one player base , should be good for the next.

    As you make this suggestion/share these concerns, are you looking at the the current state of Phase III or are you looking at what you expect to see from plans for the future? Or is it a bit of both?

    It is from current state phase 3, phase 2.0 and 2.5.. Just lack of rewards for PVP. Hoping to see people in the future looking for PVP groups to roam, and have fun. I never seen anyone LFG for a PVP group or small man(2-3 man PVP groups), very little pvp, rarely raids. But daily I see LFG for PVE groups to go farm,,,
  • LudulluLudullu Member, Alpha Two
    Gardosien wrote: »
    It is from current state phase 3, phase 2.0 and 2.5.. Just lack of rewards for PVP. I never seen anyone LFG for a PVP group or small man, very rarely raids. But daily I see this for PVE
    I'm genuinely interested, what mmo has people LFGing for pvp? Especially open world pvp and not just random arena pugs.
  • GardosienGardosien Member, Alpha Two
    edited October 24
    Ludullu wrote: »
    Gardosien wrote: »
    It is from current state phase 3, phase 2.0 and 2.5.. Just lack of rewards for PVP. I never seen anyone LFG for a PVP group or small man, very rarely raids. But daily I see this for PVE
    I'm genuinely interested, what mmo has people LFGing for pvp? Especially open world pvp and not just random arena pugs.



    DAOC for over 20 years with great interaction in PVE content,,, It can be done... Game is old, but in its prime had both,,, in over the 20 years had both 100% of the time... Fire up Eden sever it is free to play, check it out yourself. Even today on the Eden sever you can log in on prime time, and find a group or a zerg to roam with in PVP..(After you gear yourself up in PVE). Some people even looking for "smalls" ie 2-3 man groups to roam PVP.. 20 years after release. People still lfg'n for pvp and pve during prime time, nightly. The PVP system rewards points, more for winners, a little for everyone, So if your are not great you still get something to help advance your toon in PVP,, as you learn PVP your toon advances... (24 Classes to balance + to boot) In addition some of the best PVP sets for classes are a combination of player crafted items, and PVE rewards

    Side Note: Crafting system is great in AOC,,, IMO, I have I think over a dozen skills at JM+ on my account.. It is buggy needs work but it is testing... Really like it and can see where it is going......
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    edited October 24
    Ludullu wrote: »
    Gardosien wrote: »
    It is from current state phase 3, phase 2.0 and 2.5.. Just lack of rewards for PVP. I never seen anyone LFG for a PVP group or small man, very rarely raids. But daily I see this for PVE
    I'm genuinely interested, what mmo has people LFGing for pvp? Especially open world pvp and not just random arena pugs.

    We LFG for PvP in TL, consistently.

    I think I see more PvP party shouts than PvE ones.

    If we count 'people LFG for Dungeons when they know it is about to turn night', then it's not even close.

    PvP LFG shouts are less common for Dominion Bosses (because one would go with your main group, but also because matchmaking kicks in if you enter solo), but even those happen still, and people do take even undergeared players as long as they are comfortable with those players (I can't say what happens after that, but I've never been in a party that was negative or 'toxic' to an underleveled player for something other than blatantly ignoring their tactical role).

    But your point still stands, because there are considerably more real PvP rewards in TL than there are in Ashes.

    I definitely see (and get) a lot of PvP and PvX relatively, though.
    One of the most enduring 'fantasies' of the human spirit, is to either always have people willing to help... or to be strong enough to never need any.
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