This PvP revamp worries me, on several levels. First, as Wire has so aptly noted, it's whopping gonzo insane that the victim of an attack should have their
movement suppressed. This is nuts. This is not only potentially game-breaking (at least in the short term, until people adapt), it's also
immersion-breaking. That is a SIN.
However, Morganni may have found the solution. I'd be okay with -- not like, but okay with -- movement suppression for the target of an attack IF the
attacker has to roll a hit first. The way it sounds now, that's not the case -- the instant you come under attack, whoops, you slow down. Whereas, if
someone had to hit me before I slowed down, it'd make it less evil; I can come with any number of reasons why that makes sense, from "you stagger from
the pain of your wounds" to "he's driven throwing spikes through your feet", and more.
If they hit you, you slow down. Okay. I can live with that. Annoying, because like Wire my survival in Warburg depends on not getting hit much (Rhea can take
ONE hit; tap her twice and she's out
, but I can understand it and it's reasonable and most importantly, it's not immersion-breaking. I just hope
that this is what the devs mean, because if not, I don't know that I'll ever bother with nuke gathering again (not that I have much to-date, but
still).
My second problem is the heal limits. Their stated purpose in these revamps is to make every archetype and powerset potentially useful in PvP, right? Well,
then, what the hell is someone like Rhea going to do? Right now she's plenty useful in PvP, even if she is a squishy, because she can keep you HEALED. But
I'll tell you, she puts out a helluva lot more than 4 heals in 15 seconds. With these changes it basically means that after the initial rush, she's
dead weight in any given fight. Let's not go into her damage output (ha. ha.), because that's a whole 'nother kettle of fish.
I suppose you could argue that an Empath has little to no business doing PvP in the first place -- and you'd likely be right -- but she doesn't go in
there alone. Empaths are force multipliers, not combatants; what this change does is essentially remove that (again, after the initial rush). If that's
gone, then dropping buffs (and clearing debuffs) is all an Emp is good for at that point, and -- oh hey, looks like they're capping the buffs as well. Hrm.
I don't really *care* all that much -- I don't play for PvP -- but still, it annoys me to see something done with so little apparent thought given
towards immersion, and with such a lackadaisical attitude towards non-front-line fighters. Support classes just aren't necessary for PvP, is what they seem
to be saying.
--sofaspud
--"Listening to your kid is the audio equivalent of a Salvador Dali painting, Spud." --OpMegs
movement suppressed. This is nuts. This is not only potentially game-breaking (at least in the short term, until people adapt), it's also
immersion-breaking. That is a SIN.
However, Morganni may have found the solution. I'd be okay with -- not like, but okay with -- movement suppression for the target of an attack IF the
attacker has to roll a hit first. The way it sounds now, that's not the case -- the instant you come under attack, whoops, you slow down. Whereas, if
someone had to hit me before I slowed down, it'd make it less evil; I can come with any number of reasons why that makes sense, from "you stagger from
the pain of your wounds" to "he's driven throwing spikes through your feet", and more.
If they hit you, you slow down. Okay. I can live with that. Annoying, because like Wire my survival in Warburg depends on not getting hit much (Rhea can take
ONE hit; tap her twice and she's out

that this is what the devs mean, because if not, I don't know that I'll ever bother with nuke gathering again (not that I have much to-date, but
still).
My second problem is the heal limits. Their stated purpose in these revamps is to make every archetype and powerset potentially useful in PvP, right? Well,
then, what the hell is someone like Rhea going to do? Right now she's plenty useful in PvP, even if she is a squishy, because she can keep you HEALED. But
I'll tell you, she puts out a helluva lot more than 4 heals in 15 seconds. With these changes it basically means that after the initial rush, she's
dead weight in any given fight. Let's not go into her damage output (ha. ha.), because that's a whole 'nother kettle of fish.
I suppose you could argue that an Empath has little to no business doing PvP in the first place -- and you'd likely be right -- but she doesn't go in
there alone. Empaths are force multipliers, not combatants; what this change does is essentially remove that (again, after the initial rush). If that's
gone, then dropping buffs (and clearing debuffs) is all an Emp is good for at that point, and -- oh hey, looks like they're capping the buffs as well. Hrm.
I don't really *care* all that much -- I don't play for PvP -- but still, it annoys me to see something done with so little apparent thought given
towards immersion, and with such a lackadaisical attitude towards non-front-line fighters. Support classes just aren't necessary for PvP, is what they seem
to be saying.
--sofaspud
--"Listening to your kid is the audio equivalent of a Salvador Dali painting, Spud." --OpMegs