PvP problems no one cares about.

"
Completed 37 Challengesrelithh wrote:
So Dev, im not even sure you're reading this or not. But you gotta do something. There are still people out there that enjoys ARPG PvP over Mobas.



GGG here,

Thank you for supporting us with those supporter packs, we are glad that you like the direction our game is going and are happy to announce that all your money will be used to finance a Nintendo Switch port and Occulus Rift support in a near future.
I am happy with my decision to put this game on the back burner on the lowest setting possible just to check on it every couple months. I come back and it seems to only get worse each time XD
I cant wait for Gloria Victis http://www.gloriavictisgame.com/
I Stream PvP Twitch.tv/GrindcoreTHRALL
THE STORY OF MY Descent into the Abysmal Afterlife( HC to SC, too Stronk!)
http://www.pathofexile.com/forum/view-thread/346754
PK massacre, http://www.youtube.com/watch?v=Ldz09uBZ-ug
Totally agree. If pvp balancing is too difficult, balance the damage numbers dealt to players. Im a pvp fan and im sick of running from volatile balls left right center back front under. in sarn 1000000000 balls chasing me. because everyone is abusing the crap out of it.
IGN : Relithh , Stronkberry
"
Completed 37 Challengesrelithh wrote:
Totally agree. If pvp balancing is too difficult, balance the damage numbers dealt to players. Im a pvp fan and im sick of running from volatile balls left right center back front under. in sarn 1000000000 balls chasing me. because everyone is abusing the crap out of it.


Who could have thought that a projectile skill with auto aim locking it's target from offscreen would be a problem in pvp...

RwNQl_s-200x150
"
IceDeal wrote:
"
Completed 37 Challengesrelithh wrote:
Totally agree. If pvp balancing is too difficult, balance the damage numbers dealt to players. Im a pvp fan and im sick of running from volatile balls left right center back front under. in sarn 1000000000 balls chasing me. because everyone is abusing the crap out of it.


Who could have thought that a projectile skill with auto aim locking it's target from offscreen would be a problem in pvp...

RwNQl_s-200x150


1000 hours testing team yo
git good, copying a skill tree is hard skilled shit yo!

Ign:lapatate <3
Definitely VD is a big problem in pvp, also GGG shoud limited Fevered Midn jewel to 1, because almost all Zerphi builds are unkillable, also Kinetic Blast and all AoE screen shooting skills need PvP value,
The full list of skills that have some other form of scaling applied are:
Discharge: T overridden to 1.4 seconds.
Lightning Warp: T overridden to 1.0 seconds.
Firestorm: T overridden to 0.45 seconds.
Tempest Shield: T overridden to 0.7 seconds.
Molten Shell: T overridden to 1.2 seconds.
Bear Trap: T overridden to 0.75 seconds. (Maybe need T to 1,4)
Explosive Arrow: T overridden to 0.2 seconds. (Maybe need T to 1)
Double Strike: 2 hits per time, so T divided by 2.
Cyclone: 2 hits per time, so T divided by 2.
Lightning Tendrils: 4 hits per time, so T divided by 4.
Fireball: 5% more damage in PvP.
Tornado Shot: 30% less damage in PVP.
Freezing Pulse: 25% less damage in PvP.
Whirling Blades: 30% less damage in PvP.
Arc: 5% less damage in PvP.
Static Strike: 20% less damage in PvP.
Riposte: 60% less damage in PvP, and 2 hits per time, so T divided by 2.
Reckoning: 40% less damage in PvP.
Vengeance: 40% less damage in PvP.
Ball Lightning: 15% more damage in PvP.
Flameblast: T is the total number of casts multiplied by the cast time.
Glacial Hammer: 20% less damage in PvP.
Flicker Strike: 30% less damage in PvP.
Molten Strike: 15% less damage in PvP.
Cyclone: 10% less damage in PvP.
Split Arrow: 10% less damage in PvP.
Spark: 5% less damage in PvP.
Glacial Cascade: 10% less damage in PvP. (Maybe need 20% less damage in pvp)
Shield Charge: 30% less damage in PvP.
Supports that override PvP scaling on hit damage:
Trap Support: T of supported skill overridden to 0.9 seconds, if skill does not already override it.
Remote Mine Support: T of supported skill overridden to 0.9 seconds, if skill and/or trap support does not already override it.
Cast on Death Support: Supported skills deal 75% less damage when triggered.
Cast when Damage Taken Support: Supported skills deal 25% less damage when triggered.
Cast while Channelling Support Supported skills deal 70% less damage when triggered.
Skills that override PvP scaling on damage over time:
Puncture: Does not apply PvP damage scaling to DoT, but in PvP, halves duration instead.
Righteous Fire: T overridden to 15.0 seconds.
Searing Bond: T overridden to 30.0 seconds.
Viper Strike: T overridden to 24.0 seconds, and debuff duration cut in half.
Scorching Ray: T overridden to 4 seconds.
Blight: T overriden to 1,5 seconds.
Ground effect PvP scaling:
Ground Fire: Fire Damage Per Minute scaled with an assumed T of 24.0 seconds.
Desecrated Ground: Chaos Damage Per Minute scaled with an assumed T of 24.0 seconds.
Poison Cloud: Chaos Damage Per Minute scaled with an assumed T of 24.0 seconds.
Passive skills PvP scaling:
Clever Construction: prevents traps and mines from being destroyed by players for 2.5 seconds, down from 5.
So from this list missing VD, Kinetic Blast.
IGN: Абигел, Teofan, VuVu
+1

it can/should be rock-paper-scissor (for a top 3-5 builds)

an op build should be countered easily by another op/meta build

♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈ ♈
Ign: @Yavvyred
Trading: https://www.pathofexile.com/forum/view-thread/2119097
Hey,
please join the community rules pvp/ethical HLD or LLD and have a lot of fun! Play each day 3v3 or CTF and have competetive pvp.

There is no love for pvp at GGG's side since years/
Talamoana Warrior

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