I hope we get to use our actual gear. This would be inline with the game not being an esport and not being about balance. Some item builds will be so good they'll dominate. I think that's what Blizz is going to do, because it's in line with classic Diablo PVP (which was never anything near "fair") and they will probably not alienate us in this way.
We want to fight our characters whose only defining traits are their magic pants.
If there is separate PVP gear in an attempt at fairness, I'll quit. I would rather lose a dozen times in a row to incredible enemies than play some watered down game.
On the other hand, some builds surfacing seem to make separate gears inevitable. Perma-stun WD for example.
We saw a "PvP Buff" icon a while back added to the game files so it's likely we'll see damage reduction in that form rather than through a separate set of items.
its going to be the same as wow. The game is made for PVE and will always be based around PVE mechanics while attempting to cluster fuck in certain pvp attributes. Those people who play this game for PVP are all going to be dissapointed as it will never be balanced to the point of say an Moba. if you want pvp go play dota. Diablo never was and never will be pvp centric.
Yeah, the only thing I want in PvP is a general damage reduction, cause in general people are going to have WAY more DPS then HP, and a reduction in debuffs like fear, freeze, stun, etc. Cause those are no fun (as anyone who faces a shadow WD with fear when killing DIablo can attest).
They don't need to make separate PVP gear. WoW has that because it has progressive content releases so you need to periodically "progress" your gear to keep up. In D3 they can just adjust how much damage you do to players vs. how much to monsters.
And a perma-stun build has nothing to do with PvP gear. Even in WoW if perma-stun was possible no amount of gear would fix it. They'll either redesign skills to stop that happening, make some skills function differently in PvP or introduce CC DR for PvP.
Yeah, the only thing I want in PvP is a general damage reduction, cause in general people are going to have WAY more DPS then HP, and a reduction in debuffs like fear, freeze, stun, etc. Cause those are no fun (as anyone who faces a shadow WD with fear when killing DIablo can attest).
To a point. I don't think there should be a stat that reduces damage further, just a blanket reduction when doing PvP, say 35% damage reduction to all classes or something. But you also have to realize that Armor and Resistances reduce damage by alot, and work together. So if you have 7k defense or 65% DMG reduction and 600 resistances or 60% DMG reduction, they work after eachother. So you get hit for 50k, its reduced by 35% first, then 65%, then 60% bringing that 50k dmg hit down to 4550. (obviously the numbers i used for defense/resist/reduction are not real numbers, just pulled them out of my ass, but the poitn remains true)
They don't need to make separate PVP gear. WoW has that because it has progressive content releases so you need to periodically "progress" your gear to keep up. In D3 they can just adjust how much damage you do to players vs. how much to monsters.
And a perma-stun build has nothing to do with PvP gear. Even in WoW if perma-stun was possible no amount of gear would fix it. They'll either redesign skills to stop that happening, make some skills function differently in PvP or introduce CC DR for PvP.
They stated at the most recent blizzcon during the PvP pannel that the skills are already seperated into a PvP version and a PvE version. Meaning not only can they adjust damage of a specific skill for only PvP, but they can also adjust stun lengths and any other modifier for only PvP without it affecting PvE what so ever.
Did we also forget that PvP will have no ranking system, no ladder, no rewards (aside from some achievements/banner elements)?
There is a matchmaking system, but it is will just go based on gear.
Blizzard said they do not want PvP to be about wins and losses, and about making it serious. It's for fun. That is all. Making something more out of it, than it will be, is the same reason people were complaining about the game being so bad: You made such huge expectations that it couldn't possibly live up to it.
I hope we get to use our actual gear. This would be inline with the game not being an esport and not being about balance. Some item builds will be so good they'll dominate. I think that's what Blizz is going to do, because it's in line with classic Diablo PVP (which was never anything near "fair") and they will probably not alienate us in this way.
We want to fight our characters whose only defining traits are their magic pants.
If there is separate PVP gear in an attempt at fairness, I'll quit. I would rather lose a dozen times in a row to incredible enemies than play some watered down game.
On the other hand, some builds surfacing seem to make separate gears inevitable. Perma-stun WD for example.
People with the ££ or the time, threaten to quit when their items are involved. How low you got to be that you would quit a game in an attempt to make PVP fair. I laughed so hard at that comment..
Its ok anyway, blizzard have a lack of motivation with addressing end game anyway, just read the rage daily. Blizzard will do nothing, enjoy your crit build one shot.
I'll "stop playing" because at that point PVE will be boring and/or trivial, and PVP will not interest me, because the draw to it involves building itemization that may not be fair or balanced. You took that the wrong way.
Put the two together in the right way and I get stuck playing for years because the two games feed on each-other.
The way you read me entirely wrong is hilarious. I don't want a PVP game. I just find it fun to duke actual characters as they would be in the PVE. It sounds like that will be the case, with some modifiers to round out the equation (but not change the characters entirely). In this way the PVE complements the PVP and vice versa for me, because finding and collecting interesting sets of items that work in PVP/PVE in different and entertaining ways is fun to me.
Thorns, for example. Crit scale arcane dynamo infinite crystal shell thorn wizard.
Did we also forget that PvP will have no ranking system, no ladder, no rewards (aside from some achievements/banner elements)?
There is a matchmaking system, but it is will just go based on gear.
Blizzard said they do not want PvP to be about wins and losses, and about making it serious. It's for fun. That is all. Making something more out of it, than it will be, is the same reason people were complaining about the game being so bad: You made such huge expectations that it couldn't possibly live up to it.
I think this is why I have no expectations of either PVP (and had none of the the game, you need to be careful with useing the word "you" on the internet, someone might take it the wrong way); because they seem to be set on a no-ladder-no-serious-business model, and that's why I think I probably have none to worry about, because that would be in line with allowing all these insane character setups to just clash and melt and blind each-other in a rage-inducing flurry of general unfairness.
Try to match VS characters with spread ilvl61-3 items. There is a very wide range there. I hope the system matches characters more on their accrued stats where possible, and I hope it's a fairly complex machine.
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We want to fight our characters whose only defining traits are their magic pants.
If there is separate PVP gear in an attempt at fairness, I'll quit. I would rather lose a dozen times in a row to incredible enemies than play some watered down game.
On the other hand, some builds surfacing seem to make separate gears inevitable. Perma-stun WD for example.
And a perma-stun build has nothing to do with PvP gear. Even in WoW if perma-stun was possible no amount of gear would fix it. They'll either redesign skills to stop that happening, make some skills function differently in PvP or introduce CC DR for PvP.
To a point. I don't think there should be a stat that reduces damage further, just a blanket reduction when doing PvP, say 35% damage reduction to all classes or something. But you also have to realize that Armor and Resistances reduce damage by alot, and work together. So if you have 7k defense or 65% DMG reduction and 600 resistances or 60% DMG reduction, they work after eachother. So you get hit for 50k, its reduced by 35% first, then 65%, then 60% bringing that 50k dmg hit down to 4550. (obviously the numbers i used for defense/resist/reduction are not real numbers, just pulled them out of my ass, but the poitn remains true)
They stated at the most recent blizzcon during the PvP pannel that the skills are already seperated into a PvP version and a PvE version. Meaning not only can they adjust damage of a specific skill for only PvP, but they can also adjust stun lengths and any other modifier for only PvP without it affecting PvE what so ever.
There is a matchmaking system, but it is will just go based on gear.
Blizzard said they do not want PvP to be about wins and losses, and about making it serious. It's for fun. That is all. Making something more out of it, than it will be, is the same reason people were complaining about the game being so bad: You made such huge expectations that it couldn't possibly live up to it.
I'll "stop playing" because at that point PVE will be boring and/or trivial, and PVP will not interest me, because the draw to it involves building itemization that may not be fair or balanced. You took that the wrong way.
Put the two together in the right way and I get stuck playing for years because the two games feed on each-other.
The way you read me entirely wrong is hilarious. I don't want a PVP game. I just find it fun to duke actual characters as they would be in the PVE. It sounds like that will be the case, with some modifiers to round out the equation (but not change the characters entirely). In this way the PVE complements the PVP and vice versa for me, because finding and collecting interesting sets of items that work in PVP/PVE in different and entertaining ways is fun to me.
Thorns, for example. Crit scale arcane dynamo infinite crystal shell thorn wizard.
I think this is why I have no expectations of either PVP (and had none of the the game, you need to be careful with useing the word "you" on the internet, someone might take it the wrong way); because they seem to be set on a no-ladder-no-serious-business model, and that's why I think I probably have none to worry about, because that would be in line with allowing all these insane character setups to just clash and melt and blind each-other in a rage-inducing flurry of general unfairness.
Try to match VS characters with spread ilvl61-3 items. There is a very wide range there. I hope the system matches characters more on their accrued stats where possible, and I hope it's a fairly complex machine.