If you don't like pvp play in pve server. Even in pve servers you can join warfronts (team pvp aka battlegrounds of wow) and enjoy pvp content. Perfect class balances for pvp is not possible in any game. You need to think of your role for team play at first place and work on becoming better end more effective. For world pvp, I always see it as a unnecessary feature as it is all about ganking others, win if you play a class that is good in pvp and lose if you have weaker class not designed for pvp. Simply it would be loss of your time, nothing more and shall be avoided by playing in pve servers. Though, playing weak class for pvp should not mean that class won't become effective for other activities. Team pvp is fun and enjoyable, and so in RIFT as well.
The usual bad player response. "I didn't win because someone rooted me in place, pvp isn't balanced, Wahhh!"
Its so obvious you Play Rift on a PVE server. If you play it at all that is.
The PVP in Rift is a very bad joke. its not even funny. Its the worse PVP i seen in a MMO in a long time.
Rift PVP is all about CC. Whoever CC's first and most wins. There is no Skill whatsoever in Rift PVP, just CC.
Rogues and Warriors are the god mode classes. Super OP and super CC.
Also in Rift there are no CC immunitys. you can be chain CCed until dead, and you will be if you do PVP in it on open world PVP server.
So get your facts stright Boy.
Nothing is worse than being a mage in pvp. In warfronts mages can do great if no one activly seeks to kill them, however the higher DPS warrior and rogue (they do serious DPS compared to what a mage can do) can easily CC lock a mage, more CC's than a mage has breaks, and the mages in Rfit keep their standard low survivability/ quick death qualities.
I grew up on the belief that CC was to be a cloth wearers "temporary armor", a counter to being so quick to die. Rift not only gives warriors the DPS that once was reserved for squishies, but also gave them far more CC than the squishy mage, as well as an entire soul devoted to destroying casters, which offers huge magic resists (on top of their armor and high HP) and increased damage that builds when attacking casters or when being attacked with magic.
Not only this, but rogues, who do their typical great DPS, can CC lock as well, they can even CC while still in stealth, and pop in and out of stealth in combat. They also have great range souls, and even a tank or healing/buff soul. Rogues also benefit from a slower global cooldown than the rest.
Clerics have great versatility, however are restricted in mana use, dont seem to have nearly enough CC or counters, and while they can do great DPS lack the pvp utility as anything much more than a support/healer class.
Mages get the sht end of the stick in this game. Not only can they be easily out DPS'ed by all three classes (they have slow cast times and long global cooldowns), they keep their usual low survivability. Only now they dont have nearly as much CC, and their big nukes are really proc dependant, as the cast times for them will get you killed quickly. In fact, endgame pve role for mages is either a secondary healer, or a buffer, thats right 2 spots for mages, no DPS. How can a class that cant compete in DPS compete in pvp when they are also the class that dies the quickest and has the least amount of HP...if they are not the only class with CC's as an advantage at least.
Quite possibly the worst balanced game ive played. Instead of a rockrogue>cleric>mage balancing tequnique.
Again this isnt saying a great player can be competative as a mage or cleric, just that two equally skilled players fighting, the outcome will be based on the totem pole class balance, if they are warrior they win.
I just have to reply to this, because it seems you are under some sort of delusion when it comes to pvp.
DPS != PVP
See? A dps cleric is useless. A mage doesn't have to do damage to be useful, i believe theres an entire soul based on control? It's not the ammount of kills you get that decides if you are useful or not. It's a multiplayer game.
If you are not helping your group, then you are useless, even if you have the most kills or done the most damage.
tbh,tone down CC ie make people immune for 10 secs after been victim of a CC and increase healing and it will work fine.Even the skilless ranged sab will not be a massive problem then.
No one should be surprised that the PvP in RIFT is imbalanced. It is really not possible to balance a game with so many possible skill combinations. Games like WoW achieve a somewhat balanced PvP system only because they force people into rigid class structures. These structures allow the developers to forsee every possible outcome and then tweak the classes against each other. In a game like RIFT where there are so many possible combinations of souls, it really is not possible to do that. This is the problem with increased freedom in MMOs... the more options you get, the more impossible it becomes to balance them.
To some of the people in this thread telling people to get a healer, I say to you (Being a healer), "I can't heal people in my team because I'm drained in 5 seconds by dominators/void knights and then stay perma mana drained." Rofl, so where are these healers that you're telling everyone to get? That's right, they don't exist because they're perma mana drained..
To some of the people in this thread telling people to get a healer, I say to you (Being a healer), "I can't heal people in my team because I'm drained in 5 seconds by dominators/void knights and then stay perma mana drained." Rofl, so where are these healers that you're telling everyone to get? That's right, they don't exist because they're perma mana drained..
When this happens and if I'm still alive and not killed by others (dominators and void knights can't really kill me on their own, they're just very annoying) I find a nice corner or I sit in the middle of everything and drink up. You get out of combat very fast and the drinks regenerate mana really really fast.
Beyond that I try not to be in the middle of the group of people that rush, because they are the prime target for AoE silences, stuns etc. Also when I hear the annoying noice the draining effect does, if it's a void knight I back away and hoping that my team gets him (well, if they don't they don't get heals anyway) or of it's a dominator I throw him a silence and move out of sight.
In terms of real threat for clerics, champions/paragons rank higher due ot the stun/burst damage (we'll see whether it's bugged or not), saboteurs (especially if they're a pair, one of them forces you to cleanse yourself and forget about your team, that is if you want to stay alive) and pyromancers burst damage combined with AoE (no real counter here, for now).
To some of the people in this thread telling people to get a healer, I say to you (Being a healer), "I can't heal people in my team because I'm drained in 5 seconds by dominators/void knights and then stay perma mana drained." Rofl, so where are these healers that you're telling everyone to get? That's right, they don't exist because they're perma mana drained..
That's one possibility.
I play a rogue, so I don't have to worry about being mana-drained. But I've tried bard healing in warfronts, and quickly gave up. Why? Because I happen to play Guardian and the people who participate in PvP on Guardian side on my shard are too stupid for anyone to accomplish anything as a healer. You can't keep anyone alive if everyone scatters like morons, chasing after their own wild goose and don't give two shits who is attacking their healer. As a result, it's very rare to see ANYONE heal on Guardian side. Of course, you see it on Defiant side all the time, along with all the other standard teamwork elements. This is also why Defiant wins better than 90% of the time on this shard.
Warfronts are cross shard. I'm defiant and let me tell you, I see an equal share of losses, aka lose 80% of the games I participate. This is not a guardian or defiant problem, this is a problem going into a battleground with people that are not organised at all.
Comments
If you don't like pvp play in pve server. Even in pve servers you can join warfronts (team pvp aka battlegrounds of wow) and enjoy pvp content. Perfect class balances for pvp is not possible in any game. You need to think of your role for team play at first place and work on becoming better end more effective. For world pvp, I always see it as a unnecessary feature as it is all about ganking others, win if you play a class that is good in pvp and lose if you have weaker class not designed for pvp. Simply it would be loss of your time, nothing more and shall be avoided by playing in pve servers. Though, playing weak class for pvp should not mean that class won't become effective for other activities. Team pvp is fun and enjoyable, and so in RIFT as well.
I just have to reply to this, because it seems you are under some sort of delusion when it comes to pvp.
DPS != PVP
See? A dps cleric is useless. A mage doesn't have to do damage to be useful, i believe theres an entire soul based on control? It's not the ammount of kills you get that decides if you are useful or not. It's a multiplayer game.
If you are not helping your group, then you are useless, even if you have the most kills or done the most damage.
tbh,tone down CC ie make people immune for 10 secs after been victim of a CC and increase healing and it will work fine.Even the skilless ranged sab will not be a massive problem then.
No one should be surprised that the PvP in RIFT is imbalanced. It is really not possible to balance a game with so many possible skill combinations. Games like WoW achieve a somewhat balanced PvP system only because they force people into rigid class structures. These structures allow the developers to forsee every possible outcome and then tweak the classes against each other. In a game like RIFT where there are so many possible combinations of souls, it really is not possible to do that. This is the problem with increased freedom in MMOs... the more options you get, the more impossible it becomes to balance them.
When this happens and if I'm still alive and not killed by others (dominators and void knights can't really kill me on their own, they're just very annoying) I find a nice corner or I sit in the middle of everything and drink up. You get out of combat very fast and the drinks regenerate mana really really fast.
Beyond that I try not to be in the middle of the group of people that rush, because they are the prime target for AoE silences, stuns etc. Also when I hear the annoying noice the draining effect does, if it's a void knight I back away and hoping that my team gets him (well, if they don't they don't get heals anyway) or of it's a dominator I throw him a silence and move out of sight.
In terms of real threat for clerics, champions/paragons rank higher due ot the stun/burst damage (we'll see whether it's bugged or not), saboteurs (especially if they're a pair, one of them forces you to cleanse yourself and forget about your team, that is if you want to stay alive) and pyromancers burst damage combined with AoE (no real counter here, for now).
That's one possibility.
I play a rogue, so I don't have to worry about being mana-drained. But I've tried bard healing in warfronts, and quickly gave up. Why? Because I happen to play Guardian and the people who participate in PvP on Guardian side on my shard are too stupid for anyone to accomplish anything as a healer. You can't keep anyone alive if everyone scatters like morons, chasing after their own wild goose and don't give two shits who is attacking their healer. As a result, it's very rare to see ANYONE heal on Guardian side. Of course, you see it on Defiant side all the time, along with all the other standard teamwork elements. This is also why Defiant wins better than 90% of the time on this shard.
Take the Magic: The Gathering 'What Color Are You?' Quiz.
Warfronts are cross shard. I'm defiant and let me tell you, I see an equal share of losses, aka lose 80% of the games I participate. This is not a guardian or defiant problem, this is a problem going into a battleground with people that are not organised at all.