on nous demande notre avis sur le jeu aujourd'hui, pas de faire un rapport de voyance sur ce qu'il sera peut être demain, surtout que l'equilbrage a priori va se faire sur les PvE. Aujourd'hui l'equilibrage est nul et en plus a priori vu ce qui se dit sur les forums ils se fera en fonction du PvE. Je ne fais que fortement déconseiller a mes collègues PvPers ce jeu qui ne sera pour eux qu'une immense source de frustration (actuellement ?)
Sauf que :" Firstly, an apology. We have been trying to provide you the best information we have regarding bug fixes with patches - unfortunately, this bit us in a bad way with the most recent hotfix. Here are some details for you about what we've been currently working on, in order to give you some transparency into our processes:
Arena Rewards
We had to make a change, very quickly, shortly after launch, after it was determined that some players were abusing Practice Arena to wintrade for the rewards. Our ability to determine the difference between match types, at game time, was incomplete, so the reward set for all Arenas (rated included) had to be temporarily nuked.
In order for us to fully determine match type, we needed to make changes/additions to our script function library....as well as touch all master scripts for Arenas and Battlegrounds. This is an extensive change, and also one that we did not want to make without full QA verification. The risk of breaking a Battleground or Arena was high (and as we found out, easy to make - since the first round of QA testing uncovered problems with the fix). That was early last week. We've got the whole solution in place now (and working). Then, we needed to get it prioritized for a live push.
On Friday we got this fix prioritized, but because of the changes, we needed a full build (compile/client/server) in order to have this fully functional. I misunderstood what last night's fix was intended to be (a hotfix is not the same scope) and relayed that misunderstanding to TheMuffinMan. I learned late yesterday that we still needed the full build, and we'd have to wait until later this week (when we're deploying other fixes through a patch). I'm very sorry for the snafu in communication - we're trying to get this fix to you as quickly as possible, now that it's confirmed.
PvP Stat
Firstly: Adjustments to PvP stats will not be taking place via a hotfix or bug fix patch. Because these changes are large in scope, it requires design sign-off. Additionally, some team coordination for adjustments is needed after tech has been delivered, as well as a full QA pass. You'll see the changes via a monthly update - we'll try to let you know when this will be as we get closer.
For the current status:
The combat team has delivered a design for sign-off and approval.
Our goals with these changes are add value to the PvP progression path, increase the value of PvP stats for live game, and to deter/decrease the viability of PvE gear in PvP. PvP Offense will also be changing to provide a bonus for healer roles.
Once we get sign-off and start implementation, we'll provide more detail.
Maps and More
In addition to the post TheMuffinMan has made for Warplots, we are also working on monthly update content for the game:
We've been teasing a new Battleground coming soon!
We've got a second Arena map in progress!
Insert hint about season events (TBD)
More details as we're able to share."
C'est quand même la preuve qu'il travaille sur le pvp. Donc annoncer que l'équilibrage se fera pour le pve, c'est tout autant de la voyance.
Mais je suis d'accord sur le fait que ça ne va pas être facile. Quand on prend l'exemple de l'arca qui a un gros burst qui fait raler bcp de joueurs pvp, mais qui pourtant est avant dernier dans l'ordre des dps pour le pve.