Adding 20% Damage Reduction in PvP Combat

Adding 20% Damage Reduction in PvP Combat
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
Proposal
My proposal is that there be a 20% reduction to damage in PvP combat that is baseline across all toons and combat.
Justification
My justification is that this change would help slow down the pacing of combat and prevent fights from being too quick.
Motivation
Group PvP fights in particular are often finished too fast, for both veteran and newer players, for many people to enjoy the pacing. My motivation is my experience in group PvP and seeing how fast players die to massive aoe bursts from one group to another.
The damage output of players in PvP is very very high. Even with players in the best gear using the best weapons deal a significant amount of damage to each other compared to how much HP they have versus how much damage they deal. Especially with all the obtainable buffs from quests, dungeons, and Squad Leader damage buffs such as High Yield (25% damage boost to a single player) and Volley Fire/Double Time. Adding this change would help both new players not die as fast so they could learn something from PvP more, as well as help veteran players develop a better, healthier PvP meta that is not focused on bursting down the opposing side in a massive AOE attack. Preferably this change could be baseline across the game and not included in an Entertainer buff as that would only make less diverse Ent buffs than there already are. Adding an item or buff that provides this could make it difficult for newer players to get into PvP so the best situation would be to make it baseline.
 
I like the idea, but what would keep master doctors/melee builds from being unkillable? I think this needs to be balanced by lowering the base miss chance considerably
 
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I like the idea, but what would keep master doctors/melee builds from being unkillable? I think this needs to be balanced by lowering the base miss chance considerably
I agree, the miss chance needs to be fixed. I'm not too sure what the rules on having multiple things in 1 player voice are so I kinda wanted to talk about those things one at a time
 
Maybe have the damage reduction work similar to Innate armor? Where Docs/melee don't have as much in there trees or somthing similar to that.
 
I think the answer to the AOE topic is either adding evasion, and/or lowering the damage mod of AOE specials, not cutting damage generally for the reasons Remis said. Though I would still cut pvp damage and buff accuracy just for gameplay reasons.

I've never played a game where an AOE ability hits an unlimited amount of targets and has a damage mod and cooldown comparable to single target abilities. Unless that is changed, AOE spam will always be an overwhelming meta even if damage is cut across the board. The scalability of the damage is just unmatchable.

A few suggestions that I posted elsewhere for a general damage/gameplay improvement that I'll add to this post for discussion:

1. Implement evasion (AOE dodge chance)
2. Reduce ranged cone AOEs to ~1 damage modifiers
3. Increase accuracy to add a base +20%ish to hit chance (There is no base hit chance, but that should be a rough goal. Further tuning probably needed)
4. Reduce ALL PVP damage received by that same 20%ish number.
5. Add a couple of heal cuts into the game like mortal strike/bacta corruption
 
I think the answer to the AOE topic is either adding evasion, and/or lowering the damage mod of AOE specials, not cutting damage generally for the reasons Remis said. Though I would still cut pvp damage and buff accuracy just for gameplay reasons.

I've never played a game where an AOE ability hits an unlimited amount of targets and has a damage mod and cooldown comparable to single target abilities. Unless that is changed, AOE spam will always be an overwhelming meta even if damage is cut across the board. The scalability of the damage is just unmatchable.

A few suggestions that I posted elsewhere for a general damage/gameplay improvement that I'll add to this post for discussion:

1. Implement evasion (AOE dodge chance)
2. Reduce ranged cone AOEs to ~1 damage modifiers
3. Increase accuracy to add a base +20%ish to hit chance (There is no base hit chance, but that should be a rough goal. Further tuning probably needed)
4. Reduce ALL PVP damage received by that same 20%ish number.
5. Add a couple of heal cuts into the game like mortal strike/bacta corruption
100% agree those are the points I know you made in discord and my goal was to try and get those represented in a PV so we can bring more attention to them
 
My only concern is I’ve seen duels go on for 30+ minutes, what will adding 20% damage reduction to PvP do in those occasions.
 
My only concern is I’ve seen duels go on for 30+ minutes, what will adding 20% damage reduction to PvP do in those occasions.
Reducing the damage and increasing accuracy to compensate should make combat feel more responsive while evening out the actual damage received. Also adding heal cuts will allow people to be pressured more.
 
Also in a game where you can have combat abilities and strong heals, duels are pretty much always going to be able to last a long time. Especially when you add in people LOSing and desync on top of that.

That's why I think that balancing for duels is always a bad idea.
 
Also in a game where you can have combat abilities and strong heals, duels are pretty much always going to be able to last a long time. Especially when you add in people LOSing and desync on top of that.

That's why I think that balancing for duels is always a bad idea.
I agree with what Jack said here, duels in pretty much any MMO at a certain level will take ages. Balancing for group PvP is always best imo
 
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The current miss chance feels awful and makes the gameplay actually bad and rng dependant, but since we cant go back to the previous iteration of accuracy/defense because of the already huge burst dmg we have, the best answer is increasing the baseline accuracy while reducing the pvp dmg at a close pace. AoEs with the same or higher dmg multipliers as single target skills makes 0 sense as well, and adding heal cuts is another awesome mechanic i would like to see implemented, because the battle fatigue is a complete failed experiment.