The PvP Thread

Re: The PvP Thread

Personally I think 90% max res it's better.

We're talking about the character with most mobility and spamming abilities character of all (fire sorc) and an imba character (trapper). 100 trap damage is not lolwat when it's the traps firing a gazillion ones at you. And 300 fireballs being spammed at you like crazy when you are not Keanu Reeves is not laughable ^^

About the pre-buffing. I think allowing one and only one buff item seems a good way to limit some cheese and make duels faster. Allowing the one item is great, since it helps mostly the hybrid builds (and we want to see those!). Maybe also banning some pre-buff items, like beta bramble (if even frozzzen thinks it is hax... :p).

I think 1.07 LoH should be banned. 40% sorb in one item only (especially gloves... I'd not complain if it was a body armor) is imbalanced. Just like the already banned items.
 
Re: The PvP Thread

In principle I agree to limit pre-buffs, but I want my Griffons back from nulio if you ban beta bramble (joke). Personally I'm too lazy to pre-buff. How about buffing only allowed from items in the inventory? Cube allowed.

Rules on curse charges should remain. Nobody wants BvCs casting lifetap before whirl from Marrowalks.

I would love to use Fleshripper on a kicker, but that means 30% slow as you already have 10% from Arach. I'm not sure how other characters may exploit that if allowed though.

I thought 1.07 LoH already was banned?
 
Re: The PvP Thread

In principle I agree to limit pre-buffs, but I want my Griffons back from nulio if you ban beta bramble (joke). Personally I'm too lazy to pre-buff. How about buffing only allowed from items in the inventory? Cube allowed.

It might be fine with me if we talk about 1 item prebuff in those conditions (be it in cube or not, important is to be in inventory). If we talk about putting 2 rings, amulet, hat, belt and skiller in cube to prebuff, then I'm against that.

Rules on curse charges should remain. Nobody wants BvCs casting lifetap before whirl from Marrowalks.

Lifetap should be banned anyway, no matter where it came from. With possible exception on 5% ctc from items (?).
What about lower resist charges? LR is not banned as curse, so can charges of it be ok?
 
Re: The PvP Thread

Prebuffing should be restricted to only items in your inventory (including cube if it is in your inventory) unless you are playing something like a bear-paladin, a fuzzy-dodger, a bear barb, or a poison dagger + fire skills trang necro. Of course, courtesy always applies and you don't get to ever hold up the next round. Instead pass and join in the next.

I don't think it is possible to reduce the current elemental resist / absorb limits without taking blizzard and lightning skills + conviction from being powerful to being ridiculous. When one chooses to make a fire sorc one has to accept that opponents will be able to resist your attacks. The same is true for a pure trapper or a fire druid or generally a non-blizzard cold sorc. Probably my favourite duel with my fire sorceress was against OMG going over the standard limits and using both hotspurs and nokozan relic for 95% resist. 10k fireballs versus 6k life at 95% resist led to an incredibly long duel but it finally felt as though the match was sloped in the enemy's favour.

The possibility of heavy resistance against single element characters also only shows up in 1v1 games which regardless of the resist rules are already hardly balanced for anything but a mirror-match. In team or free-for-all games you can't simultaneously protect against everything so you prioritize. If there is someone with a beta bramble around you up your poison resist and poison length reduction. If there is a blizzard sorceress around you protect against cold using any remaining slots. Next priority would be lightning if there is a trapper around, and so forth. Thus things that are ridiculous will be fairly protected against while balanced attacks have their opportunity to shine.
 
Re: The PvP Thread

Hi Pyro, coming back?

I'm against curse charges of any type.
 
Re: The PvP Thread

A wild Pyro appears? >_>

Since I have some spare time I might toss some things up here.

1.) Recasting CA and BA. In FFA it should be allowed to have couple recasts at least. 2-3 seems like fine number. I mean, we are sensible and I would never recast cyclone armor vs something like FO sorc that does ~200 dmg to shield, but if I were to play vs trapper with windy I'd recast it 10 times if needed (and still loose probably). vs firesorc I'd probably want to recast it 2- 3 times as well. 1 FB and it's down. Or wouldn't recast bone armor vs bvc on maxblock nec. It just takes too much skill and healthy connection for barb to be constantly able to take down bone armor, and no one can play that well with bvc, especially vs slightly more defensive nec. On vita nec I might recast 2 - 3 times vs bowie since they have upper hand on you. And so on. I think people can be sensible enough and this rule wouldn't be needed at all. It's easy to see situation in duel and make proper decision.

2.) Regarding those uncounterable slow sources like HF Decrep and items with slow and bone prison. I think that they can mess up some builds too much for sure. I'm no sure where to draw line in slow %. Like Nagi said, I wouldn't min if kicker used fleshripper vs me, but I surely would mind every bowazon starting to use clag's gloves for 25% slow. As for bone armor, sure use it vs anything that has teleport or enigma. Such as charging hammers. Just prison him and shower him with spears. He has teleport and if he didn't use it to get out, his problem. For any build that need to destroy prison to continue its movement, it's NO to use.

3.) Curse charges. Sure, allow them. I see zero reasons with they wouldn't be used. Why wouldn't my trapper carry LR wand on switch to cast it on target once it's stunned enough? I see no reasons to disallow this thing. Or why wouldn't I use confuse charges on my fcr ring vs wind druid to scatter his summons and make his live armor ineffective? Charges on skills that are bad mannered should clearly be banned but skills that are fine allowed. Iron Maiden, Life Tap, Decrep, Slow Missiles etc. Nothing wrong with using charges as long as it's legitimate skill to use. I would use wolves from CM or Oak from Hoto any time of the day. I don't see what is wrong with curses.

4.) Sorb. Easy way of putting this rule would be: You cannot reduce enemy spell by more than 85%* of its LCS damage**
* number subject to change, after pvp penalty
** assuming LCS is telling right damage, and I don't think there is anything wrong with spells in that department

So, this would cover both negative resists, allowing any +resistance stack, but again limiting your max/sorb. So what you can do it use 2 RFs vs cold sorc. 15k blizzard dmg sorc, 2.5k pvp dmg. So in essence you can use any +resists and +maxress/sorb to eat only 375 dmg from it. Since you would be at -100 ress it would do 5k pvp dmg and you can use 2 Ravens cause it would reduce her damage to only 1000. For some builds that works. Same applies to FoH, PNova and Blizzard (or any -ress users).
So no matter what means you do to get those resists it's fine (and yes, this also applies for 1.07 LoH with 40% sorb, cause you will still get first shot full damage. And no matter how cheaply, aka one slot is used to get resists, it's still not BM towards sorc and not runing duels. And that's all we should care about.) 85 > 90 in my book and I wouldn't use more. That rules out T-God's and Hotspurs, and I'm not using them anyway.

5. Prebuff.

Cube? lol
No limit? lol

Cube is wrong imo. Barb player can stash 6 BO helm, 2 x beta BKWB, 3 WC ammy and arach + Demon limb. All that you loose is 4 x SCs. So this ruins character planning and just relies on prebuff to give you more edge over others. Not really fair. For some characters that use skillers for damage this can be more of a problem, but you can stuff so much things in cube it's always worth it. Cube buffing is something that shouldn't happen.
I don't use prebuff cause I find it lame. Not worth time and lame. If you need prebuff to win or even to give yourself edge over others you are doing something wrong. I agree that lolwat builds should have this rule entirely different, or you just ask people and they will surely say YES. But massing prebuff items in cube or in inventory doesn't feel good idea to me. Sure, you can do it if you stay out on duel while buffing and pass it, but even all around I find that practice pretty unappealing.

I use prebuff only on very specific situations, such when I need AR with demon limb (I did it like twice in my life) or when I buff my bowie/druid that use both switches in duels and they just cast CtA. I don't put Spirit as addition, just swap Titan's/Dweb and replace it with CtA and cast buff. One item prebuff is all you need. If you need any more, rebuild your character, cause it doesn't work. If he is underdog and needs some edge that he would get with prebuff, sure, no one will mind. As for beta Bramble Venom prebuff, Venom based assassins aren't top tier character anyway, so I'm fine with it. I wouldn't use it myself cause entire prebuff practice is lame.

So prebuff suggestion: One item prebuff, and I would almost never use it in first place.
 
Re: The PvP Thread

I'm fine with one item pre buff only - but can buff be done in town or only from stash?

Still against curse charges, particularly LR. It's not like fire sorcs or trappers really need more help.

What about ES? Does lack of pre-buff eliminate need for further rules? I was fairly un-impressed that my 5K bone spear did no damage to nulio's sorc.
 
Re: The PvP Thread

I'll type up a proper reply to some of these rule suggestions later when I have my devil's advocate hat on. For now though I'll simply say that complicated rules are one of the more off putting things to anyone interested in starting PvP, probably second only behind the item barrier in a lot of cases. Simple is almost always better.

From a quick scan through the posts, other than the absorb rules (which do need some updating), I don't really see any significant arguments for creating yet more complexity at present, though I'll have a detailed read later.

Edit:
So, as I stated earlier I'm working on the principle of trying to keep the rules simple, so bear that in mind whilst reading this. D2 PvP balance is always going to be fairly poor and there's no way to change that without also making it so dull as to be not worth playing.

I'll start by asking some open questions for everyone: What are you trying to accomplish with any potential changes? Why try to change one thing rather than another? How will changing that particular rule help, but another wouldn't? What unintended consequences will occur due to any rule changes?

Hello. Today I'm in mood to say something about current BM rules, at least those presented in first post of this topic.

There can be discussion about balancing number of allowed recasting, but then again, should someone count how many times he recasted his armor during intensive duel of FFA match? Don't think so. I'm fine with this rule, you cast it at very start of match and that's it, even if it takes only one hit to take down that armor. Remember, that is 1 bonus hit you will survive. Good enough for me.

In terms of recasting bone and cyclone armour it has to be all or nothing. Once you allow limited recasting people will quickly lose track of how many times they've recast it. How do you decide on whether you should be allowd 2 or 3 recasts anyway? Or if you should get 4 against 1 build, but 3 against another? I don't see any need to change the current rules, it's not as if necros and wind druids are weak builds.
Those two should be connected. If one spell is not allowed, then it's not allowed regardless is it chance to cast or charge or spell. If one spell is allowed, then it's allowed as charge too, why not? However, it should be mentioned there might be additional rule here, like ANY ctc is still allowed as long as it's 5% or lower (Dracul Grasp life tap, Peace slow missiles etc.). Exile is obviously not allowed with those rules (yes, there should be Life Tap as not allowed spell, perhaps something more). Also, don't know how Life Tap vs Slow Missiles stand on bad mannered table, I just know Peace is allowed in low level dueling no problem. I'll leave word to more experienced players about this.
Curse charges and CtC operate very differently on different classes and that's one good reason to keep the rules as they are - why does a fire sorc or trapper need access to lower resist for example? I'd actually be quite happy banning all charges, including the sage from HotO. CtC is fundamentally different in that CtC is generally a byproduct of a key items for certain builds. If you treat them the same as charges on items then that means no more Grief for any character that doesn't exclusively use WW and no fortitude for anyone. Other than HotO and Arachnid's I can't really think of any items with charges that are the best item in the slot for common builds.

Slow missiles is simply ludicrous, it disables any projectile based build entirely. Life tap's never particularly bothered me, exile smiters die just like all other characters, you just need to not let them hit you too often.

Mass slow, agreed, it cripples too much some builds.
No mass poison --> useless. What is this for? I see zero reasons for this rule in these days, perhaps before it meant something.
No mass replenish --> useless. Again, I play LLD where replenish means much much more than in HLD and I absolutely see no problem with 40+ replenish life, especially in HLD. If there is any character that is too powerful with mass replenish (ES sorc? I never saw that issue), then it can be stated that those character/build is not allowed to have more than X replenish, but there is no point in having general rule for all.

My suggestion is to leave mass slow rule as it is and to completely remove other two.
The mass poison rule may have come in in 1.09 or early 1.10. It's been there for years and I see no reason to keep it. Excessive replenish life encourages defensive play and is therefore not particularly desirable. I'm not sure what item combinations a limit of 20 blocks, but raising it to whatever the highest standard build has should be fine. As soon as you remove the limit for certain characters someone's bound to build a paladin that uses an enormous amount of replenish life and charges around with meditation on whenever they get hit.

Bad rule IMO, very imbalanced cause it doesn't say what over absorb is. It's much better to have limit on % resist allowed, like 90% or 85% resist to one element. With 2 items per element I can almost completely shut down many casters (with question what is overabsorb?).

75% resist + 20% absorb ring = 85% resist
25% resist + 40% absorb = 85% resist
-100% resist + 40% absorb = 60% resist

It's very easy to calculate those things and will provide more balance than "2 item per element absorb allowed". Let him use more if he wants to, why not. Only thing is to agree upon what should be max resist allowed (over absorb).
18k fireball sorc vs 85% resist ends up in 450 pvp damage (750 for 75% resist), very good.
18k fireball sorc vs 90% resist ends up in 300 pvp damage, that is lolwut to me.

Trapper with 1-12k damage, average 6k damage, with 85% resist ends up on 150 damage, which seems fine. With 90% ends up on 100 damage, which is again lolwut to me.

So, I'm much more comfortable with 85% max resist cause I think 90% cripples too much some of casters turning their damage into something funny. Problem is, if 85% limit is set, then hotspurs and thundergods should be banned cause they go over that limit. No problem for me there, but some might consider one of those items to be fairly common or usual in PvP.
If you agree on 90%, I will accept it, but I personally won't stack over 85% cause it doesn't seem fair to me

Also, some items might be banned, like 1.07 LOH. I don't have problem with it as long as your total resist is under accepted limit.

1.07 LoH is banned because with the current rules it would be permissable to use it in combination with Hotspurs, leading to an obviously ridiculous situation. The absord rules do need heavily reworking though. Why not just have a limit of 1 item that has any kind of absorb or +max resist to any element except cold (which keeps the current limit of 2 items) and retain the current ban on 1.07 LoH? The reason for the exception being made for cold is that blizzard sorcs have no issues at all dealing enough damage even against 2 ravenfrost's, unless someone stacks over 200 resist, in which case they're sacrificing a lot of more useful equipment. Dual Raven's are also core items for a lot of AR based builds (any barb, ghosts, hybrid sins, certain paladins that rely on charge), so you can't simply rule them as not being allowed without forcing almost everyone to rebuild at least one character. This may simply be me, but I also don't want to have to get a calculator out before every match to work out if I'm allowed to use a certain item or not. Keep it simple.

As for the example of a fire sorc that does 18k damage being reduced to 300 PvP damage, I don't see any issues with that at all. An 18k FB implies a 200FCR build, so they already have very high mobility and attack speed, with the potential to easily avoid most attacks, why shouldn't they have to put up with it being possible to heavily reduce their damage? There's a big difference between doing 30 damage and 300 damage per hit. A bone necro with a 6k spirit will do 50 damage to life per hit; should ES above a certain percentage value be banned too?

Additional rule might be from my post above, limiting prebuff.
I'm very into this kind of rule:

* No prebuff allowed with exception of BO from CtA for bowazons and similar builds and Memory Staff for sorcs to prebuff ES.

So, no more several item prebuff for anyone. However I didn't try some builds that might need prebuffing to have at least some chance in pvp world. So, we can add exception for those builds. Perhaps if they keep their prebuff gear in cube in inventory or something if needed.
This rule also means there is no more something like "I'm out of this one, I'll be joining next" while he prebuffs his character. If others don't wait for you it doesn't mean it's ok. That's my opinion about that. It's perfectly fine if someone wants to try something or wants to troll or whatever. But for every FFA or duel match... no. Same goes to all other rules which are meant to be general bad mannered rules.

But I'm aware that this kind of rule might take fun out of pvp for someone who is into it, so... I won't suggest we add any rule like that unless we agree with it. No one is saying anything about that so can't tell anything more.
Prebuffing should be restricted to only items in your inventory (including cube if it is in your inventory) unless you are playing something like a bear-paladin, a fuzzy-dodger, a bear barb, or a poison dagger + fire skills trang necro. Of course, courtesy always applies and you don't get to ever hold up the next round. Instead pass and join in the next.

Maybe I'm a bit thick, but I don't understand the reasoning behind allowing prebuffs from items in the cube, but not from your stash. I'm not really sure what making people pre-buff only from their inventory will accomplish as almost everyone always has to go back to town to stock up on mana pots anyway, so you aren't saving much time over someone who only uses 1 item to pre-buff, particularly given that you'll get people who will fill their cube up - with the potential to fit 2 beta BKWBs, a +3 amulet and 3 skillers. Either ban it entirely or use some common sense - no one's going to happily wait while you swap 10 lightning skillers in to get a level 40 ES every 5 minutes.

I'd happily ban all prebuffing, if that included zons using CtA. CtA takes up a weapon switch slot for all other classes that could be usefully used, so why not zons too?

A wild Pyro appears? >_>

Since I have some spare time I might toss some things up here.

1.) Recasting CA and BA. In FFA it should be allowed to have couple recasts at least. 2-3 seems like fine number. I mean, we are sensible and I would never recast cyclone armor vs something like FO sorc that does ~200 dmg to shield, but if I were to play vs trapper with windy I'd recast it 10 times if needed (and still loose probably). vs firesorc I'd probably want to recast it 2- 3 times as well. 1 FB and it's down. Or wouldn't recast bone armor vs bvc on maxblock nec. It just takes too much skill and healthy connection for barb to be constantly able to take down bone armor, and no one can play that well with bvc, especially vs slightly more defensive nec. On vita nec I might recast 2 - 3 times vs bowie since they have upper hand on you. And so on. I think people can be sensible enough and this rule wouldn't be needed at all. It's easy to see situation in duel and make proper decision.
Why should recasting be allowed in the first place? Necromancers and wind druids don't exactly need any help. You say you wouldn't recast bone armour with a max block necro against a BvC. What about with a vita necro against a BvC? What about with blocking and vita necros against a bowazon? Should recasting only be allowed for non-blocking characters? If so, why? Keeping track of the number of recasts is never going to work either, people will constantly forget, particularly in FFAs, it has to either be unlimited recasts or none.

2.) Regarding those uncounterable slow sources like HF Decrep and items with slow and bone prison. I think that they can mess up some builds too much for sure. I'm no sure where to draw line in slow %. Like Nagi said, I wouldn't min if kicker used fleshripper vs me, but I surely would mind every bowazon starting to use clag's gloves for 25% slow. As for bone armor, sure use it vs anything that has teleport or enigma. Such as charging hammers. Just prison him and shower him with spears. He has teleport and if he didn't use it to get out, his problem. For any build that need to destroy prison to continue its movement, it's NO to use.
If you take this to an extreme then you have to have rules which specify exactly which builds you're allowed to use each skill and item against. You'd object to a bowazon using a lot of slow, but what about a hydridzon? Where do you draw the line between a build that can use 25% slow, but not 30%? Who decides on this list?

4.) Sorb. Easy way of putting this rule would be: You cannot reduce enemy spell by more than 85%* of its LCS damage**
* number subject to change, after pvp penalty
** assuming LCS is telling right damage, and I don't think there is anything wrong with spells in that department

So, this would cover both negative resists, allowing any +resistance stack, but again limiting your max/sorb. So what you can do it use 2 RFs vs cold sorc. 15k blizzard dmg sorc, 2.5k pvp dmg. So in essence you can use any +resists and +maxress/sorb to eat only 375 dmg from it. Since you would be at -100 ress it would do 5k pvp dmg and you can use 2 Ravens cause it would reduce her damage to only 1000. For some builds that works. Same applies to FoH, PNova and Blizzard (or any -ress users).
So no matter what means you do to get those resists it's fine (and yes, this also applies for 1.07 LoH with 40% sorb, cause you will still get first shot full damage. And no matter how cheaply, aka one slot is used to get resists, it's still not BM towards sorc and not runing duels. And that's all we should care about.) 85 > 90 in my book and I wouldn't use more. That rules out T-God's and Hotspurs, and I'm not using them anyway.
I'm getting old. As I said earlier, I don't want to need to use a calculator to work out what items I'm allowed to use. The first hit not being mitigated by absorb only really matters for blizzard and very high lightning sorc damage rolls anyway, it's effectively a non-issue. Setting a blanket limit on allowable absorb/+max res for all elements doesn't make sense either, due to item and skill differences. There's a big difference between what it takes to have 85 effective cold resistance against a blizzard sorc and 85 effective fire resistance against a fire sorc.

5. Prebuff.

Cube? lol
No limit? lol

Cube is wrong imo. Barb player can stash 6 BO helm, 2 x beta BKWB, 3 WC ammy and arach + Demon limb. All that you loose is 4 x SCs. So this ruins character planning and just relies on prebuff to give you more edge over others. Not really fair. For some characters that use skillers for damage this can be more of a problem, but you can stuff so much things in cube it's always worth it. Cube buffing is something that shouldn't happen.
I don't use prebuff cause I find it lame. Not worth time and lame. If you need prebuff to win or even to give yourself edge over others you are doing something wrong. I agree that lolwat builds should have this rule entirely different, or you just ask people and they will surely say YES. But massing prebuff items in cube or in inventory doesn't feel good idea to me. Sure, you can do it if you stay out on duel while buffing and pass it, but even all around I find that practice pretty unappealing.

I use prebuff only on very specific situations, such when I need AR with demon limb (I did it like twice in my life) or when I buff my bowie/druid that use both switches in duels and they just cast CtA. I don't put Spirit as addition, just swap Titan's/Dweb and replace it with CtA and cast buff. One item prebuff is all you need. If you need any more, rebuild your character, cause it doesn't work. If he is underdog and needs some edge that he would get with pre-buff, sure, no one will mind. As for beta Bramble Venom prebuff, Venom based assassins aren't top tier character anyway, so I'm fine with it. I wouldn't use it myself cause entire prebuff practice is lame.

So prebuff suggestion: One item prebuff, and I would almost never use it in first place.
I don't see anything unfair in the current pre-buffing rules, if you want to do it then you can, there isn't anything stopping you, where's the unfairness? Besides, how is using Demon Limb for the AR boost any different to swapping out half your items for a BO boost? The principle remains the same, you're using items that have no other value than for providing a temporary boost to your character in both situations, so how do you arrive at the conclusion that using one item is ok but using 5 isn't?

Also, don't these two sentences slightly contradict each other?
If you need prebuff to win or even to give yourself edge over others you are doing something wrong
I use prebuff only on very specific situations, such when I need AR with demon limb (I did it like twice in my life) or when I buff my bowie/druid that use both switches in duels and they just cast CtA.
What makes your zon or druid different from any other build that they absolutely have to have a weapon switch? Is it any different to me claiming that my BvC needs to always have dual Um'd Wizardspikes on switch, so I should always prebuff its BO with a beta CtA?

What about ES? Does lack of pre-buff eliminate need for further rules? I was fairly un-impressed that my 5K bone spear did no damage to nulio's sorc.
ES hard counters bone necros, there isn't any way around it unless the other player falls asleep.
 
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Re: The PvP Thread

I will answer on some questions you asked Frozzzen too, I hope you don't mind ;)

I'll start by asking some open questions for everyone: What are you trying to accomplish with any potential changes?

My idea is simply to have better rules that are up-to-date and that reflect current gameplay. Some of the rules are old and some could be more precise. First of all, one rule states: "No over absorb. Limit 2 items per element with the standard ban on Rising Sun and Black Oak. " Now, my goal is that we define more precisely what is this "over absorb" cause I surely have no idea what that is. 90%+? 95%+? I think we surely might give some hint about what that is, unless that is matter of personal preference so one is able to use 95%+ resist if he doesn't consider it over absorb. We all have some personal limit of "over absorb" like I have 85%+, Nulio 90%+, but that is too chaotic. Let's have at least just a little more precise rule, because now it's almost like it doesn't exist. Or remove it and limit number of absorb items per element so we can use as much absorb as we can with it.

We need simple rules, yes, I agree. We also need rules that we know what are they talking about, and this "no over absorb" sentence gives me zero info about what that even is (unless that is something we define ourselves and use whatever absorb we find fair, even if it is 95%+). It might confuse newer player as much as it confuses me, and I'm not that new player anymore.

For other rules I asked some questions to understand better why do they exist and also suggested some things I find to be better than existing rule.

Curse charges and CtC operate very differently on different classes and that's one good reason to keep the rules as they are - why does a fire sorc or trapper need access to lower resist for example?

They don't NEED access to LR and that is not a question of need in the first place. It's a question of why is that a problem and why is that not allowed. If we limit number of allowed prebuff items to 1, then sorc has a choice: she can use CTA prebuff or Memory prebuff, not both, if she wants to use that lower resist charge. If we totally remove prebuff, then she won't be able to use BO from CTA if she want's to use that lower resist wand, so go ahead.
Also, lower resist is not the only curse charge that exist.

I'm fine if we keep the rules as they are, I just asked why don't we allow those charges. Why to allow? Well, maybe more items are gonna be put into use in pvp world, more strategies maybe, both of them are welcomed. However as I said, if rules remain the same, I have absolutely no problem with it.

I'd actually be quite happy banning all charges, including the sage from HotO.
What is the reason for that? Banning all charges will make the pvp scene even more straightforward (read: boring) and with that you will totally negate usage of some items that are used otherwise here and there. If I put that nature peace ring on barb to use its Oak charges for meat shield or for additional hp, that is called a strategy (at least I call it that way). Same goes with usage of Oak of hoto. Same goes with all animal charges. Removing those charges would be like removing one piece of strategies in pvp world.
But again, I don't know why would you be happy to bann all charges, maybe you know something I'm not aware of :)

As soon as you remove the limit for certain characters someone's bound to build a paladin that uses an enormous amount of replenish life and charges around with meditation on whenever they get hit.

But similar problem already exists, in a form of ES sorc. If that ES sorc uses 95% ES, in theory she can keep duel going into eternity. Once she got hit, she can escape with 200 fcr and return with full mana for a new round. I can't imagine how hard would be to kill that sorc without poison or OW. Nearly impossible, and there is absolutely nothing that stops her from doing that.

As for the example of a fire sorc that does 18k damage being reduced to 300 PvP damage, I don't see any issues with that at all. An 18k FB implies a 200FCR build, so they already have very high mobility and attack speed, with the potential to easily avoid most attacks, why shouldn't they have to put up with it being possible to heavily reduce their damage? There's a big difference between doing 30 damage and 300 damage per hit. A bone necro with a 6k spirit will do 50 damage to life per hit; should ES above a certain percentage value be banned too?

Well, I see no connection between reducing damage with absorb items and reducing damage with natural spell called Energy Shield. Sorc is the only one that is able to use Energy Shield to her advantage, and all characters are able to use huge amount of absorb to reduce incoming damage.
Also, fireball sorc is top build in pvp world and is not the only one you can absorb. If you use same calculations for, let's say, fire druid, you will notice you turned "lol" build into "lolusuckharmless" build. Probably fireclaw druid is the same. FOH is the same, it's dangerous only if you are under conviction aura, if you are not (like 90% of time?), then you can take huge amount of hits with that kind of absorb, even more if you have at least 1 summon next to you.
Even if we take fireball sorc, one of the strongest builds, into consideration against certain characters, you will notice they are pretty much helpless with that kind of absorb. My barb can take 24 hits from her, my ghost 36. Impossible matches. Bowazon can take 5 hits from her, and bowa is challlenging for fireball sorc even if she dies from 1 hit. With 5 fireball sorc can only turtle until bowa is left with no arrows. Even my vita fireball sorc can take 12 hits from her (unlike 5 like when we were ffa-ing). Come at me bro, yeah, and all I need to do is put boots on.

So with that kind of absorb fireball sorc is facing 3 nearly impossible matches to win, and she is like top build (bowas and bvcs are common in pvp scene). I don't wanna imagine what would happen with some no-top build. That's why I don't consider 90% absorb to be fair. Also that much absorb encourages defensive and probably passive playing. If sorc needs 24 hits to kill barb or 5 to kill zon, imagine how would she play in that case. Barb and zon players probably wont see her on screen during whole match.

I don't see anything unfair in the current pre-buffing rules, if you want to do it then you can, there isn't anything stopping you, where's the unfairness? Besides, how is using Demon Limb for the AR boost any different to swapping out half your items for a BO boost? The principle remains the same, you're using items that have no other value than for providing a temporary boost to your character in both situations, so how do you arrive at the conclusion that using one item is ok but using 5 isn't?

5 items gonna bring huuge change to your character, while 1 in general won't. So, you are asking where is the difference if I prebuff with only Demon Limb vs if I prebuff with Demon Limb + Bo from helm + dual bkwb + amulet? I believe you already see where is the difference. If not, someone might demonstrate in pvp maybe. That leads us to your question where is unfairness in all of this. Prehaps there is no unfairness at all, perhaps all that is fair. Prebuff with everything you got, why not? It's gonna bring you huge improvement and probably edge over other characters. Maybe there is nothing wrong and unfair with prebuffing, but it might not be fun to battle against 10k hp barb that might seem unkillable. Idea of prebuff rule is to remove that someone can have so much advantage over other characters that are not prebuffed. Now question still remain is it really needed or is it perfectly fine for someone to prebuff his barb or whatever to unkillable amount of hp if he wants to.

You can also ask what is with CTA prebuff and why is that fair if that can possibly bring more change into character than 5 non-cta prebuff items for the other? That's why my idea is to limit cta prebuff for builds that can really use it to raise competition, like lol animal builds. Here goes zon too, although she is not lol build, but will surely be much weaker without cta prebuff and probably won't be competition for more common builds. For question does she really need cta prebuff, my answer is no, not really, but is better for pvp matches if she is able to have that prebuff. But I'll leave word here for someone who is more experienced with zons.

What makes your zon or druid different from any other build that they absolutely have to have a weapon switch? Is it any different to me claiming that my BvC needs to always have dual Um'd Wizardspikes on switch, so I should always prebuff its BO with a beta CtA?

Yes, it's different. Zon is nowhere as strong as BvC is, and BvC doesn't need any more help from prebuffing while zon can surely use some help to be competitive to other common builds. Same goes for some animal builds that are clearly underdogs in nearly any matches and cta prebuff is here to allow them to be more competitive and playable overall. To sum it up, it's not the same if you ask to prebuff already very strong build and to prebuff something that really might use some prebuff to be stronger.
 
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Re: The PvP Thread

I don't do PvP (never got the item wealth to do so, and always keep going to HC tourney chars, which doesn't help the buildup...) but isn't the principle simple enough ?

Talk before engaging in a match ? Instead of "rules", shouldn't we call them "guidelines" ? If somebody wants to try out a 40 poison stacked small charms of toxicpestilenceofanthraxwhateveritis ranger paladin, why shouldn't he be able to build the char, and just tell people before hand "hey, ma arrows are poisonous ! Challenge !", or whatever ?

I suppose most of it comes down to common sense. Try out a duel. If you find it way to unfair, discuss (in a gentlemanly manner) each others equipment, talk about putting a handicap (take of the hotspurs for example) and go at it again ! The only thing to gain is bragging rights anyway, unless I'm missing something...

G.R.D. (Some day, I'll join. When I get wealth together...)
 
Re: The PvP Thread

@GoldenredDragon: The trouble is that different rule sets require different strategies. PvPer spend 99% of the time obsessing over gear and planning it, 1% duelling. You be clear what is acceptable before you duel so that you can build your character accordingly.

To echo col's first point, before we start jumping to the solution and changing rules, perhaps we should agree this:

What specific problems are we trying to fix?

For example - we all have to wait for ages between duels as ___ insists on buffing from loads of items in stash and then going to Trav to stand in a fire wearing Treachery.
 
Re: The PvP Thread

Gripp, I hope you don't mind if I wait until Saturday to answer you post fully, it's just that I'm a bit busy this week. You have some points that I agree with and some that I don't - I was simply trying to put up a challenge for some of them and to ask the questions that need to be asked, as unless a challenge is raised there is the opportunity for poorly thought through changes to occur - the best arguments are those than can easily demolish counterarguments. Simply saying that one character is different because you say it is is not an argument - the examples I gave were deliberately exaggerated for the precise reason of trying to illustrate what could happen if someone played entirely to the rules of the game, rather than the spirit. Any rule changes made are probably going to end up being the final D2 SPF PvP rules that are then used forever more, so just make sure they're the correct ones. I'm not trying to be difficult, I simply want to ensure that if any changes are made that they're made for the right reasons.

To be completely honest I don't give a toss what you end up with, provided that it actually makes sense, attempts to establish fairness, works for both 1v1 and FFA and maximises the number of top tier builds without being overly complicated.

To echo col's first point, before we start jumping to the solution and changing rules, perhaps we should agree this:

What specific problems are we trying to fix?

For example - we all have to wait for ages between duels as ___ insists on buffing from loads of items in stash and then going to Trav to stand in a fire wearing Treachery.
Indeed, I'd be far more comfortable with this discussion if people could articulate a concise answer to this question. Why that particular rule? Why now? Why not something else instead? Why not provide a list of specific issues that are currently perceived as problems that can be discussed? Saying the rules are old and that they suck isn't exactly news. I haven't seen anyone answer this yet and until I do I'll remain doubtful of any changes. Sure, I'm only 1 person and am only a minor player in terms of PvP as a whole now, but if you can't sell it to me, then who can you sell it to?
 
Re: The PvP Thread

In my opinion, it should be planning and playing skills (well planning is also limited by wealth) that should make a difference (well lag also makes a difference...).

So we have already two things than limit some players. (one that can be somewhat mitigated if we start to lend more stuff around, the other already is, to some extent, when we swap host in order to be a better experience for everyone)

Being whiling or not to pre-buff with 20 items or to get 95+ sorb/res should not be one of the things that can give you a big advantage over the others. Of course we can say that everyone can do it if he or she wants, but do we really want to make our games like that?

Relying on having a player asking the other to not heavy buff, or not to over sorb (two items only allow over sorbing) does not work. First we really can't be sure of what the other is really doing and using (at least not the less experienced players can) and second, human nature. I bet that at least once every player didn't say anything because he or she didn't want to make the other uncomfortable by either being afraid of being wrong, or just because the rules do not saying anything about it... or whatever reason.

And if all players start to heavy buff, we will play less time. (And a Panda dies... Do you want that?)

Two sorb items only policy also allows that just some builds get really ***** and others not at all.



Now, about the suggestions being made, I think some are too complicated and rely on each player's common sense, that it's not equal in everyone. Cyclone/Bone Armor recasting, for example.

Rules should be clear and simple. And imo, should consider the OP sorb items, like 1.07 LoH. Most beta stuff affects all players the same way, this specific item is imba like others, but will affect only some players in the Moor.

Exceptions to the rules should be asked before a game. Like "Hey can I pre-buff my lol build for 5 minutes before joining the next game?".
 
Re: The PvP Thread

@ Colony
Sure, take your time and answer when you can.

Also, some of your questions I don't understand what exactly do you ask with them. So I'll try to answer at least something.

What specific problems are we trying to fix?

My initiation was to improve those rules (or whatever we call them, I use this name for them). We don't really need to change anything, but I thought we might if we want to. Some potential problems are mentioned, someone might come to say something more about mentioned problems I didn't say, maybe someone comes with new problem.

Why that particular rule?
I believe reason for changing any rule is already mentioned, no? Don't know what else you expect with this question.

Because why not? We don't have to change anything now, we don't have to change anything anytime. We can leave rules as they are forever. Why now? Any time is good if there is interest for that.

Why not something else instead?
What else? If someone see problem in something else, he is free to say it here so we can discuss about it.

Why not provide a list of specific issues that are currently perceived as problems that can be discussed?
I thought we already do that in our discussion. I don't understand what lists are you talking about, why is that you ask any different than this we already do.
 
Re: The PvP Thread

The discussions on this thread pretty much validates my opinion that Diablo 2 is not a pvp game and will never be. It wasn't designed that way, and players have to formulate whole new 'rulez' that don't exist in the game just to even start playing.

In any actual competitive game both players start from the same starting point. Hypothetically if two players start off with the exact same items and one has 1 hp less than another, it's a disadvantage. In Diablo 2 though? Items play such a big role that it wouldn't be surprising to see one player ten times ahead of another. It's absurd.

I also think pvp 'builds' are absurd. If I want to play a phoenix striker in pvp, I should be able to play a phoenix striker. If you think that is too weak then the opponent should pick something weak as well, like a summoner druid or something in the spirit of sportsmanship. Similarly it isn't sportsmanlike to stack fire res and sorb against someone only doing fire damage. However the moment you start making 'rulez' for this type of stuff it all goes to pieces because the rules aren't based on anything in the actual game, and only sort of work because of the spirit of sportsmanship and they fall apart if you look at them too closely.

I can get behind duelling some characters for fun with friends but the moment you start talking about 'rulez' and 'strategy'.. you've just lost me. Strategy would be to stack 95% lr and Tgods against a lightning damage opponent, but that is sort of forbidden by rules. Go figure.. I played Dota and Tactics arena online for two years before getting into D2 and age of empires 2 before that, and I can't even begin to describe the mess that is Diablo 2 pvp.. Infact one of the features that was advertised in D3 was a pvp arena with pre defined characters and gear sets, which made a lot of sense, however just like everything else they screwed it up and now just have a duel thing which is just like Diablo 2's and even worse.. lol.
 
Re: The PvP Thread

I agree D2 is not a PvP game, but all players ultimately do have the same starting point. It's obviously not exactly the same as with an RTS/ARTS, but players of all three go through varying phases of building up wealth in order to assist in gaining an advantage. The "same starting point" is broken extremely quickly in most of these games before competitors even come into view of each other, and very few battles ever take place in RTS/ARTS where you would consider the two sides to be evenly matched. There does exist a disparity in D2 as far as time spent beforehand as it pertains to accumulated wealth, but that isn't hugely different from any higher level of experience or gameplay attained from additional time invested in a different game.

As far as rules, all competitive games have specific regulations outside of what the game itself entails. DotA, for example, is typically competitively played in a mode which allow the banning of certain heroes. Also, many of the most popular card games have rules as far as which cards are banned or limited, despite being present in the game. (...and speaking of CCGs, this is another case of players having "the same starting point", despite the obvious potential diference in wealth, limited tournaments aside.)

Well, it's not like I consider D2 SP PvP very competitive to begin with, but that's more of a case of the playerbase being small and relatively casual than anything.
 
Re: The PvP Thread

@ Zaphodbrx

Well, I agree with you that D2 is not designed to be PvP game. However PvP part of the game is excellent, even best part of Diablo for some players. We don't have to have any rules, PvP is possible without it. Rules are here to balance the game and make it more enjoyable. Even in PvM some players have their personal rules like "HC single pass untwinked" to make their game more enjoyable and more challenging. In most games I played there were "unwritten" rules for the same purpose. I also add my own rules in some games to make them more challenging and better to play.

In Diablo 2 though? Items play such a big role that it wouldn't be surprising to see one player ten times ahead of another. It's absurd.

Items do play big role, however biggest role plays the skill of the player. That 1 hp advantage means nothing if that player is not good enough to make that to his advantage. That is a beauty of PvP. The fact is you DON'T need equal equipment to your opponents, you just need better knowledge of your character and you can win. This doesn't mean equipment is not important because it is, but it's not that gamebreaking, really.

If difference in equipment is huge, then it will surely play important roll in outcome of the match. But that's why you want to farm some time to make your character better so you can make up the difference in equipment with skill and knowledge. Even if one player has better equipment and better skill, it still doesn't mean you won't win in that match. Maybe you won't win with great percentage, but you can still win and, most importantly, have fun playing. Anyway, PvP is not about winning, it's about having fun.

I also think pvp 'builds' are absurd. If I want to play a phoenix striker in pvp, I should be able to play a phoenix striker. If you think that is too weak then the opponent should pick something weak as well, like a summoner druid or something in the spirit of sportsmanship

Ok, but... If you decide to make Phoenix Striker, I expect from you to accept that your character will be big underdog in many matches and won't stand much of a chance for winning most of the time. Not all builds are great in PvP, we had short discussion about Tiers few pages before. Some builds are amazing in PvP, some are not. Also, some builds counter your build and you have to accept that. If you decide to play with bowazon, you have to accept you will have very hard time against ghost, BvC and charger/smite. Also if you play ghost, you have to accept that BvC is extremely tough opponent for you.

What if we have mirror match and his character has much better equipment, should he then drop some of equipment out in a name of sportsmanship? I don't think so. He can if he want's to, yes. If I come to play with bowazon, does that mean no one should play with Ghost or Charger? Again, don't think so. If I decide to play some character, I have to accept it's flaws too. If one comes with big underdog lol build, he must accept that. If he can't, then maybe PvP is not best place for him. You can't come with that kind of build and expect you are gonna win or everyone is gonna play underdogs so you stand more chance. I plan to build some lol build too and I already accepted I will lose matches with it. But at least I'm hopefully gonna have fun with it, especially if I kill someone with it.

Strategy would be to stack 95% lr and Tgods against a lightning damage opponent, but that is sort of forbidden by rules.

Yes, that is strategy too. However why is that forbidden by rules I can't explain, you must experience it in PvP. With 95% I can almost stand in your trap field and chat with you about it. Then you start to ask yourself is that fair. You can also totally negate fireball sorc, standing there all day taking hits. That's why we try to have some rules to prevent that. I don't expect from someone to understand why is Slow Missiles forbidden, but he will surely understand it once I use it against him.

So yes, D2 PvP is a mess cause game was not designed for PvP purposes. But still, PvP can be excellent and we are trying to make it even better with better rules if possible. Some players can't accept that rock-paper-scissors PvP gameplay, someone doesn't enjoy in planning and building characters to be as effective as they can, someone can't stand that his character is not the best out there. For those who can, PvP is fun and great. ;)

Also there is much more in PvP than playing player-vs-player matches. 99% of time pvp-ers play pvm searching for items for improve their PvP character. This long period improving and number of possibilities are important part of PvP too, that is probably most enjoyable part of the game. PvP is excuse for someone to farm his character with no limit, and still face good challenge out there. PvM is just too easy for that kind of playing.
 
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Re: The PvP Thread

Lets ban the offside rule in football too, because it detracts from goalscoring. I'm sure those poor footballers who have to deal with their 50K per week wages can be sporting enough to decide if they are playing fairly or not. :badteeth:
 
Re: The PvP Thread

(15:26:05)<nulio>Gripphon harurun you should post your new pvpers in thread :D

- Kagari - Assassin - W/S Trap - 1.13d

[strike]Enjoy your free bump![/strike]
 
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