Alright guys so i know we are all sad Diablo 3 pvp didn't turn out to be what we wanted and we all want those arena matches. So here is an easy way for blizzard to balance and make Diablo 3 arena possible without having to redo the entire game.
This entire fix revolves around items being useless in PVP and being used simply for vanity.
First of all they need to apply a second advanced tooltip to all abilities. The original is seen by holding Ctrl (Regular damage %s) and the new one would be seen by holding Ctrl + Z (PVP Damage %s)
Secondly they need to make all abilities do a % of a players max health in PVP (this number will not scale no matter what) to avoid one shots and set the cap to 20% of a players maximum hp in 1 attack, so even if 3 players used all of their strongest attacks at once it would not result in a 1 shot. (3 x 20% = 60%)
I also believe having abilities do a % of a players max hp will make it easy to understand and avoid confusion while building a pvp spec quick. (if my magic missle does 5% of player's hp i instantly know i have to hit him 20 times to kill him with it)
Example:
Third and last they need to reduce all CC by 50% against players or add diminishing returns and apply a debuff in the arena that removes all stats gained from items and sets all players HP to 30k for easy healing and damage skill balancing.
Example:
FAQ:
What about healing and stats gained from spells and glyphs do they apply?
Yes, setting every players health to 30k and allowing skills to be balanced differently in pvp would allow for easy balancing of all PVP healing. Example:
What about Legendary effects and critical strikes do they work in pvp?
Critical Strikes would work in PVP but still cap damage at 20% of a players hp in 1 hit however critical strike stats as well as Legendary effects from items will not work in the Arena (this allows insane legendaries to be made without having them be balanced for pvp).
If i do not gain stats from items in the Arena what are they for?
Items in PVP would be strictly for vanity and to separate yourself from other players with armor and weapons with cool glow effects! This will allow for a massive arena community and create fair play for thousands of players to queue at any moment. If Magic missle hits for 5% of an enemy player's max hp while you have no gear on it will still do 5% of an enemy player's max hp while you have gear on.
What about Passives that increase armor and dodge?
The numbers would have to be tested but each class would have a set amount of mitigation dependent on main stat. (Str users would receive base armor, Dex users would receive base dodge and Int users would receive resists) Blizzard may even have to give classes all base stats even though stats wouldn't raise ability damage or health in pvp zones. (this would be for passives like Nerves of Steel that increase armor based on vitality)
But i want to attack my friend with my cool legendary build where can i do this?
Brawling would be the place for you everything i have listed would only be applied in the arena which would be a separate game mode from Adventure Mode in ROS.
Will there be a ranked ladder system?
Blizzard could add ranked and non ranked PVP with brackets based on Paragon levels and seasons that reset. (Every 10 Paragon levels would be a new bracket)
Adding these rules would not only bring D3 PVP back it would make it accessible to even new players and would potentially put it at E Sports status.
i dont feel like a lot of ppl are understanding fully what i am trying to say
example: my friend has a level 60 and does 400k dmg with 100k hp and crits for 1 million i just hit level 60 and do 1000 pathetic damage and have 16k hp we fight each other in arena and because skill damage in pvp are based off players total hp pool% and items are negated with flat 30k hp pools the fight is 100% even
you wouldnt always use max damage runes because healing and damage reduction and CC are all good in PVP it would be the opposite i think pvp would have hands down the most variety when it comes to builds with this system
Edit: doing 1-3% more of a players total HP pool per hit wont always be worth the trade off of a slow/stun/heal
I'll give you a clue, if making PvP work requires such radical changes to the base game, chances are the game isn't a suitable candidate for a serious PvP mode.
i dont feel like a lot of ppl are understanding fully what i am trying to say
example: my friend has a level 60 and does 400k dmg with 100k hp and crits for 1 million i just hit level 60 and do 1000 pathetic damage and have 16k hp we fight each other in arena and because skill damage in pvp are based off players total hp pool% and items are negated with flat 30k hp pools the fight is 100% even
This is terrible, and removes all the incentive to go out and farm gear to make your character better at PVP. It sounds about as boring as brawling is now. I'm sorry, I give you credit for at least trying to think of a solution to the PvP problem, but your solution would not improve the game at all and stands no chance of ever being implemented.
Incentives to farm gear would be for PVE and Brawling the Arena would be a Separate game mode and with the things i listed it would slow the game down to a more tactical pace equal to what was originally shown in the blizzcon demo back in day. (Which if players remember received great reviews)
It would be an addition to the game and take nothing away from it only adding another game mode to keep players interested unfortunately the only way to make PVP not a massive one shot fest and accessible to enough players to actually be able to Queue they would have to make gear negated.
Making every single skill do a different amount of damage.
Removing legendary effects.
Capping stats such as health.
Sorry, but if that's what PvP will be, then I vote a giant hell no.
I think you have some good ideas, and appreciate you sharing them, but I also agree with Bleu42 here.
I think they will (eventually) find a better way to implement pvp than this.
I personally think a DOTA esque tower defense pvp match would be fun. Those heroes are never balanced....
My thoughts on PVP itemization is that you would benefit from the stuff you found in PVE. There should be a vendor that sells you PVP items according to some point system. This point system would be calculated on the stats of your gear, or in other words gear value (gearscore). This gear value would be the currency to buy those items.
So if you invested time to PVE and found nice gear for your character. Then you want to do PVP you could buy PVP gear from the vendor. Why we need PVP gear? To balance the stats to a reasonable level, probably need to replace stats like CHD to something else etc. We could also just have the stats automatically balanced for PVP but it might be confusing, when you enter arena your stats are way different..
Having 2 sets of gear would of course need a sort of switch so you could turn on the PVP gear.
Anyways this would still show the gear progression in PVP which for many must be an important part in Diablo games. This would also make people want to farm more loot to be better at PVP.
The intent is great, but you're probably never going to find a good middle ground between people who want their gear (aka their time available to play) to matter, against the people who don't want to be gimped because they can only play 2 hours/week, and just want to have some mindless fun with D3 heroes.
These 2 groups will never reach a consensus. And that's maybe the biggest dilemma the dev team faces with PvP. What is PvP to the Diablo franchise. It most certainly isn't the crap that we had in D2, for crying out loud let's not even go there.
I'll be completely honest with you.
As much as I'm attached to my characters, if people want some real competitive mode in D3 (and not something to just complain about balance later), I do think D3 would benefit a lot from a "Generic Hero vs Hero" mode. You choose some predefined gear, maybe two or three legendary items from a poll, preset stats, some skills with predetermined effects, and just hack away.
Similar to GW2's structured PvP (heck, anyserious competitive PvP game). There's no "I farmed 1k hours, hence I automatically win against anyone who farmed less than 800 hours" feature in those.
"I farmed 1k hours, hence I automatically win against anyone who farmed less than 800 hours"
That's what makes PvP fun in an RPG, for balanced PvP one should go play LoL or DotA or even HotS when it's out i guess. i understand that ppl hate being one shotted, but with enough gear it's possible to survive in PvP, although i could not agree more with you Zero i still think the PvPvE aproach is the best. ^^
I assume people wouldn't find it that much fun if they were constantly paired against guys like Kripparian, KingKongor or Archon, if they played 12 hours a day and could roflstomp them every time, simply because they played less.
That's where people will disagree the most. To me a Diablo-like PvP has to be somewhat balanced in order to be remotely fun. A "fair fight" is what most people look for in terms of competition, and also doing well based on strategy and skill (execution).
Not many people enjoy either stomping their opponent or being stomped every time. I can absolutely understand the fear of the developers to even step into this area. It's scary as fuck to them. Of course most people don't care, they "just want PvP".
Quote fromthePJ»
instead of nerfing to be able to PvP, do it different.
Buff the HP with like 100x, don't nerf any skill whatsever. Bring a debuff before to all starting in the arena and for example lock the chosen skills. Create PvP shrines, like phys-immune for 10 sec. / life regen 20k per sec for 10 sec etc. and make breakable objects and such (think about the anti-rush boulders in sc2)
This is far easier to make and needs no balance or a lot of blizz work, it also gives some tactics and skill it just needs to be much less work for blizz otherwise they will never intergrate PvP at all
The only problem with that is it still creates an issue of balancing pvp and pve as one. I firmly believe the only way they will ever make pvp not a massive one shot fest is to make items provide 0 stats in pvp and have characters do a % of players max hp per hit against players that way blizzard will never have to balance items for pvp and players will never have to farm gear for pvp.
Lets face it nobody wants to play ''i farmed 1k hours so i one shot you'' pvp its lame just make items for vanity in pvp.
hey guys, ive tried pvp in RoS and i think that we can make builds that are tanky enough to kill. Things like reduce 30%meele damage and 30% ranged dmg as we can see in new items, like storm shield, makes the pvp more intresting. I sugest that you guys try it out.
As much as I'm attached to my characters, if people want some real competitive mode in D3 (and not something to just complain about balance later), I do think D3 would benefit a lot from a "Generic Hero vs Hero" mode. You choose some predefined gear, maybe two or three legendary items from a poll, preset stats, some skills with predetermined effects, and just hack away.
Similar to GW2's structured PvP (heck, anyserious competitive PvP game). There's no "I farmed 1k hours, hence I automatically win against anyone who farmed less than 800 hours" feature in those.
I was going to come in here and snarkily respond that I have a better one-step to fix PvP in this game: remove it. Then I read this, and I can agree with that. It's my biggest complaint about equipment-based sports (particularly shooting), that it's not really a test of skill because all the equipment is so disparate.
As for the "free as a bird" comment, D2 PvP being the way it was is exactly the reason there were so incredibly many password-protected games. PvP ala D1 and D2 was nothing more than a griefing mechanic.
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So here is an easy way for blizzard to balance and make Diablo 3 arena possible without having to redo the entire game.
This entire fix revolves around items being useless in PVP and being used simply for vanity. First of all they need to apply a second advanced tooltip to all abilities.
The original is seen by holding Ctrl (Regular damage %s) and the new one would be seen by holding Ctrl + Z (PVP Damage %s) Secondly they need to make all abilities do a % of a players max health in PVP (this number will not scale no matter what) to avoid one shots and set the cap to 20% of a players maximum hp in 1 attack, so even if 3 players used all of their strongest attacks at once it would not result in a 1 shot. (3 x 20% = 60%)
I also believe having abilities do a % of a players max hp will make it easy to understand and avoid confusion while building a pvp spec quick. (if my magic missle does 5% of player's hp i instantly know i have to hit him 20 times to kill him with it) Example:
FAQ:
Yes, setting every players health to 30k and allowing skills to be balanced differently in pvp would allow for easy balancing of all PVP healing.
Example:
Critical Strikes would work in PVP but still cap damage at 20% of a players hp in 1 hit however critical strike stats as well as Legendary effects from items will not work in the Arena (this allows insane legendaries to be made without having them be balanced for pvp).
Items in PVP would be strictly for vanity and to separate yourself from other players with armor and weapons with cool glow effects! This will allow for a massive arena community and create fair play for thousands of players to queue at any moment.
If Magic missle hits for 5% of an enemy player's max hp while you have no gear on it will still do 5% of an enemy player's max hp while you have gear on.
The numbers would have to be tested but each class would have a set amount of mitigation dependent on main stat. (Str users would receive base armor, Dex users would receive base dodge and Int users would receive resists)
Blizzard may even have to give classes all base stats even though stats wouldn't raise ability damage or health in pvp zones. (this would be for passives like Nerves of Steel that increase armor based on vitality)
Brawling would be the place for you everything i have listed would only be applied in the arena which would be a separate game mode from Adventure Mode in ROS.
Blizzard could add ranked and non ranked PVP with brackets based on Paragon levels and seasons that reset. (Every 10 Paragon levels would be a new bracket) Adding these rules would not only bring D3 PVP back it would make it accessible to even new players and would potentially put it at E Sports status.
thanks eohar unfortunately this thread will never get noticed
you guys can keep dreaming on PVP.
This game is designed to be a single player DRM.
Making every single skill do a different amount of damage.
Removing legendary effects.
Capping stats such as health.
Sorry, but if that's what PvP will be, then I vote a giant hell no.
i dont feel like a lot of ppl are understanding fully what i am trying to say
example:
my friend has a level 60 and does 400k dmg with 100k hp and crits for 1 million
i just hit level 60 and do 1000 pathetic damage and have 16k hp
we fight each other in arena and because skill damage in pvp are based off players total hp pool% and items are negated with flat 30k hp pools the fight is 100% even
you wouldnt always use max damage runes because healing and damage reduction and CC are all good in PVP it would be the opposite
i think pvp would have hands down the most variety when it comes to builds with this system
Edit: doing 1-3% more of a players total HP pool per hit wont always be worth the trade off of a slow/stun/heal
I'll give you a clue, if making PvP work requires such radical changes to the base game, chances are the game isn't a suitable candidate for a serious PvP mode.
Incentives to farm gear would be for PVE and Brawling the Arena would be a Separate game mode and with the things i listed it would slow the game down to a more tactical pace equal to what was originally shown in the blizzcon demo back in day. (Which if players remember received great reviews)

It would be an addition to the game and take nothing away from it only adding another game mode to keep players interested
unfortunately the only way to make PVP not a massive one shot fest and accessible to enough players to actually be able to Queue they would have to make gear negated.
My thoughts on PVP itemization is that you would benefit from the stuff you found in PVE. There should be a vendor that sells you PVP items according to some point system. This point system would be calculated on the stats of your gear, or in other words gear value (gearscore). This gear value would be the currency to buy those items.
So if you invested time to PVE and found nice gear for your character. Then you want to do PVP you could buy PVP gear from the vendor. Why we need PVP gear? To balance the stats to a reasonable level, probably need to replace stats like CHD to something else etc. We could also just have the stats automatically balanced for PVP but it might be confusing, when you enter arena your stats are way different..
Having 2 sets of gear would of course need a sort of switch so you could turn on the PVP gear.
Anyways this would still show the gear progression in PVP which for many must be an important part in Diablo games. This would also make people want to farm more loot to be better at PVP.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
i understand that ppl hate being one shotted, but with enough gear it's possible to survive in PvP,
although i could not agree more with you Zero i still think the PvPvE aproach is the best. ^^
Those Who Do Not Know True Pain Cannot Possibly Understand True Peace...
The only problem with that is it still creates an issue of balancing pvp and pve as one.
I firmly believe the only way they will ever make pvp not a massive one shot fest is to make items provide 0 stats in pvp and have characters do a % of players max hp per hit against players that way blizzard will never have to balance items for pvp and players will never have to farm gear for pvp.
Lets face it nobody wants to play ''i farmed 1k hours so i one shot you'' pvp its lame just make items for vanity in pvp.
The only way to make PvP a viable gamemode is with Arena and Battleground style gameplay, which of course isn't easy at all.
If you're just talking about PvP balance, then sure, second skillsets are fine.
Pvp atm is not working because it is so limited. Pvp in d2 worked because it was free as a bird and people could do anything imaginable with it.
http://eu.battle.net/d3/en/profile/Twoflower-2131/hero/47336841
As for the "free as a bird" comment, D2 PvP being the way it was is exactly the reason there were so incredibly many password-protected games. PvP ala D1 and D2 was nothing more than a griefing mechanic.