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UV overhaul, PvE/PvP specific UVs and PvE+PvP UVs

2 replies [Last post]
Thu, 02/14/2013 - 09:42
Golgomath's picture
Golgomath

So the UVs we currently have include enemy specific damage bonuses, ASI, and CTR for weapons and damage and status defense increases for armor/helms/shields. The ASI and CTR are much more desirable for weapons because they are useful in both PvE and PvP, while the enemy damage bonuses are less desirable because they are only used in PvE. Shields with UVs are also not as useful because shields are only used in PvE.

What if there were more UVs and each item (other than shields) could have more UVs? Hear me out on this. The reason for allowing more UVs on each item is because the item could have PvE and PvP specific UVs or UVs that are used in both PvE and PvP. Each item would be able to only have a maximum of 3 UVs for PvE or PvP, UVs that work for both would count for both. Let's say, for example, that an item could have 5 UVs. That item would be able to have 3 UVs for PvE and 2 UVs for PvP (and vice versa) or 2 UVs each for PvE and PvP and 1 UV for both PvE and PvP. (That might not make total sense, sorry)

This is what I'm thinking:
PvE exclusive UVs -

Enemy specific damage bonuses
Movement speed increase
General damage bonuses
Shield health increase (shield doesn't break as easily)

PvP exclusive UVs -

Class specific damage bonuses (basically modeled after the enemy damage bonuses in PvE, but adapted for classes)
Skill use reduction (allows the player to use their skill for a longer amount of time)
Capture time reduction (makes it easier to capture points)
Class skill specific UVs (this could be any of the following: heal time reduction for guardians would reduce the time before the guardian started healing allies, stealth increase for recons would increase the time before enemies would be notified of the presence of the recon, and strike speed increase would basically be MSI for strikers but only when they are using the strike booster)

UVs for both PvE and PvP -

Attack radius increase (for swords it would increase swing size. for guns it would increase the size of the bullets. for bombs it would increase blast radius)
Player health increase (works like a heart pendant)
CTR
ASI
Damage resist
Status resist

EDIT:
I forgot to mention, but maybe the rate of crafting UVs would increase.

Thu, 02/14/2013 - 10:21
#1
Canine-Vladmir's picture
Canine-Vladmir

The rich get richer.
and the poor get poorer.

Thu, 02/14/2013 - 11:17
#2
Little-Juances's picture
Little-Juances

-Shield health increase is like giving the shield more defense against everything. This would make every other shield UV useless in comparison
-Movement Speed: not properly balanced yet, high values could lead to unbalanced speeds.
-Player health increase has the same problem as shield. More health= you can take more hits from any source = specific defense UVs lose importance. More so in LD since it's fast paced and you don't heal.

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