Runescape Money .">PVP gear level cap you are in the 5.3 patch Level restrictions? There are rumors that the the PVP equipment level cap, with 5.3 new season progresses slowly increase. If, as the rumors say, that we have obtained new equipment (especially weapons), the fun there? PVP gear will be limited in the 5.3 patch. 5.4 Scheme is the to let the PVP mounted to be the upper limit of increase over time. The players will not get the new equipment because they can not profit from the new equipment (equipment will be installed in PVP situations). We are also thinking about different ways to calculate the equipment will be limited to the number of installed. For example: you have a 496 equipped with a 520 + weapons grade, in PVP occasions, he would be down to 496 levels. Perhaps we put this limit values, the design is slightly higher. In general, we want the elite level PVP equipment more like an ornament, PVP gear we do not want to let such a huge difference on the item level. In this way, a novice PVP will fared badly. 5.2 ladder, the use of the PVE jewelry like the plague epidemic, because the PVE jewelry have a good trigger, then installed the limit is powerful PVE equipment and accessories effect is taken into account it? If not, how do you plan to avoid PVE installed PVP BIS installed this phenomenon? A: We believe that the word of the plague serious, our goal is not prohibited in PVP PVE installed, or that we will do so. We do not want to see a body conquest points for the PVP equipment, players, in order to be more competitive, and go and get a PVE equipment. Jewelry procs, we have made some changes, the other also changes when necessary. Our strategy is used to the outbreak of PVE jewelry (especially jewelry) trigger the main properties in PVP trigger frequency more frequent, but the numbers of each trigger becomes smaller. Why is removed from the PVP equipment toughness? Do not you think the bigger problem in the current PVP system, the the excessive group control skills or better career balance? The players need a certain percentage of toughness, in order to enjoy the fun in PVP. The Random Battleground, simply can not survive, let alone to make contributions for their own team, players almost no PVP gear, this is a very bad experience. However, we are concerned with how to narrow this gap, the lowest 65% of the toughness, the best equipment is about 70% of the toughness of such a gap is not that big, you can better step by step. However, the toughness is still important, by comparing a player that, to kill a wild monster, how fast time, but if the PVP kill speed is so fast, it is not very interesting. Therefore, we decided to let the players can reduce damage from other players. If necessary, we will make other changes to the PVP. When it comes to group control skills, we do not think the group control skills are excessive, we believe that the group control skills have a significant impact on the PVP, know when when dispersed control skills, which target a variety of skills diminishing, help distinguish between the skills of the players in PVP. We want to modify the group control skills to control the number of players. We would also like to streamline between the two skills diminishing, but it will not be drastic changes 5.3 PVP gear changes and toughness, so that in a world PVP PVP and PVE, there will not be much advantage? The full loaded PVP, 60% PVP intensity, which means 60% more damage, wear this equipment than those systemic random team players of the equipment, has an obvious advantage. In the face of this or Heroic Difficulty wearing ordinary team team of the equipment players, they may be stronger ability to survive, but you more damage. Wearing players of the the Heroic Difficulty team this equipment, small proportion in the world PVP, so you rarely encounter them, if you are lucky enough to find them, then who PVP skills higher, who have advantage. World PVP is not fair, and this is compared with the arenas and battlefields part of its charm. We believe that the PVP gear changes, PVP will be a good improvement, without jeopardizing the world PVP. 5.3 patch removed the toughness of the PVP gear, which include heirloom PVP set it? If yes, why not other attributes instead of toughness? We are not removed from the family heirloom PVP equipment toughness. If we think that the 5.3 toughness changes are successful, then we will go back to those low-level PVP equipment, including heirlooms (program option is to change the PVP toughness strength), but keep in mind that 65% of the toughness is 90 class standards, low level characters, damage reduction will be lower, so that the PVP toughness will have some benefits. Why should I choose a toughness of 65% damage reduction standards? You think that 65% is provided by the digital damage reduction too much or too little what? This figure in the future What happens to it? 65% damage reduction, closer to a full-conquer the number of points obtained PVP equipment level of the players. This figure to the role of the viability of the impact of very satisfied. In the 5.4 patch, perhaps we will base toughness damage reduction, adjusted to 70% or higher. Allow the resilience gem and toughness enchant What is the goal? We already know that the equipment brain and toughness, not very useful. Well, you make toughness gems and enchants more useful, or completely remove the toughness gems and enchants? I am a veteran World of Warcraft players, World of Warcraft has been for seven years, the understanding of the game of World of Warcraft can be said is very profound reason to write something, and want more people to know and know World of WarcraftI usually buy game coins on this website WOW Gold, while in the online search keywords often:Runescape Money.">WOW Gold , while in the online search keywords often:Runescape Money.">PVP gear level cap you are in the 5.3 patch Level restrictions? There are rumors that the the PVP equipment level cap, with 5.3 new season progresses slowly increase. If, as the rumors say, that we have obtained new equipment (especially weapons), the fun there? PVP gear will be limited in the 5.3 patch. 5.4 Scheme is the to let the PVP mounted to be the upper limit of increase over time. The players will not get the new equipment because they can not profit from the new equipment (equipment will be installed in PVP situations). We are also thinking about different ways to calculate the equipment will be limited to the number of installed. For example: you have a 496 equipped with a 520 + weapons grade, in PVP occasions, he would be down to 496 levels. Perhaps we put this limit values, the design is slightly higher. In general, we want the elite level PVP equipment more like an ornament, PVP gear we do not want to let such a huge difference on the item level. In this way, a novice PVP will fared badly. 5.2 ladder, the use of the PVE jewelry like the plague epidemic, because the PVE jewelry have a good trigger, then installed the limit is powerful PVE equipment and accessories effect is taken into account it? If not, how do you plan to avoid PVE installed PVP BIS installed this phenomenon? A: We believe that the word of the plague serious, our goal is not prohibited in PVP PVE installed, or that we will do so. We do not want to see a body conquest points for the PVP equipment, players, in order to be more competitive, and go and get a PVE equipment. Jewelry procs, we have made some changes, the other also changes when necessary. Our strategy is used to the outbreak of PVE jewelry (especially jewelry) trigger the main properties in PVP trigger frequency more frequent, but the numbers of each trigger becomes smaller. Why is removed from the PVP equipment toughness? Do not you think the bigger problem in the current PVP system, the the excessive group control skills or better career balance? The players need a certain percentage of toughness, in order to enjoy the fun in PVP. The Random Battleground, simply can not survive, let alone to make contributions for their own team, players almost no PVP gear, this is a very bad experience. However, we are concerned with how to narrow this gap, the lowest 65% of the toughness, the best equipment is about 70% of the toughness of such a gap is not that big, you can better step by step. However, the toughness is still important, by comparing a player that, to kill a wild monster, how fast time, but if the PVP kill speed is so fast, it is not very interesting. Therefore, we decided to let the players can reduce damage from other players. If necessary, we will make other changes to the PVP. When it comes to group control skills, we do not think the group control skills are excessive, we believe that the group control skills have a significant impact on the PVP, know when when dispersed control skills, which target a variety of skills diminishing, help distinguish between the skills of the players in PVP. We want to modify the group control skills to control the number of players. We would also like to streamline between the two skills diminishing, but it will not be drastic changes 5.3 PVP gear changes and toughness, so that in a world PVP PVP and PVE, there will not be much advantage? The full loaded PVP, 60% PVP intensity, which means 60% more damage, wear this equipment than those systemic random team players of the equipment, has an obvious advantage. In the face of this or Heroic Difficulty wearing ordinary team team of the equipment players, they may be stronger ability to survive, but you more damage. Wearing players of the the Heroic Difficulty team this equipment, small proportion in the world PVP, so you rarely encounter them, if you are lucky enough to find them, then who PVP skills higher, who have advantage. World PVP is not fair, and this is compared with the arenas and battlefields part of its charm. We believe that the PVP gear changes, PVP will be a good improvement, without jeopardizing the world PVP. 5.3 patch removed the toughness of the PVP gear, which include heirloom PVP set it? If yes, why not other attributes instead of toughness? We are not removed from the family heirloom PVP equipment toughness. If we think that the 5.3 toughness changes are successful, then we will go back to those low-level PVP equipment, including heirlooms (program option is to change the PVP toughness strength), but keep in mind that 65% of the toughness is 90 class standards, low level characters, damage reduction will be lower, so that the PVP toughness will have some benefits. Why should I choose a toughness of 65% damage reduction standards? You think that 65% is provided by the digital damage reduction too much or too little what? This figure in the future What happens to it? 65% damage reduction, closer to a full-conquer the number of points obtained PVP equipment level of the players. This figure to the role of the viability of the impact of very satisfied. In the 5.4 patch, perhaps we will base toughness damage reduction, adjusted to 70% or higher. Allow the resilience gem and toughness enchant What is the goal? We already know that the equipment brain and toughness, not very useful. Well, you make toughness gems and enchants more useful, or completely remove the toughness gems and enchants? I am a veteran World of Warcraft players, World of Warcraft has been for seven years, the understanding of the game of World of Warcraft can be said is very profound reason to write something, and want more people to know and know World of WarcraftI usually buy game coins on this website WOW Gold, while in the online search keywords often:Runescape Money.
Related Articles -
WOW, Gold,
|