113259-update-notes-91114-feedback-thread-page-2

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			Medics were hard enough to take down before the patch. U had to work very hard to get them down, but it was possible. Now its just ridiculous, u can barely even damage them. Is this a fken joke? Couldnt u have AT least waited another week to bring out this broken pile of shit u call a patch? So I could have at least had a chance as I did before. Now que for arena and get medics which are an almost guaranteed loss. Way to speed up the demise of this game u clowns.  It deserves to die if u have idiots like this working on the game. Cant bring out one patch without screwing everything else up. Get it through your fken brains: PVP IS A DELICATE BALANCE. Do a little more testing with ALL classes and comps next time.	
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Medics were hard enough to take down before the patch. U had to work very hard to get them down, but it was possible. Now its just ridiculous, u can barely even damage them. Is this a fken joke? Couldnt u have AT least waited another week to bring out this broken pile of shit u call a patch? So I could have at least had a chance as I did before. Now que for arena and get medics which are an almost guaranteed loss. Way to speed up the demise of this game u clowns.  It deserves to die if u have idiots like this working on the game. Cant bring out one patch without screwing everything else up. Get it through your fken brains: PVP IS A DELICATE BALANCE. Do a little more testing with ALL classes and comps next time.
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The stalker AMP 'Stealth Mastery' does not work. The tooltip displays the correct cooldown, however the actual cooldown remains 25 seconds with the AMP.
 
 	
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Medics were hard enough to take down before the patch. U had to work very hard to get them down, but it was possible. Now its just ridiculous, u can barely even damage them. Is this a fken joke? Couldnt u have AT least waited another week to bring out this broken pile of shit u call a patch? So I could have at least had a chance as I did before. Now que for arena and get medics which are an almost guaranteed loss. Way to speed up the demise of this game u clowns.  It deserves to die if u have idiots like this working on the game. Cant bring out one patch without screwing everything else up. Get it through your fken brains: PVP IS A DELICATE BALANCE. Do a little more testing with ALL classes and comps next time.
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			Maybe change the Title of this thread to represent both 11 and 12 September updates?	
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			Gold Dungeons are hard. They deserve the relevant AMP/Ability point to be awarded to the whole party, not one person. Seriously, just think about it, especially with SSM.	
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The PvP changes were a reversion to the horribly unbalanced PvP from back in June. Heals are dominate once again. In a single patch you made a provided a substantial increase to healing out put, PvP Defense, and lowered PvP Damage. The combination of all 3 changes in a single patch, was absurd to do: Every single one of these changes increased the power of healing.
 
Geared healing was extremely strong before the patch, especially medics. Now Medic-Healers are absurdly overpowered. Killing 2 Medic-Healers requires 4+ DPS. This destroys the flow of BGs, and makes fights simply about maxing your DPS and staying within your medics heal telegraph. Dodging telegraphs is largely irrelevant, peak DPS is essential and focusing medic-healers is what matters.
 
This is a failure of a set of changes that suggests no clear vision for how PvP should flow and be balanced. What is the target TTK you are looking for? Do you want quick dynamic exciting fights, or long drawn out slugfest that are all about who kills each other's healers first?
 
This also suggest a failure to make modest iterative changes. This heal-centric PvP was what we had in June, with the content drop you introduced faster paced dynamic PvP, and now you have reverted to PVP that feels almost exactly like how you had it balanced in June. This see-saw between two extremes is very frustrating. Please make more modest incremental changes in the future, changes that recognize the aggregate impact of changes, for example in simultaneously increasing defense by 10-20%, dropping DPS by 10%, and increasing PvP Healing. 
For some thoughts on how to correct this, see this locked thread from the PvP discussion board: 	
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What is the target TTK you are looking for? Do you want quick dynamic exciting fights, or long drawn out slugfest that are all about who kills each other's healers first?
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https://forums.wildstar-online.com/forums/index.php?/topic/62984-one-chance-achievements-not-cool/
when waiting to fix it.	
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Hello!
 
Usually I don't post in these kind of topics, but I felt like I need to this time. You put this topic up for the purposes of people reporting how the patch is doing, so here I am, doing just that. :3
 
Unfortunately so, gear is most important in pvp and that is the biggest problem, right up there with pvp matching system. But moving away from that issue (which I really hope will be addressed)...
 
My boyfriends plays a healer and he informed me that he cannot be killed unless someone with better gear comes along (aka 1800 gear). I am Esper dps in fully runed 1500 gear and I am hardly killing any healers, not to mention super stalker tanks that are almost immortal now.
 
My personal opinion is that you guys should have chosen one thing to buff or nerf, not 3 things in same time. Nerfing damage, buffing pvp defense AND buffing support power just opened gates to unkillable players.
 
It comes to a point where a stalker tank carrying the moodi mask and someone healing him just cannot be countered even by 10 people bashing on them. If you don't have anything like that in your team, well there is a very high chance that you already lost in the beginning of the match. So you can imagine how unfair arena matches can be!
 
I do not know how you guys are testing things out in pvp before you release the patch, but if you leave it solely to the community I honestly don't think you will get best results. For one, because pvp is highly subjective (unlike pve) and a lot of people just like being the best.  Secondly, because a big part of the players does not even look at the forums, jet alone posts here. Most of the talks are done in the guild chats or sometimes zone chats.
 
I, for one, rarely post on the forums. Most of the time I end up actually defending Carbine when I see a lot of people are just needlessly raging on the forums.
 
Keep in mind that people who play a certain class get used to a way the class performs and ofc that there will be people complaining when they get a nerf even if it is a good one. There is such a thing as listening too much and I have a feeling that you guys and gals are doing just that.
 
In some way it is like parenting, you have to listen to your kid, but you also know better at times and you do things because you know that in the long run it is better. And don't forget your quiet kids that are playing by themselves in the corner, just because some kids are louder does not mean they are right. :3
 
I believe in you guys and I am sure in the end you will give us balance, or something close to it. :3 	
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i'm sorry, I fail to understand how tk storm not persisting through death is a good idea even if the person to have such idea was heavily medicated with a hammer to their head.
 	
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			I fail to see how any class balance in pvp can come about with such massive changes to base stats.Why was all 3 pvp stats changed at once? that's not tweaking at all. Its just a massive powershift to tanks/healers. If TTK was an issue on squishier classes then why do an overall change that affects  ALL spec/classes? It's like riding a wave with balancing now. Pretty much expect it to go back to 2 secs TTK next patch when you try fix this Carbine.	
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I understand why they removed TK storm from players after death, but honestly, I feel it was unnecessary to nerf it for pretty much just PvP reasons when this has effects on PvE content as well. You could have, like a few have suggested for other abilities, made it work differently in PvP, so it works like it originally did in PvE but when on a player, it disappears when they die.
 
Even though in most cases the change will not have a huge impact in PvE, you are once again altering viability in ALL fields of play to appease people in PvP, which doesn't seem right to me.	
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The TKS persisting through death was a long-known bug that was finally fixed.
I don't know what you're on about, but that was a clearly needed fix since it screwed up the whole match when it was triggered.
 
Still waiting for an explanation as to why Carbine decided to implement these drastic PvP changes which made medics, flag carriers and espers godlike in battlegrounds.
I'm sick of seeing medics circle-healing themselves without me being able to scratch them.
Feeling utterly useless as an Engineer atm, and I'm not looking forward to the upcoming changes which basically force every Assault Engineer to swap to Tank or reroll.	
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Galeras
‘Trooper Vog’ can now be activated for the quest, ‘Hold the Line.’
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Still haven't seen an amp upgrade/tier point drop from anything since the patch. 
 
Can we put the loot/xp back on the mobs at tree to encourage people to actually do it if not only for the chance at amp/tier points???	
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Settler
GrimvaultA specific Construction Gear was removed due to exploitation. 
If you are talking about the one in Southern Grimvault, it's still active on the Dominion side.	
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