Agreed with most opinions here on this thread. Really wish we had audacity armor right now for freep to test things much better , because balance might change if the armor is gonna be introduced later. Also why there is no way to get my copied live toon to level 115 in tavern...Why High elfs can't get to rank 15...These are just crippling me to create a new toon and all remake LI's, it takes hours ...
Anyways, to comment on a general overview about PvMP currently in beta, the overall dps and the heals for both sides are really high resulting in short burst fights ending in seconds. Damage is also really RNG depending on crits. The gap between normal/partial BPE'd hit and a critical hit is way too high atm. So my suggestions will try to cover those problems.
General things that certainly needs to be done for next beta:
- NPC's are too strong now. Their damage is kind of fine or lowish on some mobs, but their morale is way too high. It needs to be toned down. Especailly the npc's that creeps need to deal with. Boss monsters (elite,signature and above) seems to have exceptionally high morale. I'd say halve their morale for now and let us test it again.
- Level scaling is too strong. Lvl 105 scaled toons have way more stats than a lvl 115 toon. It needs to be toned down and fix asap before going live.
- Base stats of creepside needs scaling: Mastery, Finesse, Critical Defence, Block, Parry, Evade, Armor, Mitigations, Resistance and BattleField Promotion buffs are not scaled at all. It should scale and be the same as on live more or less.
- Corruptions needs to be nerfed slightly (like -2k of current?) to compensate above change. For example 6 mits should make u reach close to cap or around the same in live.
- Outpost mastery bonus is not scaled. However, It should be removed completely and change with +% Renown bonus if possible. Creeps need higher base mastery as well to compensate this. Base mastery without any outposts is too low and creating unbalances.
- Freep base finesse that you get from armor is really low. Freeps should at least get let's say %20 base finesse, same as creeps.
Class specific things that certainly needs to be done for next beta:
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Spider toxin and other power draining skills are absurdly high atm. It removes all power of a freep in about 5 ticks on average and it crits like 2k+ power

. It should be nerfed %50 or more even. If nothing is done, spiders will ruin Ettenmoors with 1 skill... It would be fine even removing this skill tbh as it's really stupid mechanic to end fights because of just 1 skill is applied...
- Warleader banner mitigation debuff is still 2k I think? Not scaled at all, it's a bug.
General things that should be done in my opinion:
- Crit magnitude should be removed from the crit corruptions as suggested above. This will solve the crit magnitude RNG dependancy of the creepside dps.
- Freepside crit magnitude needs a nerf as well if we are doing the above change. It has gone way overboard with the imbued LI's. Maybe add more % crit defence that goes over cap as a base passive or add it to audacity/battefield promotion?
- Creepside incoming damage reduction in audacity should go to %50 percent. Freepside should also get audacity as a passive like in creepside, bartered with commendations. If not, then next Lvl 115 PvMP armor should have audacity and a decent incoming damage reduction closer to creepside. This will solve the high dps and short fights problem of the Ettenmoors. It would also be nice that new lvl 115 PvMP audacity have more built in physical and tactical mits and more crit defence, so that freeps will have more slots to use on other stuff.
- Fix partials... It's been asked too many times... Same skill when partialed hits 1k, when critted hits 30k... This absurd gap causing unbalanced fights between the same fights. Either remove this change or make finesse reduce the partial chance and have partial hits still being able to crit and generate crit event responses. Introduce partial resistance as well.
- Outgoing Healing needs to be tied down to mastery. Currently mastery has still little effect on healing. It should be more effective so healers needs to carefully decide between survivability or more outgoing healing.
Class Specific things that should be done in my opinion:
- Defiler heals needed a buff but they are really strong now. 20k+ HPS parses. HoT's needs to be nerfed but can keep the burst healing as it is. And also , single target in combat rez for Defilers please, similar to minstrels.
- Minstrel healing needed a nerf so it seems fine as it is.
- RK healing could use a buff/scaling.
- Loremaster Water Lore seems not scaled at all from what I've seen. 1-1.5k tooltip is really low considering the new morale pools. Since LM's losing out on throne waterlore set bonuses as well, water lore needs a buff and needs to be scaled. If nothing is done, loremasters will really struggle to survive in 1v1s.
- Hunter and Burg dps seems scaled well and its too high. It might need nerf on specific skills like Barrage, Penshot on hunter and Cunning Attack nerf for Burglar.
Should really test the new general changes above first on next beta and see how it goes, before doing any class specific nerfs like above as it's more complex. So, hope we at least see the changes that certainly needs fixing like above before going live. Overall this balancing business is really really a struggle with the whole stat changes. Hopefully the devs can overcome it.