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State of PvP mechanics compared to Live?


EmperorSteele

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So I was going over my old Mind/Kin guide to freshen it up and re-post it for Homecoming, but I came across some notes on PvP that I wanted to make sure were still accurate.
 

Specifically, I want to know if Travel Suppression and Diminishing Returns are still a thing. I've done some zone PvP, and haven't really noticed myself getting slowed down in combat (at least, not too much more so than in normal PvE), but I figured maybe that was because I was keeping myself siphon-speed boosted. I did notice that heals used in rapid succession weren't as effective, and I think I lost a few points of global recharge, but I don't think the drops were as harsh as they had been on Live. But again, I just wanted to be sure!

And for a bonus question, any super general PvP tips that no good guide should be without?

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Travel suppression and heal decay no longer exist in zone PvP and are disabled by default in arena matches. Diminishing returns is still a thing, and most of the ingame combat attributes don't correctly reflect the effects of DR. Nothing with regards to diminishing returns has changed since live.

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"If you can read this, I've failed as a developer." -- Caretaker

 

Proc information and chance calculator spreadsheet (last updated 15APR24)

Player numbers graph (updated every 15 minutes) Graph readme

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