There is this underlying element that nobody talks about the dark zone. And that is the mayor difference in specking to gear when it comes to comparing PvP or PvE players. There just are certain things PvP players spec towards to make them more successful manhunters and there are specs PvE players gear towards to make them more capable in PvE and sometimes to make PvE fights winnable all together. And that mayor difference leaves PvE players to mayor disadvantage every time there is a PvP fight.
You see, unlike PvP the PvE fights are a lot easier to avoid. So there is no need to spec into things like damage to elites or enemy armor damage or health on kill kind of attributes. You can do fine without them. if you only do PvP, then some occasional running past yellow enemies or landmarks full of enemies are not enough to make you want to change anything in gear. But if you ever focused on doing things like supply drops or contaminated events or even landmark clearings up in the north, you pretty much want to have a lot of enemy armor damage, damage against elites and some good "on kill" bonuses like predatory. PvE players are always poorly geared to fight PvP fights, i think its time to leave a PvP players to a mayor disadvantage, when it comes to PvE in return.
You ever heard of the rock, scissors, paper game? The idea is this - you can only have nice stats towards one of the two - PvP or PvE. But you can never really have both. Take damage to elites as an example - what if you were only able to roll it at the expense of good critical chance/damage? Now what if damage to elites was actually called "combat with elites" and meant both damage and protection from them at the same time? Now make yellow enemies significantly deadlier, knowing, that PvE players are only ones who would generally roll it. Now when PvP players run into group of yellow NPCs, they should have it a lot harder time to resolve this, than if same exact scenario happened to PvE specked players. Thats one way you can balance the game, to take away this "free ride" from PvP players, who can casually just run past AI and not worry about PvE ever affecting them.
Also, devs should make anything within their power to make PvE fights a lot harder to avoid, to further advance this "rock, scissors, paper" narrative. To finally get the point, take a look at the end fight of this video called "MANHUNT MASSACRE! Rogues Get REKT #7", where purple AI kills an entire 4 player manhunt team within seconds. just skip to around 8:56 to get to that fight.
https://www.youtube.com/watch?v=-YUT1uvlyEo
While I think your theory has merit and the fact that PVP agents struggle to survive against NPC's that I have no issue with, but I am useless in trying to take them out, no I can not get my logic around that either, there is one simple reason why this change will never happen:
UBISOFT LOVE THEIR ROGUES. They will not and consistently have refused to make changes that are detrimental to their rogue love children. Look at 1.8.2, they nerf Predators Mark and Nomad but leave the No 1 meta, Strikers and the SMG / AR / Stack killing combo untouched. Admittedly they did touch the shotgun meta but the Forum has threads and posts where there appears to be no change in things.
So nice theory but nope, ain't gunna float unless their is a divorce, you have to realise that the entire game exists to hand advantages and favour to the PVP Rogues and they are centre stage in the DZ with free meals, easy provided prey with good bonuses you do not have to work for, they are the heroes of this game according to the way Ubisoft has handled and all you PVE agents despite the fact you rescued Manhattan can all stop asking for changes and just sod off.
The only reason PVE agents aren't blocked from playing the game is we are the fodder for feeding time at the zoo.
If the PVE agents did not enter the DZ it would fail to be the DZ anymore.
If the DZ worked more often like it did this morning, Australian time, saw there was a rogue outside DZ 1 west but headed out after the rogue dropped off the map to do some dailies, so if you want the reward you have to be in the DZ, but no the Rogue was there with a couple more in the Cul-de-sac, he headed over, I thought time to die, but when I hit the surrender pose, he waved and wandered back to the PVP with the others. Free to do the daily, no enforced PVP which with this PVE oriented build I have no chance. Rare rogue but PVP oriented not into cheap easy kills and ganking. But if he killed me, expected, it is the DZ, no issue, it just saved some time and all he lost was a point on the kills list on the Leaderboard.
Not going to happen. And for good reason. People who gear for PvP are already at a disadvantage to PvE geared folks, for the very reasons you stated...their gear is not EAD/DTE geared. At least when it comes to NPCs. They can't melt NPCs like butter. I'm not fan of the PvP in this game but this isn't the answer.
And yamxt there is no PvP player who goes into the DZ that has an issue with NPCs. It might take an extra shot or two but they're in no way afraid of NPCs. My top end 291 Striker PvE build makes PvE childs cake...my Dark Zone Striker CHC/CHD build is barely noticeable in time to clear a LZ.
What should really happen is PvE talents should also help against other players. This would mean that 'damage to elites', for example, would become 'damage to elites and players'. All of your PvE talents would be equally viable in PvP and the power inbalance wouldn't always be on the rogues side.
They'll never do it of course, but it would solve the issue.
The game is designed around giving rogues advantages and persuading PvE players to try and engage them. If you think the game is unfair, then you're right, it was designed that way![]()
I keep seeing this flung about more and more recently but NEVER corroborated. Now for the benefit of myself and especially the huge influx of new players, kindly explain/list these so-called advantages rogues have designed for them cause I cannot think of anyOriginally Posted by electricbil2009 Go to original post
Oh yes, another thing l was wondering, how and when are PvE players persuaded to engage them? It’s certainly not for the manhunt cache rewards - those are useless!
Person turns Rogue, person shoots other player, other player is half dead if not more by the time the game gives the Rogue warning. Other player then dead. Thank goodness there is no advantage there. That would be embarrassing for some who argues they have no advantage as a Rogue.Originally Posted by Jello-Shake Go to original post
Also person goes into Dark Zone with EAD/DTE rolled gear and weapon talents like Destructive and Ferocious. Runs into someone who decides to try and kill them with Unforgiving, Deadly, CHC/CHD rolls.Originally Posted by YodaMan 3D Go to original post
You conveniently neglect to mention that the moment the player STARTS toggling rogue you see the rogue animation above the other player’s head.Originally Posted by YodaMan 3D Go to original post
You see it immediately.
You can then drop him immediately, or at the very least dump half a mag into him while he has his hand on his shoulder flagging up.
Now the question is thus: Why did you not see him flag up?
Why are you relying on the game spoonfeeding you an audible warning cue that he has flagged?
Why blame the game when your Situational Awareness is so obviously poorly lacking?
Keep your eyes open next time and you won’t have to rely on an audible warning. To completely miss a blatantly obvious animation being played out and then argue that it’s an advantage to the rogue is admittedly as funny as ...... and woefully misguided.
Eyes on swivels people, eyes on swivels.......
Why would you go into the DZ with a PvE setup when a PK setup (CHC/CHD) just as easily annihilates any and all PvE content in seconds?Originally Posted by eckLub Go to original post
Simple for me. My PvE Striker build takes down NPCs much easier and faster than my PvP Striker build. I put it to the test when completing Shields in the DZ. I could face tank most elites with the PvE (EAD/DTE) build and drop them before they hurt me too badly, not so much with the PvP (CHC/CHD) build. House on both builds btw, different talents. The time spent clearing a two wave landmark was very noticeable.Originally Posted by Jello-Shake Go to original post