Archived Nerfing The 30% Territory Reduction

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Nerfing the 30% Territory Damage Reduction

Why? With the recent addition of massive traits and the mcmmo alchemy skill players are able to fight with very high damage reductions and take very little damage. A premium player with axe resistant, sword resistant, a resistance potion, and the 30% territory buff will have close to a 90% damage reduction meaning they will take an extremely low amount of damage per hit.

Possible Ways To Nerf The Damage Reduction

-Reducing The Damage Reduction: By reducing the 30% damage reduction to 15% or 10% players would still have a high damage reduction, but would take more damage.

-Players Keep the 30% damage reduction while pacifist true: When a player loses pacifist true they will also lose the 30% damage reduction.

-Removing The Damage Reduction: Even without the damage reduction players fighting within their own territory would still have a high damage reduction with massive traits, premium, and resistance potions.

-Possible Trait Replacements: Instead of players automatically having the 30% damage reduction they would need a trait to receive the reduction. A possible trait could be +100 HomeFieldAdvantage or +100 DefenceBonus, this trait would allow players to have the 30% damage reduction though at the cost of 100 trait points.

-Removing the 15% Premium Buff: If people are opposed to removing the territory reduction, the removal of the 15% premium damage reduction would also increase the damage people take so they cannot have extremely high damage reductions

Another possible trait could be +50 team player, this trait would allow players go gain a +5% damage reduction for every faction member within 32 blocks.

If you disagree to the nerf of the 30% damage reduction please post why.
 
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Well in that case shouldn't the only advantages come from strategy and increased knowledge of how to use a weapon with pots, not a plugin (MCmmo)? You want to remove the only safety net that non-PvPers have when attacked because it makes it very much harder for you to win on their territory. By that logic, all PLUGINS that make PvP more difficult should be removed, like MCmmo, the no-armor-drops, and traits in general. Your logic is therefore flawed to it's core.
McMMO provides strategy though, it's not a mindless, "If you're in your faction territory you will take minus 30% damage." It adds new ways to attack, new abilities, and can help make normal vanilla combat more interesting. This, however, does not add any of that.

Traits. Though technically I have not actually used it in game, but I have read the documentation thouroughly and learned how it works and how to use it, and judging only by that, I can say it is one of the most unique PvP plugins I've ever seen. It adds so much depth and new ways of doing things, while still being balanced.
 
Well in that case shouldn't the only advantages come from strategy and increased knowledge of how to use a weapon with pots, not a plugin (MCmmo)? You want to remove the only safety net that non-PvPers have when attacked because it makes it very much harder for you to win on their territory. By that logic, all PLUGINS that make PvP more difficult should be removed, like MCmmo, the no-armor-drops, and traits in general. Your logic is therefore flawed to it's core.
And anyways, this won't affect non-PvPers very much at all. If you try to kill a player with no armor on with the 30% and without it, you can kill them in a maximum of 2 hits anyways. But when you add on more and more layers of protection like god armor, resistance pots, and the premium 15% buff... then the territorial advantage can be OP.
 
McMMO provides strategy though, it's not a mindless, "If you're in your faction territory you will take minus 30% damage." It adds new ways to attack, new abilities, and can help make normal vanilla combat more interesting. This, however, does not add any of that.

"If you kill enough mobs in a darkroom with a certain weapon you become unstoppable with that weapon even when outnumbered greatly, in enemy territory, and completely alone." - McMMo

Sorry Joshy, but I do not see the difference between McMMo and the Damage Reduction - Both alter PvP in a fundamental way, but one supports PvPers while the other supports RPers. I will stand by the one that supports RPers because without it there will be not one RPer capable of surviving for more than a few moments if attacked. We RPers don't generally stack up on combat-related abilities, I know for fact that most of my faction uses traits that resemble their assorted races (ex: Pixil is a Maiar, using Waterbreathing and Flywater as their primary traits). They are not getting the 90% damage reduction that a hardcore PvPer who uses traits for combat is getting, so this removal of the faction damage reduction feature will cripple them in combat while allowing their enemies to retain all of their buffs.

I believe that a different solution is possible besides removal - as stated earlier, a pacifist true/false system, or a max reduction system could work.
 
"If you kill enough mobs in a darkroom with a certain weapon you become unstoppable with that weapon even when outnumbered greatly, in enemy territory, and completely alone." - McMMo
This is not the case, this thread even points out that it is too hard to get kills in enemy territory. @gridiron1024 posted a video that very clearly shows how easy it is to survive in your own territory. He hardly used a single health potion.

Sorry Joshy, but I do not see the difference between McMMo and the Damage Reduction - Both alter PvP in a fundamental way, but one supports PvPers while the other supports RPers.
In my opinion this affects PvPers more since PvPers are more likely to be involved in combat than roleplayers most of the time. It makes sense, when your main activity on the server is PvP you will do it more than others.

They are not getting the 90% damage reduction that a hardcore PvPer who uses traits for combat is getting, so this removal of the faction damage reduction feature will cripple them in combat while allowing their enemies to retain all of their buffs.

I believe that a different solution is possible besides removal - as stated earlier, a pacifist true/false system, or a max reduction system could work.
There isn't a trait that globally reduces weapons damage. And can't that one person select more than two traits :P I know you roleplay, but you can have more traits that add helpful effects that shouldn't affect your roleplay at all, which are coincidentally sword and axe resistance, since they don't emit potion particles.
 
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This is not the case, this thread even points out that it is too hard to get kills in enemy territory. @gridiron1024 posted a video that very clearly shows how easy it is to survive in your own territory. He hardly used a single health potion.

Grid used a perfect storm of traits + pots + massive acro (almost 2.5k, so he dodged every 3rd hit) and faction turf. I could list the number of RPers who have all that PvP stuff to burn on one hand, because it's none. Only a PvPer would ever be in that situation, and it is easily remedied by the PvP community agreeing not to use traits that way so that EVERYONE on BOTH SIDES of combat can enjoy it.

Also, try PvPing outside of each others factions in realistic battles at the gate or somesuch. Dunno, may work..

In my opinion this affects PvPers more since PvPers are more likely to be involved in combat than roleplayers most of the time. It makes sense, when your main activity on the server is PvP you will do it more than others.

Mag has declared war on most factions, regardless of RP/PvP, and the RP ones can't protect themselves. PvPers are NOT more likely to be attacked, the RPers are, and they are the ones who cannot protect themselves. If you dare to say "go learn then" I will post so many facepalm and "gtfo" gifs/pics that it'll crash the forums.

There isn't a trait that globally reduces weapons damage. And can't that one person select more than two traits :P I know you roleplay, but you can have more traits that add helpful effects that shouldn't affect your roleplay at all, which are coincidentally sword and axe resistance, since they don't emit potion particles at all.

I have a single PvP oriented trait (unarmed resist) and I am fairly certain most of my members don't have more than one resist trait - meaning you can switch over to using a sword for full damage, or to unarmed, or snipe with a bow, or just go raid someone else who can actually fight you back.
 
Grid used a perfect storm of traits + pots + massive acro (almost 2.5k, so he dodged every 3rd hit) and faction turf. I could list the number of RPers who have all that PvP stuff to burn on one hand, because it's none. Only a PvPer would ever be in that situation, and it is easily remedied by the PvP community agreeing not to use traits that way so that EVERYONE on BOTH SIDES of combat can enjoy it.

Also, try PvPing outside of each others factions in realistic battles at the gate or somesuch. Dunno, may work..



Mag has declared war on most factions, regardless of RP/PvP, and the RP ones can't protect themselves. PvPers are NOT more likely to be attacked, the RPers are, and they are the ones who cannot protect themselves. If you dare to say "go learn then" I will post so many facepalm and "gtfo" gifs/pics that it'll crash the forums.



I have a single PvP oriented trait (unarmed resist) and I am fairly certain most of my members don't have more than one resist trait - meaning you can switch over to using a sword for full damage, or to unarmed, or snipe with a bow, or just go raid someone else who can actually fight you back.
THIS
 
Only a PvPer would ever be in that situation, and it is easily remedied by the PvP community agreeing not to use traits that way so that EVERYONE on BOTH SIDES of combat can enjoy it.
You do realize how ridiculous this suggestion is, right?

Also, try PvPing outside of each others factions in realistic battles at the gate or somesuch. Dunno, may work..
This happens a lot actually. But sometimes it is unavoidable to have to fight on their land, and then the 30% buff becomes OP.

I have a single PvP oriented trait (unarmed resist) and I am fairly certain most of my members don't have more than one resist trait - meaning you can switch over to using a sword for full damage, or to unarmed, or snipe with a bow, or just go raid someone else who can actually fight you back.
Normally PvPers raid people that do fight back. The entire reason PvPers go to raid is to get loot and kills, which will hopefully cause the raided person to surrender. I get that you hate being attacked, but honestly, I don't think you get raided as much as you think you do. If your faction never comes outside or loses a single member while being raided, then the raiders will get bored and leave normally.

Mag has declared war on most factions, regardless of RP/PvP, and the RP ones can't protect themselves. PvPers are NOT more likely to be attacked, the RPers are, and they are the ones who cannot protect themselves. If you dare to say "go learn then" I will post so many facepalm and "gtfo" gifs/pics that it'll crash the forums.
I would prefer we keep this a spam free and 'gif-less' debate please I want it to be made up of points, not petty "WTF is this guy saying lololol" type things, they contribute nothing. And I'm sorry, but I would have to disagree with this, the factions that are super tiny that would provide no fun for Mag's members will not be raided as much as those factions that put up a fight. Even the ones that are big factions, but don't PvP often, similar to yourselves, are usually boring to raid. After killing maybe one person, if that, generally factions like yours will sound an alarm in the faction chat, everyone goes inside, and that's basically the end of the raid, unless people can't control their members and they stupidly run out thinking they can take the better equipped, trained, and skilled PvPers.
 
@Joshy54100 - What is your opinion of a timed reduction? One that is long enough to allow a non-combatant to get the hell outta there but short enough that if you fight back it times out? Or a Pacifist True only reduction, so that only non-combatants can get the advantages? Would that not solve the entire issue?
 
I believe that the 30% damage reduction does not need to be completely removed, but as stated in the thread and shown in gridirons video, combining the right traits, resistance potions, the premium damage reduction, and the territory reduction the overall damage reduction is OP. Some ways to fix it would be implementing ZIHAMMERS idea of having the 30% reduction when pacifist true and 15% when pacifist false, simply reducing the current reduction to 10, 15, or 20%, or adding a trait to receive the defence bonus so that players would have to give up other resistant traits in order to receive the reduction.

Even with the damage reduction being nerfed players would still have the advantages of being able to get inside buildings and knowing the territory.
 
@Joshy54100 - What is your opinion of a timed reduction? One that is long enough to allow a non-combatant to get the hell outta there but short enough that if you fight back it times out? Or a Pacifist True only reduction, so that only non-combatants can get the advantages? Would that not solve the entire issue?
It might work, it might not. While I think that viewing PvP in a negative way all the time and never trying it once will surely limit a person's experience in Minecraft, I think that they should also have the freedom to choose what to do, and if they don't wish to PvP, then they don't have to. I think it's sort of like how many young children view swimming. I am a lifeguard in real life, and I've seen quite a few children taking swim lessons absolutely terrified and confused when they first try it. They didn't do well, when we don't do well in things we don't like them normally. But, when they started to realize what they were doing, that everything was okay, they start having an absolute blast. I think this can be the same with PvP, many people view it with complete aversion, but never want to even light heartedly try it.
 
I believe that the 30% damage reduction does not need to be completely removed, but as stated in the thread and shown in gridirons video, combining the right traits, resistance potions, the premium damage reduction, and the territory reduction the overall damage reduction is OP. Some ways to fix it would be implementing ZIHAMMERS idea of having the 30% reduction when pacifist true and 15% when pacifist false, simply reducing the current reduction to 10, 15, or 20%, or adding a trait to receive the defence bonus so that players would have to give up other resistant traits in order to receive the reduction.

Even with the damage reduction being nerfed players would still have the advantages of being able to get inside buildings and knowing the territory.
I think that removing it completely when pacifist false is best, that player has chosen the option of fight in fight/flight, so they should not get the advantages of running also.
 
It might work, it might not. While I think that viewing PvP in a negative way all the time and never trying it once will surely limit a person's experience in Minecraft, I think that they should also have the freedom to choose what to do, and if they don't wish to PvP, then they don't have to. I think it's sort of like how many young children view swimming. I am a lifeguard in real life, and I've seen quite a few children taking swim lessons absolutely terrified and confused when they first try it. They didn't do well, when we don't do well in things we don't like them normally. But, when they started to realize what they were doing, that everything was okay, they start having an absolute blast. I think this can be the same with PvP, many people view it with complete aversion, but never want to even light heartedly try it.

In all honesty I just don't like hurting people. It makes me feel guilty for killing people who couldn't properly fight back, to the point where I usually return their items and apologize for my actions... I've invited more than one person to my faction after killing them outside their wilderness hovel...
 
There always could be a better solution, but in this case the 30% damage reduction seems perfectly fine to me. As others have said it's a homefield advantage.

Yes, when stacked with all resistance possible from traits, potions, armor and premium it does seem pretty unfair, but in reality how often does this happen? And regarding grids video -- yes that can happen, but you yourself said it wouldn't have lasted as long if you were fighting back, and if nothing else your armor would have eventually broke.

Raiding isn't something that's meant to be an easy task in my opinion, and those who are defending in their own land should have this damage reduction. Some people may be upset by this combination, but I don't think it's unfair -- or unbalanced. In most ordinary circumstances people will not be this prepared for a raid initally, not have resistance only based traits, and not be waiting with potions.

Getting back to what Yolo is saying now. If some change needs to be made I do like the idea of damage reduction decreasing with the loss of pacifist. If someone is not fighting back they get the damage reduction they'd like, and if someone is fighting back the enemies get a small advantage, but there should always be some benefit in your own land. All just my personal opinions.
 
Sounds to me like someone's mad about conquests not going their way...
 
I think resistance potions should be gone. They are the only thing that actually has a major negative impact on pvp.
 
I would like to point out that the present 15% damage reduction for premium violates the EULA, and will either have to be given to everyone or eliminated. I would like to hear people's comments on whether they think removal of the 15% Premium damage reduction would address this issue in a satisfactory way. Thanks for your input.
 
I will always be saying: "Break the ELUA".

I, personally, will not care, whether it is removed, or not, but removing it would be better for pvp.
 
There always could be a better solution, but in this case the 30% damage reduction seems perfectly fine to me. As others have said it's a homefield advantage.

Yes, when stacked with all resistance possible from traits, potions, armor and premium it does seem pretty unfair, but in reality how often does this happen? And regarding grids video -- yes that can happen, but you yourself said it wouldn't have lasted as long if you were fighting back, and if nothing else your armor would have eventually broke.

Raiding isn't something that's meant to be an easy task in my opinion, and those who are defending in their own land should have this damage reduction. Some people may be upset by this combination, but I don't think it's unfair -- or unbalanced. In most ordinary circumstances people will not be this prepared for a raid initally, not have resistance only based traits, and not be waiting with potions.

Getting back to what Yolo is saying now. If some change needs to be made I do like the idea of damage reduction decreasing with the loss of pacifist. If someone is not fighting back they get the damage reduction they'd like, and if someone is fighting back the enemies get a small advantage, but there should always be some benefit in your own land. All just my personal opinions.
He means that we would have died if he fought back, due to us being not able to do any damage.
 
Couldn't you just change the faction plugin so your resistance goes down for every faction member online?
To be honest the good pvp'ers would rather raid a big faction than a small one and if the good pvp'ers choose to raid a faction with one or two members online then it would be fair giving the defenders a buff. That's my opinion on how to solve this problem :/
 
Couldn't you just change the faction plugin so your resistance goes down for every faction member online?
To be honest the good pvp'ers would rather raid a big faction than a small one and if the good pvp'ers choose to raid a faction with one or two members online then it would be fair giving the defenders a buff. That's my opinion on how to solve this problem :/
That would actually be a good idea, but what about the big role playing factions such as Sylvan? This wouldn't benefit them at all. But, from purely a PvP standpoint, it makes things much more interesting, as each new member online will open up a new avenue of defence, so could reduce the need for the bonus. However, I must agree with @Snake here, this wouldn't be so much a problem if PvPers didn't have an abundance of resistance potions to make themselves nigh invulnerable when combined with certain perks
 
That video is made to make the 30% territory bonus look OP but I disagree with the reliability of it because gridiron has resistance potions active as well. I would request that you make the same sort of testing video but without resistance potions, then we would see if its the territory buff or resistance pots making you unkillable. @gridiron1024
 
That video is made to make the 30% territory bonus look OP but I disagree with the reliability of it because gridiron has resistance potions active as well. I would request that you make the same sort of testing video but without resistance potions, then we would see if its the territory buff or resistance pots making you unkillable. @gridiron1024
As an addition to that. Maybe a PvP Traits Build shouldn't be used either. In case you were building when getting raided.
 
@Snake
The issue is how many resistances you can stack up, hence why the suggestion states that it would be better off as a trait than a constant. When you have the ability to stack so many resistances, it proves to be a problem, the 30% alone is obviously not enough, but it has its own issues when exploited.
 
Also, everyone seems to be simply attacking the idea of removing the buff without even stating thoughts on the several alternative suggestions provided in the OP. I would imagine at least one of them would be able to satisfy everyone who is in disagreement.
 
So I would say. Decrease the buff when pacifist false.
You as the attacker can have all the same buffs as your opponent. But likely have more because you are better planned.
When it comes to big pvp factions against each other, this can be unfair.
Personally I have raided a little, and the persons I raided got wrecked, even though they had the buff. I see it creates issues soewhere. I just think it does much more good than bad.
 
Whats the difference between the 30% buff and 0% buff, y'all rpers dead anyways.
-Grabs popcorn-
 
Bear with me here. Ok so first off we have to look at the votes for supporters and non-supporters. The majority of supporters are PVP'rs while non-supporters are RP'rs. Next we have to understand that this effects PvP'rs drastically more than it effects role-players. Disagree? If you are a role-player, what do you spend most of your time doing? Roleplaying or fighting? I thought so. Now how about PvP'rs? That is why they are call PvP'rs, cause they spend most f their time fighting. And fighting occurs when a raid party attacks another faction AT THEIR OWN FACTION. Based on this we can say most of fighting occurs on faction territory, PvP'rs fight the most, this buff effects PvP'rs the most. If pvp'rs want this removed, they have the best account, not some role-player (With all due respect). Thank you.
 
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Bear with me here. Ok so first off we have to look at the votes for supporters and non-supporters. The majority of supporters are PVP'rs while non-supporters are RP'rs. Next we have to understand that this effects PvP'rs drastically more than it effects role-players. Disagree? If you are a role-player, what do you spend most of your time doing? Roleplaying or fighting? I thought so. Now how about PvP'rs? That is why they are call PvP'rs, cause they spend most f their time fighting. And fighting occurs when a raid party attacks another faction AT THEIR OWN FACTION. Based on this we can say most of fighting occurs on faction territory, PvP'rs fight the most, this buff effects PvP'rs the most. If pvp'rs want this removed, they have the best account, not some role-player (With all due respect). Thank you.
Mate sadly nowadays majority of the "PvPers" that you speak of (not gonna point any fingers) start world conquest stuff and attack defenseless RP factions. There's no way they can defend themselves so let them keep their 30% buff. It should not be easy to beat someone in their territory anyway. I think resistance potions are better to get removed because people who find it hard to defend themselves dont usually have the drive nor the desire to get to near 1k alchemy and make resistance potions. Some people have more of a life than PvP all day every day. Some people get on this server to socialize and have fun in their own way. Dont compare everyone to you some people just dislike PvP. As I said in my earlier post I am against 30% territory buff being removed as it only benefits certain PvPers. If you want to make it easier to kill people in their territory remove resistance potions as pvp noobs dont have them anyway.
 
The way I see it is this:
The buff only serves to benefit those will similar skill levels fighting each other. The buff will not somehow make people who are bad at pvp suddenly gods, however, it will make skilled pvpers near invincible. The buff does not necessarily affect non pvpers as much as it does pvpers. For everyone saying it needs to stay to help RP factions, giving them more health will not suddenly make them able to overcome veteran pvpers. Although it may appear that way initially, it is only a matter of time before the pvp aggressor faction is able to overcome those with the buff. That being said, the buff essentially destroys good pvp fights within faction land. Two equally good pvp factions would never want to raid each-other due to how easy it is for the defenders to exploit this system to make themselves gods.
 
mag just wants this so they can make it easier on themselves
If only the dynamic map showed faction claims currently...

When Magnanimus fights Raptum/LakeWoodMercs/HagenHalo's faction, or any attackers for that matter, a majority of the time we fight them in Valorian claim. The only Magnanimus claim in that city is the castle, and last time I checked, Magnanimus usually fights our attackers in front of the warzonem, seeing as their portal is in our dwarven hall and they run to the trees/shoreline when they need to fall back. So technically, when Magnanimus defends, we don't even defend with the 30% Resistance buff. But when we attack Raptum, we have to fight against them having the 30% buff, seeing as the fighting rarely draws off of their territory.
 
If only the dynamic map showed faction claims currently...

When Magnanimus fights Raptum/LakeWoodMercs/HagenHalo's faction, or any attackers for that matter, a majority of the time we fight them in Valorian claim. The only Magnanimus claim in that city is the castle, and last time I checked, Magnanimus usually fights our attackers in front of the warzonem, seeing as their portal is in our dwarven hall and they run to the trees/shoreline when they need to fall back. So technically, when Magnanimus defends, we don't even defend with the 30% Resistance buff. But when we attack Raptum, we have to fight against them having the 30% buff, seeing as the fighting rarely draws off of their territory.

Basicly, as a Raptum member, I agree with this. It isn't just one side who thinks it is overpowered , it's both.
 
What I summarise
Great and fun PvP battles between great PvP'ers gets ruined because one side becomes OP.
I won't really help small factions because they are defend less anyways.
I will help in some occasions. (I think it helped me when someone from Magnanimus attacked Cissa, but i died anyway)
People won't get it removed because, they want it to help them. It will mostly benefit PvP'ers.
Anyway. I think ere should be a way for 2 factions to heavily need it just between them, if both sides agree. Then even the big PvP'ers get what they want. And when pacifist false it should be nerfed.
I am just thinking about all other faction server, that can't make such complicated solutions to a similar problem. Because they don't have the awesome Cayorion. :P
 
Mate sadly nowadays majority of the "PvPers" that you speak of (not gonna point any fingers) start world conquest stuff and attack defenseless RP factions. There's no way they can defend themselves so let them keep their 30% buff. It should not be easy to beat someone in their territory anyway. I think resistance potions are better to get removed because people who find it hard to defend themselves dont usually have the drive nor the desire to get to near 1k alchemy and make resistance potions. Some people have more of a life than PvP all day every day. Some people get on this server to socialize and have fun in their own way. Dont compare everyone to you some people just dislike PvP. As I said in my earlier post I am against 30% territory buff being removed as it only benefits certain PvPers. If you want to make it easier to kill people in their territory remove resistance potions as pvp noobs dont have them anyway.
As gridiron said, if a purely defenseless faction is being attacked by pvp'rs, a %30 boost won't help them virtually at all.
 
@Linus_44 - You've rated every single post I made in this thread with a disagree or read more rating. Even a post where I merely stated what I didn't want to see happen, something that can't be disagreed with because it is neither a suggestion nor an opinion, but a desire. I'd like you to tag me with an explanation for disagreeing with all my posts here.
 
That video is made to make the 30% territory bonus look OP but I disagree with the reliability of it because gridiron has resistance potions active as well. I would request that you make the same sort of testing video but without resistance potions, then we would see if its the territory buff or resistance pots making you unkillable. @gridiron1024
We drank our strength potions when he drank his resistance potion, so a little over half way through the video, we are still on strength but he doesn't have the resistance on. So for a good 30 seconds you can watch us hit him with no resistance with still no big noticeable effect on him.
 
30% damage reduction means that enemys on average need to hit you 42% more often to kill you. For factions who can´t afford to spam godarmor sets worn by people with very high mcmmo stats this buff gives them a decent chance to survive.
I think however that the home advantage should act as a shield for weaker factions.
I think the home bonus should only count for those factions who raid very rarely or not at all. This however is just my opinion.

Basicly, as a Raptum member, I agree with this. It isn't just one side who thinks it is overpowered , it's both.

Warzone/Minigame Arenas/Wilderness/Third Party Areal. Fight in one of those then if you want neither one to have the advantage. If both REALLY agree then that should be easily possible.

Didn't feel like editing it but here is a little video to show how fun the buff is. Keep in mind if I was fighting back the video probably would not have gone that long.

1. They didn´t even vanilla crit
2. Str 1 or Str 2?
3. Didn´t show traits, for all I know you could have used all kinds of health regen traits.
4. And all the buffs (health boost/absorption) did of course have NOTHING to do with it.
5. Instant health splash spam can save anyone having a god armor set.

TL;DR (1-5): Barking at the wrong tree.

On another note: Ever used bows? I mean they kinda have this 33% activation chance for ALL strike traits.
 
We drank our strength potions when he drank his resistance potion, so a little over half way through the video, we are still on strength but he doesn't have the resistance on. So for a good 30 seconds you can watch us hit him with no resistance with still no big noticeable effect on him.
@Snake What are you disagreeing with here? You can see it in the video smart one.
 
@nray93
As I stated, the issue is that fact at how easily this is accomplished. Although it is obviously not the 30% buff alone causing this issue, it is possible to stack so many resistances that you can make yourself invincible. The idea in the first post would reduce this problem by making the 30% buff a trait, not a given feature.

Another thing you need to look at is the difference from this and a real pvp situation. Vanilla critting and bows would get you killed very fast in a 1v1 situation, granted the tank knew the basics of pvp.
 
Yeah, I think the trait would be the best way to go, since then they would most likely have to sacrifice other PvP related traits for it. Though definitely make it availiable for both Premium and non-Premium players.
 
@nray93
As I stated, the issue is that fact at how easily this is accomplished. Although it is obviously not the 30% buff alone causing this issue, it is possible to stack so many resistances that you can make yourself invincible. The idea in the first post would reduce this problem by making the 30% buff a trait, not a given feature.

Another thing you need to look at is the difference from this and a real pvp situation. Vanilla critting and bows would get you killed very fast in a 1v1 situation, granted the tank knew the basics of pvp.
The flaw of the trait idea would be that it is a "first wave only" solution. Only the first wave of attack will be different. After that the faction will be alert and wait the 30 seconds (or 5 minutes if they got hit) and simply add it.

I would rather prefer it that the 30% reduction would simply not apply to people wearing any piece of armor that could be called "god armor" (diamond and with protection 4. all other enchants are optional). But that might be not so easy to code.
-Pro: Would limit the stacking of buffs to a certain extend.
-Con: Weak factions can´t rely on the extra advantage to defend (with high level armor).

Another possible way would be a "NoRaid" tag to factions that counts how long ago the last raid was. The value would simply note the last time a member of the faction killed (optional: OR attacked) an enemy in enemy territory. If it was more then 7 (3, 10, whatever) days ago the Home advantage counts, if not then not.
-Pro: Weaker or Peacefull Factions still get the bonus to help them defend while stronger / more pvp oriented factions lose the bonus .
- Con: Infiltrators could intentionaly go to enemy land and stage a kill (planned from both sides) to erase the protection.