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My recommended changes to PvP

8 posts in this topic

Posted (edited)

I've been playing since the conqueror launch every day and PvP on a daily basis as well.

Recommended General Changes

1: Crowd control immunity timer. When you get cc'd you should get a 10 second buff that prevents you from getting CC'd again. NOBODY likes sitting still waiting to die, and especially in this game, if you manage to survive a stun or knockdown (moreso if you have more than 1 person attacking you), you deserve to have a few seconds of unhampered play.This can also be split into the 4 kinds of existing crowd control, each having it's own cc timer, with each timer being longer (20-30secs?). This also encourages skilled use of cc, instead of spamming it. (This may also require removing CC from some skills. For example, I know that all except 3-4 of the Wizard/Witch's attack skills have CC, including basic attacks, which would suck if you were unintentionally triggering immunity all the time)

2: No exp loss from deaths. This is a PvP game in NA, so why are people being punished for PvPing? Also, this can possibly contribute to the gate-keeping problem, where we see stronger guilds forcing literally everyone else out of endgame leveling spots. If people have nothing to lose from PvP, they will be more willing to contest the iron-fisted domination of guild parties, instead of slinking off to another channel (where it will probably happen again) or town so that they don't lose more xp. The reason I don't just say to remove xp loss from PvP deaths is because if that happened, players would just attack you while grinding and let the mobs get the last hit. We all know it would happen. We're not stupid. It also equalizes pvp opportunity because you won't need to be in a guild while a guild war is declared to participate in unpenalized PvP, which is the main reason guilds declare war in the first place. It can also change the dynamics of guild wars to one where they actually mean something instead of just a 15 minute leveling spot spat before they're retracted.

3: Give everyone 500-1000 extra HP when they hit Lv45. People die way too fast. You're often lucky to make it out of a single CC in a serious fight with one person, let alone others. Extra HP for everyone would do wonders for an emphasis on skill in a system where the current solution to every problem is CC -> nuke, and would make sieges even more interesting as well. Heck, this might even have some other awesome benefits like letting melee classes not be completely terrible at world bosses.

Now, here comes the part I'll inevitably get flamed for:

Recommended Class Changes

1: Reduce the damage or take out the cancel on Ultimate Charging Wind (Ranger). I've seen Rangers kill entire groups using only this cc and this move. If you only need one move to win, it's too good. The skill cancel makes it even better. Just take out the cancel and the problem would probably be solved, since the skill itself has enormous recoil and would maintain the viability of the skill as a killing blow.

2: Reduce the AP from Shards of Darkness (Sorceress). I actually think that Sorceress is really balanced except for this ability. It just lets you kill things too fast. Even at higher gear levels, when some of the higher AP classes have ~120 AP, this is still a ~25% increase. That's enormous. At lower gear levels, it's obviously even better. I'd (probably) be cool with a % gain here, so it scales instead of providing top gear bonuses all the time.

3: Guard skills block too much damage (Warrior & Valkyrie). I've NEVER seen an attack break the guard of a Warrior or Valkyrie when their opponent is similarly geared. Guard should be a strategic decision, not something you can just throw up whenever and know you'll be immune to all frontal attacks.

4: Make Wizard/Witch's 100% black spirit skill aimable. A buff for the weakest 1v1 class? Gasp. Blasphemy. Every Wiz/Witch I know of complains about this skill. It overrides their main PvP/PvE skill when it's up and is absolutely abysmal. It's (roughly) a 10 second channel ability that deals massive damage, gives you a guard, and roots you in place. Granted, if players get caught in it, they're almost always dead....about halfway through, which gives their friends plenty of time to leisurely walk around it and get some free back attacks/cc on you. The shield doesn't help much, because it the person is in front of you, they're usually caught in the completely massive aoe anyway. If people don't get caught in it, it's basically a free kill since you're just sitting there with your back wide open for ~10 seconds. Making it aimable would be a significant boon for Wiz/Witch. Firstly, it would give them a way to force melee to back off, making you able to aim it at your feet like residual lightning, it's parent skill. Secondly, it would increase the skill requirement for using it. If you're attacking at range, you're not protecting yourself. If you're planting it at your feet, you're not hitting ranged attackers.

TLDR: Changes to PvP need to happen and PvP 2.0 doesn't have all the answers. We can't trust KR for all of our PvP changes since the systems are so massively different. Also, you shouldn't comment if you didn't actually read what I said.

Edited by Koro76

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Posted (edited)

1. already there. do you play the game?

2. can be abused to feed karma and grief players (already happening even with exp loss). 

1. Might as well remove her bow too, she can fight with her fists from range.

2. It's the only skill of the sorc that actually does dmg, compared to other classes that have skills with 1000 x4 dmg. So yes, let's remove that. Sorc will play as a tank from now on.

3. GvG mate? This is not an arena game.... You don't go 1v1 against a huge ass shield and expect to brake it.

4. ??? Wizard is not a 1v1 class. Do you really expect to be best at 1v1 as a imobile class?

Edited by Chun-Chun

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Posted

Let the flood gates of flame open.

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1. 4-5second timer on bouce and bound and 6 second timer on KD is already there. you need to chain a bounce with a KD after 4 secs to keep an enemy down. dont knw grapple timers because i dont play grapple classes. My advice, invest in CCresists.

2. Really? no punishment for PVP sounds like a pretty bad idea. My say is put in more penalty for it.

1. not fought a lot of rangers, so cant say nothing

2. Shard explosion is not even as damaging as dark flame.... if you're talking about absorption thats another thing. even then its far from OP.

3. you're probably gonna hear about AP buffed crits here, and a lot of warrior and Valks crying about how useless the shield is against those already.

4. dont know much about this. But i would like the rage abilities to be toggleable. instead of forced to usable.

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Posted

1. Such an immunity already exists across the different types of CC for a shorter period of time. Remember also that you can increase the change for you to avoid being CC'd by increasing your resistances, mitigating some of the risks you have pointed out. Remember that some classes are built around their ability to CC - drastic changes to this would require drastic changes to certain classes.

2. Your theory here is completely flawed. Removing the XP loss from PvP would mean that the high level PKers just have to work harder, the end result will be the same. Yes you can keep going back, but remember when there is no penalty for PK deaths, so can you. Worse still, the bandit population would explode. If there is no penalty for dying when attempting to PK (or vice versa) where is the risk of going bandit? This kind of open world PvP needs a delicate balance for the game to continue being enjoyable for everyone. Removing any kind of penalty would disrupt that balance far too much.

3. You can train your health - you realise this? Do you also realise that some classes (Rangers) have abilities which have damage that scales off of their health. This would be a significant buff to them, causing considerable imbalance that would have to be considered.

I'll not respond to your class changes as I don't understand them well enough.

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Posted

Let the flood gates of flame open.

It's more like a trickle of water so far.

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2. Your theory here is completely flawed. Removing the XP loss from PvP would mean that the high level PKers just have to work harder, the end result will be the same. Yes you can keep going back, but remember when there is no penalty for PK deaths, so can you. Worse still, the bandit population would explode. If there is no penalty for dying when attempting to PK (or vice versa) where is the risk of going bandit? This kind of open world PvP needs a delicate balance for the game to continue being enjoyable for everyone. Removing any kind of penalty would disrupt that balance far too much.

And you think when low lvl people are lvling and getting pked that reduces the bandit population? I mean honestly its rediculus that you lose exp when other are pking you :D

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And you think when low lvl people are lvling and getting pked that reduces the bandit population? I mean honestly its rediculus that you lose exp when other are pking you :D

God forbid, you were ever forced to... compete... in your life... for something both you & someone else wants but only one can have.

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