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This is like taking part in a pony-race with a formular 1 car you just bought while the others only got ponys that got glued on the floor just to be sure.
Unless you build another set of gear with melee evasion but who wants to spend anymore lucent for this game in this state ? Srsly..
They're not free lucents, when you consider what it takes to get a 2-second PvP loadout (like a 10-second vehicle from Fast and Furious).
And the knockdown arena sucks.
As for daggers and crossbows the reason you see so many of those is because they have stuff that gives them a huge advantage in arenas over builds without either of them. So people who take them are people who want to win every time. You should expect that kind of try-hard attitude in arenas. Its just how it is. If you don't share it then good on you for being honorable. But dont expect that of others. It is a pvp game.
Actually xbow/dagger falls off greatly in tier 2 in all PvP aspects especially damage , there is no best class at everything even now , but for 1v1 and small scale gs/dagger is the undisputed king.
Honorable mentions go to xbow/dagg , staff/dag , longbow/dagg but it all boils down on comp , who focuses who because at the end of the day there is zero skill ceilling and outplay in this game.
How I hate this statement.
A PvP game should be varied and fun and allow you to use any type of equipment to beat the opponent equipped in any way.
Better rewards as 2/3 of a epic bracelet a week isn't a viable reward
The CC immunity green shield needs to be cut in half, AGAIN. No one is having fun being stun locked for 10 seconds straight. Take the longest stun in the game (most likely stunning blow into a late prone for approximately 6 seconds) and hard cap it at that. Honestly 5 seconds should be the limit for any Hard CC (perhaps petrification and sleep would be an exception because they react differently with damage).
The Water map needs to go, ASAP. SnS is already an EXTREMELY strong class, letting them push/pull people off of the top level is completely overtuned.
Healers are... Extremely strong in this. Currently to my knowledge, stigma, guillotine, and meteor are counters (meteor is a garbage small scale skill). As well as prolonged Hard CCs. If fireball gets the heal debuff this might reign healers strengths into a more balanced state. The fact that one of the best counters to healers is letting them survive so they run out of mana is wild. This is a tough one to balance because we want healers to matter. This is probably a learn to counter issue, but well built healers feel unkillable (more so than SnS which doesn't make sense balance wise).
But overall my experience with it has been good. It feels like most teams are pretty geared that participate so going in sub 3000 CP is likely a rough time. Also if you didn't have knowledge on defensive stats to stack you'll likely have a bad time.
Last comment.
As a great sword user (GS/Staff), guillotine with the charge up specialization is a bit broken. I think this gets reigned in for large scale (due to the risk of the charge up), but in small scale this ability is bonkers. It's probably the single ability carrying SnS damage. The ability itself is fine without the charge up. The charge up makes it overtuned. You shouldn't be doing 8k damage pre heavy attack with one ability. Period.
Crossbow spin to win is also bonkers. But at least that has a longer cooldown. Still not a balanced skill though.
As for healers, I mean if your not a Crossbow Dagger there no point in fighting a geared healer you'll just never kill them. They'll always survive anything you throw at them and full HP heal the moment they're no longer CCed.
Honestly PVP balance in this game is a complete joke. From what I've seen Meta for any form of PVP is mass Cross Dagger, Healer, Longbow, Staff. Melee DPS, then lastly Tanks in this order. Reason you don't actually want tanks in PVP is because they are actually pure ♥♥♥♥♥♥♥ at high gear score PVP sense they don't do anything a DPS Melee can't do only difference is a Melee DPS can actually do dmg unlike the tank and sense tanks are only tanky for 9s every 90s your not really that tanky in the end of the day, but Melee DPS may as well just play Crossbow sense a Crossbow will always out preform them 100x out of 100 matches, then you want healers to keep people a live as long as possible, and Longbows to just spam flash wave for long range AOE, and Staff for meteor but Staff should just be Longbows cause Flash wave will always be better 100x out of 100 matches compared to meteor especially sense longbow also has self sustain as well with self healing and better single target DPS as well.
Anyone saying SnS/GS is OP though are either people that haven't PVPed at all, or people that are PVPing with 1.6k GS. As someone who played a tank up until I hit 3.2k CP I know how ♥♥♥♥♥♥♥ tank is at high end PVP, you can see their CCs coming from a mile away sense they don't have flash step, they lack any dmg sense they don't have the crit chance to ever crit you once you have endurance, and 13k HP is easily enough HP to survive their full attack rotation 3 times before you even realize your being hit assuming you do some how get stunned by one of their obvious CCs yaou can see from a mile away. Also #1 thing that get you killed in PVP is being CC locked, it easy to CC lock a tank (which when you CC a tank they actually lose all their def passives as well from their SnS kit BTW while CCed), but dagger has 2 CC breaks in it kit, and you get the CC break item giving you 3 ways to break CC, it basically makes it impossible for any tank to even CC you ever unless they just so happen to catch you between CDs.
Honestly - what is even the point of PVP when 90% of it is ganking, trolling and harassing while probably 10% actually PVP with a purpose besides trolling others.
Whats even worse is that ppl seem to mainly only engage in PVP when they either completely outnumber and/or outgear people. Or attacking groups/people midbattle.
I just dont get it - i dont dislike PVP in general - but this will just make most casual and PVE players quit sooner than later, stop new players and also destroy the game for PVP players in the long run.
I think this video shows the problem rather direct:
https://www.youtube.com/watch?v=Oy4sc-0rxCY
Obviously its not standard because Streamers get trolled more but in the end its similar for other players - just way less frequent. For some reason many PVP players seem to mainly get their fun in games from trolling in general and only engaging in PVP they know the other party has no chance.
Yes its also the fault of the Developers for not having better mechanisms to insert more meaningful PVP and punish PVP when it doesnt serve a purpose besides trolling ppl. But on the other hand - its also gamers fault since for some reason the ability to do something - especially that effects others playing brings out the worst in ppl ...
Honest question - do most PVP-Supporters actually want meaningful PVP on a level playingfield - or just a vent to troll and annoy others by only engaging in the most one sided activities in PVP possible? If there was PVP enabled in the first City im sure it would be a huge "Spawncamp" location and ppl would probably make it their goal to stop players from even leaving the first town.