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There are rock-paper-scissors relationships, and anyone can be killed if outnumbered.
The space for skill in small scale pvp is mostly in knowledge of various classes, anticipating their actions and timing your defenses. PvP is extremely CC heavy, and most people with skill issues have no idea how to work around that, yet in this CC heavy situation, some are getting more kills than others.
In the official discord we see people who have spent 2-3k euros on lucent to gear out to the maximum possible power level and they're still frustrated with losing arenas.
If you watch some vids about small scale pvp on the lizard island, you can see there is a lot of place for skill in small scale pvp.
In the large scale it's much more random, no gear is going to save you if you're focused, and as the bro above me said: Flash Wave needs a nerf XD
PVP is a joke in this game, and the likely reason I will stop playing, Aion had awesome pvp, this is trash.
There is a very distinct reason you will never keep up with a swiper as well, and that is the time gated content. At level 50 you will have 10 contracts, 3 dungeons, and about 30 minutes worth of open world dungeon you can do every single day to keep up with the swipers. It would take months of this to get to max gear score, by the time you are there, the next gear will be out and swiped for already.
1) The limited gear doesn't matter because people are able to share their drops. The game is built entirely around the lucent machine. The auction house is how you are MEANT to get gear EVEN as a F2P. You will get drops you cannot use for your class. So you SELL them and buy drops you CAN. You can even craft to turn your drops into lithographs, which sell for even more money than traits. Every player in the game is getting drops every day. If everyone shared their drops with each other, everyone would be geared by now.
Which brings me to...
2) Prices are set by players. Looking between early access servers and launch servers, the launch AH prices are significantly cheaper due to fewer whales and less competitively greedy players. Players dictate all the prices, not the game. The game is only as pay to win as players allow it to be. Everyone COULD be listing their stuff for 10 lucent each. But they don't want to. The community is solely responsible for trying to extort each other for more than what is fair. A queen staff selling for thousands of real life dollars, 250,000 lucent, it purely the result of player greed. Not the developer or the game's design.
Failing to understand how the game is structured is your own shortcoming. The game's not the problem, the people playing it are. And rather than being the one that's different, or rather than capitulating and becoming like the rest of the merchants, you give up and complain because you lack the understanding to see how this is entirely due to a lack of patience and a compulsive spending habit on the part of the playerbase who even BUYS these listed products.
~~~
Ultimately, players are playing the game wrong. They play it like those card game kids who open a pack of 15 random cards and keep them all. No, bad, that's not what you're supposed to do. You're supposed to keep the ONE card from the pack you actually plan on using for your deck and SELL the other cards to get more packs. Do the same with items in this game. No reason to hold onto your gear or dissolve it into useless purple dust. Selling it to buy more gear is the game. And oh boy does stuff sell, making thousands of lucent every week from it. Some people who sold the first items at launch made way more but prices are starting to settle. Instead you have people complaining that they ran the same dungeon 20 times and didn't get the drop they wanted. Hello? You got all those OTHER drops and Dungeon Tokens too! Either craft the bag containing the drop you want or sell all the loot you did get and buy the one you want.
People need a freaking tutorial on how to play the game, I swear.
Queen Bellandir staff looks like complete garbage, it's a 5% on burning with staff skills, they have almost no burns of value, a 12 second cooldown slow to cast triple use skill that you can turn into only 1, that's at most a 15% chance, 3 meter AoE size you can add is nothing, another 3 meter AoE that only inflicts on heavy attack or already burning, and the slow to cast meteor skill that should be killing in the first place, otherwise they have to turn their mobility skill into a long range small AoE field that only inflict burn every second, and most of the burns don't even have a 100% chance of landing in the first place. All that for damage that only happens 3 seconds later, which you can move away from your allies or cleansed in that time anyway. If it applied on all burning it would be broken, but staff has the worst burning.