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Yes, many of those you mention in this post are mostly Exploits, the clearest is the one called otto.
And yes, in addition to the exploits (which became a standard in the pvp of this game), there is an enormous amount of balance and fixes that have to be done.
Also I want to mention other details about Dark Rin, she has a pvp skill scheme broken from head to toe:
1) she can meteor fall on you off screen
2) The impact of that blow stuns you and lifts you into the air for half a second, allowing Rin to do a Grab, since she can continue to move freely after landing.
3) she has the ability to apply a curse to you
4) when you weaken her she gets a stats buff (which is more important is speed buff)
5) in some way she can absorb health, therefore there is a possibility of avoiding dying by escaping from the fatal state
And about what you say about Zero, what? I have not seen many main Zeros in PVP, but I play a lot with it and it is far from what you claim.
He can't be a "walking fortress". You know why? Because he is totally vulnerable to the Grab, even though he is transformed into a grandark and neither his attacks are extremely powerful, I would even dare to say that he is one of the most balanced characters in PVP that have been made in the game.
Regarding the pet problems, it was technically already "fixed" by adding a filter system in pvp so that you can be able to ban what you don't like, such as the use of pets for example.
Anyway, the PVP of this game is broken and not only because of how it is programmed, but because its community also adapted all the disaster of this game mode as a standard, something similar to what happened with Gunz
About Dark Rin, I do remember her being very powerful, but most things you said, although really problematic during PvP, I don't see as real treats, specially about the meteor, since many other skills alow you to do the same thing. That's why I think that declreasing the immunity in the end of the meteor would be enough to defend yourself.
The curse only kills people who can't press Z just the necessary amount of time.
The life absorbing effect, at least in Brazil, was not so strong to be considered too OP.
But anyway, I agree that as a whole character, Dark Rin is very strong.
About Zero. I've seem many main Zero. Believe me, it's absurd.... He was vulnerable to grabs until de 3rd class, but with the 4th even getting close is dangerous, and he has skills to become imortal. Not only that, but as i said in the beggining, the grab was totally weak by the end of the game, so even if he's vulnerable to grab, them his only vulnerability is to something that was totally nerfed.
Anyway, I believe our goals are the same. An enjoyable and balanced PvP.
Lire - ain guan was a thing about rocket + z, yep, that was a bug and that as disgusting.
Arme - Funny that you didn't mention third job, the most powerfull class of arme.
Lass - Second job even before the rework was a pain in the ass, easy classe and huge damage ALSO he has a hability to do 2 kind of infinite combos, critical and air combo. Third job was fair enough, he need rocket, dashs and etc, only people that CAN DO these things of movimentations can "abuse", D.A dont run, cant jump vertically and dont have a legit combo, and his skills... Welp, his skills exist (but the first one was good)
Ryan - >^ + Hit >> was from before he gain the hability to run, fair enougth to him have this kind of hability, specialy druid. Second job infinite combo really was unfair..
Amy - welp, the only thing i can say is "flying with amy", annoying because was "difficult" to make she does things, but when you was capable to do, you simply destroy everyone.
Jin - Jin is a true balanced character, and i'm not kidding. You just cant perform skill damage with him, nor combos, somewhat like elesis, you can only do 3 hit combo and grab. Hist first class, was about combo/dodge all ong pvp, i'm sure to say you that jin users, at least Fighter users dont use any king of skills, the second job he can only do 3 things in pvp : the >>>^z, grab and use the special fury commands to make him deal more damage and conect with combos/grab.
The true dodge problem was Asura, since the job released the ♥♥♥♥♥♥♥ "roll" was bugged, man, you kinda "drag" other characters with you, but again, Asura dont have ANY good combo, he usually does ottoshot, grab.. Some ♥♥♥♥♥♥♥ ADVANCED PLAYER can do infinite combos
Now, Rama yes, Rama was the true badass on pvp, easy to understand, easy to do commands, good dodges and rolls, infinite combos and freaking high speed. But look, jin was all about doing low damage XD.
Sieghart - first job : same thing, he can only do dodge and grab, thats all.
P.K was about JF, the character dont even have combo, and yes, that was OP, but again, low output damage.
Being honest with you, I noticed that you complain about the players' abilities with the characters and that's "crying", everything you mentioned needed some learning with the character, job, and knowledge about: Rocket, mush, tchogon, dashs, ottoshot... To make ottoshot, you need time to press Z and down, to rocket, you need keyboard time.... All this separated the good player from the bad player. Obviously there were classes that, when you learned this kind of thing, would be extremely strong D.A and P.K is a clear example.
Now about AP/Hybrid :
Lupus have a HUGHE amount of damage and low cooldowns, he work better without delay skills.
Holy was câncer, she can : invulnerability, can have inifnite MP, can have HYPER ARMOR, high skill damage output. All this in pvp.
Dio : The problem with him was : Commander combo and Creeper debuffs.
Zer : hability to be a Jin, but slower, only thing annoying about him was the combo.
To fisnish, all the things that i listed is a mix from before(MP) and after class changes/balances and yes, AFTER the rebalance, the things got worse, because : all characters now have infinite combo, all characters can do "air combo" (hitting no one). The majority os things i cited was about PVP WITHOUT BONUS ATTRIBUTES, SKILL THREE NOR AP in pvp, because this ♥♥♥♥ literally breaks the balance.
I'ts horrible, you literally drained all of their health by simply Grab them without the player being able to do something about it, you completely punished them just because they decided to follow you.
And if you can see your opponent's health bar, for each Grab you take away approximately 25% of their health, why the hell is that low damage?
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"Without the player being able to do something about it" lol the player had enough mp and couldve simply countered but he chose not to. Most grabs u can do is 1-2. 2 if u grabbed someone and they fell of a platform and u were able to catch them with the second grab. more than 2 isnt common.
if u look closely at their hp, The person already lost half of their health before the grabs happened. 4 grabs wont even be enough to kill a full health person. Simply speaking, u cant lose all 5k of your hp and die with consecutive grabs unless ur playing with a half brain and u just let them grab u until u die.
And you're justifying one failure with another... I'm expecting all characters to be balanced, not to make all of them have some overpowered ability.
But it's not because I can use them that I think they're fair. Exploits/bug shouldn't exist and should be fixed.
About Arme's 3rd job, I'm a Arme user, but I myself don't like using it... Her damage is indeed grotesque, but it's a character that's hard to control, just like Lass 3rd. SO I think her damage is reasonable because of her difficulty to move, but maybe it would be wise to nerf her 2nd skill a little.
About Jin, I agree that the problem shows with the 3rd and is only absurd with the 4th class.
Saying Sieghart 1st can only grab and dodge is quite the understatement... I think you never played with an at least "normal" Sieg 1st user.
Lupus skiils are strong indeed, but that's all he can do. His combo does not exist, his speed is low, he can barely deffent himself with dash+Z...
Holy / Lime can't have infinite MP without the armor buffs, and that's one of the reasons why I put those armor buffs shold be removed / weakened. And Holy can't use her skills and keep her ground at the same time.
Notice I never mentioned the movement commands (rocket, mush, etc) because I believe they are not exploits, specially because the majority of the characters can use them and they're a simple combination of commands that just help mobility, not necessarilly turning you into a killing machine.
If the grabs where hitting as much as they were in this video, I wouldn't complain at all! But when I said it would take 20 grabs to kills someone, I was being precise...
And I should agree with sneaz.... The majority of players die to multiple grabs because they don't want to or (believe me) don't know how to take counter.
In fact, in the last months of the game, I would infinity grab opponents for more than 1 min because the players didn't know how to take the counter. All thanks for the Hybridzation
No, the Grab and I am almost sure this was not intended to do multiple Grabs before the player even touched the ground (at least in the situation shown in the video, I can understand that if it is possible if it is still falling from a considerable height), it is normal for a player who has been caught once by this to assume that he will be able to rejoin without the need to counter
And yet, if it was previously assumed that you were going to use that exploit, it would take at least 2 grabs before having an mp load ready.
And yes, I realized before commenting on my previous post that the opponent's health was already somewhat drained, but it does not mean that the grab does not do significant damage, in fact it can make a big difference in a fight when (for example) both opponents have low health. I don't think this mechanic was designed to be able to do large amounts of damage for free.
About making Counter I understand, but what I mean at this point is how this mechanism can work to be exploited.
And I feel that this type of problem could be solved simply by adding Cooldowns at specific moments.
For example, after a Grab, you cannot give that opponent another Grab until 0.5 seconds have passed.
Or for example with the otto, after an air attack you cannot carry out another until 0.5 seconds have passed.
Things like that
And I did not know that about the grabs on the Brazilian server, if it really does so little damage, I doubt that that specifically happens on this server
Lire ain-guam
Arme animations to teleport
Arme bomber cross platform Jump Z and first skill.
Ronan infinite combo (after rebalance)
Ryan infinite combo (after rebalance, NO ST)
Ryan Sentinel infinite spin before rebalance AND infinite combo after rebalance
Ryan Vixen Nature Tamer
Jin Fighter shadow dash e shadow punch
Mari La geas with her high damage output, pretty easy thing to do with her, yes ou know what i'm talking about
Others i dont have cited here because was cited before
Now, about the ST's that have ou cleary talking about AND the reformulations obviously this was a HUGE mistake, these videos before was from grand chase history (yes, that lass combo does not need to exist) and elesis grabs exists since before i started to play, and also it is caused because of "bounce" effect after grab, like Archmage grab (arme 4th job).
thats all, i guess? And, without these kind of stuff, the pvp will be like elsword pvp, trash without hability, just skill spam.
And better than tell you, I could show you how a Spearman can fight even without the otto. Her dash+Z is great, her combo is long, her grab is easy... she's not a super class, but she's quite usable.
What's wrong with Arme's teleport? 0.o
I don't see Ronan's infinite combo as a major problem since it's very slow and gives no protection. But yeah, they implemented too many infinite combos.