hun, can you please explain why you rewarded the season participants with 12 EPIC potions + PvP prestige pot + other items BUT refuse to put same equivalent rewards on the PvP ladder too?
I tend to like mary's posts and this quote is pretty much out of context, but it gives me some room for response:
Seasons are "currently" now on a course for "PvP GEs". Hence, there should be "some" extra reward there on a "GE reward" level.
Personally, I argued that there should be little crossover between potions rewarded in the Ladder and those rewarded in Seasons and Arena. BG made a comment about durations being longer in Season rewards based on the GE aspect. I think that's reasonable.
Personally, the reason I argue against crossover is because I think some incentive to get involved in different game aspects should be respected.
The luck buffs, in the case of deflect and dispel curse, similarly and unnecessarily add to how long it takes to play the game without any added skill beyond casting the buff. It's beyond aggravating and the rates of activation can certainly be reduced without harm to the game.
I like the "luck" buffs. I hated AntiDeflect. This does not mean that I don't "get" your frustration.
It's simply a personal opinion.
I'm guessing you concentrated on those two because of the high activation rate.
Dispel Curse... There are ways around it.
Deflect. I always had the feeling this was implemented to protect FS Players that were so focused on the XP loss. On the ladder, I think it's fun. Let me explain: I hate it when it activates despite my AntiDeflect. I love it when it protects me. In my experience, we grumble and laugh on both sides.
Formulas used for creating gear and monster stats have remained constant, the one variable is the ever increasing buff strength that makes the need for any skill or thought to leveling unnecessary. It's boring!!!
I mean, you argue a lot about the lack of variables in hunting... which I fully agree with. But when it comes to PvP, you appear to be arguing the exact opposite. Just a thought.
If you wish to see more participation you need to increase the amount of player that receive rewards, no one is going to play the ladder based on what it costs them when you dont reward them.
I didn't agree with anything else in the above post, but I did wonder about this part.
Since the change, my ladder 1000-1499 has swung more or less between 3 to 10 participants.
I don't really have a constructive suggestion here since I know people are discussing the level issue. But looking at the 25 to 249 range... I'm thinking something needs to be done. Maybe the top five being added in would be useful (instead of the 3 limit).
I might even suggest a "bonus" somehow for lower levels. I'm not sure that's even logical though.
why dont you guy make relams for pvp make them really hunt other players like lvlers do mods that make it fair
The realms for PvP begin at 0 at go currently to EOC.
Other "realms" for PvP are the Ladder and Arena.
It's already fair, unlike leveling.
Your comment is interesting however. I'd like to see some mobs that fight back. Imagine mobs that hit you when you are defensive. Might get some players up there to move to unoccupied squares so those mobs don't hit them while they're in stam gear.
Geez, I see it now... Random mob smacks on players. If the player wins because they are properly equipped, they get XP and gold. If they lose... XP and gold loss. ,oP
This excuse gets trotted out all the time - real, on the same map, PvP killed SigmaStorm ... I call BS.
Yeah, I doubt that was the reason. The only conclusion we can reach via the SigmaStorm diatribe is that separating PvP into realms won't help FS.