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[PvP] Feedback & Suggestions
#81
Posted 13 August 2021 - 13:07
Individuals also have many ways to keep from being hit on a regular basis as others have pointed out; PvP Protection, Protect XP, and Deflect are the main options, but on top of that, not holding gold, not playing into being a victim of being hit, and wearing potential offline gear for protection against PvP are even more options.
PvP, generally, almost needs a major rework as well; the balance between how stats work in conjunction with and against each other has had the PvP scene in disarray for a while. The players talk about how overpowered Defense is, and it’s because of the use of Flinch, Fumble, and Dispel Curse, mainly, however, a closer look would lead people into “why not just use armor?”
Well, for one, the gear options are lacking, which, with the most recent post from Corrupted will hopefully help alleviate some of those issues going forward. Secondly, the mechanics behind how armor works against damage as opposed to how attack works against defense is different. Lastly, we take a look at the buffs mentioned before as well, and while those affect defense, we look at potential armor equivalents in Shatter Armor, Smite, and Terrorize. Hardened, the counter to Shatter Armor, has an activation rate that is ridiculously low and for that to be viable, you would need it at level 1500, or thereabouts. On top of the buffs, there are also Enhancements that greatly affect the way armor function; you thought having your armor reduced by 75% at the start of battle from Shatter Armor was bad enough? Enter Piercing Strike with its 20% activation rate PER COMBAT ROUND. There goes another 50% of your armor. What’s the counter for this? If you’re attacking, use Demoralize, sure, but for defending? You haven’t got an option.
Some suggestions to help with this:
- Demoralize Should Work for Attacking and Defending Both
- Dull Edge Should No Longer be PvE Only
- Increase the Activation Rate of Hardened (or Add it to the Composing Pool in Pre-Existing Levels)
o The Other Option Would be to Have Shatter Armor “Deteriorate” Your Opponent’s Armor by % per Point the way that Dark Curse Does to Defense Instead of Having it Just say “Nope” to 75% of your armor
As others have stated, having individual threads for the individual PvP aspects would be beneficial as well; Bounty Hunting Mechanics are different than GvG mechanics; GvG is different than the PvP ladder; etc.
Thank you, Arioche, for keeping the discussion here going; let’s hope things continue moving forward.
#82
Posted 26 August 2021 - 16:23
I came here after the changes to PvP Attack ranges, Dark Curse, Dispel Curse, and Balanced buffs today and have had a quick read through of everything. I have not tested the new buffs changes other than to try to find the Balanced buff rework to be almost useless across every level range above 199, although I certainly like the direction taken. Either new gear across all combat ranges in the game or a broader scope of the level range Balanced buffs affect could change it to make it useful.
I like the idea of the Dark Curse and Dispel Curse changes, although there was already a heavy bias towards Defense to begin with and this makes it even better. I will however leave that discussion there, as new Armor based sets have been creeping into the game and if that continues it could render this argument irrelevant.
I agree with Toreth entirely on Dull Edge and Demoralize, making Dull Edge work across PvP as well would help significantly with offsetting the Defense meta we are currently in.
I also believe that, assuming Dull Edge and Demoralize get changes as Toreth discussed, that changing Shatter Armor and Hardened to work similarly to Dark Curse and Dispel Curse would be healthy for offsetting the meta. Or new buffs could be added to fill these roles.
I think Fortitude and Anchored could use changes, as of right now part of the reason Defense is so powerful is the use of these buffs to create "Defense/HP" builds, and using Chi Strike to add a ridiculous amount of damage essentially for free. I'd also like to see a Defense equivalent to Smite, and both the proposed "Defense" Smite and the current Smite being capped at 175 similarly to Fumble.
I like the direction HCS is moving with the game. Forward. Rather than essentially a standstill. I look forward to seeing where things go in the future.
- Arioche likes this
#83
Posted 28 August 2021 - 22:15
What about us snowflakes who prefer not to PVP
I would like however, that for the DQs all kills are counted. Not my problem if there are only three active players and I need to kill 10. If there are 10 accounts listed on find player, I should get credit for all 10 kills.
This is something I've had a problem with since I've been playing, not the snowflake part. If I get a DQ for so many player kills an d I go to Find Player tab maybe the Attack option should be there because it is the easiest place to find players within my level range to attack. All other players who are past 7 days of inactivity should NOT be listed.
#84
Posted 01 September 2021 - 23:25
#85
Posted 02 September 2021 - 00:35
confirmation request on the buff market 'feature' option please....
exactly how is this related to PvP?
Just one old lady's opinion
~Love, Penny
Have you hugged your Quango lately?
#86
Posted 02 September 2021 - 06:30
#88
Posted 02 September 2021 - 23:36
It's related... We all use buff market for PvP
Some do, some don't, some get wet
Just one old lady's opinion
~Love, Penny
Have you hugged your Quango lately?
#90
Posted 11 February 2022 - 03:35
I think it's time to increase the results on the find player page from 25 to at least a 100 (and have a filter to weed out players that have not been online more than seven days). With so many inactive players at each level, I hardly can see more than 8 active players for the DQs. And the list on fight players page is limited to just 5.
- michael65 and yotekiller like this
#91
Posted 22 February 2022 - 10:48
I think it's time to increase the results on the find player page from 25 to at least a 100 (and have a filter to weed out players that have not been online more than seven days). With so many inactive players at each level, I hardly can see more than 8 active players for the DQs. And the list on fight players page is limited to just 5.
I might be wrong... But my understanding was that the find player search always returned results of most active players first? So players under 7 days would be part of the first 25 as long as there were 25 players or more found?
#92
Posted 22 February 2022 - 14:56
I think it's time to increase the results on the find player page from 25 to at least a 100 (and have a filter to weed out players that have not been online more than seven days). With so many inactive players at each level, I hardly can see more than 8 active players for the DQs. And the list on fight players page is limited to just 5.
Fox44 is right, the most active players will be on the top of the list, it's been filtered that way for quite some time.. increasing the number on the list won't be much help... what you will need to do is to input the new PvP ranges so you have a more accurate list. FSH will do this for you, but as of now, the Find Player page still reflects +/-10 for players over 200...
Also, as you level up, you will find there are less and less active players to choose from.... there will even be times your list will have nobody in range at all, whether active or not, even with the new expanded range. The good news is that if you have a DQ for 8 players and your list only shows 4, you can attack again after your hour expires, you just won't get Prestige from them....
- michael65 likes this
Just one old lady's opinion
~Love, Penny
Have you hugged your Quango lately?
#93
Posted 22 February 2022 - 16:22
Fox44 is right, the most active players will be on the top of the list, it's been filtered that way for quite some time.. increasing the number on the list won't be much help... what you will need to do is to input the new PvP ranges so you have a more accurate list. FSH will do this for you, but as of now, the Find Player page still reflects +/-10 for players over 200...
That's something I'll remember to do. I somehow forgot that this wouldn't be implemented in the Find Player tab.
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