PVP Arena; amount of turns per combat Sugestion!
#21
fs_phyrstormz
Posted 13 October 2009 - 17:57
and tbh, i prefer if its a combat move
#22
fs_sekzibewbz
Posted 13 October 2009 - 18:12
HCS has been talking for a long while about rolling out new 'arena-only' items, and i think that would be the best solution... or even having a LE event where the Legendary creatures dropped key items or sets that evened the playing field (like a high armor/attack set, or just pure attack/damage items for higher levels similar to OFGs).
another option for move tournaments to counter people who use all their Block's and Defends and throw a few Crushes in the mix... would be to rethink the "Weaken" move. In theory it is a great move... however there is one MAJOR pitfall... in order for Weaken to lower the opponants defense, you have to hit it... meaning you can already break their defense, thus not needing it in the first place. if HCS made Weaken similar to Spin Attack, i.e. giving it additional chance to hit... or just making it a 10% chance to weaken opponants armor regardless of whether you hit or not... that would be another option.
as it stands, there are only two ways to break a max defense set, 1) getting lucky with Spin Attacks, but for armor sets, you always run the risk of getting Crushed, and then its lights out, or 2) catching them with a CA, however more and more i see people running max defense setups with only Crush, and perhaps a few SA's... CA doesn't activate on Crush at all, and i've seen people dodge my CA's with their Spin Attacks 4 times a row more often than i can count, and 8 times in a row on several occsaions... either i am the unluckiest person in the world, or SA's should be able to be counter attacked more frequently than they are.
if HCS made it so that CA could activate on Crush say 15% of the time... and on Spin Attack 25% of the time, that would even the playing field some more. I think a combination of new items, that allow you to get high enough attack to break the defense sets without sacrificing all other stats and a revamp of CA and Weaken, would bring an element of skill back into the arena.
Another important thing though... is i think they should offer the option to HIDE your profile page, or at least what items you're wearing... because anyone who has been in the arena for a while knows that first of all its expensive to buy and forge new setups, and secondly, once you come up with a winning setup, it's only a matter of 1 or 2 weeks of consistent winning before people copy your setup en masse and you end up coin flipping against the same setup that you invented against some guy who stole yours. But that's just a side note.
#23
Posted 13 October 2009 - 18:40
I dont think this is needed all that much since it will swing even more control over to those that goes armor damage in non move arenas. If there some way that can allow for different number of combat turns in moves vs non moves then im all for it, but if they change it to 80 for both, the chance of winning using a def base set up would be minimal in non moves..
Armor/Damage are able to be beaten by someone using a bit of def and a pantload of damage, which I know there are some people using now. This will not disadvantage defense players as much as people may think. Those who are creative with sets will still be able to make sets that can beat the armor damage.
To beat armor damage, go def/damage
To beat Def/Damage, go attack/armor/damage.
Do beat attack/armor/damage, go armor/damage.
a cycle like this means that people will be able to chop and change gear to be able to try and stay one step ahead of opponents. Isn't this what the arena is meant to be about? being creative, creating a "fighting" set?
Sure it is, but guess what, if a person goes max armor/damage and since most armor/dam items have att in them, they will beat those that have att/armor/dam, and when facing against defensive sets defensive sets will hit ones, and after 80 turns the chance of the armor people hitting is already way over the 80% mark..
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#24
Posted 13 October 2009 - 19:13
I dont think this is needed all that much since it will swing even more control over to those that goes armor damage in non move arenas. If there some way that can allow for different number of combat turns in moves vs non moves then im all for it, but if they change it to 80 for both, the chance of winning using a def base set up would be minimal in non moves..
Armor/Damage are able to be beaten by someone using a bit of def and a pantload of damage, which I know there are some people using now. This will not disadvantage defense players as much as people may think. Those who are creative with sets will still be able to make sets that can beat the armor damage.
To beat armor damage, go def/damage
To beat Def/Damage, go attack/armor/damage.
Do beat attack/armor/damage, go armor/damage.
a cycle like this means that people will be able to chop and change gear to be able to try and stay one step ahead of opponents. Isn't this what the arena is meant to be about? being creative, creating a "fighting" set?
Sure it is, but guess what, if a person goes max armor/damage and since most armor/dam items have att in them, they will beat those that have att/armor/dam, and when facing against defensive sets defensive sets will hit ones, and after 80 turns the chance of the armor people hitting is already way over the 80% mark..
I know people who go max armor damage in the 300's, they have less than 500 attack. so a def/damage doesn't need that much def(hell even a cuirass will be fine), then tank in damage. These def/damage sets are already successful against armor damage people as it is. I have seen def/damage successfully be used to beat pure armor damage over a number of levels, these combats are over after a couple of hits, so this suggested change will not disadvantage them against armor people in the way you suggest. The only ones they may run into trouble against are pure armor, but again those can be beaten with an intelligent set.
If there are people using armor/damage with some attack items, they are leaving themselves vulnerable to pure armor/damage people, and other sets.
#25
Posted 13 October 2009 - 19:30
You mean like the moves Piercing Strike and Weaken?
Buffs are a nice thought, but not needed. With the moves corrected to work how they were intended, this would resolve this issue with move arena's.
Piercing STrike works. Weaken does not.
#26
Posted 13 October 2009 - 19:37
Quoted a bit out of context there
You mean like the moves Piercing Strike and Weaken?
Buffs are a nice thought, but not needed. With the moves corrected to work how they were intended, this would resolve this issue with move arena's.
Piercing STrike works. Weaken does not.
#27
fs_daflunk
Posted 13 October 2009 - 21:42
Besides the fact that it makes no sense to stop after 40 hits it's not fair either,
If you do not see any way to beat armor damage guys except to dig deep and wait and hope to get lucky you are not a very good arena player, so I'm sure if you reconsider how fights go, and what is possible, you see that your conclusion that armor damage will be unbeateble is way off.
And then I didn;t even mention the moves section where you have PS....
#28
fs_nthnclls
Posted 13 October 2009 - 21:49
If the miss % really is 2%, then this will give people a 50/50 chance of hitting a def. set, if my logic is correct.
Although, I would also be fine with anything higher, since anyone with all defense does not deserve to win.
#29
fs_daflunk
Posted 14 October 2009 - 20:22
A normal battle lasts till death, we should strive to get as close to that as possible without causing mayor lag to the game.
If you can't kill someone why would you be able to win?
#30
Posted 06 December 2009 - 09:38
An attack alone setup fails against attack/armor setups...
I think this is what the arena is all about, chance that you get all your opponents having the setup you are setup to break.
There is no winning and no losing setup... just chance...
I vote 100+ rounds of combat, and a non death match style arena.
Let's say X and Y joined PVP arena 332339. First round X & Y fight each other 3 times. He who wins 2 of 3 is the winner. that will decrease that random factor.
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