PvP Arena Changes
#41
Posted 22 June 2011 - 07:56
I am for changes that will force players to use brain more, not stupid luck.
1) Reduce the chance to hit increase of Spin Attack from 20% to 10%.
Yes. This will lower players strategy "high defense and pray for luck"
But also hate "high armor and pray for CA"
2) Reduce the activation rate of Ice Shard from 75% to 20%.
3) Reduce the Poison activation from 25% to 10%.
Didnt have chance to try them, so cant say much.. generally if moves have high % of kicking
players gonna base their strategies on them (sets and moves combination).
Maybe wait for more info about them and then change.
4) Remove the fatigue system from PvP Arena's with combat moves enabled.
Yes.
5) Change the fatigue system to only affect defense and armor (note the previous suggestion).
Yes, but maybe interesting fatigue system is to affect players highest stat?
If one player highest stat is DAM and other DEF, you reduce 1st player DAM and 2nd player DEF.
Another very important thing you can have best arena mechanism if prizes are crap so do some analyze please:
1. Make a list of all arena items
2. Check their prizes in AH. Price depends on how valuable inventing item is, if you introduced new set (LE, SE..)
that is way better than no point in flooding arena with those items/components cos no one will want it and no one will enter tours.
3. Create function so prize appearance depends on their importance.
That way you wont have situation where some tour wait ages to all players enter.
And you wont have unreal prices in AH, to enter tour 0.8FSP, to sell item 1FSP
Also remove stupid pots as prizes when you can get stronger on AH for 10k
#42
Posted 22 June 2011 - 08:22
#43
Posted 22 June 2011 - 08:26
Hoof.
Is it possible to spawn the new moves more often? Right now i have to wait hours before i can see a new move to enter and it is kinda unfair to those who doesn't check arena all the time. To much advantage to those who already have the moves. Make it even by spawn the moves little bit more. thanks
+1
Maybe a few more in higher levels as well would be perfect
#44
Posted 22 June 2011 - 09:09
#45
Posted 22 June 2011 - 11:36
Hi all,
We are currently looking at making the following changes to the PvP Arena:
1) Reduce the chance to hit increase of Spin Attack from 20% to 10%.
If this move powerful against defensive setups then Piercing strike is powerful too against armor setups! even there is crush decrease armor by 80% against spin attack while also cant counter this move ! and still have 3 blocks 3 defends to use to stop spin attack ... if u decreased hit chance then its will make defensive setups powerful and hard to beat with all this moves !
*Crush move needs tweak* its powerful too.
Anyway in my opinion i don't like chances thing So make this move increase attack by 20% next hits would be better just like power attack increase damage by 20% next hit.
And about weaken move make it decrease the target defense by 20% without chance to work or not !
2) Reduce the activation rate of Ice Shard from 75% to 20%.
30% would be good.
3) Reduce the Poison activation from 25% to 10%.
Yes
Anyway here my suggestion too !
Since lunge move useless why not tweak it and make this move against ice shard just decrease opponent damage by 20% next hits...
What about decrease deflect move chance to work ? make it 15%!
4) Remove the fatigue system from PvP Arena's with combat moves enabled.
Yes, because moves will solve the battle.
5) Change the fatigue system to only affect defense and armor (note the previous suggestion).
Yes.
#46
Posted 22 June 2011 - 11:38
+1 as i said above decrease chance for spin attack will make impossible for armor setups to hit defense.. so i suggested something maybe good for iti dont understand why peeps are saying nerf spin attack, am i missing something?? you are always gonna hit 99% of armor setups and unless you are using atk/def setups your not gonna hit 99% of defense setups without the use of spin attack or the lucky 2% rule, you are just making it instead of getting a lucky 20% chance to hit another defense set a 10% lucky one and in the whole process you are making it possibly impossible to use an atk/def set with so many stat points being needed in attack to make up for the dip in spin attacks effectiveness so people may as well then just go all defense and not worry about other stats and making the possibility of a judges decision come up more likely if both defense sets dont hit each other, the only people this hurts are atk/def people, it cannot hurt someone going all defense as they are always gonna hit an armor setup and even with this change will have the same amount of chance of hitting a defense set adversary as a defense set adversary has of hitting them, it does not a thing at all to all defense but create longer rounds and more judges decisions in def vs def.
#47
Posted 22 June 2011 - 11:42
My suggestion to fix this move would be to make it similar to power attack except for attack.
Everytime you use spin as a move you get a 20% boost to your attack. Also have this bonus count right away not the next turn lima pa
If you did this it does hurt armor a little so increase the counter activation to 33%
#48
Posted 22 June 2011 - 13:00
spins 10% yes
keep fatigue system yes
Finally arena upgrade I like and base on voting most of player like it
#49
Posted 22 June 2011 - 13:08
Hi all,
We are currently looking at making the following changes to the PvP Arena:
1) Reduce the chance to hit increase of Spin Attack from 20% to 10%. - why ...no reason to do this..as most of players were using high armor no defense and no wonder they got hit...there has to be something to tackle the new high defensive setups...
2) Reduce the activation rate of Ice Shard from 75% to 20%. - again why so much ..maybe 50%..or you kill this move completly....i know i have lost counter attack 10x more than any ice shard move..
3) Reduce the Poison activation from 25% to 10%. - again why - i have not lost to being poisoned yet...there are ways to deal with it...25% activation is good..
4) Remove the fatigue system from PvP Arena's with combat moves enabled.- yes...was not needed
5) Change the fatigue system to only affect defense and armor (note the previous suggestion). - super yes..gotta have something to end the non moves battles, without it coming down to who has the most hp's...what we have now just promotes super high armor and super high hp for non moves..
Please let us know your thoughts on these suggested changes and thank you to everyone who has given feedback so far.
some good , some bad..most complainers of the new moves ..complain everytime they lose 1 round, i know, i get a nastygram from them when they lose....many arena masters cant handle losing and think they should win everytime and when they dont it must be the moves to blame (like ice shard)..and i think it is funny that those who have complained the most about new moves..sure are using them a lot..they love them when they win..and hate them when they lose..get a grip..there are ways to get around those new moves.....next..there still needs to be some luck invovled or everything becomes predictable and would make arena super duper boring, many more moves needed..some to counter the old powerful moves like spin and counter.....most of all..you have to do something about the difference between the have's and the have nots..ie (newer players vs older players) 4000 wins vs 200 wins...or 4000 wins vs 30 wins..is not good...and something needs to be done about entry fees..or arena will die again, and is already starting to...those that want more of the new moves to appear..how about asking for less of the old moves to appear for levels 400+ where they sit forever waiting to fill...new moves cant come out until another move is finished..so we have to wait forever to get a chance at a new move..
#50
Posted 22 June 2011 - 13:38
#51
Posted 22 June 2011 - 14:11
#52
Posted 22 June 2011 - 14:12
Also HCS ... please disregard peoples comments that dont understand arena ... making a gamewide poll? seriously ? 99% of the people that voted dont even play arena ... sigh
So, you think only people that have thousands of wins should have a chance to vote? It's thinking like that that has made the arena so hard to get into for new players in the first place. You want the arena to be better and more competitive? Then you need to make it more accessible to more players and not only those that want to dump hundreds to thousands of FSP into gear for the arena. Yes, i only have 44 wins in the arena but that doesn't mean I shouldn't have a voice in the changes that are made to it.
#53
fs_rdshepherd
Posted 22 June 2011 - 15:08
I like most of it except for spin decreasing.
My suggestion to fix this move would be to make it similar to power attack except for attack.
Everytime you use spin as a move you get a 20% boost to your attack. Also have this bonus count right away not the next turn lima pa
If you did this it does hurt armor a little so increase the counter activation to 33%
This is similar to what I was saying. I'm not opposed to it providing a 1-time boost or accumulating over time but I do like it being connected to the player's attack stat.
Did nobody else have any thoughts on the items in the arena being tied to their level? I much preferred the original design where any item could show up for any level. It would help prevent those that only play a certain range from getting completely bored with the item rotations.
#54
Posted 22 June 2011 - 15:11
I like most of it except for spin decreasing.
My suggestion to fix this move would be to make it similar to power attack except for attack.
Everytime you use spin as a move you get a 20% boost to your attack. Also have this bonus count right away not the next turn lima pa
If you did this it does hurt armor a little so increase the counter activation to 33%
This is similar to what I was saying. I'm not opposed to it providing a 1-time boost or accumulating over time but I do like it being connected to the player's attack stat.
Did nobody else have any thoughts on the items in the arena being tied to their level? I much preferred the original design where any item could show up for any level. It would help prevent those that only play a certain range from getting completely bored with the item rotations.
but doesnt exploring multiple ranges increase your chances of getting wins? yes it is harder to hold more items and buy them but playing multiple ranges isnt too bad of an idea.
#55
fs_rdshepherd
Posted 22 June 2011 - 15:17
but doesnt exploring multiple ranges increase your chances of getting wins? yes it is harder to hold more items and buy them but playing multiple ranges isnt too bad of an idea.
Some players can't play a lot of ranges due to level restrictions and some can't afford to amass the gear required to participate over a wide range. I just believe that it would capture and keep more players' attention if they had more variety at the levels at which they would want to play. If part of the idea is to increase participation then I really think this would help.
#56
Posted 22 June 2011 - 15:40
but doesnt exploring multiple ranges increase your chances of getting wins? yes it is harder to hold more items and buy them but playing multiple ranges isnt too bad of an idea.
Some players can't play a lot of ranges due to level restrictions and some can't afford to amass the gear required to participate over a wide range. I just believe that it would capture and keep more players' attention if they had more variety at the levels at which they would want to play. If part of the idea is to increase participation then I really think this would help.
but the only thing i see wrong with that is this. why put items/components used to make lvl 700 gear(just an example) in a arena tourney for level 126? the only reason why most of the arena masters have monopolized the arena is the pure profit factor. wouldnt playing for items that you can use at your level or the level range your entering make more sense? if your playing a level 100 arena shouldn't get stuff used in level 100 or less gear. i may be wrong but it makes sense to me
#57
fs_rdshepherd
Posted 22 June 2011 - 15:55
but the only thing i see wrong with that is this. why put items/components used to make lvl 700 gear(just an example) in a arena tourney for level 126? the only reason why most of the arena masters have monopolized the arena is the pure profit factor. wouldnt playing for items that you can use at your level or the level range your entering make more sense? if your playing a level 100 arena shouldn't get stuff used in level 100 or less gear. i may be wrong but it makes sense to me
Why do most people play the arena? My guess is profit. I played it a while back after a long hiatus to win stuff to make an acheron set but I believe that's outside the norm. You don't think it makes sense for a lvl 100 player to join a tournament to win an invention component that he/she could sell for 25 fsp?
#58
Posted 22 June 2011 - 17:25
#59
Posted 22 June 2011 - 17:44
Also HCS ... please disregard peoples comments that dont understand arena ... making a gamewide poll? seriously ? 99% of the people that voted dont even play arena ... sigh
So, you think only people that have thousands of wins should have a chance to vote? It's thinking like that that has made the arena so hard to get into for new players in the first place. You want the arena to be better and more competitive? Then you need to make it more accessible to more players and not only those that want to dump hundreds to thousands of FSP into gear for the arena. Yes, i only have 44 wins in the arena but that doesn't mean I shouldn't have a voice in the changes that are made to it.
100% agree with you painqwin but i think Placeboo was meant to say that the poll may not get serious answers aka a level 20 will look at the poll not understand it and click a random button at choice. Yes everyone should have their own choice and opinion but the entire game doesnt use the forum where game changes happening and dont see the arguements being taken place there should be a level cap to some extent i know their is a few level 1-50 that use the arena and decide to be their for gvg, pvp, or arena but the majority are new to the game and just level.
#60
Posted 22 June 2011 - 18:03
2) ice storm - the problem isn't really ice storm it's the fact that it makes an overpowered piercing strike unstoppable vs armor setups unstoppable. Its a shame to completely neuter this new move due to one overpowered combo but I guess it must be done.
3) poison - lowering activation to 10% would render this move useless as well. Much prefer Grachunkas option of leaving at 25% activation but making it a 10% loss of hit points over 10 rds.
4)fatigue in moves allowed - combat rarely lasts long enough for fatigue to be a factor anyway
5)fatigue in no moves - would prefer to see only highest stat reduced each rd.
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