when the damage is extremely high, when range is huge. it begins to create situations where you're getting hit by something thats unreactable and unescapable. youre a human being that has to process what you're being hit by but what what happens when you cant? what do you do?

you either have to preemptively do things ahead of time or you want to avoid everything all together. which is why a lot of people dont pvp in the end.

i think the main reason why people dont pvp is due to counter play not existing. counter play use to exist a long time ago but things changed a lot since then.

keep in mind what im going to talk about took place at lvl 15-16-17

a good example of counter play i can use here is one of biggest meta shifts that ever took place in the game.

breeze vs "nekro aa rotation". these 2 actually defined the game at one point.

some another examples would be nekro aa vs toxy aa and glow aa vs curse.

the entire concept of pvp back then when you pan out wasn't heavily reliant on rng. it was about knowledge and gear. there was rng due to pet passives that stun,freeze,and paralyze and also the standard debuffs like reduce armor,reduce damage,reduce crit,reduce move speed etc.

fast forward into end game pvp today.

if you're powerful you might be able to take some extra hits before dying and youll be able to dish out big damage. completely nuking everything in your path. if you're weak you'll be one touched and sent to another dimension.

Things can get merky in clashes with high damage because now you're in a situation where big hits can overlap Evaporating you in less then a frame which is 16.66ms. which can be overwhelming. its very stressful playing under these conditions especially when you're trying to make sense of whats happening.

maps also play a massive roll in pvp.
how big or small a map is can change the dynamic of the game completely.

this is because if a character has high damage in a small place it creates this sense of non stop action.

a example of this is you died then spawn and hit someone they die and spawn. then they hit you ...you die and spawn rinse wash repeat.

no one can react to no one who ever hits 1st wins. its like the game is telling players dont think just spam buttons.

the issue with this is when i look at things like charge skills. this type of meta completely contradicts charge being in the game. correct me if im wrong but end game pvp has always been a 1 hit fest right? at least from what i remember. how are you suppose to charge if your going to die in 1 or 2 hits?

"Rogues"
this is why rogue for the most part for a long time was the go to. range, big damage, short cool downs that didnt really require you to charge skills.

a lot of players just mindlessly spammed their skills and felt justified to because so long as their damage was high they was rewarded for doing so.

in 1v1s
if characters have high damage in a huge map. people will begin to play out of each others range. it becomes like a game of fencing. players begin to space each other out or run around the rock in tdm.

when you start to apply things like movespeed to the equation this can change everything. it doesn't matter how much space a place has. if your speed is 10fold you can cover a vast distance in a few mili seconds making a big map feel small. the same can be applied to pve. you also have to acc for client to server. you might see someone teleporting depending on how fast they move or how fast the system or they're client is.

Clashes
so take a 5v5, 4v4,3v3 in arcane legends for example. the situations the clashes themselves create is a small contained space.

in 1v1 people can space each other out. the idea is you want to play out your opponents range. youre doing this to cause them to wiff skills or to wiff a stun. in doing so you take less damage but in a clash you dont really find these moments. thats because if you leave the clash for a moment you can be 1shot by everyone jumping onto you.

in the end pvp is never balanced in mmo Arpgs. so people shouldn't expect to much from pvp.

at the same time i have to look at pvp always being this bad as a positive. there's actually room for innovation in pvp and that is largely due to the mechanics being left untouched after all these years. if sts or another company figures out pvp in mmo Arpgs it could be a huge win for the genre as a whole.

i know the concept of a battle ground was tossed around but yeah we dont want that. although i do understand thats probably the most balanced pvp can be.

it makes me wonder what if there was another way?








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