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Thread: I don't think Arcane Legend is as Fun as the old days!

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    Default I don't think Arcane Legend is as Fun as the old days!

    Do you guys miss the old days?

    PVP is boring no more rivalry.. less pro players... meh
    Last edited by Justg; 03-30-2015 at 08:01 AM. Reason: more accurate title.

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    noobs with kershal these days.
    - Allows

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    Quote Originally Posted by Allows. View Post
    noobs with kershal these days.
    kershal for noobs anyways

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    Maybe, just maybe, if PVP was played the way it was meant to be played, instead of this "to kill or not to kill", free flagging, gang riddled pvp we currently play. Then people may find some interest in playing PVP...
    ¯\_(ツ)_/¯

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    AL used to be literally the best game I played. The only thing that keeps me from even logging on every once in a while is the social factor.

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    I swear, PvE is becoming more interesting than PvP these days. And this is coming from the guy who used to "lol@pve" to counter keikali's "lol@pvp"s. There are 2 main reasons:

    1. Gear Discrepancies

    Gone are the days when all one had to do to be good in PvP was to farm for decently atttainable gear, then practice, practice, practice until they got good at PvP. Right now, HOWEVER skilled you are, if you're geared out with mythic armor & helm with a legendary weapon, you'll get trashed 10 times out of 10 by a maxed out opponent. It is getting so pathetically ridiculous that people are beginning to not bother about PvP at all. Why would they, if every time they stepped into PvP, a frost bow, arcane ring, Planar amulet, imbued rogue comes along running from spawn to spawn 1 hitting them in TDM and camping outside waiting for the spawn bubble to run out in CTF?

    The clear reason is this; the differences between the top-of-the-line gear and the second best gear is far too large. The elite players who spend real life money or pour hours and hours into this game to get the best gear deserve to have great gear! But not at the rate things are at the moment. Let's take a look at the gear discrepancies between an average-geared player and one who is maxed-out -

    (From a rogue and mage POV. My warrior hasn't been geared out yet so I can't comment here)

    The weapon: The difference between an Expedition Rifle and the Elondrian Rifle is a whopping 90+ damage and about 200-300 HP depending on gems!

    Ring: The arcane ring gives an average boost of 300 HP and 40 damage over a Blood Ruby depending, again, on gems.

    And amulet: The L41 mythic amulet is the strangest of all, giving a ground-breaking 600 HP increase over a Lunar or Fang!

    Overall: a maxed out opponent versus an average, mythic armor & helm user has 1.1k HP more, and 130 damage more. And we're not even including the arcane pets here versus an average user's Slag or Malison!

    Which wouldn't be as much of a problem if this top-of-the-line gear was actually obtainable. The reality? It sure as hell isn't! The total cost of completely gearing out your character including an arcane pet, say Nekro, actually exceeds the current gold cap. And gold in AL is hard to earn. The best Legendary items looted sell for hundred K's. So the only way of actually getting yourself geared up? Open Locked Grand Crates of the Watch.

    In other words, PAY TO WIN. Clearly something is wrong here!

    The consequences of this is far-reaching. When people begin to lose interest and turn to other sources of entertainment - PvE, or simply quitting the game - the number of players in PvP is reduced. There are far more empty rooms than there ever were before.

    Next season provides an ideal opportunity to narrow gear discrepancies and make gear attainable. STS had the right idea by making certain things like Nekro, Imbueds and the mythic Amulet craftable.

    In any MMORPG, gear should be obtainable in two ways, freemium and premium. The "premium way" should never become the norm! The best gear should be farmable a well as available in locked crates. If farmable is too easy (resulting in flooding the market), the way the Imbueds are crafted can be implemented. Unrefined gear can drop from bosses & chests & crates and have to be refined in certain ways. This will make people more interested in PvE and also increase player participation in PvP when people get good gear. The second step will be to narrow differences between top level gear and the second-best legendaries. Differences should be 20-30 damage for weapons and 200-300 HP for armor & helms.

    But that's only solving one half of the problem.

    2. PvP Isn't Being Played the Way Its Meant to Be

    #1 is the Developers' job to fix. #2 is ours, the Player Base.

    There are currently two PvP maps - Capture the Flag (CTF) and Team Deathmatch (TDM). I don't spend much time in TDM so I'm assuming things are fine over there, but its CTF where things are screwed up.

    First of all, I don't believe many of the players actually know what Capture the Flag is. Its an incredibly fun game where each team has a flag to defend while at the same time trying to capture the other, opponent team's flag. The team must work as a cohesive unit to make sure their flag is safe while at the same time trying to sneak past opponents to grab their flag. The first team to reach 5 flags wins the game.

    At the current way its being played, there are two groups of people in CTF - one, the people who're killing and being killed. The ones who ignore the flag and run from spawn to spawn trying to kill others while also being killed. This comprises the majority. #2 is the flaggers, the people who carry a crystal from one flag room to the other while being unhindered simply because they're "flagging". They do this to notch up the score on their screen, & to get the 10K Flags AP, and to get on the Leaderboards, whether AP or CTF Flags.

    Awhile back a few players (most of whom have quit) including myself used to have CTF games which were tremendous fun, comprising strategy, technique, teamwork...sneakiness...and so on! Gear of course played a role but if a friendly game, teams were switched around to even out the discrepancies - or they'd simply gear down. But of course it is hardly practical to continuously host CTF games. Only a few people would be able to play and matches took a long time to organize. People themselves need to take the initiative to play the game the way its meant to be played.

    And, of course, that requires motivation. Its a bit late in the game to change APs or the Leaderboards by removing the flag APs and the flags LB (which were a bad idea in the first place) - two years late, in fact. Many people have spent hours and hours flagging and it wouldn't be fair to make changes now.

    So, the motivation. In place of the KDR box we have on our character screens, a button could be placed called Kills and Deaths or whatever, just an example. This would open a page which has 4 sections: the PvE KDR, CTF KDR, TDM KDR and a new counter called Wins and Losses - already been suggested before. The idea is, every time the game ends, the losing team would have one point added to their losses and the winning team would have one point added to their wins. This would motivate people to protect the flag and prevent their KDR from being ruined. Removing the existing KDR would be a bad idea because, just like for the flags, people have worked very hard for their kills.

    If these 2 are fixed, PvP should become a much better place!

    Just my $.02 and sorry for the long-wided post!

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    Quote Originally Posted by Alhuntrazeck View Post
    I swear, PvE is becoming more interesting than PvP these days. And this is coming from the guy who used to "lol@pve" to counter keikali's "lol@pvp"s. There are 2 main reasons:

    1. Gear Discrepancies

    Gone are the days when all one had to do to be good in PvP was to farm for decently atttainable gear, then practice, practice, practice until they got good at PvP. Right now, HOWEVER skilled you are, if you're geared out with mythic armor & helm with a legendary weapon, you'll get trashed 10 times out of 10 by a maxed out opponent. It is getting so pathetically ridiculous that people are beginning to not bother about PvP at all. Why would they, if every time they stepped into PvP, a frost bow, arcane ring, Planar amulet, imbued rogue comes along running from spawn to spawn 1 hitting them in TDM and camping outside waiting for the spawn bubble to run out in CTF?

    The clear reason is this; the differences between the top-of-the-line gear and the second best gear is far too large. The elite players who spend real life money or pour hours and hours into this game to get the best gear deserve to have great gear! But not at the rate things are at the moment. Let's take a look at the gear discrepancies between an average-geared player and one who is maxed-out -

    (From a rogue and mage POV. My warrior hasn't been geared out yet so I can't comment here)

    The weapon: The difference between an Expedition Rifle and the Elondrian Rifle is a whopping 90+ damage and about 200-300 HP depending on gems!

    Ring: The arcane ring gives an average boost of 300 HP and 40 damage over a Blood Ruby depending, again, on gems.

    And amulet: The L41 mythic amulet is the strangest of all, giving a ground-breaking 600 HP increase over a Lunar or Fang!

    Overall: a maxed out opponent versus an average, mythic armor & helm user has 1.1k HP more, and 130 damage more. And we're not even including the arcane pets here versus an average user's Slag or Malison!

    Which wouldn't be as much of a problem if this top-of-the-line gear was actually obtainable. The reality? It sure as hell isn't! The total cost of completely gearing out your character including an arcane pet, say Nekro, actually exceeds the current gold cap. And gold in AL is hard to earn. The best Legendary items looted sell for hundred K's. So the only way of actually getting yourself geared up? Open Locked Grand Crates of the Watch.

    In other words, PAY TO WIN. Clearly something is wrong here!

    The consequences of this is far-reaching. When people begin to lose interest and turn to other sources of entertainment - PvE, or simply quitting the game - the number of players in PvP is reduced. There are far more empty rooms than there ever were before.

    Next season provides an ideal opportunity to narrow gear discrepancies and make gear attainable. STS had the right idea by making certain things like Nekro, Imbueds and the mythic Amulet craftable.

    In any MMORPG, gear should be obtainable in two ways, freemium and premium. The "premium way" should never become the norm! The best gear should be farmable a well as available in locked crates. If farmable is too easy (resulting in flooding the market), the way the Imbueds are crafted can be implemented. Unrefined gear can drop from bosses & chests & crates and have to be refined in certain ways. This will make people more interested in PvE and also increase player participation in PvP when people get good gear. The second step will be to narrow differences between top level gear and the second-best legendaries. Differences should be 20-30 damage for weapons and 200-300 HP for armor & helms.

    But that's only solving one half of the problem.

    2. PvP Isn't Being Played the Way Its Meant to Be

    #1 is the Developers' job to fix. #2 is ours, the Player Base.

    There are currently two PvP maps - Capture the Flag (CTF) and Team Deathmatch (TDM). I don't spend much time in TDM so I'm assuming things are fine over there, but its CTF where things are screwed up.

    First of all, I don't believe many of the players actually know what Capture the Flag is. Its an incredibly fun game where each team has a flag to defend while at the same time trying to capture the other, opponent team's flag. The team must work as a cohesive unit to make sure their flag is safe while at the same time trying to sneak past opponents to grab their flag. The first team to reach 5 flags wins the game.

    At the current way its being played, there are two groups of people in CTF - one, the people who're killing and being killed. The ones who ignore the flag and run from spawn to spawn trying to kill others while also being killed. This comprises the majority. #2 is the flaggers, the people who carry a crystal from one flag room to the other while being unhindered simply because they're "flagging". They do this to notch up the score on their screen, & to get the 10K Flags AP, and to get on the Leaderboards, whether AP or CTF Flags.

    Awhile back a few players (most of whom have quit) including myself used to have CTF games which were tremendous fun, comprising strategy, technique, teamwork...sneakiness...and so on! Gear of course played a role but if a friendly game, teams were switched around to even out the discrepancies - or they'd simply gear down. But of course it is hardly practical to continuously host CTF games. Only a few people would be able to play and matches took a long time to organize. People themselves need to take the initiative to play the game the way its meant to be played.

    And, of course, that requires motivation. Its a bit late in the game to change APs or the Leaderboards by removing the flag APs and the flags LB (which were a bad idea in the first place) - two years late, in fact. Many people have spent hours and hours flagging and it wouldn't be fair to make changes now.

    So, the motivation. In place of the KDR box we have on our character screens, a button could be placed called Kills and Deaths or whatever, just an example. This would open a page which has 4 sections: the PvE KDR, CTF KDR, TDM KDR and a new counter called Wins and Losses - already been suggested before. The idea is, every time the game ends, the losing team would have one point added to their losses and the winning team would have one point added to their wins. This would motivate people to protect the flag and prevent their KDR from being ruined. Removing the existing KDR would be a bad idea because, just like for the flags, people have worked very hard for their kills.

    If these 2 are fixed, PvP should become a much better place!

    Just my $.02 and sorry for the long-wided post!
    Agree

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    Quote Originally Posted by Alhuntrazeck View Post
    I swear, PvE is becoming more interesting than PvP these days. And this is coming from the guy who used to "lol@pve" to counter keikali's "lol@pvp"s. There are 2 main reasons:

    1. Gear Discrepancies

    Gone are the days when all one had to do to be good in PvP was to farm for decently atttainable gear, then practice, practice, practice until they got good at PvP. Right now, HOWEVER skilled you are, if you're geared out with mythic armor & helm with a legendary weapon, you'll get trashed 10 times out of 10 by a maxed out opponent. It is getting so pathetically ridiculous that people are beginning to not bother about PvP at all. Why would they, if every time they stepped into PvP, a frost bow, arcane ring, Planar amulet, imbued rogue comes along running from spawn to spawn 1 hitting them in TDM and camping outside waiting for the spawn bubble to run out in CTF?

    The clear reason is this; the differences between the top-of-the-line gear and the second best gear is far too large. The elite players who spend real life money or pour hours and hours into this game to get the best gear deserve to have great gear! But not at the rate things are at the moment. Let's take a look at the gear discrepancies between an average-geared player and one who is maxed-out -

    (From a rogue and mage POV. My warrior hasn't been geared out yet so I can't comment here)

    The weapon: The difference between an Expedition Rifle and the Elondrian Rifle is a whopping 90+ damage and about 200-300 HP depending on gems!

    Ring: The arcane ring gives an average boost of 300 HP and 40 damage over a Blood Ruby depending, again, on gems.

    And amulet: The L41 mythic amulet is the strangest of all, giving a ground-breaking 600 HP increase over a Lunar or Fang!

    Overall: a maxed out opponent versus an average, mythic armor & helm user has 1.1k HP more, and 130 damage more. And we're not even including the arcane pets here versus an average user's Slag or Malison!

    Which wouldn't be as much of a problem if this top-of-the-line gear was actually obtainable. The reality? It sure as hell isn't! The total cost of completely gearing out your character including an arcane pet, say Nekro, actually exceeds the current gold cap. And gold in AL is hard to earn. The best Legendary items looted sell for hundred K's. So the only way of actually getting yourself geared up? Open Locked Grand Crates of the Watch.

    In other words, PAY TO WIN. Clearly something is wrong here!

    The consequences of this is far-reaching. When people begin to lose interest and turn to other sources of entertainment - PvE, or simply quitting the game - the number of players in PvP is reduced. There are far more empty rooms than there ever were before.

    Next season provides an ideal opportunity to narrow gear discrepancies and make gear attainable. STS had the right idea by making certain things like Nekro, Imbueds and the mythic Amulet craftable.

    In any MMORPG, gear should be obtainable in two ways, freemium and premium. The "premium way" should never become the norm! The best gear should be farmable a well as available in locked crates. If farmable is too easy (resulting in flooding the market), the way the Imbueds are crafted can be implemented. Unrefined gear can drop from bosses & chests & crates and have to be refined in certain ways. This will make people more interested in PvE and also increase player participation in PvP when people get good gear. The second step will be to narrow differences between top level gear and the second-best legendaries. Differences should be 20-30 damage for weapons and 200-300 HP for armor & helms.

    But that's only solving one half of the problem.

    2. PvP Isn't Being Played the Way Its Meant to Be

    #1 is the Developers' job to fix. #2 is ours, the Player Base.

    There are currently two PvP maps - Capture the Flag (CTF) and Team Deathmatch (TDM). I don't spend much time in TDM so I'm assuming things are fine over there, but its CTF where things are screwed up.

    First of all, I don't believe many of the players actually know what Capture the Flag is. Its an incredibly fun game where each team has a flag to defend while at the same time trying to capture the other, opponent team's flag. The team must work as a cohesive unit to make sure their flag is safe while at the same time trying to sneak past opponents to grab their flag. The first team to reach 5 flags wins the game.

    At the current way its being played, there are two groups of people in CTF - one, the people who're killing and being killed. The ones who ignore the flag and run from spawn to spawn trying to kill others while also being killed. This comprises the majority. #2 is the flaggers, the people who carry a crystal from one flag room to the other while being unhindered simply because they're "flagging". They do this to notch up the score on their screen, & to get the 10K Flags AP, and to get on the Leaderboards, whether AP or CTF Flags.

    Awhile back a few players (most of whom have quit) including myself used to have CTF games which were tremendous fun, comprising strategy, technique, teamwork...sneakiness...and so on! Gear of course played a role but if a friendly game, teams were switched around to even out the discrepancies - or they'd simply gear down. But of course it is hardly practical to continuously host CTF games. Only a few people would be able to play and matches took a long time to organize. People themselves need to take the initiative to play the game the way its meant to be played.

    And, of course, that requires motivation. Its a bit late in the game to change APs or the Leaderboards by removing the flag APs and the flags LB (which were a bad idea in the first place) - two years late, in fact. Many people have spent hours and hours flagging and it wouldn't be fair to make changes now.

    So, the motivation. In place of the KDR box we have on our character screens, a button could be placed called Kills and Deaths or whatever, just an example. This would open a page which has 4 sections: the PvE KDR, CTF KDR, TDM KDR and a new counter called Wins and Losses - already been suggested before. The idea is, every time the game ends, the losing team would have one point added to their losses and the winning team would have one point added to their wins. This would motivate people to protect the flag and prevent their KDR from being ruined. Removing the existing KDR would be a bad idea because, just like for the flags, people have worked very hard for their kills.

    If these 2 are fixed, PvP should become a much better place!

    Just my $.02 and sorry for the long-wided post!
    Didnt the arcane ring give 100+ armor? Or am i dreaming?


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    It gives 170 armor. Here's a ss for reference

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    Last edited by Kriticality; 03-30-2015 at 10:42 AM.

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    Quote Originally Posted by nevercan View Post
    Didnt the arcane ring give 100+ armor? Or am i dreaming?
    It gives +170 armor

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    There are plenty of people that thrive and destroy in pvp with gear less than max. However, its no place for someone with all legendary items. The irritating part for me in PVP is people cherry picking their games. I'm not saying farm deaths, but there's nothing wrong with losing either. People are playing fire, they probably just skerrrd of you hehe. :-)

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    PVP hasn't been fun since the middle of season 4 when Samael was released. That was the changing point. Before that it was awesome.

    However, I think what Fire is referring to as "the good", is the season 5 drama, which most people didn't consider fun, and drove a lot of serious players out of the pvp environment. PvP was already ruined at that time, and has just gotten worse since. Why anyone would want all that childish drama is beyond me, but I guess it takes all kinds.
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    I do agree thing i like about games with pvp is when it takes. skill not who has more gear and then the people with gear dont fight eachother

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    From a complete PVP noob's perspective:

    CTF sucks. I mean SUCKS. You encounter people either furiously intent on flagging or people who will stay and kill if you look like "foods" or who will leave if they see someone who may present a challenge. Your own damn team won't support you (if you have the flag) because they are too busy blocking or because they want the flag, and the other team will mercilessly farm anyone noobish provided it doesn't interfere with their own flagging. I'm not a quitter, I have a terrible, TERRIBLE kdr lol because I'll try and stick it out a bit. But now I won't do CTF because it's as fun and enjoyable as going to the dentist without pain relief.

    TDM is much better (I'm almost even on kills and deaths there), but still prone to ganging, and uber-geared people being big cry babies and leaving if someone kills them, if they're not murdering the sorcerer with epic gear and Barney repeatedly. \

    The thing is, short of removing the incentives for this behaviour (APs and LBs, which would spark a massive outcry), it is never gonna stop unless the AL community self-regulates and cleans itself up. But this will never happen either because many people are a**holes without honour or a sense of fairplay. Witness the number of people who join the team that already has 3 people on it, not the team with 1 person.

    So for me PVP remains an intriguing yet extremely irritating diversion that I visit when I'm bored of farming PVE just to remind myself how terrible it is. The only thing I can think of that may help is having practice areas (perhaps in guild halls) where deaths don't count and people can learn the ropes without farming deaths; geared/skilled players would more inclined to fight fair and teach others in a no-death area because they have nothing to lose; their precious KDR remains intact.

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    I do agree that the best gear is too OP. The best pets are not actually that OP. If you compare an arcane pet to a mythic or top legendary pet, there are plenty of good legendary PvP pets like Breeze that can be obtained for 10% of the cost of an arcane pet.

    But items like the Arcane ring are too OP. IMO the best gear only needs to be slightly better than the next best gear and it will still command a premium price, but maybe not 50m premium, which is fine. I can remember in Pocket Legends when people used to pay $20m for a dragon vanity set because it gave them a bonus of a few stat points, not hundreds. Players will always pay a premium for any advantage they can get, no matter how small, because what else is there to do with your gold?

    The solution is to keep the arcane gear very rare, but also don't make it so OP that you need it to compete. It should clearly give an advantage, but not a ridiculous one. For example, the Elondrian Rifle does not need to have 90 more damage than the Expedition Rifle. If the difference was 30 damage, it would still be well worth the price.

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    This is totally true.

    I remember back in season 2 and 3, the best gear would give only a couple of points bonus in a given stat over the next best one. Those items went for close to a million - which was the most anything cost at that time. These items that only gave 1.5 damage more than the next best item were highly sought after.

    The new gaps of hundreds of damage and hundreds of armour make the wealth / stat gap way to huge.
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    when I played for first time a year ago, pvp already sucks. arcane and mythic changed everything (maybe).

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    Quote Originally Posted by Energizeric View Post
    I do agree that the best gear is too OP. The best pets are not actually that OP. If you compare an arcane pet to a mythic or top legendary pet, there are plenty of good legendary PvP pets like Breeze that can be obtained for 10% of the cost of an arcane pet.

    But items like the Arcane ring are too OP. IMO the best gear only needs to be slightly better than the next best gear and it will still command a premium price, but maybe not 50m premium, which is fine. I can remember in Pocket Legends when people used to pay $20m for a dragon vanity set because it gave them a bonus of a few stat points, not hundreds. Players will always pay a premium for any advantage they can get, no matter how small, because what else is there to do with your gold?

    The solution is to keep the arcane gear very rare, but also don't make it so OP that you need it to compete. It should clearly give an advantage, but not a ridiculous one. For example, the Elondrian Rifle does not need to have 90 more damage than the Expedition Rifle. If the difference was 30 damage, it would still be well worth the price.
    I agree except for the pet thing. Some of the newer arcane pets are miles ahead of mythic pets. Heck, Samael, which most players have anyway, is like a severely buffed slag with almost double the panic chance as well as panic on auto attack and health and mana regen. The top level pets like Nekro and Shady and Surge are so far away from the rest of the pets that its hilarious. A Nekro user will 90% of the time kill a non-Nekro user regardless of class, gear and skill. Shady and Surge is the perfect timed runner with that 30% banish & damaging pools. The difference between pets sohuld really be toned down.

    No pet should be worth as much as an arcane ring, the best item in the game...

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    The other issue is everyone is so used to getting beaten and blaming it on gear. At these end game tourneys, with gear restrictions, the same people are at the top of the heap really. I assure you there are PLENTY of people with arcane rings either trying to play and getting beaten or not playing because it's not as easy as they thought. I know plenty of people that have switched to rogues bc they're "OP" in pvp and get trounced.

    I'd be happy to gear down in PVP if asked and it's fair and have many times. I, for one, am in a PVP focused guild. My gear is for fighting other geared people in guild clashes primarily. It's not just gear, the tactics are constantly evolving. Some of the strategy conversations that we have are a lot more than what a casual pvper may suspect. The strategies are developed to clash with other OP teams. I recently got a ring and was doing just fine before it.

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    The thing is its too hard to coop up with new op gears/pet without spending real money so ppl start to quit and loose hope and atm pve is dead. You need to be geared if u wanna farm new maps like planar arena/tombs. Only max geared players profits pve the most
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