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Jyuu1205
08-02-2018, 05:21 AM
Hey everyone,

So for about the past 3-4 weeks of pvping after coming back from a year gap, I have noticed that the current pvp system became really "fast". What I mean by this is that it's either you nuke or get nuked type of meta.

I want to talk about the pros and cons about this meta and since this is just an opinion of my own, y'all are welcomed to disagree as well. Also, keep in mind that because I have been playing mage class for the most of my pl career, there might be a little bias (Will try my best not to).

Pros:

1) Meta gives a chance for bird users at this level range.

As we already know, birds have been suffering a lot from the past updates and they rarely stood a chance against other mainstream classes at this level range. However, birds with STR weapons now have the potential to fight its way against other mainstream classes, which I think is what birds needed. (Still slightly weak in terms of dodge / armor, but damage seems great).

2) It gives an opportunity for the so called "new generation" players.

Gears have affected pvp a lot in the past and even up to this point. However, unlike the past, where gears significantly determined the winning rates of players, the current meta gives the new players a chance to fight his / her way out against the experienced players. To give an example, a 35 voodoo mage with voodoo set is still able to kill 35 mage with halloween gears (Not so frequently, but can happen if used right). Overall, the amulets compensate the disadvantage in gear stats for the new players.

3) Fast paced PVP

This is something that I find it as a pro and a con simultaneously. Range awareness has become even more significant than the past, to avoid the risk of getting nuked. Fast paced pvp allows games to go by rapidly and allows players to gain faster kills (and deaths as well ofc). It usually takes about 10-30 seconds / each "go" fights (Not all the time, but mostly) and this fast paced pvp offers the new pvp approaching players to gain more experience and the chance to thrive at this level range.

Cons:

1) Amulets

Alright, so amulets are definitely op. The stats are just insane. Maxing out the enchants on 30 amulets can grant you +60 dmg / +60 armor and on top of that, additional stats on your selection of amulets (dodge / crit). To use a bit of analogy, +60 dmg in the perspective of old meta pvp is basically piling up 8-9 ish pink evidence bracers or 12 founders (Scrutinizing only on the damage). What this leads to is a level 30 player being able to nuke down level 40 pallies (Not so often, but is commonly seen nowadays). So the question is, do players have to get this amount of damage to be viable in this pvp range? If 30s can nuke down 35-40 players, what's the point of leveling up to 35 or 40?

2) Damage for all classes.

In relation to the amulets, the damages of all the players have dramatically increased.

To point out some skills of each classes individually, here it goes:

Mage - Drain damage is out of control, out of all the skills. If a 35 mage maxes out on drain, then it can do around 400-500 in crit. Based off of my 35 mage, the health amount is in the high 400s (P.S this means you can miss all your skills and if you land just one single crit drain, you can still win :)!).

Bear - Beck stomp damage is insane. Idk the specifics of the damage, but hey, grab a 30 bear with couple taunt and raise your beckon / stomp to around 5-6, easy kills. Based off of my experience, even if other classes try their best to kite out the bears, the beck stomp combo is inevitable (Unless you dodge, which happens merely and is luck based). If a 30 bear can nuke down a 40 pally mage, I hope you guys know what that tells you about this pvp range rn.

Fox - I have never played fox, so I hope I don't get criticized for this from the professional fox players (All the respects to you guys), but fox damage is highly op too (Under the condition of landing combos). The cooldown on the dash skills (not just 1, but two dashes) seems a little bit out of balance, but I guess that's what foxes are. Again, based off of my experience, let's say you are playing a game of ffa as other classes besides fox. Let's say you won the first buff fight and since you buffed, your buff is draining out slowly. While you hope to live, you can't! Guess where the fox is after 1-2 seconds, right in front of your face, buffed and ready to nuke you down. Although there is a way to counter this type of situation, it all becomes invalidated if the fox dodges all of your skills while your buff is half away from cooldown. [Too much bias here, my bad]

Birds / rhino - Alright, birds and rhino, I grouped these two classes together because I feel like they are about the same in terms of sustainability. While they are given the chance to nuke when allowed the chance to combo, they can also die easily. I can't really say that these two classes are op, rather they seem more balanced than the other three classes.

So what are some changes that can be made?

1) Nerf the amulets!

Bringing the 3pc rings into lower level pvp was already a huge boost in terms of stats for the majority of the players, but adding amulet stats made slightly off balance pvp into an insane pvp. The damage boost from these amulets should definitely be reconsidered.

2) Reduce the skill damage for the currently OP classes.

I wrote out some particular skills above and I believe that those skills need some nerf (Hopefully damage wise and cooldown wise as well). I hate to restate this, but despite the mage drain being so op, bear beck stomp is just wayyyyyyyyyyyyyyyyyyyy too much. Hate to be biased here, but Mana shield skill takes about 1-3 seconds to appear, whereas bears' beck stomp can be done within <1 sec. Mages die even before Mana shield goes in, majority of the times and the situation does not get better even if starting off with mana shield.

3) IF balance change is ever made, dodge system should be slightly fixed as well.

Although we know that "Higher number in dodge stats = more chance of dodging," there should be a guideline as to what dodge is and how it works. So basically what I mean by this is that we, as players, don't exactly know how dodge works. What's the difference in 15 dodge vs 17 dodge, despite the difference in numbers? Does it mean that you will avoid 15 hits / 100 times? and does adding 2 more dodge truly yield more dodge overall?

Plat pack bears at 40 can usually dodge all of my skill shots and considering the fact that these bears have 6 beck 6 stomp stomp options, as well as HS / CB to significantly diminish my dmg + dodge rate, there's merely a chance. Although you guys might think, "Why does this mage complain about every single thing? Get a 40 then". I have tried using my 40 mage against 40 bears and the results are usually the same, only different if I am able to land couple dodges against their beckon.

In conclusion:

There are soooooo many other things that can be listed out here, but to narrow down to a conclusion, amulets definitely need some nerf. Although changing the pvp system in just a matter of couple days is impossible, I believe that when the creators update the gears for pvp, they should test it out first and see if the balance is there or not. Tracing down the statistics of how each class does against other classes might be another option. Active feedbacks from the devs and players should be combined together to make this happen, but I am a little disappointed that this isn't happening.

Thank you for your time in reading this and feel free to state what you guys feel about pvp in the (30-40) ranges or other pvp ranges as well.

Best regards,
Jun.

Congeniality
08-02-2018, 07:06 AM
Cinco has been balancing new items and mechanics around endgame PvP. The lower levels are getting more and more unstable due to this, but I don't necessarily see this as a bad thing. I highly suggest you make your way towards 105, it's a lot of fun :).

xzLegendszx
08-02-2018, 05:06 PM
Cinco has been balancing new items and mechanics around endgame PvP. The lower levels are getting more and more unstable due to this, but I don't necessarily see this as a bad thing. I highly suggest you make your way towards 105, it's a lot of fun :).Yup i agree.

Gesendet von meinem SM-G960F mit Tapatalk

MageFFA
08-02-2018, 07:10 PM
Yup i agree.

Gesendet von meinem SM-G960F mit Tapatalk

I view this as a big problem down here. With every Buff/Nerf that cinco does to endgame it does effect gameplay even more in twink zones. Take for example the "TLC" StS did for fox. Increased the damage ON A ALREADY OP CLASS by 25%. It went from foxes killing with Rabid ham to foxes killing with just rabid.

Let's not the forget the devastating effect this had on rhino, a class that was already terrible from a nerf that happened years prior. Following the 100/105 cap nerfs on rhino, the class is now the weakest link in PvP. Max Charge Max Red and Max Tempt is now obsolete even with 60 dmg amulet as the class is still limited to what it can kill. I've seen mages tank or just counter nuke everything a rhino dishes out to them. How did we go from 1 charge 3 red and 5 tempt being a solid build in 30 during 2013-2014, to now failing even with max buffs, damage skills, and OP amulets.

As for Endgame. Players are on a hunting spree looking to get everything they view OP nerfed. Just the other day I saw players pushing for another Nerf on a already beat class. If we can't even acknowdge that Dex procs are OP and should be fixed, instead of a class is OP and should be fixed, whats the entire point of playing it at all?

Bats
08-02-2018, 09:44 PM
A good suggestion is to debuff level 30 amulet enchantments down to 50% of their current enchantments (e.g. 60 armor amulet enchantments get 30 armor enchantments). It solves most problems (from the high differences in attributes between level 25 players and level 30 players as well as the high damage problems that users above were experiencing above) for everyone.

MageFFA
08-02-2018, 11:21 PM
A good suggestion is to debuff level 30 amulet enchantments down to 50% of their current enchantments (e.g. 60 armor amulet enchantments get 30 armor enchantments). It solves most problems (from the high differences in attributes between level 25 players and level 30 players as well as the high damage problems that users above were experiencing above) for everyone.

Or just remove them from PvP overall.

burntoutdex
08-03-2018, 06:06 AM
In short, i agree with everything you said, Jun.

Birds are still weak relative to other classes - a good +60dmg mage will win 100% of the time (from what i've seen.) All birds have ever needed to compete is a dex weapon with 13m range and a damage output similar to that of the iceberg hammer. This would allow dex birds to be played like that of levels 45+, honestly, i think that's the only adjustment that would be needed for birds.

However this would potentially lead to their damage output at range being similar to that of a bear; it would need to be adjusted accordingly. Shivering X-bow has too low damage, even with amulet; hence why str is used.

Perhaps a shivering helmet and amulet could be made so that the created set bonus would give Xbow increased damage.

A good mage will never let a bird get into the 4m range (auto,) whilst saving their heal for root so that they [the birds] can never land an auto attack. If a bird gets into auto range, they generally manage to win; but in the current meta, both classes played optimally, without a strong dex weapon, mages win every time. Thats just my opinion, like ive said before, there are many better birds than me; this is just my
opinion.

I think bears dodge needs to be slightly toned down, so that it is possible to land skills such as repulse or fire. Without those skills landing, from what ive seen, leads to a bear landing one auto (technically 3) plus a smashed combo, and one shotting.

Foxes are fine, they never really had a place with the current PL mechanics, changing anything will render them useless or overpowered. Sure, i agree, they have an insane damage output - but after their evasion wears off, they are easily nukeable. Imo they dont need adjusting at 30-40z

Mages need a drain nerf, maybe a crit nerf, other than that, you probably have better ideas than me

Unfortunately, this game is continually beig geared and updated towards endgame - where the vasst majority of the playerbase is. This means twink levels suffer greatly, illustrated above and ingame.. This is unlikely to change, however, hopefully some things can be fixed so that twinking isn't left in shambles - again


Just my two cents. Excuse any grammatical errors, it's latr at night and i have barely slept at all this week.

I hope this makes some sense

Bats
08-03-2018, 07:19 AM
Most likely there can be no 'nerf on classes' and Pocket Legend's game developer wouldn't be interested in removing level 30 amulets when it already exists.

The best solution would be to debuff the amulets. It seems like there was a miscalculation without thinking about the imbalance between level 25 players and level 30 players inside of a hosted player vs. player combat arena (because +60 bonus is too much; maybe 30 was chosen per each bonus enchantment because of the level? maybe it should be half to equal level 30).

Jyuu1205
08-03-2018, 09:24 AM
Most likely there can be no 'nerf on classes' and Pocket Legend's game developer wouldn't be interested in removing level 30 amulets when it already exists.

The best solution would be to debuff the amulets. It seems like there was a miscalculation without thinking about the imbalance between level 25 players and level 30 players inside of a hosted player vs. player combat arena (because +60 bonus is too much; maybe 30 was chosen per each bonus enchantment because of the level? maybe it should be half to equal level 30).

Hey box, even halving the stats on the amys would be still insufficient in maintaining the balance of pvp. Removing the amys from 30-40 pvp should happen asap, even the additional +10 dmg can make so much difference.

Jyuu1205
08-03-2018, 09:28 AM
Cinco has been balancing new items and mechanics around endgame PvP. The lower levels are getting more and more unstable due to this, but I don't necessarily see this as a bad thing. I highly suggest you make your way towards 105, it's a lot of fun :).

Thanks for mentioning this. I am glad that endgame pvp is getting their balance, but I don't see a reason why this should cause an imbalance in the lower level pvp. Yes, players can move up to endgame pvp and play in the "more balanced" pvp there, but I am seeing that gears are not that cheap overall and it takes a while to level as well. I don't find moving to upper level is a solution to this ongoing problem, just a thought.

Bats
08-03-2018, 09:29 AM
Hey box, even halving the stats on the amys would be still insufficient in maintaining the balance of pvp. Removing the amys from 30-40 pvp should happen asap, even the additional +10 dmg can make so much difference.

The question is - would Cinco remove it? Sorry, it's not happening, box.

Jyuu1205
08-03-2018, 09:34 AM
In short, i agree with everything you said, Jun.

Birds are still weak relative to other classes - a good +60dmg mage will win 100% of the time (from what i've seen.) All birds have ever needed to compete is a dex weapon with 13m range and a damage output similar to that of the iceberg hammer. This would allow dex birds to be played like that of levels 45+, honestly, i think that's the only adjustment that would be needed for birds.

However this would potentially lead to their damage output at range being similar to that of a bear; it would need to be adjusted accordingly. Shivering X-bow has too low damage, even with amulet; hence why str is used.

Perhaps a shivering helmet and amulet could be made so that the created set bonus would give Xbow increased damage.

A good mage will never let a bird get into the 4m range (auto,) whilst saving their heal for root so that they [the birds] can never land an auto attack. If a bird gets into auto range, they generally manage to win; but in the current meta, both classes played optimally, without a strong dex weapon, mages win every time. Thats just my opinion, like ive said before, there are many better birds than me; this is just my
opinion.

I think bears dodge needs to be slightly toned down, so that it is possible to land skills such as repulse or fire. Without those skills landing, from what ive seen, leads to a bear landing one auto (technically 3) plus a smashed combo, and one shotting.

Foxes are fine, they never really had a place with the current PL mechanics, changing anything will render them useless or overpowered. Sure, i agree, they have an insane damage output - but after their evasion wears off, they are easily nukeable. Imo they dont need adjusting at 30-40z

Mages need a drain nerf, maybe a crit nerf, other than that, you probably have better ideas than me

Unfortunately, this game is continually beig geared and updated towards endgame - where the vasst majority of the playerbase is. This means twink levels suffer greatly, illustrated above and ingame.. This is unlikely to change, however, hopefully some things can be fixed so that twinking isn't left in shambles - again


Just my two cents. Excuse any grammatical errors, it's latr at night and i have barely slept at all this week.

I hope this makes some sense

Thanks for your opinion! I do agree on most of your parts, but I am still iffy on the fox damage. Overall, dex items should be given a slight tone up, so that each classes can play what they were designated to play, accordingly to the stats.

For bears, it's just not about dodge, the class overall needs some nerf on beck stomp damage overall lol As stated in the post, I had never seen a 30 bear nuking a 40 pally in my past pvp career. If the pally was a beginner at pally, I wouldn't say much, but this pally has a wide experience overall.

burntoutdex
08-03-2018, 10:07 PM
Thanks for your opinion! I do agree on most of your parts, but I am still iffy on the fox damage. Overall, dex items should be given a slight tone up, so that each classes can play what they were designated to play, accordingly to the stats.

For bears, it's just not about dodge, the class overall needs some nerf on beck stomp damage overall lol As stated in the post, I had never seen a 30 bear nuking a 40 pally in my past pvp career. If the pally was a beginner at pally, I wouldn't say much, but this pally has a wide experience overall.

Dont get me wrong, i agree with you on fox. I think they have a very situational large amount of damage; depending on how they are played. Like i mentioned before, they have no place in the game with pl's mechanics - that's just the way it is.

Maybe their damage should be toned down slightly, i'm not really sure to be honest.

On the note with bears, i agree with you, looking at it again.


Obviously not trying to start an argument with you, please dont take my blunt responses to be of that nature. just adding to thread so that hopefully this all gets fixed, with our suggestions considered accordingly.

burntoutdex
08-04-2018, 05:04 AM
*not trying to derail your thread, Jun. I just feel it's easier to post here as opposed to clogging forums with a new thread on a similar issue.

Tinkered with bird builds for about an hour or two.

Whilst birds is fairly consistent at killing itself, foxes and bears, they struggle immensely against mages due to the nature of 6drain coupled with +60damage amulets.

The only issue vs bears is that if you dont dodge/kite beckon, you die. Smashed combo also needs a fix

Currently, taking into account all possible items, birds have between 500 and 620hp. As of right now, drain deals atleast 400 on a crit (6bom.) Due to PL's mechanics, a skill also as far as i am aware also sends off an auto attack as well. Mages pins and brainfreeze wands do about 100damage each. This means that by the time drain hits, the bird is alteady dead. I can literally dodge every other skill and auto, but if drain hits, i die instantly. it needs a fix, and fast.

Below are images that i think adequately demonstrate my point - drain needs to be fixed. Last image shows my hp compared to drain damage. Renamed in between fights, current ign is 'itsburningdex'

I still think a dex weapon with 13m range and .76speed and similar damage to lizard leg or titanice hammer, maybe less; just more than what is already on the dex xbows. this would help give birds the buff they need.

edit: just tried pure dex for awhile. it has a lot of dps output, moreso than str imo - it still isnt enough to kill mages, and bears are still very dodge/luck based


https://imgur.com/a/UvkaW6f

https://i.imgur.com/xunLOON.png
https://i.imgur.com/MduMcSj.png
https://i.imgur.com/jrL4Ior.png
https://i.imgur.com/yWhN0JF.jpg

Basauli
08-04-2018, 02:57 PM
Wouldn't a armor amulet counter the damage amulet to where it balances them out?

Xyzther
08-04-2018, 05:25 PM
Thanks for mentioning this. I am glad that endgame pvp is getting their balance, but I don't see a reason why this should cause an imbalance in the lower level pvp. Yes, players can move up to endgame pvp and play in the "more balanced" pvp there, but I am seeing that gears are not that cheap overall and it takes a while to level as well. I don't find moving to upper level is a solution to this ongoing problem, just a thought.

As much as I like 105 pvp, we can’t simply neglect lower pvp levels. If we simply tell twinks to move onto endgame and forget twinkling I don’t feel it’s really fair. Kinda like when AL was released and PL didn’t get many updates, people were saying to just drop PL and move onto AL. Hopefully when Cinco releases this new update next week that should have 105 as balanced as it’s been so far, he could spend a little time with lower levels

Edit: wow I said simply twice in 2 sentences, I’m so original

Rescind
08-05-2018, 06:51 PM
Wouldn't a armor amulet counter the damage amulet to where it balances them out?

The thing is if you use an armor amulet on a bird, you will be throwing paper balls at a mage. The only class without a damage buff is a bird and the differences in damage is pretty clear at lower levels

burntoutdex
08-06-2018, 04:21 AM
The thing is if you use an armor amulet on a bird, you will be throwing paper balls at a mage. The only class without a damage buff is a bird and the differences in damage is pretty clear at lower levels

To add to this, a 30/30 amulet just increases the amount of time you can throw paper balls at mages before you inevitably die to a drain/lightning/fire critical (they all one shot, lol.)

With a 55+ damage amulet you barely have enough damage to dps a mage down in 4 arrows, assuming you get atleast 2crits (break>blind>rep>blast.) However, this is only after the first 12 seconds of a fight, in which Blessing of Vitality wears off for i think 6 seconds. However, in this time, a mage is still able to quickly kill you with drain>fire before you can use 4 arrows, due to the seemingly faster gcd on mage skills (if not faster gcd, arrows have travel time, fire does not.)

The only viable way to kill mages now is to kite with 4+ repulse (3 if you have lower ping) and then nuke after BoV wears off. However, this is risky as any of the mages 3 main damage skills (drain>fire/light) will one shot you almost instantly. Drain may take longer to kill due to the .4-.6 delay, but by the time you see/hear the drain animation or sound, you're already dead because of fire :p

I don't even use Shattering Scream anymore, because the instant you step into 8m to combo, lightning will inevitably crit you and you will die. Plus, it's just an extra button and even more time waiting for gcd before you can do extra damage. Cruel Blast damage is also only ~200 with a critical, hardly worth it when you could have pressed repulse instead.

Didn't mean to ramble, but Rescind is right, 30/30 is the equivalent of throwing sand at a mage :p

People have suggested giving birds a health buff, however, i think personally that this just prolongs the time you get to throw wool at a mage. Vs other classes excluding mage, the health buff would be a bit overpowered, as birds are just as good as the other classes.

Not sure what the best solution is at this point.

tl;dr: don't throw paper balls at mages when you could throw wool instead, use a +60damage amulet! then simply wait 12seconds and then pray you dodge everything and spam break>blind>repulse>blast (you'll be dead by blind, but you tried your best.)

PS - nerfbaconstamp

Rescind
08-06-2018, 06:25 PM
To add to this, a 30/30 amulet just increases the amount of time you can throw paper balls at mages before you inevitably die to a drain/lightning/fire critical (they all one shot, lol.)

With a 55+ damage amulet you barely have enough damage to dps a mage down in 4 arrows, assuming you get atleast 2crits (break>blind>rep>blast.) However, this is only after the first 12 seconds of a fight, in which Blessing of Vitality wears off for i think 6 seconds. However, in this time, a mage is still able to quickly kill you with drain>fire before you can use 4 arrows, due to the seemingly faster gcd on mage skills (if not faster gcd, arrows have travel time, fire does not.)

The only viable way to kill mages now is to kite with 4+ repulse (3 if you have lower ping) and then nuke after BoV wears off. However, this is risky as any of the mages 3 main damage skills (drain>fire/light) will one shot you almost instantly. Drain may take longer to kill due to the .4-.6 delay, but by the time you see/hear the drain animation or sound, you're already dead because of fire :p

I don't even use Shattering Scream anymore, because the instant you step into 8m to combo, lightning will inevitably crit you and you will die. Plus, it's just an extra button and even more time waiting for gcd before you can do extra damage. Cruel Blast damage is also only ~200 with a critical, hardly worth it when you could have pressed repulse instead.

Didn't mean to ramble, but Rescind is right, 30/30 is the equivalent of throwing sand at a mage :p

People have suggested giving birds a health buff, however, i think personally that this just prolongs the time you get to throw wool at a mage. Vs other classes excluding mage, the health buff would be a bit overpowered, as birds are just as good as the other classes.

Not sure what the best solution is at this point.

tl;dr: don't throw paper balls at mages when you could throw wool instead, use a +60damage amulet! then simply wait 12seconds and then pray you dodge everything and spam break>blind>repulse>blast (you'll be dead by blind, but you tried your best.)

PS - nerfbaconstamp

Give bird damage buff like the rest of the classes but scale down the damage on skills so it doesn't get out of hand in endgame? Really hard to balance bird because damage buff can throw endgame into a worse pit of despair

burntoutdex
08-07-2018, 12:58 AM
Give bird damage buff like the rest of the classes but scale down the damage on skills so it doesn't get out of hand in endgame? Really hard to balance bird because damage buff can throw endgame into a worse pit of despair

focus getting raw damage instead of hit%, or evade getting damage instead if armor could be good. But there would be no way to implement it, as it would ruin level 17 and also endgame

not sure what the bet solution is

Dolloway
08-07-2018, 05:04 AM
I think the best solution would be to buff those Dex items that are just too weak to use in pvp but would be great on birds if they were buffed (i.e. Shivering Autobow, Bayou Bow). Like Burningdex said, if birds had an xbow with good speed and damage, they could better combat other classes like mages since they wouldn't have to step inside closer range like 8-10m as often and could rely on kiting in an efficient manner.

burntoutdex
08-07-2018, 07:19 AM
I think the best solution would be to buff those Dex items that are just too weak to use in pvp but would be great on birds if they were buffed (i.e. Shivering Autobow, Bayou Bow). Like Burningdex said, if birds had an xbow with good speed and damage, they could better combat other classes like mages since they wouldn't have to step inside closer range like 8-10m as often and could rely on kiting in an efficient manner.

Precisely!

11

MageFFA
08-07-2018, 06:22 PM
I think the best solution would be to buff those Dex items that are just too weak to use in pvp but would be great on birds if they were buffed (i.e. Shivering Autobow, Bayou Bow). Like Burningdex said, if birds had an xbow with good speed and damage, they could better combat other classes like mages since they wouldn't have to step inside closer range like 8-10m as often and could rely on kiting in an efficient manner.

I pretty much main bird in 35 now. I'm 50 STR Rest dex. From my knowledge and experience so far it's not just the dmg on dex weapons but mostly low skill stats and outdated debuffs.

-30 Hit is irrelevant now. I've personally debuffed a mage with Max blind(-30 Hit) and 2 stacked Forg Bow proc(15 stacked twice so 30) that's-60 hit that you would think makes a difference but it doesn't. Bird needs more than a buff in DMG.

burntoutdex
08-08-2018, 05:27 AM
I pretty much main bird in 35 now. I'm 50 STR Rest dex. From my knowledge and experience so far it's not just the dmg on dex weapons but mostly low skill stats and outdated debuffs.

-30 Hit is irrelevant now. I've personally debuffed a mage with Max blind(-30 Hit) and 2 stacked Forg Bow proc(15 stacked twice so 30) that's-60 hit that you would think makes a difference but it doesn't. Bird needs more than a buff in DMG.

experimenting with bird builds, again. 6blind is a necessity, the max hit% is 84, 6 blind brings them down to 54, meaning roughly a 1 in 2 to miss drain, light and fire. It's not irrelevant, it just isn't as good as it was 3 years ago. It is still a necessity, which subtracts from damaging skills, unfortunately.

MageFFA
08-08-2018, 09:46 AM
experimenting with bird builds, again. 6blind is a necessity, the max hit% is 84, 6 blind brings them down to 54, meaning roughly a 1 in 2 to miss drain, light and fire. It's not irrelevant, it just isn't as good as it was 3 years ago. It is still a necessity, which subtracts from damaging skills, unfortunately.

It should be increased to at least 60. So far everything is good about bird outside of weak Damage on skills and gear. StS buffs that and add more Dodge to evasion and GG.

Jyuu1205
08-08-2018, 01:24 PM
0 Post from Cinco, 0 replies from cinco, all the PMs are being ignored, yet the 105 pvp thread gets a decent amount of replies. Seems like lower level pvp community is just being ignored at this point lol

Dolloway
08-08-2018, 02:13 PM
Cinco's focus has been almost entirely on endgame because that's where most of his revenue comes from. He hasn't been shy in stating that.

If he could come up with a plan to both make money and 'balance' lower level pvp at the same time by making something like a level 1 stat weapon along with a helm and armor to make a set that ranks up over time (or making scaled stat weapon sets at levels 1, 10, 20, 30, 40), then perhaps he would implement it. I actually wouldn't be surprised to see something like this implemented by the end of the year.

With that said, stat weapons/sets have never been 'balanced'/'skillful' to use, so I doubt this would make lower level pvp any better. However, this is the most likely course of action Cinco would take to change lower level pvp if it does indeed receive any updates.

Jyuu1205
08-09-2018, 08:32 AM
I understand the revenue part and how he's trying to "balance" 105 more, but I don't see why that process of balancing endgame should negatively impact the lower level pvp. I have read other past comments, but it all seems to narrow down to "Leave lower level pvp and come to upper level pvp". I also heard that there is apparently going to be a bear buff? Even though it is still unsure whether he's going to buff the STR sets or just the bear class overall, but if he's rooting towards buffing the bear class overall, that will be an overkill for other classes. Also, if Cinco is actually trying to make changes in PVP, he should at least try it out himself and see if a specific class needs a nerf or a buff with several other admins, but it only seems like the major changes occur based off of players' requests. Players' requests are class biased and what I mean by that is that if a specific player is a long-term bear player, then it will mostly be the case that they would request for buffs towards the bear class and same goes for other classes.

Not to degrade the Pocket legends admins, but when it comes to other games and buffing / nerfing something in-game, the admins would usually test it out themselves or gather statistics to see if it is valid to make the changes in game. Here, I don't see that going on and as stated above, if the buffing / nerfing becomes player biased, the already unstable imbalance will deteriorate while the admins apparently hope for "balancing" the game. I hope you are understanding what i mean by this. If the admins actually tested it out themselves and cultivated data charts, then it will be reasonable for them to decide the buffing / nerfing process.

So, what makes Pocket Legends so superior to other games that they don't officially test out all the classes / different level zones and change things based off of players' requests? Is it the unique feature of PL to simply alter things in game without further tests themselves?

DivineMoustache
08-09-2018, 03:35 PM
I understand the revenue part and how he's trying to "balance" 105 more, but I don't see why that process of balancing endgame should negatively impact the lower level pvp. I have read other past comments, but it all seems to narrow down to "Leave lower level pvp and come to upper level pvp". I also heard that there is apparently going to be a bear buff? Even though it is still unsure whether he's going to buff the STR sets or just the bear class overall, but if he's rooting towards buffing the bear class overall, that will be an overkill for other classes. Also, if Cinco is actually trying to make changes in PVP, he should at least try it out himself and see if a specific class needs a nerf or a buff with several other admins, but it only seems like the major changes occur based off of players' requests. Players' requests are class biased and what I mean by that is that if a specific player is a long-term bear player, then it will mostly be the case that they would request for buffs towards the bear class and same goes for other classes.

Not to degrade the Pocket legends admins, but when it comes to other games and buffing / nerfing something in-game, the admins would usually test it out themselves or gather statistics to see if it is valid to make the changes in game. Here, I don't see that going on and as stated above, if the buffing / nerfing becomes player biased, the already unstable imbalance will deteriorate while the admins apparently hope for "balancing" the game. I hope you are understanding what i mean by this. If the admins actually tested it out themselves and cultivated data charts, then it will be reasonable for them to decide the buffing / nerfing process.

So, what makes Pocket Legends so superior to other games that they don't officially test out all the classes / different level zones and change things based off of players' requests? Is it the unique feature of PL to simply alter things in game without further tests themselves?

Strict user testing would be a dream but unfortunately, there's got to be sufficient staff to actually do that and it seems like Cinco's running a one man show here. For good reason, the Legend games just don't bring in enough revenue to justify additional hiring and additional testing. It would be interesting to see a community based user-testing system if Cinco would be willing to consider that, where all feedback comes from the users in a test client. I would love to help in that regard. Why not just reset damage and stats back to previous levels where it was slightly more balanced and less nuke/dodge/crit based? Like have a cut-off at level 35 where under level 35, skills and PvP are at pre-2016 levels, and where over 35 (since there's a lot less twinking going on up there, and there's also the existence of the PURE STAT weapons which are pretty unbalanceable.) the numbers remain the same as they are now.

Rescind
08-10-2018, 08:48 PM
Try joining the discord chat and pm/talk to cinco. He's on from time to time and asks people for input on certain matters. He has stated that endgame is the focus, but maybe you guys can nudge him to focus a little bit more on the low lvl pvp side. Cinco is amazing nonetheless. He's been 1 manning updates and has been interacting with us pretty frequently. Gotta give credit where credit is do

zaorago
08-14-2018, 07:37 PM
Birds / rhino - Alright, birds and rhino, I grouped these two classes together because I feel like they are about the same in terms of sustainability. While they are given the chance to nuke when allowed the chance to combo, they can also die easily. I can't really say that these two classes are op, rather they seem more balanced than the other three classes.


Birds, if used right, can out-play any class. Rhinos rely more on their nuke damage rather than countering other classes' combos. Rhino's are definitely at the bottom of the food chain. But again back to what i said, it all depends on how experienced you are with the class. In my opinion, to become an elite PvP player is to know what exactly your skills do to your opponent and figuring out what the best combo to use. You have to be able to utilize your skills and combos to put yourself in an advantage.

I highly recommend playing bird at L.30-40, It takes a good bird to counter one. The crows are on the rise!

burntoutdex
08-15-2018, 11:04 PM
Birds, if used right, can out-play any class. Rhinos rely more on their nuke damage rather than countering other classes' combos. Rhino's are definitely at the bottom of the food chain. But again back to what i said, it all depends on how experienced you are with the class. In my opinion, to become an elite PvP player is to know what exactly your skills do to your opponent and figuring out what the best combo to use. You have to be able to utilize your skills and combos to put yourself in an advantage.

I highly recommend playing bird at L.30-40, It takes a good bird to counter one. The crows are on the rise!

Birds most definitely cannot outplay mages without dodging at least drain,light or fire; which doesn't happen every time. Sure, i agree, they can outplay other classes; but there's no way a bird would consistently beat an equally skilled mage, it's just how it is at the moment.

fruitbattwo
08-16-2018, 09:59 AM
I really hope you aren’t serious

fruitbattwo
08-16-2018, 10:08 AM
It would be nice for Cinco or someone else to reply to a two week old thread about a prevalent issue in game

Cinco
08-16-2018, 02:03 PM
Twinking? I don't know if I'd call that a legit "issue."

MageFFA
08-16-2018, 07:48 PM
Twinking? I don't know if I'd call that a legit "issue."

Twinking Is another major aspect of the game rather you choose to acknowledge this or not. If you and the rest of the game Developers never had the intentions of this 8 years ago then you wouldn't have made a leveling system, especially not for PvP. Playing PvP below Endgame is mostly a majority while endgame is just a small band of Players who choose to go this route. At the end of the day some if not all still enjoy the old stuff and would never care much about the new.

Indeed Endgame is new content that brings in revenue but you can't forget the stuff that came before it. If items like Forgotten Bow, Toy Man, Paws, Evis ect were to go on sale right now who'd know how much cash would be made in a single day. <------Warning Dont do this.

Yuri Ferreira
09-16-2018, 01:21 AM
Hi, I have an idea, maybe it might be useful for players who did not like it very much, the ammys update, how about having rooms with ammys use options or not? or perhaps for everything to be balanced, only the rings of Plat would be used ... that for Me becomes Everything balanced in pvp 30-40 I hope that at least us of this Option, because it is too sad to take a Fire and a drain and die with two hits! help us make everything fun for everyone! This is only a suggestion.

solosheena
09-24-2018, 06:27 PM
Great insight
Hey everyone,

So for about the past 3-4 weeks of pvping after coming back from a year gap, I have noticed that the current pvp system became really "fast". What I mean by this is that it's either you nuke or get nuked type of meta.

I want to talk about the pros and cons about this meta and since this is just an opinion of my own, y'all are welcomed to disagree as well. Also, keep in mind that because I have been playing mage class for the most of my pl career, there might be a little bias (Will try my best not to).

Pros:

1) Meta gives a chance for bird users at this level range.

As we already know, birds have been suffering a lot from the past updates and they rarely stood a chance against other mainstream classes at this level range. However, birds with STR weapons now have the potential to fight its way against other mainstream classes, which I think is what birds needed. (Still slightly weak in terms of dodge / armor, but damage seems great).

2) It gives an opportunity for the so called "new generation" players.

Gears have affected pvp a lot in the past and even up to this point. However, unlike the past, where gears significantly determined the winning rates of players, the current meta gives the new players a chance to fight his / her way out against the experienced players. To give an example, a 35 voodoo mage with voodoo set is still able to kill 35 mage with halloween gears (Not so frequently, but can happen if used right). Overall, the amulets compensate the disadvantage in gear stats for the new players.

3) Fast paced PVP

This is something that I find it as a pro and a con simultaneously. Range awareness has become even more significant than the past, to avoid the risk of getting nuked. Fast paced pvp allows games to go by rapidly and allows players to gain faster kills (and deaths as well ofc). It usually takes about 10-30 seconds / each "go" fights (Not all the time, but mostly) and this fast paced pvp offers the new pvp approaching players to gain more experience and the chance to thrive at this level range.

Cons:

1) Amulets

Alright, so amulets are definitely op. The stats are just insane. Maxing out the enchants on 30 amulets can grant you +60 dmg / +60 armor and on top of that, additional stats on your selection of amulets (dodge / crit). To use a bit of analogy, +60 dmg in the perspective of old meta pvp is basically piling up 8-9 ish pink evidence bracers or 12 founders (Scrutinizing only on the damage). What this leads to is a level 30 player being able to nuke down level 40 pallies (Not so often, but is commonly seen nowadays). So the question is, do players have to get this amount of damage to be viable in this pvp range? If 30s can nuke down 35-40 players, what's the point of leveling up to 35 or 40?

2) Damage for all classes.

In relation to the amulets, the damages of all the players have dramatically increased.

To point out some skills of each classes individually, here it goes:

Mage - Drain damage is out of control, out of all the skills. If a 35 mage maxes out on drain, then it can do around 400-500 in crit. Based off of my 35 mage, the health amount is in the high 400s (P.S this means you can miss all your skills and if you land just one single crit drain, you can still win :)!).

Bear - Beck stomp damage is insane. Idk the specifics of the damage, but hey, grab a 30 bear with couple taunt and raise your beckon / stomp to around 5-6, easy kills. Based off of my experience, even if other classes try their best to kite out the bears, the beck stomp combo is inevitable (Unless you dodge, which happens merely and is luck based). If a 30 bear can nuke down a 40 pally mage, I hope you guys know what that tells you about this pvp range rn.

Fox - I have never played fox, so I hope I don't get criticized for this from the professional fox players (All the respects to you guys), but fox damage is highly op too (Under the condition of landing combos). The cooldown on the dash skills (not just 1, but two dashes) seems a little bit out of balance, but I guess that's what foxes are. Again, based off of my experience, let's say you are playing a game of ffa as other classes besides fox. Let's say you won the first buff fight and since you buffed, your buff is draining out slowly. While you hope to live, you can't! Guess where the fox is after 1-2 seconds, right in front of your face, buffed and ready to nuke you down. Although there is a way to counter this type of situation, it all becomes invalidated if the fox dodges all of your skills while your buff is half away from cooldown. [Too much bias here, my bad]

Birds / rhino - Alright, birds and rhino, I grouped these two classes together because I feel like they are about the same in terms of sustainability. While they are given the chance to nuke when allowed the chance to combo, they can also die easily. I can't really say that these two classes are op, rather they seem more balanced than the other three classes.

So what are some changes that can be made?

1) Nerf the amulets!

Bringing the 3pc rings into lower level pvp was already a huge boost in terms of stats for the majority of the players, but adding amulet stats made slightly off balance pvp into an insane pvp. The damage boost from these amulets should definitely be reconsidered.

2) Reduce the skill damage for the currently OP classes.

I wrote out some particular skills above and I believe that those skills need some nerf (Hopefully damage wise and cooldown wise as well). I hate to restate this, but despite the mage drain being so op, bear beck stomp is just wayyyyyyyyyyyyyyyyyyyy too much. Hate to be biased here, but Mana shield skill takes about 1-3 seconds to appear, whereas bears' beck stomp can be done within <1 sec. Mages die even before Mana shield goes in, majority of the times and the situation does not get better even if starting off with mana shield.

3) IF balance change is ever made, dodge system should be slightly fixed as well.

Although we know that "Higher number in dodge stats = more chance of dodging," there should be a guideline as to what dodge is and how it works. So basically what I mean by this is that we, as players, don't exactly know how dodge works. What's the difference in 15 dodge vs 17 dodge, despite the difference in numbers? Does it mean that you will avoid 15 hits / 100 times? and does adding 2 more dodge truly yield more dodge overall?

Plat pack bears at 40 can usually dodge all of my skill shots and considering the fact that these bears have 6 beck 6 stomp stomp options, as well as HS / CB to significantly diminish my dmg + dodge rate, there's merely a chance. Although you guys might think, "Why does this mage complain about every single thing? Get a 40 then". I have tried using my 40 mage against 40 bears and the results are usually the same, only different if I am able to land couple dodges against their beckon.

In conclusion:

There are soooooo many other things that can be listed out here, but to narrow down to a conclusion, amulets definitely need some nerf. Although changing the pvp system in just a matter of couple days is impossible, I believe that when the creators update the gears for pvp, they should test it out first and see if the balance is there or not. Tracing down the statistics of how each class does against other classes might be another option. Active feedbacks from the devs and players should be combined together to make this happen, but I am a little disappointed that this isn't happening.

Thank you for your time in reading this and feel free to state what you guys feel about pvp in the (30-40) ranges or other pvp ranges as well.

Best regards,
Jun.Great insight. Keep it up. I'm an advocate for change and like the direction your going towards.

Sent from my Pixel 2 XL using Tapatalk

OverkillED
09-24-2018, 09:57 PM
READ TO THE END

PROMOTING SKILLED PLAY by OverkillED
I haven’t played PL in about a year or two or whenever 81 cap was but here’s my 2c on the issue. Coming from a player whose twinked at all level brackets from 1-71 (except 61-66). I might be slight biased cuz i main bird/fox (classes that thrive on fast paced pvp)

MY MAIN POINT: Based on what jun described: fast paced pvp. It’s a good thing. Trying to kill someone for 5 min isn’t fun. Fast paced pvp should be retained with some tweaks.
Now I’m going off on a tangent here so what i say might seem a lil disorganized. Try to hear me out here. This is some background info.

GEAR, LEVEL VS. SKILL
Fast paced pvp with high dmg was what the game was pvp wise before GCD, before and during forg era. Now fast paced pvp is good because it allows most if not all classes to thrive. There’s not as much rock paper scissors involved it’s simply whose faster and who uses their skills the right way. It makes gear less of a factor. Raising defenses and prolonging fights makes pvp based on min-maxing and stats (whoever has better numbers has a GREATLY higher chance of winning) When gear is a huge factorthe poorer players and newer players are severely disadvantaged. High dmg makes level less of a variable. Before the great nerf of dmg post forg my 55 bird would dispatch with 61 sang birds. It wasnt easy but because i was very experienced I could outskill and outspeed these birds. After the nerf i had 0 fighting chance vs them just because statistically their advantage on me was way greater. When this happens, people move up in levels. Say i go 56 or 61. Id get clapped by 66s with no chance of fighting back. And keep moving up till endgame, where LEVEL AND GEAR are less of factors cuz most people have the same stuff.

DIVERSITY
This is something that made the game really fun. Int birds, str birds, str mages, and every imaginable spec in between could do well because high dmg (pre forg pre nerf). Having different ways to play the same class spices things up rather than having a rock paper scissors game. A fast paced pvp game allows this (trust me I tried int/str enchanted staff bird with fort for regen and it worked pretty well before the base dmg nerf). Yes, inherently, some classes counter each other but the counter and variables such as level and gear should not be the “END ALL BE ALL,” meaning it shouldn’t have such an overpowering influence on the outcome of the fight. People pvp to showcase skill vs. each other, not showcase whose got a fatter wallet. Fast paced pvp is good for the game.

MY SUGGESTIONS
Nerf gear (but buff underused gear to increase diversity such as xbows and stuff). This makes gear and therefore level less of a factor. It’s still a factor but not as huge of one as it is now.

Put a high level req on 3pc and amulets. We dont need steroids. Nuff said. It doesn’t feel organic and also deters new players because they are statistically disadvantaged (by A LOT).

To compensate for the massive dmg loss of losing 3pc and amulets in low level pvp, buff base dmg of skills across the board. “But Overkill, this is gonna screw endgame over!” No it’s not. Nerf gear at endgame to compensate for the damage increase in skills.

So why base dmg? Well this gives everyone high dmg to retain the fast paced playstyle while also weeding out items that are basically stat steroids. The best and wealthiest pvpers will still have an advantage over new players because skill and being able to min-maxing their chars. It just won’t be as... oppressive as it is now.

Props to you if you read till the end. Imo what I said above would basically revert PvP to the way it was in 2011 where the skilled players shined and newer players were not completely oppressed and had somewhat of a fighting chance. This in turn lets new players want to stay and grow their skills ——> how pvp communities are formed. (Promotes skilled play instead of geared play)

OverkillED
09-24-2018, 10:03 PM
READ TO THE END
I haven’t played PL in about a year or two or whenever 81 cap was but here’s my 2c on the issue. Coming from a player whose twinked at all level brackets from 1-71 (except 61-66). I might be slight biased cuz i main bird/fox (classes that thrive on fast paced pvp)

MY MAIN POINT: Based on what jun described: fast paced pvp. It’s a good thing. Trying to kill someone for 5 min isn’t fun. Fast paced pvp should be retained with some tweaks.
Now I’m going off on a tangent here so what i say might seem a lil disorganized. Try to hear me out here. This is some background info.

GEAR, LEVEL VS. SKILL
Fast paced pvp with high dmg was what the game was pvp wise before GCD, before and during forg era. Now fast paced pvp is good because it allows most if not all classes to thrive. There’s not as much rock paper scissors involved it’s simply whose faster and who uses their skills the right way. It makes gear less of a factor. Raising defenses and prolonging fights makes pvp based on min-maxing and stats (whoever has better numbers has a GREATLY higher chance of winning) When gear is a huge factorthe poorer players and newer players are severely disadvantaged. High dmg makes level less of a variable. Before the great nerf of dmg post forg my 55 bird would dispatch with 61 sang birds. It wasnt easy but because i was very experienced I could outskill and outspeed these birds. After the nerf i had 0 fighting chance vs them just because statistically their advantage on me was way greater. When this happens, people move up in levels. Say i go 56 or 61. Id get clapped by 66s with no chance of fighting back. And keep moving up till endgame, where LEVEL AND GEAR are less of factors cuz most people have the same stuff.

DIVERSITY
This is something that made the game really fun. Int birds, str birds, str mages, and every imaginable spec in between could do well because high dmg (pre forg pre nerf). Having different ways to play the same class spices things up rather than having a rock paper scissors game. A fast paced pvp game allows this (trust me I tried int/str enchanted staff bird with fort for regen and it worked pretty well before the base dmg nerf). Yes, inherently, some classes counter each other but the counter and variables such as level and gear should not be the “END ALL BE ALL,” meaning it shouldn’t have such an overpowering influence on the outcome of the fight. People pvp to showcase skill vs. each other, not showcase whose got a fatter wallet. Fast paced pvp is good for the game.

MY SUGGESTIONS
Nerf gear (but buff underused gear to increase diversity such as xbows and stuff). This makes gear and therefore level less of a factor. It’s still a factor but not as huge of one as it is now.

Put a high level req on 3pc and amulets. We dont need steroids. Nuff said. It doesn’t feel organic and also deters new players because they are statistically disadvantaged (by A LOT).

To compensate for the massive dmg loss of losing 3pc and amulets in low level pvp, buff base dmg of skills across the board, except the overpowered ones like Jun mentioned. But Overkill, this is gonna screw endgame over!” No it’s not. Nerf gear at endgame to compensate for the damage increase in skills.

So why base dmg? Well this gives everyone high dmg to retain the fast paced playstyle while also weeding out items that are basically stat steroids. The best and wealthiest pvpers will still have an advantage over new players because skill and being able to min-maxing their chars. It just won’t be as... oppressive as it is now. Skill based PvP is based on speed and ability to adapt, imo.

Props to you if you read till the end. Imo what I said above would basically revert PvP to the way it was in 2011 where the skilled players shined and newer players were not completely oppressed and had somewhat of a fighting chance. This in turn lets new players want to stay and grow their skills ——> how pvp communities are formed.

Trenton
09-24-2018, 10:31 PM
Twinking? I don't know if I'd call that a legit "issue." You're totally right, it's accepted a lot more nowadays. No longer an "issue!"

burntoutdex
09-25-2018, 01:45 AM
Hey Josh, i hope all is well, it's certainly been awhile ;]

I still think the most balanced fix (whilst also taking the least amount of effort) would be to buff the base damage on dex items.

OverkillED
09-26-2018, 08:20 PM
Hey Josh, i hope all is well, it's certainly been awhile ;]

I still think the most balanced fix (whilst also taking the least amount of effort) would be to buff the base damage on dex items.

Sup dawg! Everything's going pretty well man. I don't play PL anymore but I'm on SL a lot and occasionally on fullmetal. pm me bro

back to the discussion: yeah the main problem with balancing pvp is the effort needed to undertake this massive beast of a dysfunction. A lot of numbers would have to be tweaked, tested, tweaked again, and so on. The quick fix would be yes to buff base damage on dex items. I do believe that the damage is still way too high though. I hopped on PL to check it out; Fully geared people are getting 2 shot left and right. And by 2 shot I'm not exaggerating. 2 globals. I think the perfect pace of the game is for you to be able to get a full rotation of skills off and kill the opponent. Maybe 1 rotation and a half. I do believe that base damage of skills should def be raised with gear being nerfed. If you look at the 56 cap, a player in some greens and oranges from sewers would do just fine against other players with slightly noticeable dropoff in dmg compared to say custom. This was the epitome of balance. Pocket Legends is about being able to play with ANYONE ANYWHERE AND ANYTIME. This is what made the game blow up. PvE wise this still applies, but in PvP it really is not the case. Anyone can play PvP yes, but the people that just want to jump in and play get absolutely dominated without a single chance.

In PvP only the most wealthy, and most geared succeed. Someone who just started the game, ran through dungeons, and wanted to get a taste of killing their fellow comrades in battle would get a s***storm of oneshots hurled at them with no remorse. Why would anyone want to stay when that happens? Back to the dungeons they go. I hate mentioning how the state of PL PvP was better in 2011 and 2012 but it is true. Players of all calibers (with the exception of extremely poor and unskilled) could thrive. The average player with average gear (throwback to plat pack bears and iceberg mages, drainers birds, etc) could do at least decent. They didn't have to have the best gear with the best enhancements and the best amulets and all that crap to just be able to COMPETE. They could jump in, play some games, have a good time, and get out just as fast. The threshold for being able to even compete has been significantly raised due to the addition of all these features. The money, time, and effort taken to just be an on par player has been raised exponentially. Quantity > quality. More features does not mean a better game. The problem at hand needs to be taken under serious and extended examination and testing; it's not something that can be quickly fixed.

I understand that the devs are hard at work trying to upkeep multiple projects at once. Cinco is definitely doing the best he can. I think there's just a fundamental problem with where the game is going and to be honest, a reset button would be nice. Fingers crossed for a PL2. It's really hard making decisions that affect so many people. Not much we can do as players except giving feedback.

there's my 2c. cheers