ProSophist
12-20-2011, 03:09 PM
Since Flip has mentioned that they would like the community's input about the current PvP system, I decided to make my own personal feedback regarding the new Star Legends PvP System.
First off, I would like to thank and applaud the Devs for finally giving us PvP.
The current system is amazing considering that it is still in beta stage.
However, it definitely needs A LOT of work.
With this being said, here is my list of what needs to be worked on:
GENERAL
Knockdown/Stun skills should STOP all attacks
As most of you know, being stunned still allows you to use auto-attack and being knocked down still allows you to both auto-attack AND use skills.
Suffice it to say that the community would definitely love if all stun/knockdown skills actually stops their opponent from attacking. Afterall, in PvP games, that is what those skills are for.
Known issue(s): Players can auto-attack while under Suppression. Players can auto-attack and use skills while knocked via Neuron Stomp, Singularity, and Lurch.
Map Variation
The new map are great, but it gets old too fast, especially if someone PvPs a lot. I would love to see a variety of PvP maps based on the campaign maps, just like in PL.
PL boasts maps inspired by AO3, Balefort, Forest Haven, etc.
I think I speak for the whole community when I say that we would all be ecstatic to see a PvP map that resembles any of the campaign maps.
CLASSES
Commando
The Gravity Well Issue
The other day, Flip said in game that "some skills work differently in PvP." Whether the missing pull effect from GW was intentional or not, it DEFINITELY has to be implemented in game. Just like in PL, it was crucial for Bears to get close to other classes with the use of Beckon. It is similar with Commandos. Neuron Stomp is realistically the only trap skill the Commandos have which only has a 6m range. If Commandos can't get close, a good Operative or even an Engineer can easily pin down or kite a Commando to death. There were several times that I had to rely on luck just to get close on my opponent.
Other known bug(s): Nebula not dealing damage in PvP.
Operatives
Great as it is!
Out of the 3 classes, so far Operatives are the most balanced and the alpha-dog in PvP(My personal opinion). They deal MASSIVE amount of damage, but not to the point that it is ridiculously overpowered. As a Commando, I've had my fair share of troubles when it comes to fighting then in PvP, but I have no complains about them. I think once Engineers gets their much needed buff, they would at least have a chance of fighting the good Operative players.
Overall, I like how Operatives scale in PvP.
Other known bug(s): None at the moment. Please feel free to point them out if you know any that exists.
Engineers
Mediocre survivability/damage
Engineers got the short end of the stick with the PvP addition. Their survivability and healing are mediocre at best, and their damage capabilities are worse than Coms and Ops. Obviously, they should not be as good as Operatives in terms of damage, or as good Coms in terms of survivability, but the class definitely needs a minor revamp.
Here are a couple of suggestions that may fix this problem:
1. Make instant heals(similar to PL) OR increase the amount of heal per tick in PvP.
2. Add a minor increase of damage done by DoTs, and/or speed up the time of its damage.
3. Transference needs to work properly.
-----------------------------------------------------------------------------------------------------------------------------------------------------
Well there ya have it STS! This is my personal input in regards to the current PvP system.
I will update this whenever I get an epiphany or if I remember something worth mentioning.
On a scale of 1 to 10, I would give you guys an 8.5/10.
Thank you for taking the time in reading this and hopefully, we would all see some improvement soon! :)
First off, I would like to thank and applaud the Devs for finally giving us PvP.
The current system is amazing considering that it is still in beta stage.
However, it definitely needs A LOT of work.
With this being said, here is my list of what needs to be worked on:
GENERAL
Knockdown/Stun skills should STOP all attacks
As most of you know, being stunned still allows you to use auto-attack and being knocked down still allows you to both auto-attack AND use skills.
Suffice it to say that the community would definitely love if all stun/knockdown skills actually stops their opponent from attacking. Afterall, in PvP games, that is what those skills are for.
Known issue(s): Players can auto-attack while under Suppression. Players can auto-attack and use skills while knocked via Neuron Stomp, Singularity, and Lurch.
Map Variation
The new map are great, but it gets old too fast, especially if someone PvPs a lot. I would love to see a variety of PvP maps based on the campaign maps, just like in PL.
PL boasts maps inspired by AO3, Balefort, Forest Haven, etc.
I think I speak for the whole community when I say that we would all be ecstatic to see a PvP map that resembles any of the campaign maps.
CLASSES
Commando
The Gravity Well Issue
The other day, Flip said in game that "some skills work differently in PvP." Whether the missing pull effect from GW was intentional or not, it DEFINITELY has to be implemented in game. Just like in PL, it was crucial for Bears to get close to other classes with the use of Beckon. It is similar with Commandos. Neuron Stomp is realistically the only trap skill the Commandos have which only has a 6m range. If Commandos can't get close, a good Operative or even an Engineer can easily pin down or kite a Commando to death. There were several times that I had to rely on luck just to get close on my opponent.
Other known bug(s): Nebula not dealing damage in PvP.
Operatives
Great as it is!
Out of the 3 classes, so far Operatives are the most balanced and the alpha-dog in PvP(My personal opinion). They deal MASSIVE amount of damage, but not to the point that it is ridiculously overpowered. As a Commando, I've had my fair share of troubles when it comes to fighting then in PvP, but I have no complains about them. I think once Engineers gets their much needed buff, they would at least have a chance of fighting the good Operative players.
Overall, I like how Operatives scale in PvP.
Other known bug(s): None at the moment. Please feel free to point them out if you know any that exists.
Engineers
Mediocre survivability/damage
Engineers got the short end of the stick with the PvP addition. Their survivability and healing are mediocre at best, and their damage capabilities are worse than Coms and Ops. Obviously, they should not be as good as Operatives in terms of damage, or as good Coms in terms of survivability, but the class definitely needs a minor revamp.
Here are a couple of suggestions that may fix this problem:
1. Make instant heals(similar to PL) OR increase the amount of heal per tick in PvP.
2. Add a minor increase of damage done by DoTs, and/or speed up the time of its damage.
3. Transference needs to work properly.
-----------------------------------------------------------------------------------------------------------------------------------------------------
Well there ya have it STS! This is my personal input in regards to the current PvP system.
I will update this whenever I get an epiphany or if I remember something worth mentioning.
On a scale of 1 to 10, I would give you guys an 8.5/10.
Thank you for taking the time in reading this and hopefully, we would all see some improvement soon! :)