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    Senior Member Dolloway's Avatar
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    Default What's Wrong With L.110 PvP

    After testing with Mythic 1H str set, Wand set, and Bow set on all 5 classes and fighting against all classes with these sets, I have a few thoughts on what is wrong with L.110 PvP

    - the hit% on all sets is way too high. Hit debuffs are absolutely useless. Blind is useless except for its damage. Hellscream is useless except for its stun. Should bears really be getting 245% hit with strength set? What about rhinos? Blind only knocks hit% down to 174%, well above 100%.

    - most buffs don't matter at all anymore. Every class already has 100 crit unbuffed. Buffs like Rage only add a few dozen damage which doesn't matter at all when you're hitting 2600+ damage on autos and skills. You will still die in the same number of autos and skills. Defense buffs like Iron Blood hardly matter and only negate 100 dmg. As said before, the fight will result in the same if you use Iron Blood or do not because dmg is so high that 100 dmg negated here or there won't change a fight. Dodge buffs matter to an extent... but the dodge buff cap is still around 40% I believe. As stated before, negating 100 dmg here or there when you're getting hit for thousands doesn't change that you still die in 3 shots.

    -Healing is abysmal... its absolutely terrible on all classes, but to be this bad on mage is somewhat insulting. A mage can heal for around 2k health which is 600-800 health less than a bear's auto attack. A mage can Drain Life for about 2600 on a good hit, which means they healed for one auto attack or skill. Because mage's heal heals for one big heal (1400) and then ticks for 150 over five more ticks, a mage cannot gain a big heal again (1400) until the final tick on the first heal has completed. Otherwise, if you try to use Heal the second time when the first Heal is still giving ticks of heal, you will only gain the five ticks from the second heal rather than the big 1400 Heal. For this reason, it can take 25 seconds or more to fully heal yourself as a mage, a class meant to maximize heal output. What's surprising is that rhino does not have this ticking problem and can continue to gain the big Heal even when the first heal is still providing ticks.

    - Rhinos can two shot the majority of classes. I have found that birds can do next to nothing against rhinos because they die to Charge+Redemption and Repulse is too slow. Blind is absolutely useless against 245% hit and roots get negated by Guardian. No real way to stop rhinos.

    - Wand set seems to be the weakest of all sets. Str set is top tier while bow set is still good but often has trouble against it, specifically rhinos and foxes. Bow set is built for birds with its range and combines well with repulse and roots. Wand set is in need of a defensive buff in exchange for an offensive nerf. The set isn't "bad" per se, but it still cannot compete with the likes of 1H Str set and Bow set on average. Birds who know what they're doing utilize range and do not let up on damage when they are fighting mages. Mages simply cannot heal off enough damage as explained earlier. This makes them die quite easily to birds unless using trees. Against Str set they die to rhino in 2 hits unless they shield which means they'll die in 3 hits usually. Wand set seems to be the most even vs Bears with 1h sword set and it's a toss up who wins based on if bears can pull and get in their slashes before being nuked/neutralized with ices.

    - foxes (str) are finally competitive this cap, which is the one good thing about pvp I suppose. The fact that dmg output is so high and foxes have a dash skill to get on top of opponents makes them deadly and upper tier with rhinos but still a slot below rhinos because they lack a proper skill to negate rooting that rhinos have like Guardian... of course, foxes have Evade but it isn't as good as Guardian is, that's for sure. They also do not have the big quick heals like rhinos which means they fall a slot because of this.

    - Bears are utterly useless if Beckon gets dodged because they cannot tank properly like their class is meant to do. However, if they do manage to pull you and get in slash range, consider yourself dead. Like Wand set, 1H str set needs a defensive buff in exchange for an offensive nerf.

    ---

    What needs to change:
    - Hit% needs to be significantly reduced on all sets so that debuffs are actually useful in pvp again. One of the major reasons Rhino is so busted is because debuffs like blind, hellscream, etc. do nothing against the 245% hit - rhinos can still hit anything after being debuffed. Add to this the fact that Guardian protects rhinos against all rooting for 8 seconds and that's the reason why rhinos are so busted - they have no obvious weakness.
    - Damage output needs to be reduced across the board.
    - 1H sets need a damage nerf and a defense buff. This will make bears able to actually tank like a bear is supposed to without beckon stomping you to death with two skills.
    - Possibly an increase on Mana Pool for Wand set. Right now the Mana Shield absorbs one auto/skill before a Mage is depleted of mana and cannot cast any more skills... thus the mage dies.
    - Possibly an increase on the amount of armor that a level 10 Mana Shield will give you. 50 armor is absolutely useless when the damage output is this high. 50 armor has been useless for many caps now as well.
    - Depending on what happens with damage output, health, and armor, Mages might need their healing increased. This goes for other classes as well, but mages the most. Heal does not do enough as it currently is in the game.
    - I'm not sure what needs to be done with 2H sets like Bow right now. I think we need to see what happens first with a defensive buff and offensive nerf to 1H sets before doing anything to 2H sets.
    - Regen needs to be increased across the board. Regaining 50 h/s on a set with 10k health is terrible... for perspective, it would take 200 seconds/over three minutes to regain to full health without using a heal skill.
    - 1h sword and dagger set may need to have auto speed decreased depending on how PvP feels after these tweaks. 0.5 auto on Sword is too insanely fast, especially for a strength set, making classes like rhino overpowered even more.
    Last edited by Dolloway; 08-26-2019 at 02:45 AM.

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