Originally Posted by
WhoIsThis:759170
Endgame PvP Situation
The PvP situation is somewhat more complicated. The reason is because we have several tiers of PvP, each with different equipment, different relative class strengths/weaknesses, and different tactics.
Endgame PvP is now a dodge-based or luck-based game. That is a far bigger criticism that I make it sound. The rewards for being skilled and experienced at playing your class and build are far smaller than ever before. For an MMO to succeed, fundamentally, you need to have a game where there’s an incentive to be skilled, where there’s an incentive to keep playing until you build that degree of skill that you need to perform.
For players that have been around for a long time, I want to draw your attention to the decreasing number of new player questions. It used to be that new players would start PvP thinking that they would “try” something new, get owned, and in a few cases, post for help on the forums. The players that were committed, that wanted to do better would try and learn and in time, make progress. The ones that were not would usually quit PvP, hide their PvP stats on their toons, and run around saying that PvP required “no skill”, when in reality, it was a whole different game from PvE and one with a learning curve that they did not have the patience to do. Those types of threads are now mostly gone. The reason why is because endgame PvP is not skill based anymore – it’s luck based. To be fair, there has always been an element of luck in PvP, but never to the extent that it is today – where it has dominated over skill and experience.
The reason for this is one stat – dodge for all 3 classes. Dodge has increased across the board. Let’s examine the effect on the core classes:
Dex birds – well let’s just say that if you are fighting another dex bird, it’s all in the dodge now. If they dodge you and you don’t, you’re dead. If it’s the opposite – you’ll own that fight. If both players dodge, expect a long match (isn’t dex bird vs dex bird supposed to be a fast fight?).
Int mage – int mages are supposed to have high dodge? Umm … what happened to the idea of glass cannon staff mages and high armor, low dodge wand mages? The cannon is there, assuming (very BIG and IMPROBABLE assumption) that they hit. But why do mages have the kind of dodge that they have? Oh, and why isn’t the staff at least 20% more potent than the wand/bracer set given the massive loss in survivability?
Str bear – strength sets, perhaps more so than anything else have broken end game PvP. It is possible to get in excess of 83% dodge with a strength set. Consider the implications. That means that 5 out of 6 shots at a fully buffed bear (or warbird) will be dodged (assuming you aren’t hit debuffed in which case it will be even smaller). Among the shots that get through … they won’t be doing that much damage with iron blood up for bears.
It ruins the possibility as well of any logical combo. Let me illustrate why. Suppose you are a bird trying to set up a cruel blast. First, your chances that your Shattering Scream will hit are 17% (1 in 6) and your chances that your Blast Shot will also hit are 17% (1 in 6). What does this mean about the chances that your combo will hit? That’s 1 in 36 or 2.78%. Actually, statistically you’re far safer in betting that both attacks will miss – 25 out of 36 times (69.44%), they will.
Pretty much with dodge so high, it becomes a game of praying that your attacks hit. This may be attractive to new players at the beginning, but for skilled players – what incentive is there to become skilled at PvP?
These high dodge sets aren’t a good idea for PvE either. It’s been noted that pure int mage and pure dex bird in the hands of skilled players work in PvE and lead to very rapid runs. With pure str bear … it doesn’t work; you need hit or your beckons won’t hit. Bears are more or less forced to use dex as a secondary stat by default (or perhaps int as it also provides some hit).
The other is that there are now 7 points in buffs. Consider the implications – suppose you are an int mage. Your blessings now gives you +70% crit, +35 damage when fully buffed and a ton of armor, plus a mana shield. Admittedly, the +70% crit is now of questionable value since 100% is the crit cap, but try fighting a fully buffed player unbuffed. Similar things could be said about birds. (Str sets are different because the dodge is so high that luck is predominant in determining outcomes here, which is again problematic). More so than ever before, if you are buffed and fighting unbuffed, skill doesn’t matter – you’ll own.
This is also a problem in PvE, although not to the same extent. Assuming you have no elixirs – you can safely get in front with buffs on, but the minute you have buffs down, you’re target practice. With elixirs, buffed, things just melt away in front of you, while unbuffed … it’s somewhat slower but still quite rapid.
Regardless, PvP at the endgame is in need of a serious rework in order for skill to become the deciding factor again.
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