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    Default PL End Game problems

    Greetings SpaceTime Studios Developers,

    This is a plea from your loyal customers at end game: Player vs. Player is getting out of hand. The high dodge/high damage combination of the new sets is causing luck to become the prevalent factor in determining matches.

    The Main Problems with Pocket Legends Player vs. Player:

    • Damage coefficient is nearing the range of a birds health and has already surpassed the standard pure intelligence mage’s health points.

    • Armor has not gone up in the same ratio as damage. This means that damage is slowly increasing over armor.

    This cap is a big indication of that. In earlier caps, the armor to damage ratio was pretty even and debuffs would take care of the excess damage. This is non-existent this cap, thus leading to many lucky one hit kills.

    • Debuffs cannot debuff. Why? The high dodge factor. If a debuff does happen to land, it often determines the fate of the match, as the debuff is rather large and the damage is already way out of proportion. This calls for insane 1-2 hit kills.

    • Dodge is becoming too prevalent of a factor towards determining matches. As a general rule in MMOs, the luck based stats should not be the reason why a person wins or not.

    Example: Take a look at my L35 bear Voodoovillain before the release of forgotten bows. It did not rely on the dodge skills, but instead relied on the debuffs of the copperhead set, skill debuffs, and iron blood. The logical skill build would be the reason of winning or losing, not something that was left up to sheer luck.

    • Hit Percent debuffs are becoming too powerful. A bird’s blind shot can reduce a bear’s hit percent by 60+ and then the weapon of the bird (elite phoenix bow) also reduces hit occasionally. Hit percent for classes is not going up high enough in the same proportion to counteract dodge.

    I believe there was a developer quote somewhere that higher hit percent counteracts dodge, even if dodge is in the 100s. I do not remember the ratio, but the current ratio is clearly not working.

    My opinions on the solutions to this Critical Problem:

    • Once again, the developers can do an game-wide nerf, rebalancing PvE and PvP to account for the increasing stats as they did during the L50 cap. This worked out rather well and stalled the problem until it became apparent again this cap.

    • Certain skills should be set to land more often, thus decreasing the dodge factor.

    • Greatly increasing the hit percent to break through the dodge factor. This one seems more manageable as it does not involve reworking the entire game.

    • Decreasing L9 skills. Coupled with high armor and dodge, it makes matches way more luck based than they should be.

    Pocket Legends is your founding game, the reason why Arcane Legends is able to be here today. Please, show your old players some love and show us that you still care about Pocket Legends as well as the other Legends titles.

    I believe a developer mentioned that they have a staff of 30+. I remember when Pocket Legends first started out, they had a staff of 10 plus. Now, there are 4 legends titles, so can’t the staff be split evenly so all of the games can receive constant updates instead of 3 being ignored and one getting all the attention? I’m sure this would increase revenue as well since people would be satisfied in purchasing platinum in every game.

    Sincerely,

    Apollo
    Last edited by Justg; 03-14-2013 at 07:51 AM.
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