This is by no means all-encompassing, and feel free to add in what you guys think needs fixing/balancing. Note that this is NOT a thread for bugs or exploits - this is meant to find balance in the pvp scene, considering the absolute dominance we have seen from the melee weapons and Life Staff in conjunction with heavy armor.
KEEP IN MIND THAT A LOT OF THIS WILL CHANGE WHEN DAMAGE REDUCTION PERKS AND GEMS OPERATE PROPERLY
Currently, nothing beats heavy armor Life Staff, in fact multiple of everything else canât take down a healer. Warhammer/Great Axe and heavy armor Is the only other viable option.
Hatchet users, without the exploit, are a joke. My group of friends in Discord literally laugh at them in wars and Outpost Rush fights when we see them (I play light armor Rapier/Bow, to put this into perspective, and I have no problem against Hatchet users that donât abuse the exploit). Meanwhile, bugs and exploits aside, DEX weapons (especially Bow and Musket) are so objectively underpowered that they hold almost no relevance in any game mode, even in pve. I have 25 years of MMO experience⌠balance, especially for pvp players, needs to be looked at there. I think DEX main weapons need some love in the dps or armor penetration areas, and for the ranged DEX weapons, slows need to be massively more effective. See my other thread about that, hereâŚ
Heavy armor needs a counter - consider reverting the change that gave heavy high elemental and physical resistance and make it such that theyâre weak to elemental damage. This will create a counter, and will make conversion gems and the mage weapons more relevance.
Life Staff needs one of the following changes - A) the cooldown for Sacred Ground needs to start when the effect ends, B) healing effectiveness needs to be reduced based on if identical heals have recently hit the target (within the past 10s, if target has received healing from any individual source other than a consumable, further healing from that same source towards target player is reduced by 50%, meaning if I cast Sacred Ground and mine ends then another person casts another Sacred Ground on top of you, their Sacred Ground is only 50% effective on you if it started within 10s of mine ending), and/or C) for aoe heals the number of people hit by the heal per tick should be reduced to a minimum effective value (if 1 person is healed, 100%⌠2 people, each person heals for 85%⌠3 people, 70%⌠4 people, 55%⌠5+ people, 40%).
