As a pvp player with over 3000 hours of gameplay I would like to give my perspective on the nature of pvp. The majority of the points that I will announce are in my opinion important points in order to improve the pvp in general some have probably already been said and I encourage others to add some and I really hope that certain will be heard by AGS.
-The rewards during open field pvp are extremely insufficient what I mean is that first when you kill a player the rewards should correspond to the level of the player for example if the gear score of the player is 600 the equipment should be 590 + and not 500+ which in my opinion makes no sense
-Increase the number of gold and faction token given
-Reduce the time in order to get rewards according to me it makes no sense to get anything especially during big open field fight when you kill someone multiple time
Right now the fact that person can run easily is out of control, like literally everyone is running no matter the circumstances as a pvp player i find it ridiculous that it is so easy to run away especially against those who play bow/musket who have a passive that gives them constant haste which makes it almost impossible to catch. two solution I got in mind was ;
- Add “bloodlust” passive perk on on every weapon like that it would be easier to catch players
- or second solution and I think it better will be to add a passive “speed” buff depending on the type of armor the player is using ( Heavy = + 30% movement speed / Med = + 15% and light +0% they already have mobility) this “movement” mechanic is already implemented when you run on road i feel it can implemented on armor type as well
Weapon :
It’s just to make an overview that the situation on the musket is ridiculous several ideas we have already been in several posts but for me;
-Make that after a certain distance the bullet disappears the same way as firestaff/lifestaff
-the weapon should have a distance penalty on the damage / the further you shoot the lower damage it does
Hatchet:
-Make defy death duration base on armor type ( heavy = 3 sec / med = 2 sec / light = 1 sec) otherwise it just a ridiculous survivability tool
-Remove the fact that berserker skill can be using without is animation ( extremely dumb sorry)
Rapier
-When the player uses “riposte”, it should not stun like aoe but only the person the skill animation is pointing at
-When the player get root when using riposte ( like from scream/ice shower) and try to run away he player stays in the same place even if the other person is stunned
I’m sure other ideas will be added later hope that amazon will listen to some of these recommendations or maybe implemented some of them eventually