You guys have complaint so much about healer have great mobility with rapier, they nerf light dodge, so this affect PVE as well, if you team mate dodge to you side and you get hit by a mob, you lost the ability to dodge for 1,5s and you will die for the next boss hit, because you can´t dodge, heal or run… this should work only in PVP not PVE, this change are affecting PVE so much, and the game is not based on PVP only… please stop complain just about PVP, the gane will die if AGS keep adjusting things based on PVP only… I love to play PVP, but we have to go through PVE for gear and shards, or just make a way to farm everything in the game just with PVP.
This is the best e.g ever… the majority of player don´t do PVP.
I will agree Detonate is a little insane but honestly I think you might just be bad, and the nerf to light roll just highlighted it. You shouldn’t be just standing there and delivering as a light mage, you should be holding distance and doing damage. If you’re not doing damage you’re doing something wrong because heavy FS autos literally do like 2.5k and dot. Luckily I play both frequently so I know you’re full of it.
Yea that’s the problem. Give pvper actual rewards for playing pvp and don’t force everybody into dungeons. You basically get nothing for opr and 3v3, everything wich has value drops from dungeons. First right step would be to make loot from opr and reward track boe instead of bop, that way you can atleast sell drops and make money of them instead of scraping them or let them collect dust in the storage shed.
I and many others made countless posts about this topic but getting straight out ignored by the dev team
I think you are one of those guys sitting on the top of the fortress and hitting fireballs from 200m away.
I guess you havent got hit by grivity well which its hit box is insanely huge . Dont act tough, i am talking facts and if you take a look at the forums jts not only me talking facts.
Take a chill before judging.
So nerf heavy buff light. Bro you can dodge while anyone in heavy is just a slow sitting target cc is all we have. Throw some shirking fort on and learn to counter and youll be good
As a heavy armor enthusiasts i had to endure the roll meta and it was beyound frustrating. Light armor got so accustomed to challenging melee in melee range it was out of hand. Light armor is still king of open world and off point fighting.
On my sever the light armor mele have already adapted and they choose fights alot more and will only strike and punish players out of position. This is good for combat in my opinion.
No longer can you freely run into a group of melee and get out. Postioning just became much more important.
This patch does highlight my main problem with combat at the moment. potions are libked to an animation. This alone gets me killed the most in pvp. Potions can be cancled by any type of damage most times.
This happened because all the bugs and the players quitting the game along the month.
After some time some player come back to the game, but the gear GAP is so huge that is no way to have wPVP for a player with no PVP specific perks.
sounds like a positional awareness issue, if we removed the animation then ppl would just spam their potions mid swing. I suppose you can keep the animation but not make it interruptable but that would have some funky quirks to deal with as well.
probably best to keep things that force people to play more situationally aware in the game right?
also light armor changes prolly balanced things for dex and melee but mages are weak having to play a more midrange game wo the benefits of dex or the power and control of melee while being in effective melee range within a single move or ability.
you misunderstand. lack of scaling is what turns ppl off from pvp especially world pvp. it existed in betas the month before launch and was effectively tossed out shortly into launch.
i just find it funny the intersection b/w folks who say pvp shouldn’t be forced but completely okay w pvp should be timegated.
It’s crazy how mad some people get here if you suggest that you get actual rewards for pvp like you get for pve.
Imagine you have to win an opr to get your heartrune like you have to run dungeons right now to get them. People would go nuts if they had to do pvp content but they are completely fine with how pvpers get forced into dungeons currently
I would love it if they made each OpR reward the winning team with 4000 umbral shards. But only the winning team.
I think it would fix everything currently wrong with OpR.
But … The downside is that nobody would ever play m10’s then because we all know 90% of people only farm dungeons because it is the only way to legitimately farm umbrals.
People making a fortune by running m10s, by selling shards as you mentioned, but also by selling drops. A way to negate that would be to make drops from pvp also sellable. There are people who sitting on multiple times gold cap from running m10s and selling shards and drops. That’s a massive imbalance in the community and I already gave up a long time ago to actually keep up.