Pin this for anyone who wants to know why FSS are so appealing. literally the only time wPvP was ever real good was at launch.
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.
And why does it get you killed?
blame the scaling is bad and doesn’t belong in MMO crowd for that problem.
Any hit will cancel the potion animation and it will not go off.
The scaling is just for 600GS, if you have 625GS you won’t be affected by the scaling
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.
gear advantage = \ = pvp.
Best solution… create a perk that when you use a potion you won´t get interrupted.
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.
I will love to don´t have to do a lot of dungeons for gear… just go for PVP content and that´s it… I will be able to have all that i need for it, and even make some profit.
Yeah it’s kinda wild. Actually you don’t even have to do m10’s. I made over 30k gold yesterday from running barnacles on normal 2 times. The items that drop in there are great and i got 2 nice shields that sold for over 10k each.
Meanwhile if you play OpR all day long and keep winning. From the pvp track gold and OpR gold you can maybe earn 10k ish gold after a full day of OpR.
Yea exactly, that’s what I mean. You could spend 12h running opr and 3v3 and at the end of the day you made 10k in coins and some loot wich might be good but useless to you, that gear either gets scraped or rots in the storage. That’s why I demand that they change the drops to be bind on equip
I agree with this general sentiment my only issue is that even with fairly generous iframe windows but the desync issues this game has are horrendous and make even mashing a button to use a skill impossible sometimes. Light armor probably wouldn’t feel so bad if they were actually able to make the servers more stable.
Look no one is happy about mage being a punching bag. At first melee was like finally we can catch range. But they noticed mage is getting destroyed and all the pent up anger from not catching real range Dex players, has turned into somewhat pity for mage. There are still some mages very few tho that make it hard for melee. I’m general thought Dex players and musket players are still as elusive as prepatch.
Get rid of the haste on dodge. Range should learn to position they should never have this.
Kind of hard disagree. Melee already had so much built in chase potential and now with the GS and light armor nerfs that is even better now. All it takes is one light attack to apply a slow and then you just go to town and there is almost no counter play at all now to get out of that situation. Taking away yet another tool that a squishy ranged player can use to better their position just seems like the wrong move entirely.
From my point of view devs look at the raw data and think FS is good because the numbers are screwed. People hold Flamethrower in sacred doing 200-500k damage in Arena (healer vs healer non-premade games) and now devs think Fire Staff is strong. This is messed up and indicaties they dont play mage roles and are unaware of the live gameplay situations in most of which FS is inferior to other weapons.