OPR consumables and wealth disparity

Disagree.

If you want to be juiced to the gills and spend thousands of gold just to play a round of a casual mode like opr, then that’s up to you. I’m not great at PvP by any means, but I enjoy opr quite a bit without using any honing stones, oakbalms, or gem dust.

Why not just give everyone the same exact gear/perks/and gear score? That would truly level the playing field as well. We should just select premade loadout at the begging of the round. Everyone will have the same weapons, abilities, perks, consumables if you choose the same loadout. The perks and gear score are a bigger source of disparity in PvP. Hell, paying for oakbalms is nothing compared to the resources need to craft bis or to buy bis gear.

Yes I know its not. I wrote also why I had written that, it was only a hint to „skill over gear” in this game because it will never work. If its offtopic why you continue this conversation ? Just ignore ( ok I understand is hard to guess what a guy infront of 2nd computer said) just chill.

The devs mentioned in the dev video that they’re looking at making consumables infinite-use in OPR like they currently are in Arenas.

I think that would go a long way. So I support this.

You said it yourself, the rapier is the problem. Lifestaff users are mortal without it.

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Non-LS rapier users are already mortal though.

(Though I’m still happy to see rapier get any kind of nerf.)

Disease options are limited at best, and largely unreliable. Changing that one simple thing will bring life staff in-line in PvP without affecting its potency in PvE.

The game needs more options for counterplay, not less.

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The only unreliable disease skill I know of is the VG scream. I have found the rest of them to be very reliable. Keep in mind there are several ways to shed debuffs also.

We seem to have different definitions of reliable.

Putrefying Scream is literally the most reliable source of disease in the game.

Instant-cast conal effect that can’t be blocked. Bonus points for being attached to a skill that roots the target as well.

vs

Plagued Splitting Grenades- Highly Telegraphed area effect. Easy to dodge.
Plagued Strikes- Requires a heavy attack to apply. Again, easy to see and dodge/block.
Plagued Crits- Requires player to receive a critical hit while BELOW half health.

Infected Throw- Decent, but a pretty mediocre ability for most situations.

Definitely different definitions lol.

The scream is tough because the cone is very finicky at melee range. I have to back out of a circle (tank) to activate.

Infected throw is my favorite, cloud that lingers, you can hit with it way outside of your render distance, and you can throw it at your feet or a doorway.

Grenade is meh, for the field but it well contained clumps or doors it’s kinda great imo.

Context definitely matters.

Grenades are great for wars and OPR.

I focus more on small-scale combat because that’s where I feel individual skill shines the most.

Kinda wanna try plauged crits on a bow now tbh

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