If your team is spending 30 minutes chasing a light armor user then there’s more to the issue. Why are you chasing a single squishy player that more than likely has minimal impact on the onjective, when you yourselves could be playing objective and negating that players presence entirely? Who cares if they want to run away, its annoying, but it isn’t winning their team the game, IF you had chose not to chase them, theyd be in a 19v20. But you gave them a numbers advantage by pointlessly chasing.
You have to have roots or people wont die. Too much heal/sustain/iframes/movement in the game, no one would die and objectives wouldn’t be able to be played if people werent able to be made stationary.
I hate dodge spammers but they had to compensate for the nerfs to dodge. Think about it this way: If someone gets rooted, they have the option to avoid getting hit by multiple attacks by dodging, or they can die. In 1v1 or 1v2, they can accept the hits so they can dodge after the root ends then get away since they have full stamina.
So yea, good players will be able to outplay 1vx even better while bad players won’t be able to manage their stamina and die anyway.
It’s going to be these decisions that separate good players from bad players
Also, don’t gut LE healing, just lower the effectiveness like you’ve already done. Stop adding clunkiness of cast time like Divine Embrace has that has led to LITERALLY NOBODY using the skill.
There was no issue, we were trying to have some fun. This example was from open world 20v20 after we pushed them out of a fort. 2 of them stayed around to just play and joke around so we chased them for fun and to see if we could catch them… it was extremely difficult and would have been impossible if they actually tried. It was obvious to both sides how much of a joke the current light armor/stamina situation is. I have a light set myself and can do the same stuff, it was fun a few games until I realized how overpowered it is right now. Makes it no fun for me or the other players so I just go play some of the weaker builds instead of abusing it.
Devs please read this post
Second this
Bows are happy but what about musket? We still didn’t forget what AGS had said and promised in their DEVS VIDEO months ago “The most used weapon in pvp, pve and expeditions is musket and the most less damage made is musket, so we will buff it”. Noone wants musket for war siege, any expeditions, and even for this new 3vs3 pvp arena in PTR… However, thy nerf it so hard at every month patch again and May Update another nerf is coming, and trap build of musket is useless so much in pvp and pve… Damage of musket is a total joke when you compare it with bow… Recently, in OPR and even at war sieges, many players start to play as musket and even without buffs on May Update, bow gives tons of damage… Because of May Update, the very less musket users become more less too… Musket is only good at killing low gear score players, and light armor glass cannon builds…
Your thread is really nice, but why don’t you mention about musket problems at all for AGS to fix the musket problems? Already this game has server lag, high in game latency, huge fps drops for 20vs20 OPR battles, and even at 50vs50 fortress siege which are even done in an instanced pvp area, we experience these and it affects the musket a lot; because musket is a shooter class so players need to have really good ping ms, high fps, no server lag to be effective in pvp… but +6 months passed and so solution about any of these major problems. And now, there are aim bot, and wall hack cheater musket players… and this game’s anti-cheat engine cannot detect it so some of the high 625 gear score musket players are using it, like how BOTS are not detected, or how this 500 stat bug exploit players are not detected; but reported with video proofs only, AGS doesn’t solve any of these problems at all and there is no answer for any of these to be solved or not from AGS too still… At the end, after damage is done, thy try to solve it or thy don’t try to solve it at all for months already, but only some of them are solved (after a huge complain happened in the forums by many players), but still the damage is done in a very hard way really…
Melees are always happy, mages are always happy, tanks are always happy, healers are always happy, bow users are always happy; but musket users are not happy for +6 months…
In that scenario the changes won’t change a thing. If it took more than 2 of you to kill any single person then there is no change that can be made that will change that skill gap. I’m not trying to sound mean, but why did you chase them with half your team? You undoubtedly lose the match by doing so… This was their intention…
Further more the stamina changes IMO will affect those complaining about it more. How do you normally approach a ranged player for example? You don’t think you’ll take a lot more damage now you can’t dodge as much?
I would prefer these changes weren’t implemented, but I’m certain I will adapt. The adapting bit is key and there are many players that continuously prove themselves incapable of doing so.
as long as plate armor is exist, there will be no balance; because the armor category says according to the weight limit as medium armor but chest and helmet pieces are plate armor and pants is light armor and gloves + shoes are medium armor only… so you give very less damage to so called medium armor players too…
For example, a player with hybrid armor build as medium armor as bow user, and when a bow aim bows thy get %10 damage reduction as always active… which it makes bow users to become more defensive, so musket shoots on these bow users make very less damage… With May Update, bow users will become more OP, already even now in OPR the number of BOW users and blunderbuss users are increased and musket number is become very less…
AGS should make some real changes on these armor section according to each weapon type really…
Healers should wear only light armor really and AGS should make -%20 healing on medium armor too, not %0; because it doesn’t make any sense that I will explain it with my next sentences now… All the healers I know were plate armor and now thy change their plate armor to medium armor… Medium armor category as hybrid already contains x2 heavy plate armor of chest and helmet… so healers will still be very defensive because thy will wear heavy plate chest and helmet…
Posting to give support to this.
Anyone on the dev team/balance team please imagine this scenario.
You’re playing hatchet. You hit the clunky feral rush on a player and it actually connects from behind and roots. After that the enemy just casually rolls away.
Wouldn’t that just make you ALT + F4?
Hey there AGSplease, looks like youve sparked quite the discussion here, I am sure the Dev team will want to look through this thread to see player thoughts on this subject. Thanks again for coming to the forums, its players like you who make the game better for everyone!
For the combat to feel good, there should be less magic invincibility, not more of it.
There should be OBVIOUS FEEDBACK to things we do, and iframes remove that from the game so the servers can have a slow tick rate and relatively easier time handling collisions and interactions between players. They sure don’t add to the experience for us.
Allowing people to just spam dodge in place and avoid damage while rooted is going to feel terrible for everyone involved.
Yet again players will be positioning, dumping off high cooldown skills and NOTHING WILL SHOW ON THEIR SCREEN TO INDICATE ANYTHING.
No hits, no nothing. This is why playing musket and bow feel fucking terrible as well.
You spend all that timing perfectly aiming a shot, blow a cooldown and what happens? Nothing. No hit indication, no dodge indication, your shot goes nowhere and does nothing because someone hit their magic invincibility button.
Now we get to see that in melee even more often as well. Wooo. That’ll be a blast.
Lots more nothing happening on our screen when we hit a button.
+1
Wall of text, and silly statement(“any good pvp’er who’s tried the PTR fairly will tell you that.”) aside. I agree whole heartedly with the rest of the above.
Don’t forget dodge distance is reduced!
I played a lot of the PTR, the stamina delay feels the worst because combat felt slower paced. If the intent is to make it more like a fencing match, job done I guess.
I enjoy change but sometimes too much change all at once is hard to judge the results correcly as there’s spillover or trickle down affects
armor needs to be equalized a bit.
Heavy armor=30% less damage taken
Light armor= 30% more damage done
Medium somewhere in between.
Right now it’s like 20% more damage for light. 80% less damage taken for heavy
I’m here to support the changes mentioned by OP.
With those changes the flow of the combat would be well done.
This topic was automatically closed 21 days after the last reply. New replies are no longer allowed.