Maybe 30% faster? And if you play GS and choose only 2/3 abilities, you move + 20% additional. What do you think?
Also delete soft non target for melee and make it target system, that fixed the target and stick to the target when you attack, hm? Ah… wait, this is already in game… sheeeet… okay, let’s just increase all melee weapons damage by 30%.okay, let’s do jump to
Oh sh1t, mate, how I didn’t think about it!!! Of course!!! And if you throw hatchet in head - it is insta death, or if you hit gravity well right in head, you know, the center of sphere right in head - also insta kill
2x2 unbalance arena, but I agree about rating system for 3x3 arena. It is really need and cool. Also not bad suggestions about ranged weapon but, for example, bow needs some slow. It will be better then dot
The solution is not to beautify the flaws, it’s about reworking concepts, as it’s not always about rewards, but the feeling of the game, the experiences:
corrupted portal should be more satisfying during and after clearing (and i heard that devs are planning to overhaul it)
combat mechanics should be reworked as well, as it’s not nice of variety when everyone runs full sets of Resilence (killing nearly all crit builds), Freedom (making CC builds unreliable, you can only rely on TTK) or full set of PvE wards
housing - of we can’t bypass trophy limit, then let us buy more houses, I’m sure people would be glad to have more different houses in unique sceneries
PVP:
I know, we won’t get much until cross-server gameplay
but OPR should have more maps, even better if they were make to resemble different regions of Aeternum, like OPR in Ebonscale Reach, where campture points are shrines, Brimestone with Ancient’s Ruins giving ability to being climbed on, making opportunity to make surprise flanks. OPR rewards should also be given out on team victory/lose, so it’s not about stat pad with ranged builds to 3k points and then nobody give a F
3v3 should give better rewards, not just some gypsum
Life Staff should have 2 times bigger CDs, low cooldowns + ref. move + passive ability to reduce cd combined with 4k heals results in healers keeping alive 2 or more allies why also kiting others, or just stand in Fortyfing Sacred Ground
Damage builds are just one-shotting most of players, resulting in a loop where players are min-maxing builds to do even bigger damage, decreasing TTK over time, now we have 1-shot fiestas because of it they would not know what hit them, because they will all be dead
If you just run - yes, you can escape. If you try to fight at the same time and you will meet gs player who don’t catch stars from the skies but just can push buttons - you will be catched very fast.
These changes doesn’t make sense at all since most of those people who died from random shot were light armor user w reselience stack who think that their character r invincible by negating critical hit. Meanwhile, the reason why there are soo many light armor melee player on OPR/War is because these build r meant to counter other melee spec due to superior mobility + hatchet allow those light armor bruiser to quickly get in & out safely.
The absence of ranged user will make light armor bruiser dominate the battlefield, thus eliminating medium & heavy armor user from the game as well since they lack the ability to chase light armor player.
My friend play with heavy armor on server Crassus, he is 1 top in pvp on arena, 400+ wins, and he die on opr from 3 shots from bow with 5 con (100+ range), i think this is not normal
That’s why i think that bow or other range weapons should hit 2 times before he deal maxim damage.
and guess what 5 CON can do outside of dealing good damage in OPR/War and upgrading team fort? nothing…yes…nothing because 5 CON sitting trying to capture fort alone/ as frontline…is as good as dead since it only take 1-2 lucky hit and that 5 CON player will hit the dirt and respawn to the nearest spawnpoint.
So what these 5 CON player do during OPR/War? that’s right, they just kill people or their existence will be invalid because it’s a specialized build for dealing damage by sacrificing nearly all of your defense option.
And guess what does heavy armor do during War/OPR? taking core objectives and make sure that their team win the game, and they will do so by any means necessary…which include using sword & shield which is a plain nightmare for musket/bow user since they can’t do anything about when their shield is up.
If your 400+ win friend are abled to die, then GOOD!! because i’ve seen too much of these movo holding a whole group effortlessly with just a single or two healer that also nearly impossible to kill by bow/musket since they’re on tight formation.
I mean guess why your heavy armored friend got 400+ win? by middlefingger the other team while chilling inside a circle and refuse to die reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!!
We win 400+ becouse he play S&S + WH, and i play Bow hatchet 5 con, i just kill in 3 hits, and players just leave from arena. When he saw me on next round just leaves, or if in my team stay afk.
I have no idea what’s pointed out in this vod, i just wanted to say that the bow in the vod is 200 con, not 5. Look at his hp xD
Bow does way too much damage atm.