We kill other player if we look his direction and he turns back to use and start runing. Like insta dead ![]()
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
- Move speed buff don’t stack.
- I play range build, if i run from melle no one can choose me, i can kite so easy.
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
and many more concepts to be reviewed
I agree with you
Wow have 2x2 arena, why is umbalance for nw ?
When you play arena 2 premade + 1 random, this random can just stay afk, to punish you for you win vs them.
I have this experienced a lot of time.
Good effort but rest assured, AGS gives no f**ks whatsoever about suggestions like this, no matter its quality and logic.
Only thing I disagree with on your list is nerfing Bow damage further, and this is coming from a Firemage.
But they know about the bowopr and the memes about this, why is so hard to analyze that and make some conclusion?
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.
Because they also know that players who cry about bowpr themselves ply on meme weapon such as hatchet, gs. So they don’t listed to them.
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.
It’s a pity that you’re not in the arena vs me …
pity for what? im also 5 Con Musket/Bow user so what’s the point? that you sacrifice everything for all out offense and get equally rewarded?
It’s called risk vs reward, less CON mean more stat pumped elsewhere. Nothing new about that.
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.
nah bow doesn’t have hitscan projectile, which make it harder for them to hit anyone at 100m range
therefore it’s a balanced weapon