PvP Changes and Timeline
let them play the game as it is. if they call each other "skilled", let them call it. let them enjoy the game with all bullshit and it's all total nonsense broken mechanics, why do you even bother tho?
"You have great power. You're right to be proud. It's unfortunate you have to die now, but I will honor you with 45% of my strength."
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- Please split leo block pen mod into 2:
10-15% block pen for 1 handed weapons 10-30% block pen for 2 handed weapons. dual wielders get 15% more damage, they get the possibility for 30% block pen. On the other hand 2h are stuck with a stupidly low 15% block pen maximum. Is that really fair? The high difference between 10% and 30% roll on the 2 handdr mod would make players spend much more augments in the process to craft a perfect 30% block pen 2h weapon so it is a good lottery rng process. Poe Pvp experience https://youtu.be/Z6eg3aB_V1g?t=302 Last edited by Head_Less#6633 on Oct 3, 2018, 2:35:16 PM
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" you should try dark souls 3 pvp. it of course sucks but still 10 times better than poe. in ds3 pvp, any weapon can be viable if the user is skilled. "You have great power. You're right to be proud. It's unfortunate you have to die now, but I will honor you with 45% of my strength." Last edited by Rupenus#5905 on Oct 3, 2018, 7:39:55 PM
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Please find another way to fix pathfinder. 1 flask a round I vote no on that.
edit: After thinking about it, disable unique flasks in pvp. All Problems solved. God_of_Thieves_LLD_PVP__I hate the Labyrinth Last edited by ripnburn69#0202 on Oct 16, 2018, 6:43:13 PM
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[removed]
Last edited by Aodui#3921 on Jan 1, 2019, 1:03:13 PM
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disable pvp.
IGN : Relithh , Stronkberry
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" Pathfinders are already struggling with flasks and its already so bad in 1v1's. have to think when to pop them, for 2 rounds. you also forgot to add indigons + wicked ward. Unique flasks gives us ~42% of our dmg. 42% + lmp 15% while losing a 50% more dmg gem + the new damage algorithm thing ( another 50% less dmg on kb with no overlaps and less area dmg + huge mana cost is why kb is dead ) while only able to choose decurse or burn removal or none - quickslver of adrenaline. Not even factoring in mana costs of skills vs some occ recharge is a huge problem atm. lets just disable everything so we can have a fist fight. IGN : Relithh , Stronkberry Last edited by relithh#7305 on Oct 17, 2018, 10:02:21 AM
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" I agree with u trap(not only ball lightning), mine and some chaos skills. But I don't think Scorching Ray is problem. Occultist & Scorching ray build's main point is occultist. (99% of sr player are occ) Also weakness of life build compared to energy shield is not a limited flask. How u suggest no unique flask becuz life build is weak? IGN : Bondisk, Champion, Vegadisk PVP Formula Guide Kor https://blog.naver.com/aliac/221569081708, https://blog.naver.com/aliac/221569083928 PVP Formula Guide Eng https://blog.naver.com/aliac/221571697824, https://blog.naver.com/aliac/221571734537 Last edited by aliac123#1166 on Oct 17, 2018, 8:43:31 AM
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if we are talkin about sarn, den yeh. amen to zerphis.
Also ball lightning traps while is cheesy, its easily tanked by aegis/occultists, again. Gc mines on the other hand is still extremely powerful. IGN : Relithh , Stronkberry Last edited by relithh#7305 on Oct 17, 2018, 10:05:32 AM
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I believe PvP balance problems are obvious for most of players.
Developers are definitely aware what needs to be changed. Not ball lightning is a problem - any AoE/high coverage skill with 150 units range and cluster trap will do the same. Even 'balanced' Tornado Shot or KB. Any spell supported by remote mine will oneshot a sub 15k ehp character. But GC has higher radius and speed so it can't be manually dodged at all. Any layered defense is pointless without legacy eHP and legacy eHP recovery. if you need an example: 8k hp 75% spell block, 75% spell dodge getting instantly killed by 5 exa total build cost GC miner. 6.5k HP 75% dodge character occasionally dies to a random offscreen Elemental Hit arrow. Currently there is no reason to build your character around a playstyle, whatever defense investments you've made, if you have less attack range — you going to lose to a random spell spamer with no chance to play/outplay/win. And this is the main problem PvP penalty formula has been updated but the penalty is still too low. Damage of crowd-control skills is too high. Last edited by g64#3098 on Oct 17, 2018, 4:29:35 PM
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