PvP in 3.3.0 and Beyond
PVP balance LOL
IGN : Teknodartio Last edited by Teknodartio on May 31, 2018, 11:41:12 PM
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Well, attack skills requires Heavy investment in pvp to actually work. I believe currently zerphi is the main concern.
Builds that requires little investment yet is able to kill everything that comes at it. I played almost all pvp builds. Traps/Kb/La/Ea/Vd/fireball/magma I am surprised i didnt see magma orb on the list as Magma orb's range is absurd. Able to kill someone from one corner of sarn to the next bear traps - too strong. EA is fine, its just the flask. Commandment of winter - all you need is a zerphi's flask and fast movement skills and u can just 1 shot anyone that hits you, scaled by spell damage. able to 1 shot 10-11k hp. kinetic blast is weak without Heavy investment. Conversion talismans - 100 (fire/light) taken as cold. Volatile dead does too much damage and have too much seek range. ( volatile dominates 1v1 matches due to the size of the arena ) Alot of people complain about skills like kb or fireball doing too much damage. but the fact is that it requires heavy investment to make it work. A 1000ex wander vs a 30ex zerphi vd the latter still wins. IGN : Relithh , Stronkberry Last edited by relithh on Jun 1, 2018, 7:42:53 AM
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Rank 1 has spoken ^^
IGN : Teknodartio
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Was going to say Arc Totems, but you said all things that have recently changed.
So I guess the only other one I can think of other then the one's mentioned would be Scorching Ray. Support player XD Find my stream at https://www.twitch.tv/wigglymustache
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I'm a league PvPer foremost so I don't know the extremes of what's broken as much as the standard folks do, but everything that comes to my mind is already on the chart.
I just want to add my voice to this post to say how much I appreciate GGG taking steps to address PvP again. There may not be many of us, but we think there's a lot of potential in PvP in Path and would love for it to be in a place that's more fair and accessible for other people to come play with us. Looking forward to seeing where this goes! | |
Profane Boon (ranger Pathfinder)
Pathfinder (scion ascendant) Ryslatha (minor pantheon) Flask charges are extremely limited on PvP, being able to gain charges from time allows a player to "pop" all their flasks for an optimal engage. After a failed engage or a win the Flask generating player can just run around until they have all flasks again making them gain a larger and larger advantage as the match continues. This needs to be disabled in PvP or given a maximum amount of charges that can be generated in PvP | |
that is what makes pathfinder a flask acedancy.
IGN : Relithh , Stronkberry Last edited by relithh on May 31, 2018, 11:48:13 PM
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Just make Flasks Refill in between rounds...
IGN : Teknodartio
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then again, despite this being a good step towards pvp, most people will just boycott skills they lose to, instead of finding a solution.
End of the day it is how much you invest in the build, casual pver's with good/insane gear coming into arena is gonna die regardless and complain. IGN : Relithh , Stronkberry Last edited by relithh on Jun 1, 2018, 12:03:46 AM
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[removed]
Last edited by Aodui on Sep 9, 2018, 5:27:46 PM
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