PVP seems.... Dead

imho, i think the biggest problem is that people are not equally geared. (pvp 28)
i don't experience a lot of 1 hit battles when matched with well geard lvl 28chars. Voll's can be countered by high hp/coldres/granite flask. multiple bear traps seem to be hard to deal with but still i think they add some tactical depth.
they who can give up essential liberty to obtain a little temporary safety, deserve neither liberty nor safety
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Yewthane wrote:
For an introductory bracket, the level 28 range still easily represents many of the issues with pvp balance as it now is. I think though the problem here is exacerbated by the evident and conspicuous lack of players and class types, which has the consequence of only so much exploitation and imbalance being so far manifested. Some of these issues were evident from day one, which is deeply perplexing to me especially as the same continue weeks later; other issues that have been speculated have appeared in some forms but probably not to their full extent. If nothing else the one-hit phenomenon needs to be looked at carefully, whilst I wouldn't recommend compromising the essential design, that type of experience so casually determined from items and skills (Voll's Baptism and the likes) is going to deter the next wave of players and so on.


i've never been one-hit. neither do i base my build on one-hitting to win. i win by making them die slow painful deaths... ^_^ If you get one-hit the problem doesn't lie with the opponent. it lies with you not stacking enough HP. if you don't have at least 700 at level 28 pvp you're pretty much considered as fodder for the better pvp players tbh
Build of the Week 14
The first Righteous Fire/Non-Shavronne's/Shavronne's HC
Shameless self-proclaimed theory-crafting extraordinaire and forum crusader
in a roundabout way that makes the same point, if a character which is not fodder by default can be easily 'two-hit' then something about the basic mode of interaction in pvp is not well balanced. Likewise if specialised counters are necessitated to avoid such easily overpowering methods. Before too many comparisons are made, I am primarily referring to the ease of this outcome, the effect it has on the average player and by extension the meta-game (or something, I'm rather tired. Let's say the normative concept of pvp). I'm also of the opinion much of the exploitation has barely been utilised, there are examples of what extreme itemisation does which is sufficiently telling, yet even before that distinct category if there are items that will beat the average character in the most blatant manner possible then if not balance perhaps playability comes into question.
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Yewthane wrote:
in a roundabout way that makes the same point, if a character which is not fodder by default can be easily 'two-hit' then something about the basic mode of interaction in pvp is not well balanced. Likewise if specialised counters are necessitated to avoid such easily overpowering methods. Before too many comparisons are made, I am primarily referring to the ease of this outcome, the effect it has on the average player and by extension the meta-game (or something, I'm rather tired. Let's say the normative concept of pvp). I'm also of the opinion much of the exploitation has barely been utilised, there are examples of what extreme itemisation does which is sufficiently telling, yet even before that distinct category if there are items that will beat the average character in the most blatant manner possible then if not balance perhaps playability comes into question.


PvP balance at this point, is a farce at best. The pvp meta, as it exists now, is simply exploiting and leveraging the most broken mechanics possibly allowed in the game, to the greatest degree possible. More so in open level pvp.

Calling the scene and state of pvp a "meta" is a gross exageration, because there is no stable or dynamic meta so to speak. There is simply who can leverage the most broken mechanics, as quickly and as lethaly as possible.

Whether that is intended or not has not yet been divulged. I am hesitant to call anything a meta at this point simply because the devs have acknowledged many broken mechanics and skills/powers in PvP, but have stated that they will not be looking at or be overly concerned about how pvp will do, until after open beta.
I think we agree on the present situation then, although the problem is as you note the 'meta' by design or lack thereof places unabashed emphasis on exploitative play. It is reassuring to hear the developers have given some indication, the lack of details from their perspective on future directions after what is now a protracted period has instilled some doubt about the viability of this aspect of the game. On that last point, I say that after previously not expecting much from a pvp system only to realise how the potential of their elaborate skill and itemisation design is probably better represented in the pvp context compared to the usual game.
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EpsiIon wrote:
"
Yewthane wrote:
in a roundabout way that makes the same point, if a character which is not fodder by default can be easily 'two-hit' then something about the basic mode of interaction in pvp is not well balanced. Likewise if specialised counters are necessitated to avoid such easily overpowering methods. Before too many comparisons are made, I am primarily referring to the ease of this outcome, the effect it has on the average player and by extension the meta-game (or something, I'm rather tired. Let's say the normative concept of pvp). I'm also of the opinion much of the exploitation has barely been utilised, there are examples of what extreme itemisation does which is sufficiently telling, yet even before that distinct category if there are items that will beat the average character in the most blatant manner possible then if not balance perhaps playability comes into question.


PvP balance at this point, is a farce at best. The pvp meta, as it exists now, is simply exploiting and leveraging the most broken mechanics possibly allowed in the game, to the greatest degree possible. More so in open level pvp.

Calling the scene and state of pvp a "meta" is a gross exageration, because there is no stable or dynamic meta so to speak. There is simply who can leverage the most broken mechanics, as quickly and as lethaly as possible.

Whether that is intended or not has not yet been divulged. I am hesitant to call anything a meta at this point simply because the devs have acknowledged many broken mechanics and skills/powers in PvP, but have stated that they will not be looking at or be overly concerned about how pvp will do, until after open beta.


This is really what I expected pvp to be. I haven't played much at all but exploiting the most op mechanics is exactly what everyone knew would happen. I don't expect GGG to balance out pvp any time soon. Thats a ton of work that would also effect the pve game(unless I am missing something). I still look at it as a worthwhile addition to the game. A fun distraction.
Standard Forever
What we need are stats. Badges. Titles. And on a larger scale, tournaments.

Things like this will make players feel that there is some sort of progression happening when playing PvP, giving them a reason to play it over PvE. Right now the structure around PvP is very barebones compared to the PvE offerings which have a full set of ladders, regular races, player stats, etc.
Last edited by BurnOutBrighter#5741 on Nov 28, 2012, 6:07:58 AM
Once I have a beta key I'll be PVPing. I care not for bugs or problems I just want to play this game and shame my enemies.
"
Yewthane wrote:
I think we agree on the present situation then, although the problem is as you note the 'meta' by design or lack thereof places unabashed emphasis on exploitative play. It is reassuring to hear the developers have given some indication, the lack of details from their perspective on future directions after what is now a protracted period has instilled some doubt about the viability of this aspect of the game. On that last point, I say that after previously not expecting much from a pvp system only to realise how the potential of their elaborate skill and itemisation design is probably better represented in the pvp context compared to the usual game.



A large part of this is that the devs' have stated that they won't be making any major changes to the pvp system at large, until Open Beta. At this point, the pvp boards may as well be shut down and all feedback thrown at a dev or consolidated into a thread in general. With no change forthcoming in the next few patches or weeks, having the board here is simply a reminder of the lack of attention pvp will have until A3 gets pushed out. Its sad, but necessary.
I just got to 28 and i can't fing pvp battles, should i give up and keep leveling? try again when the open beta is released?

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