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I hear ya and again, I agree, but apparently they are in fact investing in the Play as Monster system so they could be fixing a few things about the system in order to make that system work. I was saying earlier that I was wondering if they're going to lock gear swapping for the players that are the fighting the monster player for the same reason they locked it for our other current PvP systems. If they do in fact allow gear swaps for those players, the problem will be no different on the players playing the monsters, and they'll quickly lose their target lock on whichever target does so.
The strange thing is, that new "/display head off" command can make a helmet invisible on a player character yet still maintain the stats system side. Why cant the Devs create an invisible target that can be locked onto within our floating name text that can be invisible player side and remain regardless if we gear swap or not? Yes even if we've have "/names" toggled off, it would resemble the new /display head functionality in that the information is of course "still there" but just invisible. Seems like an easy solution since our names remain even during gear swapping.
In regards to the battle mechanics, players would indeed need HP in the upwards 6k+ range and the -PDT/-MDT to take the spike damage from Damage Dealers and Mages down a bit to allow players a chance to even survive long enough to make any battle contributions. The "gang up on the important guy" strategy would however be apart of the game no matter what I'm afraid. It's apart of most war/battle strategies in the real world in fact; "Taking out the most integral part of your combatants army to cripple their ability to fight smoothly". Every team would have to devise an opposing strategy to this logic before entering into battle.
To address the "effectiveness of certain spells", like the bump to -PDT/-MDT that would help to ease the spike damage from Damage dealers in the official mode of play, I suggested this in the OP:"Curbing The Effect of Certain Magic Spells
All magic spells and TP moves during PvP matches that inflict Stun, Petrification, Bind, Silence, Gravity, or Sleep will have a maximum duration of up to 5 seconds. Players will rapidly build resistance after being effected by these types of status effects multiple times until finally becoming immune.


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