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  1. #1
    Player Edenlys's Avatar
    Join Date
    Jan 2014
    Posts
    312
    Character
    Luna Eden
    World
    Louisoix
    Main Class
    Arcanist Lv 70
    4v4 premade arena is curently a fail, in my database ppl enjoys 3man premade, they believe to be good at killing noobs easily.
    It will be better to propose only 2 possibilities : enter in arena with 4man or alone only and give us a leaderboard for premade group.

    I hate battleground fight, cause most of bg are only about complete objectives.

    The frontlines is a feature that makes you dream, but I'm not optimistic, current pvp uses DAOC mechanics but CC is too strong (DAOC is only 1 CC then immunity for 1min), tanks are not what they should be, etc.
    A good rvr game allows good teams to win 8vs40, in FF we don't have any buff, tank, support classes, it will always be a "burning healer" strategy. Player skills < gears and team members.

    Imo, we should first significantly reduce tank dmg (30% less melee dps imo) and give them a tanking job (useful teammate protection, taking damage), create buff, support classes, fix CC, makes melee classes useful, compel healer to stay more often motionless...

    Make a mandatory matchmaking is a bandage that gives the illusion that the pvp is balanced, atm melee DPS are the most useless classes
    (1)
    Last edited by Edenlys; 03-17-2014 at 11:54 PM.

  2. #2
    Player
    bbt's Avatar
    Join Date
    Dec 2013
    Posts
    96
    Character
    Brahms Torsten
    World
    Balmung
    Main Class
    Gladiator Lv 60
    Even with 1-minute immunity, CC was devastating in Dark Age and is the only reason 8v* was ever feasible. Catching a blob of 40+ players in a blanket mez (1min+ duration) and proceeding to assist train down the ones who broke free with a coordinated group of 8 templated players happened all the time. That certainly wasn't enjoyable for the zerg group who most times had no optimized gear set (template) or way of fighting back. Also there were no archetypal "tanks" in that game. There were only melee damage-dealers and casters - tanks and light tanks were the melee dps, and everyone who specialized in Shield had access to a permanent form of Cover to protect and deter attackers from an ally.

    The systems here are in an identity crisis: it has distinct Dark Age elements (overwhelming CC, traits accrued through PvP, RvR-specific zones) with Warcraftian progression (instanced arenas, gear treadmills continuously outdoing the last with statistic inflation). It doesn't know what to do with them or how to make them shine like they did in their original games. It would take a lot to salvage what we have now into something unique and invigorating.

    Quote Originally Posted by Edenlys View Post
    Imo, we should first significantly reduce tank dmg (30% less melee dps imo) and give them a tanking job (useful teammate protection, taking damage)
    Giving us obligations to meet goes much farther than neutering an entire role to its base functionality.
    (1)