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  1. #1
    Player
    illSugoi's Avatar
    Join Date
    May 2022
    Posts
    11
    Character
    Lotus Fantasy
    World
    Goblin
    Main Class
    Machinist Lv 90
    I will agree while bioblaster does need a rework, the biggest issue is the fact that melee have way way to many gap closers. Ontop of the gap closers, Machinist have a knockback skill that barely knocks back if it does while monk knock back launches you half way across the map (make the knockback farther for machinist). I have qued multiple games since playing the new pvp mode and was 2 wins from plat on second day playing. (still a new player but learn fast). After doing much research and coming across multiple reports of people cheating. The people cheating are blatantly obvious, chain cc beyond human reaction, unable to be knocked back, etc..Not only is cheating using 3rd party programs an issue, win trading becomes another issue but I'll leave that for another topic. For now, some classes do need reworked. Range classes shouldn't be getting pummeled in 2 seconds by some class such as dragoon who just smashes their face on the keyboard and can have 100% uptime on a range class because of how much mobility is given. While a machinist hits steady 4ks(with a cast) until heat charge is available for dmg to go to 6k, other melee classes are hitting 8k+ with a short cd skill. I read range was good until the change, however with very little utility to keep a distance from a melee class with 2-3 charges to stay on a target as well as some cheating to prevent being immobilized some rework needs to be done and asap before the player base loses interest.
    (2)

  2. #2
    Player
    ReiganCross's Avatar
    Join Date
    Mar 2021
    Posts
    240
    Character
    V'ox Bolt
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by illSugoi View Post
    the biggest issue is the fact that melee have way way to many gap closers.
    That's what I'm saying, IT'S NOT ONLY MELEE. Since they want every class to close the distance, every class has some form of gap closing, some of them mandatory for efficient use of the kit such as Seraph Strike, Aetheric Manipulation > Burst, Crimsom Strike... Hell, RDM launches himself into a full melee combo with a 2-stack gap closer (That also applies debuffs for no good reason.) If it isn't a gap closer it's a very close range part of your kit, like Mummify, Bioblaster/Scatter Gun, Repelling Shot...

    Everyone has a load of gap closers. That's the new way the PvP is designed around and if you ask me, it's much better than what pre-6.1 was, where you couldn't survive closing into Melee without use of Fetter Ward and Arm's Length. It also makes it so that people aren't just poking you to death at a distance like the old DRG that was capable of 100 > 0 you if you didn't have any Medical Kits without ever getting closer than 15y from you.


    You're right about Scatter Gun, though. For some reason I thought that if it hits twice, shouldn't it knockback twice for double-knockbacks? Hell, before the game went live I thought that was the purpose of it, so you wouldn't be able to go bowling on top of the Borderland Ruin on a whole team, but a single isolated target would get golfed into the void, right in the distance of Marksman's Spite. But when live came up I found out that it was just double-hit for Wildfire activation, which is weak... But useful for follow-up damage, though, so I'm not sure I want to launch the guy into the safety of being outside of my range. (Unlike Monk that can just Thunderclap right after, MCH doesn't have such a luxury.)
    (2)
    Last edited by ReiganCross; 05-10-2022 at 06:01 AM. Reason: Addition