I resent the mechanic because it's overpowered, not because exists. When something is overpowered and becomes the playstyle (ie the META) then thats usually a surefire indicator there's something wrong with it (see every thread in PVE about Black mages right now, they're the meta because they are overpowered)
If it was balanced I wouldn't care and honestly, where does this notion come from of "you can win against it though"
Sure, but you don't have a fun time of it and it turns into the classic "we're outmatched, run around the caps and try not to get caught" keep away game, that's not PVP, that's anti-pvp.
Your post comes down to nothing more than "Git Gud", I've been around PVP in MMOs long enough to know when something is not right, a buff that lasts forever (except if you die, which chances are you're not going to because as soon as the healers see that buff they're focusing on keeping you alive) and grants you a massive increase in performance which multiple members of your team can have, is not balanced.
Short duration or greatly lowered bonuses, why are you so against that? Is it because maybe, just maybe, you're one of those actually abusing the Anti-PvP strat and you don't want the meta to change away from that?
PS: "They were rough and weren't worth engaging with the two other parties" means they couldn't fight them, rewording doesn't change that they decided themselves they were too difficult to fight and changed to an avoidance strategy
Edit: And again, farming stragglers and sprouts isn't pvp, it's a gank train, we used to run those daily in the Frontier in DaoC, it was one of the most efficient ways of farming RR exp because it was extremely low risk and high reward because you were going after small parties or stragglers that couldn't defend themselves against the weight of 8-20 people all set to assist on the same target. Guess what's happening here? That same tried and true strategy. Guess what DaoC did to counter that? They nerfed the amount of RR exp for kills not near an objective.

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