this new pvp sucks lol wayyyyyy too laggy, i went afk with vengence/metamorph spam and came back with kills i guess its better for farming emblems than the old one 1 emblem charged every 10-20min afking
this new pvp sucks lol wayyyyyy too laggy, i went afk with vengence/metamorph spam and came back with kills i guess its better for farming emblems than the old one 1 emblem charged every 10-20min afking
Dear god in heaven how can it be laggier than the old one?!?
It comes really easy to me, but I don't really like it to be honest. It's not very fun, granted I didn't really have much fun as a night lord with the original PvP system. Had a little bit more entertainment on the first day with this, but I'm still kind of on the fence about whether I like it or not.
Record at the end of the day was like 300:40 but this is the highest screenshot I actually bothered to take
I didn't think it would be this bad... I'm hoping this is some sick joke <_<.
There are so many problems with the new PvP that I'm pretty sure that the unanimous opinion of it is that it sucks... hard. I say this because the majority who will try the new PvP will quickly realize that there is no place for them... it's basically a playground for extremely rich and funded people.
Problem #1: The "Hidden" effects of Potential
First of all, there is waaay too much damage being dealt. When players have about 1mil HP, dealing 100ks every so often is quite reasonable; when a player passes a certain threshold of funding (say, 200% main stat + 30% boss damage), it'll turn those 100ks into 800ks and perhaps 1mil. This means funded players are one-shotting everything they touch. This in of itself is not really a huge problem if there was a counter balance ie a way to fund defensively. With only HP, WDEF, and MDEF doing very little to keep you alive, there's really no other way to progress other than attack attack attack.
What this means is that classes that already have quite a formidable skill set with plenty of damage can only improve that already great damage further. If a class had something that can one-shot a player (for example, a DB using Final Cut), then throwing more damage onto it effectively does nothing for you.
However, when you have a defensive class that is lacking in strength, the game throws multiple ways to exponentially increase your strength, figuratively turning your peashooter into an assault rifle. This class will eventually get to the point where all you can do is one-shot.
The difference between these two classes is that both have the same capabilities attack wise (killing everything they touch) but only some classes have inherent defensive skills that their class has that cannot be obtained in any other way. This means that anything your class has that can keep you alive longer is invaluable.
The trend we see here is that classes with great attacking abilities but so-so defensive abilities (Archers, Pirates, Thieves) are getting completely mauled by everything and each other. Classes with great defensive abilities but so-so attacking abilities (Warriors, Mages, Legends) can actually hold their own while killing everything around themselves. Going even further than that, classes with the epitome of defensive abilities (Paladins, Bishops, Battle Mages, Phantoms) are, not surprisingly, the most effective classes at the moment.
How ironic that by raising everyone's health and def, you've effectively made it impossible for unfunded players to compete.
When anyone who has ever spent money on cubes begins swinging their weapon around for giant chunks of your HP, the vast majority will be shaving a couple ticks of health on their opponents assuming they don't die first.
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Problem #2 : There is a funding "floor" but no funding "ceiling"
In the old PvP, the effects of BATT and equipment made a great impact on the game that grossly provides huge advantages to rich players... however there was a reasonable and reachable ceiling. There was a point where everyone, no matter how rich, arrived at the same plateau of power and funding. Any more investment beyond this plateau is hit with huge diminishing returns where at some point you'll be spending billions on a couple ticks of damage or defense. Although BATT created huge (negative) metagame changes to all the classes, it was, at the very least, "fair" in that everyone could be equal at some point and it was fortunately quite obtainable for the average PvPer.
With the new PvP and potential, there is no ceiling. If you spend 3bil on your gear, you will get 3bil worth of damage. Double that, you'll get double the effects and so on. Reaching for that unobtainable "perfection" rewarded you along the way proportionate to how much time and money you sink into the game; this means that there will always be a power advantage according to your funding because no one has reached the point where they can actually stop. There are no diminishing returns in terms of numbers; you will eventually get to the point where anything you do one-shots everything. The previous ceiling that prevented this (albeit, somewhat) is now gone.
Having no funding ceiling creates a lot of problems in PvE where hitting constant cap meant classes that simply did more hits, not necessarily more %, had huge advantages. But for PvP, this a huge problem as this directly affects other players...
Gameplay problems of PvP
Spoiler
Ignoring the fact that everyone is dying to everything in the game, there are a couple interesting things I've come across while playing.
1) Summons do huge amounts of damage. I don't know if this is exclusive to just a few classes but most summons do disgusting amounts of damage. In particular, an unfunded Mercedes summon does close to 30% hp damage while the Mercedes themselves can only hope to hit 10% per volley. Cannoneer summons seemingly tear apart everything. Also, all summons break through certain invincibilities.
2) The effects of Magic Guard is too good. For some reason, Magic Guard displaces HUGE amounts of damage to the point where Mages are the tankiest classes in the game. Where everyone dies in 1 shot by a particular attack, a mage with magic guard is seemingly able to take about 10 of those hits. Even Warriors (including Paladins when their guard is down) receive a hit that completely one-shots them, a mage is able to take about 5 of them. When you take into account that Warriors and Magic Guard Mages have close to the same HP pool, it doesn't make sense that Mages can tank these hits when Warriors can't.
Phantoms are incredibly squishy if their avoid doesn't proc, but when a Phantom has Magic Guard, they become tanks similar to mages. Granted, their MP runs out to make the most out of it, but it's evidence that Magic Guard is displacing way too much HP when things like Power Guard and Willow Defense pale in comparison.
So all in all... not touching this thing with a stick until they do something. I'm hoping Nexon realizes that players went in with reasonable expectations and are now frustrated to the point where no one is even touching PvP anymore. Hope they fix this broken game...
So... how was your first day of PvP? ;/
Horrible, Kari.
Horrible.
I also learned that battle mages are mage killers.
Their DoT damage kills people's mana when they have magic guard on.
That's a display glitch, I got 6 yesterday but it also displayed 1. The rate appears to be around 10 minutes of activity for 1 emblem, regardless of performance.
Also, I was able to access it after 11PM, and a little past 12AM. What are the exact times?
I will never touch PvP. Balanced PvP has no place in Maple considering the amount of damage players do and the latency between them. The only way I feel PvP would work is if it was a FFA area where people could literally and figuratively whack each other off for funsies sorta like a Maya's House v2. Unfortunately, you actually have to try hard to get things within x amount of time, which means you can't afk / hangout there indefinitely.
I played my Paladin in PVP for an hour and earned 4 gallant emblems and another 4 or 5 from quests. From my limited experience, here's my first wave of complaints:
Summons are ridiculous. They seem to have 100% hit rate and they bypass Divine Shield. Mercedes were really just too fast for me to keep up with; they'd swing by and let their summon hit me then just glide away.
Mages in general are a problem if Magic Crash is on cooldown or it fails. If it works, well...that guy is going to die, fast. Evans and Battlemages are nearly untouchable without MC. They're definitely tankier than Paladins.
Demon Slayer's damage reflect is OP. It kills you faster than you can kill the caster.
I can't really think of any other class that felt threatening. I can attest that ultimates are fairly useful in PVP as the cooldown resets every time you die and they're great for catching players who are running away with low health.
I was doing the PVP on my Marksman for a few hours and the one class I have trouble with, Mages. They are almost impossible to kill. I can snipe and 1HKO almost any class provided they are not majorly funded, but not mages. My marksman's attacks are too slow and mages tend to just teleport back and forth around me and I end up dieing with their summon plus tele mastery. Bishops never die too, they just heal, shell, tele, summon, run. It was funny using arrow eruption and skill locking people, they would just stand there not knowing what to do.
It's horrible for the same reasons that everyone else is stating. Massive spawnkilling, certain classes are stupidly strong, and funded players have a massive advantage. I got stuck in limbo between the rooms because in Medium I would one-shot everyone, and in very high I would get one-shotted by everyone. In high it's either one or the other. In conclusion, I'm not playing that ever again.
It would be nice is Illusion Step worked for Marksmen.
I buff, charge pierce, hit someone and use snipe. If someone isn't dead by then then I definitely am.
Given these reports, almost glad I got timezone'd out of this new PvP. Seems like the imbalances that were in PvP v1 have been exaggerated rather than addressed.
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