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Gladiator

Legendary Mentor
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Everything posted by Gladiator

  1. I'm all for innovations in arena and new modes. But here it comes down to big alliances controlling who wins and who loses due to the fact that they'd have more players demanding. And I personally don't wanna spend 1-2 hours to get 25 daily wins, just because the opponents have more players demanding and I'm more likely to have their afk characters on my team than my own guild. The game already requires a lot of time to do the daily duties. And I do get the idea behind the new systems, but it's not really serving its purpose. For example: Timmy is an upcoming player who doesn't not belong to any alliance and want to get his hands on some PvP gear. (this is the demographic you're trying to help right?) Unfortunately, 2 guilds/alliances are fighting for the top spots in the season, which is usually the case all the time in all modes. So Timmy will always be put in with a bunch of greatness players, and most of the time, he will be weakening his own team to lose, there is just not enough Timmy's that can balance out the greatness players on both sides. Now this would have been fine and good if there was another Timmy on the other team, but the fact is, these Timmy's would rather make some sort of a deal with one of the fighting guilds to get their wins, it's not like the Timmy's are fighting each other and greatness players are fighting each other, which would also be a good outcome. The end result is a loophole for the fighting guilds to have their dummy characters sabotage the opponents team, and in my opinion, an abusable system isn't a good system. Especially that it's mostly abused, it's not like it's a rare occurrence, it happens more often than helping out weaker players. Solution(?): I don't know how hard that would be to implement, but I don't see other options other than some way to separate greatness and weak players. And maybe the simplest way to fix it would be to allow only fully made parties to match against other fully made parties. And if there are Timmy's out there that wanna fight they'd demand without a full party so they'd meet only the same type of people, basically a separate que. For example in 4v4, only a pre-made party of 4 people will meet a pre-made party of 4. These will probably be the top guilds fighting for the top spots (or the daily wins), and they would have an even fight that can't be sabotaged. And people that don't belong to the top guilds and/or don't have fleshed out arena gear would demand solo or with 1 or 2 other friends, but not a full party for that mode. These would fight for their daily wins if they wanna do that. That way top guilds would meet each other and Timmy's would fight each other. And it might lead to lesser fights in general due to separating the matchmaking, but at least even fights, quality over quantity, which is something the analytics can't tell. And to increase the amount of solo-demanding Timmy's, you just keep arena fresh for them with incentives, such as the daily wins. And your analytics might tell you that these modes are brought back to life, yes maybe you did that, because you basically monetized it better and gave more incentive for those who aren't interested in the top ranks. Which is great, but I don't think it's because of these weaker players getting a chance in the fights. Now what I suggested might not a be bulletproof system, and people are going to find ways to abuse every system, and I'm not asking for a perfect system in one blow, but more improvements over time, this is a system that's been going on for like what? 2 years now? And it's being abused more than used so maybe it's time to change it. P.S. I know the title was a bit exaggerated, I thought it'd generate attention and it kinda worked :) No one should be fired or anything.
  2. I've been playing the game for a couple of years short of a decade now, and I've just came back from a break. After almost a year away from the game, I decided come back for a few days mainly for a little bit of Arena, because that's what I enjoyed the most about this game. But few days in and I remember exactly why I left: Stupid Arena system design. Who's the genius at AIGRIND that thought to himself it would be a good idea to make 5v5 4v4 and 3v3 modes and not let people que in with a full party of their own teammates? I really would like to have an insight on this dev's genius, maybe there is a bigger plan that my simple brain does not fathom, so please enlighten me. Most of the fights end up in uneven 5v2 or 4v2 fights, because you can't have more than parties of 2 and people of the opposing sides would let their friends and allies demand to get into the enemies team and then they outnumber them and easily win with no chance. If devs don't realize that this happens, they either are disconnected from the reality of their game or they're just fine with it and believe in this dumb design. And yes it's dumb, because it's not about who plays better, but about who can sabotage the enemies team with afk characters the best. FFS, The old 3v3 seal was the most fun mode and had the most intense fights that I've ever had, and you replaced it with a 4v2 mode. Congrats guys you're doing great. What's next? Only solo demands in 2v2? What's stopping you from ruining that too? I just wanna know what were they thinking? Who greenlit this? And please don't even try to tell me it's an attempt to balance team matchmaking, it doesn't work and it never did. I'm sorry but it's failed attempt that hasn't worked for years, and as far as balancing goes, it's the farthest you will ever be. And I know some people will say just deal with it and do the same thing, yeah we do. But what's the point in winning uneven fights? You can't tell me that's what PvP is about in AIGRIND's vision. If so, then I don't know what to tell you.
  3. Well yeah, at some point we didn't have skills with constant energy consumption, it would be a new thing.
  4. Hey there! I thought of a cool concept for a new type of skills, this could be taken and applied to other classes as well, but basically it's a passive skill that gains different active effects after filling certain conditions. Here is an example with Paladin: Paladin's Virtue Passive/Active Paladin gains a ''Virtue'' buff for every time the Paladin or allies in a party in a certain radius take damage from an auto attack. The radius (2 / 3 / 4 yards) and duration of the Virtue buffs increase with skill development. (10 / 15 / 20 / 30 seconds). Stacks up to 10 buffs. When the Paladin gets the 1st buff, the passive effect activates. When the Paladin gets the 4th buff, the active skill will be unlocked. When the Paladin gets the 7th buff, the active skill gains an additional effect. When the Paladin gets the 10th buff, the active skill gains the full potential effect. 1 / 2 / 3 Virtue Buffs: (Passive) Increases the ''Debuff Resistance'' of the Paladin's party members by 3% / 5% / 7% depending on the amount of Virtue buffs. This effect will carry on to the next stages, as long as the Paladin has Virtue Buffs. 4 / 5 / 6 Virtue Buffs: (Active) Allows Paladin to cast a ''Alacrity'' buff on the character or any ally, which increases the movement speed of the target for some time. Strength and duration depend on the amount of Virtue buffs (20% / 35% / 50%, and 5s / 7s / 10s). Range: 5 yards. Skill requires energy. 7 / 8 / 9 Virtue Buffs: (Active) Increases the movement speed of allies in a party in a specified area (3x3 square) for some time. Strength and duration of the effect depend on the amount of Virtue buffs (15% / 25% / 35%, and 4s / 5s / 6s). Range: 3 yards. Skill requires energy. 10 Virtue Buffs: (Active) Removes a certain amount of debuffs including control effects from allies in a party in a specified area (3x3 square), and increases their movement speed for some time (50% speed for 7 seconds). Amount of debuffs removed increases with skill development (2 / 3 / 4 debuffs) Range: 3 yards. Skill requires energy. After using any of the active versions of the skill, Virtue buffs will reset and the passive effect will be lost. The Paladin will have a cooldown before the next Virtue buff is applied. Cooldown - 40 seconds ---------------------------------- I know it's a bit too much, and it could be simplified, but you could just take it as a concept and run with it :) The idea is to have an option of not using the active skills at all and keeping the buffs for the passive effect, or using a specific version for different situations as they each would have pros and cons, or wait more by collecting all the buffs to have the full potiential of the skill, but run the risk of it being 'too late'.
  5. Make up your mind. First you complained that opposite alliances aren't fighting. Now crying about getting killed by opposite alliance.
  6. Since you're new here, AIGRIND should tell you that you will see a lot of such players and reports. But yeah, you'll get used to it.
  7. I wouldn't mind it if the mode wasn't as bad. If we can demand in full pt, I don't mind it.
  8. Everything about reward changes is fine. But: Allow full pts to go in. What's the point of not allowing them? And this rotation thing seems bad, why not just replace it the normal 3v3 mode, it will add variations and different modes to play with in the arena, rather than removing a unique mode like seal. Now we have 2 boring 3v3 modes whose matchmaking will be abused due to now being able to demand in party, in addition to 5v5, 3 modes with the same abuse-able mechanics. Good job AiGrind...
  9. Everything here is personal opinion
  10. I gotta say, I really like the dungeon boss mechanics, the bombs thing (Though I wish they were more punishing, as they are pretty easy to avoid), the teleport and then ranged shooting, it looks cool!
  11. Great! Arena needs a rework for sure. My biggest concerns are: - Random/Solo demands in 3v3 and 5v5 are constantly being abused as mentioned in the original post. Make demands in party possible. - Castle teleport, cleanse and invisibility pots give unfair advantage to some classes over others (Other buffs are fine IMO, at least they don't give unfair advantage, for example you can't use cleanse on a fear/blind but you can on a fetter/roots) - Last but not least: Inactivity problems. I don't know how to solve, but I think cross-server arena would be the most optimal for the arena's sake, but I don't know how realistic it is for devs and what extent of caveats does that have, like having all servers compete in 1 bracket instead of individual ones (lose money?). and also somewhat general but also connected: option to save gear sets and to switch between them in 1 click, again, as mentioned above.
  12. In other words: They wanna milk every last drop of money they can get out of lvl30 gear before moving on to lvl32.
  13. Am I missing something here? It already works like that. Also fix the russian parts in the ''Fixes''
  14. How is playing like that more efficient than landscape mode?
  15. Ah I see a timely theme, I love it! Very nice graphics and art. I hope to see more depth to the theme than just aesthetics, like some ''infected'' areas where you need special equipment (masks ) to enter, or you'll receive poison damage; Poison damage is increase when there are nearby allies (social distancing ). Area effects kinda like the underwater. But nonetheless, great theme. But I gotta say, that skeleton in the picture needs to wear the mask over his nose! I love the idea of seasonal arena modes! Does that mean we will also see a special mode for Christmas every year? That would be great. But, I'm not a big fan of the fact that we can only apply solo. This already happens in current 5v5 and 3v3, where people of the opposite alliance put their afk characters on demand, so that they ruin the opponent's teams by having their own afk character, ending up in 3v2 or even 3v1. It just becomes a battle of who has more characters under his control. Just let the people have the option to demand in a full party. It's unnecessary, it's abusable and it's not serving its intended purpose of balancing out the teams.
  16. Yeah, piercing is definitely not the answer for a Paladin. Only if using 2 handed weapons. And especially not if using magic weapons, obviously. However if you're using physical damage build, and you feel like your mana is doing fine, then a bit of piercing won't hurt. And then whether you want stun or CD on boots, it will depend on your other gear. For me, since I already have 24% CD, and since I use stun mace and enchant shield with stun, I do stun on boots. But it's totally up to you.
  17. Listen I was bored and I wanted to start a controversial topic to re-ignite good ol' forum discussions. Do I NEED the shield to be self-castable? No. Do I really want it for me? No It'd be really boring to be THAT good at playing Paladin and have that shield on yourself. Like imagine broken BD partner being afk, and you're going against 2 broken bds and 1 pala. And still managing to steal the seal? Broken classes fiasco.mkv There are some MLG pro 200 IQ plays in this vid, viewer discretion is advised. Like really.. Really boring
  18. Oh for sure, this is probably became the ''most popular'' topic I've made, ironically.
  19. I know I haven't been actively uploading. Hope you enjoy. Also you wanna watch till the end, it gets interesting.
  20. No, it does calculate total max HP including all sorts of buffs unlike Harad Prayer. But: I wanna reiterate what Zeus said and why this 10k HP shield is misleading. First of all 10k is waaayy above average, the average is between 6-7k. So if Paladin has 7k HP, the shield will absorb 7k damage as if the Paladin had 0% def and resilience. So basically 3 hits from a bladedancer (their damage being over 2,5k-3k on 0 def). If the BD hits the Paladin 1.5k in normal situations, that means it's actually absorbed not more than 4.5k dmg (1.5k x 3 hits). Suddenly the 7k becomes 4k, and even when we say 10k HP shield, it actually absorbs around 6k from what the Paladin would have received. Still very strong relative to other shields, but not 10k HP, and will never be 25k HP.
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