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Dear developers and members of the community, It is urgent that we rethink how arena modes — whether 2x2, 3x3, 5x5 or any other format — are being balanced. Currently, matchmaking completely ignores the two most decisive attributes in PvP combat: ferocity and resilience. The result is predictable and unfair: players who are still at the beginning of building their PvP characters, with low ferocity and resilience, are matched against opponents with full PvP and full GZ equipment, reaching the base maximum values of 50% ferocity and 60% resilience — which, in some cases, can even go beyond those percentages due to specific talents. This is not a duel. It's an execution. By not considering ferocity and resilience in the balance system, the arena stops being a competitive environment and becomes a slaughterhouse for progressing players. The system favors those who have already reached the top and discourages those still evolving, creating an unfair barrier for new PvP participants. The solution is clear: include ferocity and resilience percentages as criteria in arena matchmaking. Players with similar attribute values should be matched against each other. This would ensure balanced battles where the outcome depends on strategy, skill, and teamwork, rather than overwhelming gear differences. This system does not take away the merit of those who are full. On the contrary: it enhances their victories, as they will face equally prepared opponents — not newcomers who have no real chance of winning. Ferocity and resilience are the true indicators of PvP power, and ignoring them undermines the integrity of the arena entirely. That’s why I emphasize: arena matchmaking must take these attributes into account. Only then will the PvP experience be fair, challenging, and, above all, motivating for all players — from newcomers to veterans. The arena should be a battleground of equals — not a pro grammed massacre.
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Стоит, но с учётом особенностей нашей игры, как вы сказали. Мы не забыли про механику гарантированной награды. Кто знает, может довольно скоро мы увидим её развитие? Мне бы самой очень хотелось
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Templar is Hybrid class, means can take more than 1 role in the game. i think templar Minion from particle of life skill still need some improvement, it will be better if the minion damage based on higher damage of the character. For example : Some Templar with any of branch, when templar magical damage greater than physical the minion damage must be base on magical damage. same with another condition, if Templar Physical Damage is Bigger than Magical Damage, the Minion damage must be based on Templar Magical damage. i Tried magic mace its almost useless now, because templar cant use healing skill like paladin and not strong enough to take damage like pala or warden. and if i use physical damage with mid branch / right branch, my minion would still work only with magical damage, so minion damage almost under 100 because physical minion only work if i use Left Branch. From this Picture we can see there is a lot of potential here, but i cant push templar to the limit because of the minion damage system. also many skill not work if i use magical set because few skill only work with Physical damage, also if i use Physical set there will be many skill will not working because few skill only work with Magical damage. " All i wanna say is all skill must be still work with Bigger Value of damage on the Character. "
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