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Losque

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Posts posted by Losque

  1. While I agree that the mentality of players factors in largely to the state of the community when it comes to PvP, I don’t think it’s productive or necessarily accurate to speak in absolutes in this context.
    I think that whether or not the players who aren't going will be incentivized to participate in PvP through useful/relevant rewards is ultimately going to be up to them.

    Just to make sure it’s understood and my suggestion here isn’t being misrepresented, I’m not presenting this as some one-size-fits-all solution that’s going to instantly bring us back to 50+v50+ TWs every day.
    As evidenced in the language used when I say:

    On 4/27/2024 at 4:04 PM, Losque said:

    If players receive some sort of benefit to being active in PvP, I think it’s likely we’ll see an increase in participation at least on some level.

    There most likely isn’t going to be a singular thing that we can change or improve that is going to be “the answer” to fix everything, as such, I would recommend against disregarding solutions that could fix certain problems just because it won't be "the answer" to all problems.

    Abuse can be mitigated to some degree through the implementation but it is true that the potential for it will still be there. Depending on how well we can mitigate, the question basically becomes if it will be worth it to effectively have no meaningful PvP rewards on the server to prevent a few players from gearing a bit faster than normal.

  2. I’d like to present a suggestion concerning the rewards players get from Battlefield PvP.
    (Territory War, Guild Elimination, Guild Arena, Battlegrounds)

    It is well known that there is little incentive for players who are not optimally geared to participate in Battlefield PvP. If players receive some sort of benefit to being active in PvP, I think it’s likely we’ll see an increase in participation at least on some level. I’m aware that Eden Eternal is not some hardcore PvP game and players should not have to go to Battlefield PvP to get exclusive items they can only get from there.

    Right now, the main reward that a player gets from participating in Battlefield PvP is war stones. Unfortunately, for the Awaken VGN server at 130 cap, this reward is quite insignificant. In the “classic” era of the game, war stones were a reasonable and useful item to obtain over time for players to gear themselves, but I think the reward system should be modernized and fit into the actual meta of the “awakened” server we play on.

    The Battlefield Reward Chest’s reward outcomes should be changed. Unless there is a new method implemented for players to obtain war stones over time, then the chests should probably continue to give war stones in addition to the below.

    I think we can accomplish this in one of the two ways.

    1. Allow these items to randomly come directly from the chest.

    2. Incorporate a new currency (or rework PvP Tokens) into the game that you would get from the chests and have these items bought from an NPC.

    The new items we should be getting from participating in Battlefield PvP are:

    ·         Zodiac Sparkles
    L5a9BYi.png

    ·         Abyssal Soul
    H57ldDN.png

    ·         Fragmented Abyssal Soul
    RW7mN5Z.png

    ·         Azure Crystal
    6CeafrY.png

    ·         Viridian Crystal Fragment
    MVrNBTE.png

    ·         Empty Parchment
    haROmul.png

    ·         Angelic Parchment
    3FAUBdf.png

    ·         Demonic Parchment
    QArzP18.png

    ·         Blessed EXP Jar
    LVdwZcc.png

    ·         Cursed EXP Jar
    Lr5fvp1.png

    ·         Abyssal EXP Jar
    kairM9R.png

    ·         Viroona Godstone
    A3Ph2iS.png

    ·         Event buffs such as:

    o   Mulled Wine
    bAqjYSB.png

    o   Abyss Flower Charm
    3kkPyLK.png

    o   Abyss Grown Mushroom
    TOQhfsx.png

    o   Corrupted Crystal
    1r9nLwn.png

     

    There are probably other items that would be nice to add, but I decided to be a bit conservative on this suggestion to start.
    I would be interested in hearing community opinion on the above and if anyone has any ideas of what reward would make a good incentive for players that I have not yet considered. I'm sure someone out there has a great suggestion to add.

    Thanks for reading.

    • Like 6
  3. On 6/14/2023 at 10:26 AM, Lexs said:

    1) I dont think this will be a big help for pvp, but also i dont think this will harm pvp.
    2) Removing smoke isnt an option at this point, adju has "adju escape" with 2min cd and humans have "strategic retreat" with 1.5min cd, and pts use x2 adj and x1 hs so the frecuency of revs in pvp wont change after remove smoke bomb, this only gonna make halfkins not being able to play blue classes bc human having x2 ways to leave combat is so much better.
    Im agree that is kinda annoying trying to target players that are very small xD, i dont think ALL players use it precisely for that reason, most of them use it just to look "cool" and others bc before when players used trophies that removes positive buffs, it usually priorized removing those pots that change size instead of other buffs that benefit in pvp.
    3) Agree that those trophs are very annoying , i think antor is the priority, pike maybe too.
    4) Agree with this, maybe SOLO players or assassin will suffer a bit without this but i think this will help the pvp in pt vs pt.
    5) Agree that we have too much stats and nerfing pod would help, but increasing stats value isnt necesary then.
    6) Against this, i think its fine that sleep is canceled after attacking, but in sleeps that are 100% like ilu/time manip, simply bc u can control the sleep, instead enchant sleep is 1%, u cant control when it activates, and usually players just spam attacks and the enchant activates randomly, if we made the enchant sleep cancel after attacking then it would become useless bc u cancel it instantly since u dont know when it will activate and u are just spamming skills trying to break ur keyboard.
    7) u trippin bro

    I agree that many points mentioned are very annoying in pvp, but that I agree dont mean that they need to be nerfed, we cant complain about everything simply bc I dont like it or it dont favor my playstyle, we must look for options before, for example in case of items that reduce the size making players difficult to target, making it small to avoid focus on it is a valid strategy, I don't see players complaining "hey this AE use dimensional jump back to get out of focus, nerf that", trying to "nerf" their strategy simply bc it works for them and we don't like it is ..., I'm probably the only player who doesn't use a mouse in their playstyle which makes it a little more difficult for me to target a specific player , but I have adapted and mastered doing it with the tab quickly, and YES there are times when it is not possible and I have to use the mouse and I know how complicated it is to target someone small, much more for me since I don't usually use a mouse , but I'm looking for options, you can change the default hotkey of the members of pt f1-10 and put your caller/asura/reaver or whatever in the letter R and when you have to follow calls just press R and T, which facilitates a little taking targets.

    Finally, I think that the "changes/nerf" suggested by players which affect the pvp should be consulted with both guilds that play pvp before being made (as in the case of choosing sides in tw the 2 active guilds in the pvp are consulted ) the same thing happens with these changes suggested by players, easily preventing revives by nerfing smokes can affect a guild with most of their healers being halkin while favoring a guild with most of their healer being human, or also favor your 200% mv speed style where you just hit and run since players who don't have 200% mv speed use smoke for escapes, removing stun/mundane certs will affect the guild more with players who mostly use assassin for cap , or in general trying to remove the cc (antor/pike/stun-mundane certs) will affect more the guild that has a more cc based playstyle and maybe they don't want all the cc to be nerfed as it has been year after year, not everyone wants a classic server pvp style with awak class, so I think both guilds active in pvp should be consulted before applying any changes proposed by players, it would be the fairest thing to do

    Thank you for your feedback!

    To address your concerns, the entire purpose of this post is to consult the community on their overall perspective of these proposed changes/suggestions. I thought I had made that clear, but in case I didn't there you go. If you're worried about the active guilds not seeing these suggestions you can go ahead and link whoever you have in mind as this is a public post.

    I'm not sure if I used poor wording earlier to communicate this, but I am not stating or implying that anything NEEDS to be changed. The above suggestions are my opinions on what can be changed to make the game more fun to play. 
    I had no problem playing the game in the current meta for the past year or so and was able to work with what we had in order to get by. We ended up winning 7 GvGs straight before I decided to take a break from playing in February due to it just simply not being fun anymore. I don't say this to boast, but to engage with the argument presented in your anecdote of learning to play without a mouse (which I personally think is very respectable). It's not about a lack of effort for me, just about whether the game is fun or not.

    In any case, your criticisms to the actual suggestions are mostly fair and I thank you again for your engagement.
    I'm probably going to edit Point #7 a bit because it seems the idea I'm trying to present isn't very well represented by the words I chose.

  4. 18 minutes ago, Reikan said:

    1 - Agreed.
    2 - Agreed.
    3 - Agreed, and i'd go even further: Just remove these trophies entirely. We have classes with CC, if people want that specific CC they should just play that class. I hate how hard it is to balance classes because of how many of these items are around, it's holding back too much potential buffs on classes that aren't popular. 
    4 - Completely agree. Also, change the -Malice certs into something useful on PVE, like PVE MoveSPD or something <Specific to PVE> (since Malice is PVE only)
    5 - POD to me is a very tricky question - We have a racial craft market based around that, also people only invest time doing POD due to PVP being a very competitive scenario. People who do PVE with POD only do that because they are in a hurry, not because it's needed. Nerfing POD would force PVE players out of it, and due to lower impact on status after nerfs, it might hurt PVP aswell. I hate doing POD for PVP, and even though I'd enjoy it being "free on PVP maps" like NCTW in the old times, I can respect the racial craft market, therefore agreeing it shouldn't be touched. About the Block POD: Asura can lower your Block to -60% with skills and procs. Don't forget it's also a countermeasure for PVP players.
    5 - I can only agree on raising stat values for EVA and ACC, all other stats are tricky to get around and I don't think they should be touched. Try yourself to raise your status on healers and you'll see how bad it is. 
    6 - Agreed.
    7 - NO, PLEASE NO! Man, what went through your mind when suggesting this? Why are people allowed to stack +DMG Dealt indefinitely and not -DMG Taken? If party X is having trouble killing party Y, then it's party X job to look for countermeasures. Are you in a GvG? you can bomb entire party Y. It's a TW issue? Is your team set up to stack debuffs and buffs, or are you just running 8 Arch-Elementalists in hope of huge AoEs?

    Current PVP is lacking players, and the only teams that are actually trying something are having issues gearing up and holding back some of the old players. Is it their fault? Yes, they should gear up faster and better before hopping in PVP. But again, if a group of new players has no countermeasure to lower the DMG in order to actually play PVP, even on subpar results, having to stack 5+ healers just to survive, not being able to properly cap or fight back (due to low DMG / Not enough CC classes)? They would just leave the game entirely because 2 Arch-Elementalists wiped them out.

    Point 7 is a free ticket to server doom. If it ever reaches live setup, i'm quite sure it would be catastrophical for the server.

    Thanks for your response, and I appreciate your opinion/honesty on Point 7.
    I can see now that the way I formatted the paragraph and presented the idea makes it seem like I am listing a bunch of damage reduction changes that I want to see implemented. The idea is essentially to find a way around the "noodle fight" problem when you have around 10 geared players vs 10 geared players, and we don't need what I listed in order to do that, I was just stating these are the changes I had considered and I have not found a way to implement the solution. 

    Instead of it being like X party having trouble killing Y, its more like both X party and Y party have trouble killing each other. The players that do get killed die pretty much as a result of RNG burst damage (sadness, doubles, triples). I would rather have my party get wiped because of misplay than having 10 minute+ drawn out fights. This is one of the main things that sap the fun out of the game for me personally, but I wouldn't want to see players getting one-shot everywhere for changes made to accommodate parties fighting at the highest level.

    Thanks again for providing your input, feel free to share if you have any alternative solutions to the problem presented in Point 7 or any general ideas of your own that you would like to see implemented.

    • Like 2
  5. On 5/23/2023 at 4:52 PM, shinntxz said:

    I think the first step to take on its on clases/certificates.
    there is no much variation on what to use on each class, cause if you dont follow the path that most people take your class will be useless. Also certificates would be a good idea to rework, they are all based on pre awaken classes and they do not provide any boost to awaken classes. i believe most of players use certificates cause well.. why not? 

    I also believe that there is a lot of KP's tree that can be adjusted in order to let you choose which path you want to take on, for example an assasin. right now is burst or being bursted (on that class) so for example ytou can give assasin players an option like ok you can pick the oneshoot build but in order to put kps on burst things, u gonna lack another stats, and viceversa if you pick long term fight lacking another stats so you can "balance" ur class. This using this class as an example.
    Talking about certificates, you can try to make them work different, maybe only 3 needed for the p-atk buff iinstead of 4.
     

    Thanks for your input. I think it's a interesting idea to look at certificates and KPs.  Maybe something like awaken class certificate combinations being introduced would help add some cool things you can do with your build as well.
    Changing KPs alone though I think would have a hard time fixing the problem you're describing, but I agree with the idea. Depending on the class, currently we don't really sacrifice much by putting most KPs in damage skills and I think most people will continue to do this because it's easy to cap the stats you need anyway with POD etc. Unless the alternative to damage skills was something very strong like damage reduction or very useful added effects to skills I think we'll just end up with people ignoring most KPs for damage/resistance because the stats that most of the KPs give we'll be able to get.

    Good suggestions!

  6. 3 hours ago, hiersen said:

    Disagree, that's one of the reason I don't do pvp anymore, besides the fact that i got insulted for no reasons after sharing my opinion.

    When a holy sage with awakened dragon of tranquility fully stacked (-20% damage taken) the aura (dmg taken -15%) resistance cap, potions, etc. get two shot by a random AE passing by, are you sure it's really the damage reduction the issue? EVEN if magnus triggered twice & all triple/double hit effect applied, that's way too much

    Then again. I'm not doing pvp anymore, so I just shoot that while looking on the forum

    Thanks for the response. The change you're quoting is not intended to fix the problem that you are describing in your reply. I might have just chosen my words poorly in my original post, but I am not asking to get all of those damage changes I listed implemented, rather, those are the options I have considered in service to fixing the issue where party vs party fights end up taking forever when all of the healers/supports are up and doing their job.

    I can understand how dying to random really high burst damage that you and the person hitting you does not have control over can be frustrating. Changes to damage variation and double hit POD buffs could help in this area. I wanted to avoid asking for modifications to specific double/triple item effects for this change but that might be the next place to look.

    • Confused 2
  7. 7 hours ago, Rin said:

    Disagree. Despite being uncontrollable RNG, some classes rely on these (Assassin was mentioned) to be able to fight. Without CC certificates, Assassin exists just as a capper that ends up outclassed by Annihilator.

     

    2 hours ago, Nanami said:

    As an assassin main for my capping class, I will respectfully disagree with this. It's truly just too unfair to remove the only form of CC that a class without CC uses, it will leave them utterly defenseless imo. The only way I'd agree to this is if Asassin holy skill were to become a fear/stun/kd or an immobilize that works like the frog melee racial.

    I was shooting pretty high with this one, admittedly. Would it make a difference if the suggestion was to instead only remove the green stun cert and yellow mundane cert? If not remove, then reduce to a 1% chance? 

    I'm not too married to this suggestion in particular so disagreements were expected. I'm sure there is a compromise somewhere, though.

  8. 5 minutes ago, Mark20 said:

    Everything suggestions than u made its a kind of poop 

    Dont need to nerf, anything or something its part of pvp 

    All " SUGGESTIONS" than u made are only for benefit yourself or playstyle, why u dont suggest to limit the mov spd on battlefield pvp like at 50% on everyone? , why u want to nerf stuff than made others players keep  doing or effort theirselve like posiouns powder , its part of tryharding, dont got your point of these all changes, maybe am ok with Antor / Pike awak 75 cus can be annoyed asf. but reduction ? reduce attack power? no magic power?  nerf block parry . 
    What a guy, lmfao 

    I understand and acknowledge your disagreements as you are entitled, however, for other readers, by no means are these changes meant to "benefit" myself or my playstyle. As some people know I mainly use AE in the game, with the build that I use all of the POD and stat requirement changes would definitely make me weaker. I myself utilize CC Certificates when playing against other players due to their utility, so once they are gone I will no longer have them available to use. My own healers use smoke bombs to sneak revive members of my party when needed so we'll no longer have that option. I also use the nightmare sleep enchant when I play as well.
    I don't think it is always a good idea to not change something simply because that is the way it was, but rather based on the effectiveness of the change.

    I hoped that this conversation wouldn't have to become toxic. You seem to have some interesting ideas of what we could do to help the state of PvP (like the move speed thing) and you can suggest them yourself in this very thread, but you need to understand that your ideas are not my own. It would be a shame to ruin a potentially productive conversation over some grudge you might have. If you have any ideas of what else we can do, feel free to share, you won't be met with a toxic attitude from myself or anyone from my guild.

    • Haha 1
  9. Hello,

     

    The following is a list of changes that I think would contribute to an overall more fun and rewarding PvP experience for everyone who participates. I would like to get concurrence from the community on these proposed changes so we may be able to see them get implemented. Throughout the post, I will refer to “Battlefield and Arena PvP”, by this I mean Territory War, Battlegrounds, Guild Elimination, Guild Arena, Elysian Island, and 3v3 Arena.


    The removal of output variance in healing and damage skills.
    If you are unaware, most skills we use have a certain amount of random values for the damage or healing quantity they can output. My proposed change, for example, for a skill that has a chance to do between 1.00x and 1.20x damage, we would make it just do 1.00x damage every time. This would be MONUMENTAL in allowing every player in the game to test out builds, find out what does more/what does less and further their understanding of what gears they should use to their heart’s content. This also serves to get rid of the random factor to the damage and healing we do in PvP to contribute to a fairer competitive experience. There are very few skills in the game currently that function this way already, if you would like to check for yourself see Time Manipulator’s Galactic Concoction/Time Freeze and Luminary’s Light Split.


    The removal of smoke bombs and character augments (such as poison powder, baby powder, teddy bear shampoo, etc.) being effective in Battlefield and Arena PvP.
    Smoke bombs unfortunately invalidate the unique characteristics of classes and races that have entire skills dedicated towards just going invisible or getting out of combat. With smoke bombs removed, utility and value will be restored once again to those classes that have lost theirs. Mid-fight revives will have to be planned more thoroughly and carefully and humans will once again have a useful racial skill. The various character augments make many characters too small to be effectively seen or targeted during Battlefield PvP when standing behind or around other players. If complete removal of the character augments might be too much of a change (such as in the case of GKs who need it to see their party members), the alternative is to make the effects of the character augments only be client-sided. In other words, when you use a character augment such as poison powder, only you will see the effects of it and everyone else will see you as normal.


    Nerf Antor’s and the 75 Awaken Pike

    EaQSJ3d.png5gU6s4j.png
    Antor’s is supposed to have a 6 second mundane effect as per the item description, but the effect lasts for 8 seconds. In addition, the effect can proc again once it has already activated, leading to the potential mundane of a player for 20 to 30 seconds (which does happen). Ideally, the effect time would be correct to 6 seconds and it would be made so that it can not proc again if already activated. The Level 75 awaken pike has an unfortunate place in the current meta of the Battlefield PvP of awaken server. With the reasonably tanky Blood Knight, parties can now get hit by large AoEs that have no cooldown. The effect of the pike mundanes targets for 3 seconds but does NOT give mundane immunity to the affected person after the duration of the effect. This results in players getting mundaned over and over at random intervals throughout the course of every encounter or Party vs Party fight. My suggestion is to make it so that mundane immunity is granted to players after they recover from the debuff of the pike.


    Removal of RNG CC Certificates (Yellow DK 4% Mundane Cert, Green Engineer 4% Stun Cert, Yellow Templar 4% Stun Cert)
    The random effects of these certificates, in my opinion, do not contribute towards a fair PvP experience for most players. Neither the attacker nor the attacked have any control over their activations, however the result of their activation are potentially catastrophic for any class receiving their effects. To remove this bit of uncontrollable randomness from the situation will allow players to have more control and agency over what happens and what they are able to achieve during PvP encounters.


    Nerf certain POD buff effects and increase stat value requirements at Level 130.
    At the current patch of the game, players have AMPLE resources available to them to reach 100% in any stat they are interested in. In this current standing, POD sort of serves as an overkill, and players can neglect portions of their build and have the gaps filled in with POD buffs. There are so many accessories, trophies, sets, gems, enchants and capes that are renderred practically useless due to the amount of free stats we’re given. With some changes, we can create a more diverse and creative game with unique builds that gives value to many underutilized or ignored items.
    If you don’t know what I mean by “stat value requirements”, every stat that is percentage based has a value required to hit a specific percentage. So for example, you need around 5100-5200~ in value of mcrit rate to reach 100% at level 130.

    The changes I propose are as follows:
    Change 10% Block POD buff to 5% Block
    Change 10% Parry POD buff to 5% Parry
    Change 10% Cast Speed POD buff to 5% Cast Speed
    Change 10% Attack Speed POD buff to 5% Attack speed
    Change 10% Double Hit POD buff effect to 3% Double Hit

    Raise stat value requirement for 100% Accuracy from around 5200~ to around 6100
    Raise stat value requirement for 100% Evasion from around 5100~ to around 6100~
    Raise stat value requirement for 100% Cast and Attack speed (not affected by flat values) from around 5300~ to around 5900 or 6000~
    Raise stat value requirement for 100% M.CRIT and P.CRIT rate from around 5100~ to around 6200/6300
    Raise stat value requirement for 55% Defense from 45k~ to 60k~
    Raise stat value requirement for 70% Parry by a reasonable margin (not able to accurately test parry values not affected by flat percentages)
    Raise stat value requirement for 50% Block by a reasonable margin (not able to accurately test block values not affected by flat percentages)


    Nerf the necklace sleep enchant “Nightmare”
    Nerf the sleep enchant proc effect to now inflict a sleep that is cancelled when attacked. Now, the sleep enchant will still allow for the guaranteed interrupt, however will no longer be another RNG CC that is potentially catastrophic to the one inflicted. This will allow for counterplay as the one attacked will be able to measure their response to getting hit by this according to their reaction time.

     


    [Unknown]Elimination of the Party vs Party fight Prolongation
    This is probably the most impactful suggestion, yet I myself have not yet found an effective way to implement the solution based on everything available to use in the current meta. The idea is to avoid party fights that just drag on and on and on with players not dying due to the amount of damage reduction available as things tend to get out of hand when 4 or more supports are in the same party. Of course, we wouldn’t want to make it so that people just get one-shot due to players becoming too squishy, but at the same time I don’t think anyone wants to fight the same party at the same crystal for 12 minutes straight (Stardust vs Garden GvG 02/19/2023).

    There are quite a few ways this can be approached, and I will list what I have considered so far while not sure which way would be the best:
    -Nerfs to the sources of damage reduction such as Pet prays, class skills, territory war buffs and certificates.
    -P-Heal / G-Heal change or nerfs while in Battlefield PvP (similar to arena but not as drastic)
    -Changes to HP increases in Battlefield PvP

    Please feel free to share alternative approaches that will fix this current problem as I'm not yet aware of a 1 size fits all solution to the problem.

     

    --

     

    I would like to see what the overall impression is for these changes as I genuinely believe that all if not most of these would be highly beneficial to the community.

     

    Let me know what you guys think.

    • Like 2
    • Haha 1
  10. 21 hours ago, Jordan said:

    I would like to hear others thoughts though on this as this is gear that people work extra hard for. So I simply cannot run around nerfing/buffing things unless its justified.

    As far as AE with Gemini is concerned, there have not yet been AEs walking around with 6-piece Gemini and wiping full parties. I am not sure which individuals this person is referring to but none of the prominent AE players that have had opportunities to fight against full parties have used 6-piece Gemini up to now. AEs using the Gemini combo isn't the reason why these full parties have been wiped. That being said, when many players begin using it I suppose we'll be able to observe the results.

     

    • Like 1
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