Discussion in 'General Discussion' started by Arkah EMPstrike, May 18, 2018.
Like a saftey net to prevent 1-shotting in pvp.
If the first shot does not more than 50%, the second shot coming few seconds after that will still be able to do more ?
Maybe are you talking about sneak attack ? Why wouldn't you simply nerf it ?
All of this doesn't sounds like a solution.
If you want a safety net, Portalarium must create something which will warn people about who can be a great threat or not. You must be given the chance to choose a fair fight, and there is no need to damage combat consistency for that.
In PvE, some enemies are red, orange, yellow, green... In PvP we should have such system. Not something based on the adventurer level like I thought it should be at first, but maybe something based on PvP stats (with people who have not a lot of fights showed in grey), simply.
About hidden people, something must be done about silent movement and shadow form. Even with a weak level on those skills, you are as much invisible as the grandmaster, it seems.
This is a sandbox games. Fights aren't fair... and that's not always to one's disadvantage. Building a guild that changes the odds into one's favor is one of the biggest drivers and gameplay elements. If SotA also loses that, they can dash out the RPG and write Dance Party Simulator on the box.
I have not yet dabbled in PVP but will sometime soon. If you nerf sneak attack and silent movement then you destroy the assassin build altogether. Don’t you want the adrenaline rush of someone coming out of the shadows in bezerker stance and dropping the body slam, sneak attack , thrust x 2 gift? “Winks”. R/Boris/El Pirata.
I agree with arkah.
To my mind, world PvP should be a game of "cat and mouse". However for a game it should be as fun for the mouse as the cat.
Being one shot, no matter how much work or planning the cat had do is not fun for the mouse.
At least stopping the one shot gives the mouse something to do. Hopefully quickly evaluate whether to fight or flight. As for the mouse running away can be the win.
When I played eve online, non consentual PvP, full loot. There was a period when gear power creep and player skills meant many fits could one shot a different fit. The game was made much better when they just doubled the hp of all to make combat last longer.
This gives the element of surprise an advantage, not an I win button.
Not really, as it is MUCH harder to 6 charge the second attack than the first.
One shotting should try to be avoided in mechanics for the same reason as stun locking a target should avoided. Giving the target no option to run or retaliate is just boring for the victim.
Sounds like someone got 1-shotted............
Currently, you HAVE the option to run before it even happens. It's called the "nearby player list". When you see someone who is tagged, or when you are tagged yourself and you see someone new, the first thing you have to do, is to scout wisely in order to see who is there... or to run if you have a very bad feeling.
Also, do you realize that a very large part of the population has no ability to one shot anyone ? And that on the small part left, the most part can only one-shot people who have a much lower level ? Under very particular conditions ?
In those cases, most of the attacks which can kill instantly are based on critical hits or sneak attack.
As for the sneak attacks, people have already four possible defenses which will potentialy mitigate a successfully charged attack : damage avoidance, dodge, parry and block. Most of them needs you to face your enemy. And in case you face your enemy, the sneak attack does almost nothing. Which means that you already HAVE what is needed to stop a very large part of the killing blows. But it requires to win another sort of competition : the game of patience and perception.
As for the critical hits, everyone is on the same boat.
People who get punished by a killing blow have made a big mistake before it even happened, most of the time.
IF you want to prevent people 1-shotting in PvP give them an shield that absorbs the first N PvP damage.
Doesn't work when players are not flagged PvP or if you are in an Open PvP zone. That nearby player list shouldn't even show a ?.
This post made my day and perfectly sums up why, unlike in other MMOs, I am psyched to start engaging in SoTA PVP.
The sense of dread, scouting... trying to stay out of sight, wondering if it is someone you can take or vice versa take you down...
The fight or flight response struggle is real.
This is a great idea in the case where a non flagged person abuses the pvp mechanics to get a first hit on a person who is flagged. I've been one-shot by a non-pvp flagged players many times and it's really frustrating. If they could just go ahead and stop non pvp flagged people from being able to attack flagged people then that would solve a lot though, and heck I may even consider PVP in this game again.
In pvp zones you cannot see somone on neabry unless you have targetted them.
Unles smy graphics arent set right, stealth makes you 100% invisible reguardles sif you're moving and you cant be tab targetted (or click targetted) at all.
Stealth is detected by :
Reveal hidden (1 second cast time, about 7.5m radius AoE)
Having an agressive pet out (high level stealth can zip by undetected at clsoe range)
Firing randomly in suspected directions (im told, i dont use any ranged attacks)
Meteor swarm/ring of fire/ immolation (first two GREAT for room entrances and bottlenecks, 3rd one can jsut be ran thru and sneak attack engaged before it reveals you)
I think stealth either needs its predator effect to be as visible as it used to be, Or have a better option for revealing perhaps by a sun specialist or soemthing.
But i dont think anyone would agree that getting 1 shot is fun. Just to clarify, a fight that you lose can be fun and you wouldnt mind fighting and losing again as long as its fun, Gettign 1 shot is not something you would be willing to keep doing because no part of it is fun.
As far as i am aware all you need is good polearm skills and its easily done. Im not too worried about the magic because resistance son gear and from potiosn currently doesnt work and i thinkt hatll fix it when those are fixed.
This is a great idea.
It is elegant and universally applied and easily understood.
I would like to also propose the duration of first hit be something long like 3-5 minutes under the impression that it would make assassination MORE fun and not less. Instead of sneaking up to someone to one-shot them, you would instead sneak up, take a ranged shot or a quick rend, hide behind cover, stealth, then go for your sneak attack. It would take more trickery and cunning to pull off, and at the same time allow your target a chance to become paranoid.
And i think, at the moment, having ice field, meteor swarm, and rign of fire all down at the same time may be a good defense agaisnt stealth in areas that arent wide open \o/
Yes, then Rapid Fire can be the PvP skill du jour. I can put everything into getting the most criticals and highest damage from that skill. I'll sneak up behind you, unleash a 6 stack and most of those 9 or 10 arrows will get bonuses from behind before you even realize what's happening.
If course I could do that now but your "solution" would not impact it.
urr no... this would give a distinct advantage to casters. Be prepared or die.
I'll be perfectly honest when I say I think any PvP discussion is completely moot. Every skill cannot be perfectly balanced for PvP and PvE. It's simply as realistic as my cat viewing me as his master instead of hooman servant #1.
Skills need different rulesets for PvP. There's no balance to be had until the ENTIRE PvP system has it's own set of tweaks.
I think the majority of the posts here prove this point by showing all the loopholes/moot points that this change and quite frankly any similar "band-aid" change would bring about.
If Chris wants PvP to succeed here, he has to begin using the "flag" to separate how skills work.
PvE and PvP must be separate or it'll never work worth a crap for either one........
What ? Are you telling me that you think you are safe when a non-flagged person is in your list while you are flagged yourself ? Funny. You are the one who just made a post, complaining about the ability to attack when non-flagged. So you should be the first to know that you have to scout when you are not alone in a zone, even when the other person is not flagged (? in your list). So yes, the nearby player list is useful, even when it is about non-flagged players.
As for the pvp zones, if you are going there for a walk, expecting for someone to salute before any attack is ridiculous... WITHOUT THE ORACLE PROTECTION, YOU HAVE TO BE CAREFUL. You are responsible of your own life.
Separate names with a comma.