Games designed for PVP from the ground up are much better PVP games than games that were meant to be PVE games that slip a little bit of PVP into each update until they get it right, which is historically been never.
Even designed from the ground up PVP games arent even well balanced in most cases. Theres usually that class that can easily kill everyone, and that class that sucks for PVP. I remember playing WOW when paladins couldnt be stopped in PVP. One nerf and a bunch of updates later, and they suck at one on one combat. If youre in a 2v2 PVP game and one person from each team dies and its the paladin -vs- (insert other class here) I got my platinum on the other class, unless they player is completely inept at "actions per minute" combat.
On the EQ zek servers, the casters > everyone else in PVP (surprise surprise, heh) hope you liked being fear kited by necromancers if you played PVP there. My bard could get out of being killed by Mezing > running, but it couldnt kill anything.
DDO is already well beyond the point where any reasonable adjustment could be made to the game to make it PVP balanced. Imagine rogues being able to kill someone in the tavern. Yeap, thats what I thought.
Go play (insert PVP game here).
Advocating repeated nerfs in the name of "balancing the game" then complaining about how DDO is moving away from D&D, is a direct contradiction in logic - D&D 3.5 (what DDO is based on) is not a balanced game. We can either have a balanced clone MMO with homogenized classes, or we can have a D&D game. We cant have both.
I do not want them to make any attempt to change the game to balance PvP.
That does not mean that they cannot imporve PvP in other ways though.
For one thing, anything that works in game somewhere else against monsters, should be abe to be used in PvP against players.
Stealth for one.
They could also improve the PvP arenas to get more benefit from terrain.
While I don't see the point in a cage match, it would be fun to have areas to ry to outsmart other players in.
Wide open areas and closed areas allow ranged to work better or worse.
Also effect spells...since more spells have both range and direction required. Or you could set traps....
IMO, improve arenas, and make more stuff usable in PvP. Byu adding more variety, you shift the value towards player tactics and skill and away from pure class abilities.
if all you want from PvP is to blast someone else while you remain invulnerable to their attacks, I think you are playing the wrong game.
this proved a point he told me after is said i was going to post up his points
nearly everyone would deny it becuase its pvp
now adding a effect that scaled the spells and stuff would be great and pvp has gotten i belive 0 minutes since it was relesed(with the desert pack i think) now i dont mean to insult anyone with this but updating pvp will take dev time true but it wont ruin the game it wont crash it we arent asking the game be reworked to a pvp game just a little time on it dont knock pvp becuase its not good atm or becuase its pvp
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