PvP and Sarn Arena are very unfair and unbalanced
Melee builds are totally useless in PvP and Arena. Because people can use millions dps builds one-shot you before you see them.
PvP and Sarn Arena are good parts of this game. But they're totally unbalanced and let melee builds be absolutely unable to play in them. Especially melee physical builds, because there is no "physical penetration" method. Most powerful physical damage now for PvP is bleeding. But sadly, Death's Door can let players immune to bleed. So, comparing to elemental penetration, there's no way to avoid elemental penetration. This is really very unfair for this. My suggestion is adding special balancing mechanics in PvP and Arena: 1. Massively reducing or capping effects of elemental penetration. (Or even neutralize them) 2. Distance penalty. Far distance, less damage. for example: common 2-handed weapon range is 11. If you stand in a distance of 22 from your target, you'll deal half damage. If you stand in a distance of 33 from your target, you'll deal 1/3 damage. ... This mechanic should include minions and totems. Minions and totems should have distance penalty which from calculating the distance between you and minions'/totems' targets. Last bumped on Oct 26, 2017, 12:04:47 PM
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Yea pvp needs work but ggg won't do shit because they won't make money from it.
They literally give zero fucks about what a mess pvp is. Chaos wrecks most ppl, but tickles CI builds, low life gets wrecked by culling strike lol. Wanders can kb one shot you from far away and you have no way to close the distance as melee Also once you get close you have to deal with immortal call making them immune to your damage LOL it's kind of a joke |
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" seems perfect though - each builds having their counters. |
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"It's really not. Rock paper scissors doesn't make for compelling PVP. There's no room to outplay - you either destroy them because they do nothing to you or you die instantly because they immediately kill you. At that point you might as well be flipping coins for reputation. |
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" Not really. Elemental penetration and range damages have no counters. No matter how much elemental resistances you have, you'll still be one-shot with elemental penetration damages where the enemy is outside your screen. So, this is my post point: 1. Neutralize elemental penetration in PvP and Arena (Since there is no any physical penetration or physical resistance reduction methods) 2. Distance penalty. Last edited by smtad#6581 on Oct 24, 2017, 7:05:56 AM
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" 1. armour already works that way - the more damage you deal, the less of it gets reduced. 2. I do agree with it but whether it should be only implemented in PVP or for the whole game, that is another discussion. |
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Leave PvP as is, it's stupid and nobody plays it and those who play it find it entertaining how unbalanced it is.
Having hard counters is amazing. Only thing related to PvP that interest me is Leo Hideout and the tedious way to level this master. You can create some full screen mine extravaganza that will rape everything it touches from 2 screens over, but those are the niche builds that are fun to play :) I represent only myself, my own thought and believes. I am individual, not a representative of the community.
I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me. 3.13 was the golden age. |
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" NO go on pvp forum and see if people like that. None who really care about pvp like that. NONE. Only casual scrubs will enjoy 1 shot builds with no counters. Pvp is about competion not 1 click win kiddy play. Poe Pvp experience
https://youtu.be/Z6eg3aB_V1g?t=302 |
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" But you have immortal call to counter phy builds and endu charges. With 110 penetration on tree+gear you will not counter elem pen ever, not with curses added to the mixe. To add insult toward phy users, you have phy reflect everywhere but NO elem reflect gear. Give PVP elem reflect gear and you balance it right away. Then nerf mine/traps and you have better balanced pvp. Also in pvp pretty much all hits are big hits so armor is useless there, you better stack regen instead if you are life based or go flask derpfinder. OP is right, elemental penetration should be capped at 50-60% and projectile distance reviewed or damage nerfed at 50% when 1 screen away. Minimap of sarn should not show all names in the arena, only name 1 screen away to help melee vs derp 1 shot minimap ranged builds. Poe Pvp experience https://youtu.be/Z6eg3aB_V1g?t=302 Last edited by Head_Less#6633 on Oct 24, 2017, 12:36:32 PM
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" Oh, look a guy who doesn't play PVP talking about how PVP is totally fine i.e. I don't care if it's broken, I don't use it so please don't fix it. LOLOL. Why are you even posting in this thread? |
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