We need a pvp balance patch

its no surprise when you join a pvp game you see a lot of the same builds.
normally i do not have an issue with people playing tier 1 whatever, in any game. the problem is the top tier couple builds are SO good, its pointless playing any of the other builds. and on a lessen note, some classes just have unfair advantages.

the classes with unfair advantages are easily pally and slightly less the barb
these 2 classes have access to WAY to much health, defense, resist, and LIFE.

a pally can get max block, max resist, a massive boost to defense, while not giving up and damage or mobility.
again the barb is a close second.

thats JUST for picking those classes, they make up a majority of the builds you will find in a given pvp game.

as far as skills, there are a few that are just not good for the over all “meta” of pvp. and people often forget other brackets exist, like lld and vlld.

by far and away the most broken skill in pvp is charge.
people often complain about MB which is also OP, but charge is extremely bad, not in a sense that it does to much damage, even though it can. its to good in the fact that the pally combines it with smite. and sticks to you like glue. you can not get away. unless you tele. but again. not everyone has tele. specially in lower brackets.
even if they lose namelock they can run clear across a screen and be back smiting. even if you manage to break free long enough to get a cast off. they are on top of you again.
this single skill literally makes ranged attackers and casters useless.
its even good against melee. the knockback/stun can often negate their entire attack so they cant even retaliate. there is a lot more that can be said about this skill.
its mobility like no other, its a source of control, its a source of damage, it does to much for to little. it needs a massive cool down or some other way to prevent spamming it.

before you say whatever. just know that i am IN FAVOR of builds having mobility. but EVERY build needs it. and it needs to be on the same level.
yes charge is MORE broken than tele!! 100%
tele cant be used for control or damage like charge is. tele OPENS up build potential. charge prevents builds for being viable.

next skill that needs to be addressed. ENERGY SHIELD. yup.
this skill is far to good. first off, the amount it sponges is HUGE. on top of being able to sponge ANY damage type, physical, magical, elemental.
now pair that with DR%, max block, max resist, the sorc becomes indestructible.
on TOP of the fact its on a very high mobility class with build in tele. even in lld.
again the skill itself may not appear broken on paper. but the fact you already have almost no chance of landing hits on a high mobility character. it just becomes a nightmare to actually deal any damage to one of these ES builds.

if a ES sorc and ANY other ranged caster where to stand 1/2 a screen apart and spam their attack at each other directly without moving. the ES sorc wins 100% of the time. because she tanks far to much and has equal or better damage output. which again means ES is bad for the overall health of the pvp scene and removing or nerfing it would promote more build diversity.

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???

is this a qq thread?

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You realize this PVP system has existed for literally decades and the PVP scene was actually incredibly active for 10+ years because of how well balanced it is. The thing is, the system is deep for beginners to understand. Certain builds are definitely going to have advantages over other builds, some to the point of being nearly unbeatable. Thats how the game is designed to work. You are meant to have multiple PVP characters. You roll a sorc but are tired of getting telestomped by hammer dins? Roll a ele druid. Tired of getting stomped by ele druids as a hammerdin? roll a bone nec or trapper. tired of trappers sitting in traps and mind blast spamming u when u get close? Go back to your sorc and fireball them from a screen away. This is how the PVP is meant to work. Not every build is going to be competitive with every other build. But every build has its strengths and weaknesses as far as match ups go. My advice would be, decide what you want your main pvper to be, and then learn what your hardest match ups are, then roll another character that is strong against the build(s) that are giving your main pvper the most problems.

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youre just crying, pvp is fine lol… you can play and do fine as any class with almost any build if you have skills and build it correctly.

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You’re playing the wrong game.

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thats 100% BS, from someone who likely has never played off tier builds

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Rofl

You give this game way to much credit.

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youre just a bad player apparently, ive played TONS of off meta builds and destroyed people… you clearly are just poorly geared/ poor skilled/ poor at actually making the build. Sit down and be quiet rofl

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Last of our concerns tbh

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Obviously you have no idea what you are talking about when you think the most broken pvp skill is charge. Smiters arent even the best pvper (though its my personal favorite alongside FOHdins). Trapsins are actually the best right now now that WSG is gone if you don’t sorb them. Every single class has a top tier viable build, including the barbarian. Its too early into the game (and theres very little or no botting/duping) for Barbs to fully gear as Barbs are one of the most expensive classes (if not the most) to perfectly gear. You are complaining about a lot of hilarious things, saying ES is too good if neither player actually move and just stand there attacking eachother. Sorceress skills are generally quite easy to dodge outside of the Nova/TS sorc while other skills have bigger hitboxes on a lot of their skills or they roam… For example the Druids Nado/hurricane is a lot harder to dodge perfectly as the Hurricane generally ticks little amounts of damage and if you ever get hit by a rogue nado you just lost a massive chunk of life. Btw I hate druids cause they absolutely dominant Paladins when played perfectly.

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There is zero reason outside MULTIPLE majotr mistakes an Orb sorc that knows what they’re doing will lose to any spec of any class, ever.

muh absorbs

GL with that.

The only one that’s even a vague threat with any consistency is a Trapsin with a point in Mind Blast, Dragon Claw and Dragon Flight.

You’re complaining about entry level babby issues. Not even scratching the surface.

The thing is that most ppl will get annoyed by orb sorc because of its mostly defensive playstyle and just take on luna + 2 ravens and its gg, they usually dont even need to stack resists.
You dont want to spend giant budget on a char that get countered so easily when someone goes BM.

This thread has been clearly made by somebody who doesnt actually pvp… He most likely never even played LoD and gets his butt kicked by everybody he faces, so he blames the game.

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mostly defensive

Yeah, no. You’ve clearly never fought a good one. Landing a perfect Orb is a thing of beauty and will melt anyone not sitting on 95 cold res + absorb.

If you aren’t aware of what a Perfect Orb is, it’s where it detonates inside your hitbox meaning EVERY shard from the detonation hits you.

muh absorbs

Useless against high Cold Mastery and a set of Facets. A perfect Orb backed by 2 or more 5/5s and 30+ cold mastery is killing everyone that isn’t a Barbarian even with Dual RFs and a Luna. All the sorc has to do is stick and move. Either you get hemmed into a position where you can’t dodge an Orb or you get chipped to death by sideswipes.

And before you ask, my experience is firsthand. Was part of a USeast Dueling League back in the day, played with those boys for years. 1v1s, team duels, etc.

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About the playstyle… You don’t need to hit perfectly. You have super fast tele. You can just tele in, throw an orb, tele out. Thats not really enjoyable duel. You don’t even need to aim precisely or target the oponent with mouse to telestomp. You will slowly kill the oponent even with few icebolts hitting here and there. That does not require much skill.

About the sorbs… well I am not sure how much damage per icebolt can FO reach, maybe around 1500 ?
So, that is 3000 if oponent has -100 cold res. Divide by 6? for PvP penalty, thats 500 damage. Two ravens=80 dr. 500*0.2 = 100 damage
Luna absorbs more than 50 on high level, so you will still heal the oponent with 1500 dmg FO.

PS. not saying that I would BM, I always try to play fair. I would probably just not duel with FO sorc.

Your math is off. Ravens are 20% each, total of 40%. Meaning 500*.6=300.

And the playstyles joy is in the risk. If you get reckless/stupid you can die VERY fast. If you play right you’re untouchable. And yeah, the off target orbs are the point. The idea is to herd them into a position where they can no longer dodge an Orb and smash one right on the bridge of their nose.

Well I agree that hitting perfectly is hard, but the point is that you don’t need to do that to win, it will only take more time.

The absorbs % will reduce the damage twice as much. 20% absorb means that 20% of the damage coming at you will be converted to healing.

From one website:
Example: A player with [Raven Frost] and 75% Cold Resistance takes 400 hit points of cold damage. The 75% resistance takes the damage down to 100 HP. The Cold Absorb takes 20% of that figure off, leaving 80 HP, and then those 20 HP are converted to healing, leaving a final damage of just 60 HP.

As a result of the formula, the effective damage reduction from Absorb is twice the listed amount: Raven Frost, for example, reduces cold damage by 40 percent.

it is :slight_smile:

barb, charge and energy shield being OP… a good laugh indeed - thanks for the read

Far as I remember, absorb only heals if the final calculation ends with a + instead of a -. If it still ends with a - it’s basically just resisted damage.

Each ring isn’t also calculated separately. Percentages are calculated in the same section of the damage formula, flat absorbs are calculated in their own section of the damage formula. You cannot achieve healing from absorbs without a combination of percentage and flat rate is what gives that away.

It’s #(resist)-(absorb%)-(absorb#)=D, if I remember right. With D being + resulting in healing and D being - resulting in damage taken.