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  • trennantrennan Member Posts: 2,839 Arc User
    Say you've got a piece of cheese and one of the corners of it has started to get rotten, you cut it off.

    In that case. We need to cut the power creep part off. It has done more damage to the game than PvP has.
    Mm5NeXy.gif
  • where2r1where2r1 Member Posts: 6,054 Arc User
    edited October 2017
    trennan wrote: »
    I think you're all overlooking something here. While, yes, they are still facing the overall problem of the on going installments of power creep that started with Delta Rising. Which did cause the mass exodus of not only PvPers, but PvE players as well. Let's take a moment to look at what they have done lately.

    First there was the not so popular balancing patch. This caused a bit of a stir, where people started to review builds. Especially in the area of the current meta setup. This was step one, getting people to review builds.

    Then not long after came the competitive reputation. This offered players the chance to compete in a pvp style environment. With one map that actually allows for PvP. It also offers a variety of gear to help with review of the balance patch. Another step in working on PvP.

    Then we get the new colony holding and miracle worker specialization. Which the colony offers tank/healer gear. The specialization offers Crit Res, Health, and healing. Granted, the ability cooldowns for the spec seem to need to of adjusting. But this is another step in countering the DPS Meta.

    Now take a moment to let that sink in. Then stop and realize. We're at the START of Season 14. Literally, barely a couple weeks in to it. With this in mind, they now have an entire SEASON to continue to work on this. Because what do they really have left to work on from S13? Just finishing up the New Frontiers story arc.

    So while other are still saying they aren't working on it. I'm actually seeing they are working on it. It just not an all at once type of thing.

    Geez....I just looked closer at the traits that come with those Miracle Worker ships....
    I think you can put a fork in the idea that Cryptic was thinking about PvP.

    And I haven't looked at the Miracle Worker specialization...and BOFF skills and how well those will mesh with each other. PvP is going to be giant ships sitting there bashing at each other with beam fire at will.
    OOPs forgot the part about the Photonic Boarding Parties they are going to be chucking at everyone else. Is there an updated version of Tac Team somewhere in Specialization BOFF training?

    https://www.arcgames.com/en/games/star-trek-online/news/detail/10682414
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • chronoblitz66chronoblitz66 Member Posts: 36 Arc User
    edited October 2017
    Geez....I just looked closer at the traits that come with those Miracle Worker ships....
    I think you can put a fork in the idea that Cryptic was thinking about PvP.

    And I haven't looked at the Miracle Worker specialization...and BOFF skills and how well those will mesh with each other. PvP is going to be giant ships sitting there bashing at each other with beam fire at will.
    OOPs forgot the part about the Photonic Boarding Parties they are going to be chucking at everyone else. Is there an updated version of Tac Team somewhere in Specialization BOFF training?

    You are forgetting several things in regard to beam fire at will and the ability boarding party in general. The affect of BFAW has been adjusted with the balancing. First there is the scaling 20% at ensign, 15% at Lt, and 10% at Lt Comm damage reduction per pulse. Also the 50, 40, and 30 lower accuracy at different ranks Ensign, Lt, and Lt Comm. In current pvp meta on ps4 it is not used due to the accuracy penalty that against other players you will most likely miss all if not most of the firing cycle.

    In answer to boarding parties, i have two. Tactical Team one is standard on every pvp build due to its automated shield strength distribution, Tactical Team removes boarding parties . Also everyone has the other counter to boarding parties no matter if they are photonic or in shuttles, because everyone has engineering team 1 or 2 as a boff ability which counters the subsystem disable. Therefore that Redirecting Arrays trait which only extends the use of bfaw is not that impressive since is does not provide a damage buff, debuff or any real bonus besides extending the abilities up time when damaged while bfaw is active. So saying that players will use this trait to bash at each other is inaccurate, it will be more like this.

    https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcT2VdI9WeKunKAqyyOh1lETySfBS0s51AgfZAOz0f72U2nR2o-NjQ
    Post edited by chronoblitz66 on
    [SIGPIC][/SIGPIC]
  • trennantrennan Member Posts: 2,839 Arc User
    Geez....I just looked closer at the traits that come with those Miracle Worker ships....
    I think you can put a fork in the idea that Cryptic was thinking about PvP.

    And I haven't looked at the Miracle Worker specialization...and BOFF skills and how well those will mesh with each other. PvP is going to be giant ships sitting there bashing at each other with beam fire at will.
    OOPs forgot the part about the Photonic Boarding Parties they are going to be chucking at everyone else. Is there an updated version of Tac Team somewhere in Specialization BOFF training?

    You are forgetting several things in regard to beam fire at will and the ability boarding party in general. The affect of BFAW has been adjusted with the balancing. First there is the scaling 20% at ensign, 15% at Lt, and 10% at Lt Comm damage reduction per pulse. Also the 50, 40, and 30 lower accuracy at different ranks Ensign, Lt, and Lt Comm. In current pvp meta on ps4 it is not used due to the accuracy penalty that against other players you will most likely miss all if not most of the firing cycle.

    In answer to boarding parties, i have two. Tactical Team one is standard on every pvp build due to its automated shield strength distribution, Tactical Team removes boarding parties . Also everyone has the other counter to boarding parties no matter if they are photonic or in shuttles, because everyone has engineering team 1 or 2 as a boff ability which counters the subsystem disable. Therefore that Redirecting Arrays trait which only extends the use of bfaw is not that impressive since is does not provide a damage buff, debuff or any real bonus besides extending the abilities up time while bfaw is active. So saying that players will use this trait to bash at each other is inaccurate, it will be more like this.

    https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcT2VdI9WeKunKAqyyOh1lETySfBS0s51AgfZAOz0f72U2nR2o-NjQ

    Another thing that Miracle Worker offers, and this is the first time we've seen it in game, Critical Resistance. This is actually built into it. I think in the Tier 2 or 3 area. Which counters the standard go to weapon mod of [CritD].

    Shrug it Off I
    +35 Damage Resistance Rating vs Critical Hits

    Shrug it Off II
    +70 Damage Resistance Rating vs Critical Hits

    Tough Little Ship I
    +35 Damage Resistance Rating vs Critical Hits

    Tough Little Ship II
    +70 Damage Resistance Rating vs Critical Hits
    Mm5NeXy.gif
  • chronoblitz66chronoblitz66 Member Posts: 36 Arc User
    edited October 2017
    That doesn't even make any sense.

    You are not adding anything to this discussion.

    PvP IS part of STO and hopefully will remain part of STO. There are many folks who enjoy PvP even in it's current state, Cryptic have tried to address some of the issues with some success (tac boosted FBP for example), but more needs to be done. Stating over and over that it should be removed because you don't like it is infantile and unhelpful.

    They've removed stuff before to improve the overall quality of the game, it's time for pvp to go.


    Repetitiveepic did you try pvp at one time? Did you play a match get ohko'ed or put down by other players? Or do you just not like it? I can understand if you have not been taught how to play pvp, what boff abilities are useless v.s. players and the pvp basics. Why not learn how BEFORE you illogically say it needs to go when others still enjoy it? It is alot to learn compared to pve which doesn't have the resists/Regen and dps that players or Hive Onslaught Elite puts out (shudder) but it can be taught and be very fun.

    [SIGPIC][/SIGPIC]
  • chronoblitz66chronoblitz66 Member Posts: 36 Arc User
    trennan wrote: »
    Geez....I just looked closer at the traits that come with those Miracle Worker ships....
    I think you can put a fork in the idea that Cryptic was thinking about PvP.

    And I haven't looked at the Miracle Worker specialization...and BOFF skills and how well those will mesh with each other. PvP is going to be giant ships sitting there bashing at each other with beam fire at will.
    OOPs forgot the part about the Photonic Boarding Parties they are going to be chucking at everyone else. Is there an updated version of Tac Team somewhere in Specialization BOFF training?

    You are forgetting several things in regard to beam fire at will and the ability boarding party in general. The affect of BFAW has been adjusted with the balancing. First there is the scaling 20% at ensign, 15% at Lt, and 10% at Lt Comm damage reduction per pulse. Also the 50, 40, and 30 lower accuracy at different ranks Ensign, Lt, and Lt Comm. In current pvp meta on ps4 it is not used due to the accuracy penalty that against other players you will most likely miss all if not most of the firing cycle.

    In answer to boarding parties, i have two. Tactical Team one is standard on every pvp build due to its automated shield strength distribution, Tactical Team removes boarding parties . Also everyone has the other counter to boarding parties no matter if they are photonic or in shuttles, because everyone has engineering team 1 or 2 as a boff ability which counters the subsystem disable. Therefore that Redirecting Arrays trait which only extends the use of bfaw is not that impressive since is does not provide a damage buff, debuff or any real bonus besides extending the abilities up time while bfaw is active. So saying that players will use this trait to bash at each other is inaccurate, it will be more like this.

    https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcT2VdI9WeKunKAqyyOh1lETySfBS0s51AgfZAOz0f72U2nR2o-NjQ

    Another thing that Miracle Worker offers, and this is the first time we've seen it in game, Critical Resistance. This is actually built into it. I think in the Tier 2 or 3 area. Which counters the standard go to weapon mod of [CritD].

    Shrug it Off I
    +35 Damage Resistance Rating vs Critical Hits

    Shrug it Off II
    +70 Damage Resistance Rating vs Critical Hits

    Tough Little Ship I
    +35 Damage Resistance Rating vs Critical Hits

    Tough Little Ship II
    +70 Damage Resistance Rating vs Critical Hits

    This is a counter to surgical strikes from the intel spec in my opinion. With enough crit severity and crit chance you can tear a ship apart just with that ability alone. Kinda glad that are adding something to resist it.
    [SIGPIC][/SIGPIC]
  • trennantrennan Member Posts: 2,839 Arc User
    trennan wrote: »
    Geez....I just looked closer at the traits that come with those Miracle Worker ships....
    I think you can put a fork in the idea that Cryptic was thinking about PvP.

    And I haven't looked at the Miracle Worker specialization...and BOFF skills and how well those will mesh with each other. PvP is going to be giant ships sitting there bashing at each other with beam fire at will.
    OOPs forgot the part about the Photonic Boarding Parties they are going to be chucking at everyone else. Is there an updated version of Tac Team somewhere in Specialization BOFF training?

    You are forgetting several things in regard to beam fire at will and the ability boarding party in general. The affect of BFAW has been adjusted with the balancing. First there is the scaling 20% at ensign, 15% at Lt, and 10% at Lt Comm damage reduction per pulse. Also the 50, 40, and 30 lower accuracy at different ranks Ensign, Lt, and Lt Comm. In current pvp meta on ps4 it is not used due to the accuracy penalty that against other players you will most likely miss all if not most of the firing cycle.

    In answer to boarding parties, i have two. Tactical Team one is standard on every pvp build due to its automated shield strength distribution, Tactical Team removes boarding parties . Also everyone has the other counter to boarding parties no matter if they are photonic or in shuttles, because everyone has engineering team 1 or 2 as a boff ability which counters the subsystem disable. Therefore that Redirecting Arrays trait which only extends the use of bfaw is not that impressive since is does not provide a damage buff, debuff or any real bonus besides extending the abilities up time while bfaw is active. So saying that players will use this trait to bash at each other is inaccurate, it will be more like this.

    https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcT2VdI9WeKunKAqyyOh1lETySfBS0s51AgfZAOz0f72U2nR2o-NjQ

    Another thing that Miracle Worker offers, and this is the first time we've seen it in game, Critical Resistance. This is actually built into it. I think in the Tier 2 or 3 area. Which counters the standard go to weapon mod of [CritD].

    Shrug it Off I
    +35 Damage Resistance Rating vs Critical Hits

    Shrug it Off II
    +70 Damage Resistance Rating vs Critical Hits

    Tough Little Ship I
    +35 Damage Resistance Rating vs Critical Hits

    Tough Little Ship II
    +70 Damage Resistance Rating vs Critical Hits

    This is a counter to surgical strikes from the intel spec in my opinion. With enough crit severity and crit chance you can tear a ship apart just with that ability alone. Kinda glad that are adding something to resist it.

    Yeah, its one of the things you have to pay attention to. As repetitiveepic says, they could scrap PvP. But, while the player base there isn't exactly large. I'd say it's large enough, or Cryptic would have already cut it. Which now they never will cut it. The Competitive Reputation kind of guarantees that. Unless they cut out Core Assault. Which it not likely, since it is the most popular of the three queues for it.

    Sorry repetitiveepic. It seems you desire to have pvp cut form there game isn't likely to be fulfilled.

    Then there is the balancing of S13, the latest being the adjustment to Proton damage. Likely because of PvP, since why would a PvE player complain about an OP weapon like that?

    Then add in the Competitive Rep and the Miracle Worker spec.

    It's all be small steps here and there. But, each of those steps has had an impact on the PvP. Which, the MW spec focuses on the side of the game that has been overlooked for a while. The tank/healer side of it, or the survivability of the player.

    Which all of this in is preparation for the Victory is Life expansion coming in the Summer of 2018. Which leaves me wondering what else we're likely to see between now and then. Since, the projection on completing the new colony holding is 7 months. Which means that the fleets that focus on getting this holding to T5, will finish it up roughly around the same time Victory is Life releases.
    Mm5NeXy.gif
  • crusty8maccrusty8mac Member Posts: 1,381 Arc User
    As much as I would like to see PvP revised here, the PvP community left or gave up years ago. Why bother at this point? I've gone to other games to get my PvP fix.
    __________________________________
    STO Forum member since before February 2010.
    STO Academy's excellent skill planner here: Link
    I actually avoid success entirely. It doesn't get me what I want, and the consequences for failure are slim. -- markhawman
  • shadowwraith#9264 shadowwraith Member Posts: 379 Arc User
    Better off removing pvp and re-purposing the pvp areas since there is no PvP/PvE segregation in terms of ships/gear and skills, every nerf that was a result of complaints from pvp (proton damage) has effected PvE.
    • Draal - FED, Saurian, LV60 - TAC
    • Mirak - FED 23c, Vulkan, LV60 - TAC
    • Ascaran Bloodclaw - KDF, Gorn, Lv18 - TAC
    • Melchiah - KDF, Gorn, LV60 - TAC
    • Ne'roon - KDF,Lethian, L60, TAC
    • Turel - ROM-KDF, Reman, 30, TAC
    • Elric - ROM-Fed, Romulan, L60, TAC
    • Richtor Belmont - FED 23c, Human,LV20, SCI
    • G'Kar - KDF, Gorn, L10

    USS Sharlin NCC79713 B (part of sheridans access code) - T6, Hestia Class Advanced Escort
    USS Babylon IV - T6 Krenim Science Vessel
    USS Brakiri - T6 Elachi Escort
    270?cb=20061004071055
    "I am Grey. I stand between the candle and the star."
    "We are Grey. We stand between the darkness and the light."

    – Grey Council greeting
  • trennantrennan Member Posts: 2,839 Arc User
    Better off removing pvp and re-purposing the pvp areas since there is no PvP/PvE segregation in terms of ships/gear and skills, every nerf that was a result of complaints from pvp (proton damage) has effected PvE.

    Yes. But if Cryptic didn't see it as a problem for both PvE and PvP. They wouldn't have worried about fixing it. But that is also why PvP is important. If there is a problem with something, especially a imbalance, a PvPer will report it. Then from here, the dev's look at it and decide how it impacts the gave over all. Then they either leave it alone or fix it.

    So while the PvE players look at the balancing as a bad thing. Cryptic implemented it because the saw it as a problem for the entire game.

    The sides can blame whoever they want. But, in truth, the balancing and all, yeah.. that's all Cryptic's decision. So, it's one of those things. When they decide to do it, it's best to just buck up and deal with it. It's their game and their call. All we, the players, can do is point things out to them.
    Mm5NeXy.gif
  • protoneousprotoneous Member Posts: 2,984 Arc User
    That doesn't even make any sense.

    You are not adding anything to this discussion.

    PvP IS part of STO and hopefully will remain part of STO. There are many folks who enjoy PvP even in it's current state, Cryptic have tried to address some of the issues with some success (tac boosted FBP for example), but more needs to be done. Stating over and over that it should be removed because you don't like it is infantile and unhelpful.

    They've removed stuff before to improve the overall quality of the game, it's time for pvp to go.

    How about... no.

    p.s. I had a great time today with the PvP endeavor even though I suck :smile:
  • where2r1where2r1 Member Posts: 6,054 Arc User
    edited October 2017
    Can we also consider removing Exchange PvP, too? Just set an exact price and lock the profit margins to reasonable levels for everything.
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • tremere12tremere12 Member Posts: 477 Arc User
    PvP is part of human nature. The risk factor is the fun of it.

    How about instead of crying, just NOT participate in it? It's a video-game, and you can do what you want.

    If you get your asskicked in PvP, just remember only a few survive the onslaught, so don't feel bad about yourself.
  • protoneousprotoneous Member Posts: 2,984 Arc User
    tremere12 wrote: »
    PvP is part of human nature. The risk factor is the fun of it.

    How about instead of crying, just NOT participate in it? It's a video-game, and you can do what you want.

    If you get your asskicked in PvP, just remember only a few survive the onslaught, so don't feel bad about yourself.

    Yes, the risk factor is the fun part. This made the PvP endeavor so much of a hoot. On ground the worst that can happen is you fall flat on your beak. In space you see a pretty animation of your ship blow up. I did lots of both. Big deal.

    I don't know if people feel bad about not always succeeding, you learn something each time. I certainly didn't feel bad but just made some adjustments for next round. It's only a game...

    Also, yes it is optional.

    Don't know if folks around in the early days can remember, but it was many of the PvP'rs explaining and helping PvE'rs with game mechanics in the forums, not so much the DPS folks. I regret the loss of so many knowledgeable STO players and hope that moving forward this part of the game improves for those that like it.



  • trennantrennan Member Posts: 2,839 Arc User
    protoneous wrote: »
    tremere12 wrote: »
    PvP is part of human nature. The risk factor is the fun of it.

    How about instead of crying, just NOT participate in it? It's a video-game, and you can do what you want.

    If you get your asskicked in PvP, just remember only a few survive the onslaught, so don't feel bad about yourself.

    Yes, the risk factor is the fun part. This made the PvP endeavor so much of a hoot. On ground the worst that can happen is you fall flat on your beak. In space you see a pretty animation of your ship blow up. I did lots of both. Big deal.

    I don't know if people feel bad about not always succeeding, you learn something each time. I certainly didn't feel bad but just made some adjustments for next round. It's only a game...

    Also, yes it is optional.

    Don't know if folks around in the early days can remember, but it was many of the PvP'rs explaining and helping PvE'rs with game mechanics in the forums, not so much the DPS folks. I regret the loss of so many knowledgeable STO players and hope that moving forward this part of the game improves for those that like it.



    The fun here is also working on builds yourself. Which is what I do. I'll think of a build idea, I put together a test for it. Meaning the bare minimum gear for it. This way the core of my idea develops and I can progress to the next part. Which gear would be better and/or best. What weapons and energy type to go with. Which consoles would be the best way to go. Then from here I turn my attention to skill, traits and specializations. I do all this without C-store ships, fleet ships, or fleet gear. The only lock box or ship console I tend to use is layered shielding.

    Which is why PvP differs from PvE. Anyone can put together a PvE ship, it's not exactly hard to kill the HP Sacks we have for NPCs. But with PvP you have to take your build in to account. You also have to take your opponents build in to account. This is because there are a lot of builds out there. This requires the player to apply thought, beyond the PvE face-melting DPS glass cannon builds. Yes I used builds, as there are different DPS builds. PvP makes the player remember those long forgotten skills, abilities and traits for surviving. Because in PvP you aren't facing a scripted NPC HP sacks. You're facing other players, some of whom have taken the time to make a PvP oriented build.

    As @tremere there are those out there that are willing to help, myself included. Am I the best at it, no I'm not. There are a lot of things I don't know. For the things I do not know, I ask, or look up the information. Which is where the problem lays with most players. They want an instant fix, without having to do any the work. Which is fine for PvE. But PvP, no matter if it's tiereed and balanced, still requires time and effort to get better at.
    Mm5NeXy.gif
  • where2r1where2r1 Member Posts: 6,054 Arc User
    trennan wrote: »
    Which is where the problem lays with most players. They want an instant fix, without having to do any the work.

    They don't like to solve puzzles.

    And that is all STO ship "builds" are: a gigantic jigsaw puzzle that the pieces can go together in every conceivable way. Sometimes it makes a pretty picture....other times it doesn't.

    They don't want to look at how the pieces act together. They won't even try to make it simpler: pick one ship or one ship class (for me: BoP, Raptors), pick one Specialization (Pilot), pick one Career (well, I got one each: Sci/Eng/Tac) and study the hell out of it from all different angles.

    They don't know that is what the FEs are doing...helping you study new ships and gear.
    Not lost on me that they stuck Miracle Worker seats along side Pilot on an Tzenkethi Escort...so I will be looking closer at that Specialization, when I have time.

    And that is, really, the "end game" for STO. Every time they come out with new anything...figuring out how it rearranges the jigsaw puzzle. Anything else is superficial.
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • where2r1where2r1 Member Posts: 6,054 Arc User
    TRIBBLE....and that is what I get for editing posts on the fly. Will have to revisit this later.
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • trennantrennan Member Posts: 2,839 Arc User
    How do you loot people in pvp? You guys are talking about there being a risk but i've never heard of such a thing.

    The risk to the paint job on your ship? Since all that can happen in PvP is you get blown up... err.. let me revise that to STO language. You get rendered unconscious.

    Outside of this, ehh, you just take some hits to your pride, and maybe vanity. Which, some people can't take those hits very well.
    Mm5NeXy.gif
  • protoneousprotoneous Member Posts: 2,984 Arc User
    See sto doesnt even have the most rudimentary pvp mechanics, and never will.

    It is mediocre and drags down the overall quality of the game, it needs to go.

    Could you elaborate and provide some details on these missing pvp mechanics? I don't have the experience you do in this area.

    How could something that was so much fun as an endeavor be dragging down the overall quality of the game?

    I would have thought variety in a game would be a good thing. Players need more choices now that many of the PvE queues are so slow.

    Are additional mini-games perhaps the answer if PvP needs to go? Maybe there could be a competitive aspect added to them (i.e. highest score on a team, first to complete, etc) ?
  • lianthelialianthelia Member Posts: 7,825 Arc User
    Hahahahaha

    I don't agree with you often but this is exactly what I was thinking when I saw the thread name.
  • chronoblitz66chronoblitz66 Member Posts: 36 Arc User
    trennan wrote: »
    protoneous wrote: »
    tremere12 wrote: »
    PvP is part of human nature. The risk factor is the fun of it.

    How about instead of crying, just NOT participate in it? It's a video-game, and you can do what you want.

    If you get your asskicked in PvP, just remember only a few survive the onslaught, so don't feel bad about yourself.

    Yes, the risk factor is the fun part. This made the PvP endeavor so much of a hoot. On ground the worst that can happen is you fall flat on your beak. In space you see a pretty animation of your ship blow up. I did lots of both. Big deal.

    I don't know if people feel bad about not always succeeding, you learn something each time. I certainly didn't feel bad but just made some adjustments for next round. It's only a game...

    Also, yes it is optional.

    Don't know if folks around in the early days can remember, but it was many of the PvP'rs explaining and helping PvE'rs with game mechanics in the forums, not so much the DPS folks. I regret the loss of so many knowledgeable STO players and hope that moving forward this part of the game improves for those that like it.



    The fun here is also working on builds yourself. Which is what I do. I'll think of a build idea, I put together a test for it. Meaning the bare minimum gear for it. This way the core of my idea develops and I can progress to the next part. Which gear would be better and/or best. What weapons and energy type to go with. Which consoles would be the best way to go. Then from here I turn my attention to skill, traits and specializations. I do all this without C-store ships, fleet ships, or fleet gear. The only lock box or ship console I tend to use is layered shielding.

    Which is why PvP differs from PvE. Anyone can put together a PvE ship, it's not exactly hard to kill the HP Sacks we have for NPCs. But with PvP you have to take your build in to account. You also have to take your opponents build in to account. This is because there are a lot of builds out there. This requires the player to apply thought, beyond the PvE face-melting DPS glass cannon builds. Yes I used builds, as there are different DPS builds. PvP makes the player remember those long forgotten skills, abilities and traits for surviving. Because in PvP you aren't facing a scripted NPC HP sacks. You're facing other players, some of whom have taken the time to make a PvP oriented build.

    As @tremere there are those out there that are willing to help, myself included. Am I the best at it, no I'm not. There are a lot of things I don't know. For the things I do not know, I ask, or look up the information. Which is where the problem lays with most players. They want an instant fix, without having to do any the work. Which is fine for PvE. But PvP, no matter if it's tiereed and balanced, still requires time and effort to get better at.

    Amen to that it takes thought planning and a little bit of being sneaky ie procs or effects that arent used, or other ways to come out on top in a pvp and make someone say Dang! how did you do that? Thats why there is stobuilds on reddit and a build section on the forums!

    [SIGPIC][/SIGPIC]
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