Hazard_II
02-01-2004, 10:09 PM
I've been playing since 2000 on DT, and I've noticed that PvP has gotten gradually worse over time. Rarely is a patch implemented that actually improves PvP. I think the reason being for this is that Turbine never really nerfs anything. Rather than lessening the power of something that is too strong, they bring everything else up to par with it instead. Despite the fact that I'm a melee, I'd love to see weepings weakened. Before weepings, buffing (which was somewhat of a pain anyway) didn't take half the time it does now. Presently, one must buff for 10-15 minutes just to PvP, and even then maxed out melees can do 40 damage a pop. If they are weakened, aegis shields can be weakened or as well, as mages will no longer be able to one-shot a melee that doesn't have one.
I also have issues with the fact that if you portal into a camped dungeon, you are as good as dead if you don't get off a recall spell immediately. I believe the timer was a good idea when it was first put in. It made it more challenging and in my opinion more fun for both someone trying to recall out and those people attempting to kill him before he does, as someone trying to escape actually had to have skill to escape with their life, but it was still possible. I think the stam penalty and the nerfing of the /house_recall escape has made it impossible to get away. Now if recall to marketplace, you run a big risk of getting killed by a mage/melee combo half your level, simply because you don't have the same versatility that jumping brings to pvp. It can help melees break off from mages if they are stuck and have a war coming at them, and can break the melee's stick (that is doing 40 damage to them due to weepings) by jumping off of a ramp or onto a tree. Perhaps the jump-spin bug should be revisited, and it should be fixed in a different way that doesn't affect other aspects of PvP that made it more skill-based and less template based and how many friends you have on-line.
I also have issues with the fact that if you portal into a camped dungeon, you are as good as dead if you don't get off a recall spell immediately. I believe the timer was a good idea when it was first put in. It made it more challenging and in my opinion more fun for both someone trying to recall out and those people attempting to kill him before he does, as someone trying to escape actually had to have skill to escape with their life, but it was still possible. I think the stam penalty and the nerfing of the /house_recall escape has made it impossible to get away. Now if recall to marketplace, you run a big risk of getting killed by a mage/melee combo half your level, simply because you don't have the same versatility that jumping brings to pvp. It can help melees break off from mages if they are stuck and have a war coming at them, and can break the melee's stick (that is doing 40 damage to them due to weepings) by jumping off of a ramp or onto a tree. Perhaps the jump-spin bug should be revisited, and it should be fixed in a different way that doesn't affect other aspects of PvP that made it more skill-based and less template based and how many friends you have on-line.