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View Full Version : Current State of Darktide.


KroLeXz
12-17-2003, 05:27 PM
I didn't get to post this earlier, I'm sure a very good of mine would have wanted it to end up here, I agree on everything he says.


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Hi everyone. I'd like to share some thoughts about the current state of the Darktide server since not many of the inhabitants spends time voicing our oppinion in a manner you guys can relate to.

FYI. I am currently playing on the Darktide server, and I've done so for around 3 years. All this time, I've played my mage, and my 2 melee characters (a dagger character who later became an archer, and an axer).

Throughout the post, I'd like you to keep in mind, that when I talk about PvP - I'm talking about PvP on Darktide. Not going red on any other server, and especially not going 'pink'.

For the last couple of patches, there's been added an increased amount of "PvP-related" content. PvP is not the same as it was 6 months ago.

Before this 'new' wave started, tinkered weapons made suddenly made the relatively useless melee characters viable - giving them a real chance to compete with mages. But these new opportunaties didn't come free. To compete, you'd have to aquire (and successfully imbue) a weapon - and then you could work on improving it with Granite / Iron / Velvet / Brass. This, as you might know, took a lot of work - but it was well worth it.

Suddenly, we saw a whole new balance between the classes on Darktide. Archers were now shooting through the mages banes. Melees were doing the same to a certain extend. Mages still had the upper hand in the one on one situations - but the archers and melees
played an essential part in any group fight. However, with all this melee/archer-love going on, mages didn't get left out in the cold completely. They got to imbue their casting devices, to increase their damage a tad. A move that seemed only fair, seeing as melees and archers had recieved a substantial increase in damage output.

But Turbine was definatly not done 'fixing' the balance... And as such, they began walking down the path to the state we're currently in.

They implemented the Sanguinary Aegis, giving the melee characters the ability to absorb magical damage. The effect of this was, off course, that mages had a harder time killing the melee characters - in group fights as well as in one on one situations. We also saw more and more melee characters settling for high endurance templates, leaving dodging skills on another planet, since they simply weren't needed if one had the right template. Especially not in group fights. The best part of it all was that the Sanguinary Aegis didn't drop on death. In the true spirit of Darktide, less death items were now needed to cover ones essential PvP-gear.

As more and more players became interested in PvP combat, they also discovered that their opponents had the opportunaty to escape using an exploit referred to as the "jump-spin"-exploit - or by simply logging off while in portal space (or quickly logging off under open air). 'Off course', they pleaded Turbine to 'fix' these opportunaties. And that's what Turbine did. They made it virtually impossible (compared to before the 'fix', at least) to escape once you were ingaged in combat by adding 'pk-logoff'-timers as well as a huge stamina loss for jumping while engaged in combat. Now, the melees didn't only deal large amounts of damage, they also made their opponents stay to recieve the damage. This, off course, goes for the archers and mages too - with the only difference, that their attacks where dodgeable.

They gave us an improvement of the Greater Shadow Hunter armor - the wards. Any players that had worked hard to gather a set of minor wards (or even harder to gather a set of major wards) could now put that set aside, as it was obsolete. The Shadow Hunter armor cast the best wards, the major wards, and had an armor level that made almost anything possible. Also, the Shadow Hunter armor did not drop on death. Again, less death items were needed to cover the essential PvP-gear.

Still, Turbine was not satisfied with the state of PvP combat - so they decided to get together to create some genuine, hardcore, PvP love.

The result of that gettogether, and the downfall of the wonderfully fitted balance, came in-game; the weeping weapon. Weepings were fitted with the "Human Slayer" property, and as such, they were 'the' item to use for maximum damage output in PvP combat. They still are. To obtain a weeping item, all you had to do was to run a quest. A quest that you could almost run with your eyes closed (on your mule), mind you. No more working for creating the 'perfect' PvP weapon was needed - and no reason to use death items anymore - because the weepings were, off course, made no-drop. Furthermore, the melees' and archers' weeping weapons were made 'shield hollow', making the tactics of good lure-use completely obsolete.

And now the cycle seemed complete. The inhabitants of the Darktide server had gotten total no-drop outfits that worked more than great in PvP combat. Furthermore, the varieties of weapontypes/armortypes used were eliminated since only one type of weapon/armor was needed. And on top of that, the melees' weeping weapons were dishing out damage that made the damage dealt by fully tinkered weapons laughable.

But if we, in the state mentioned, took a jump to any carebear server - we'd learn that they were still stuck dueling eachother, as opposed to fighting in groups. And the melees, though they were definatly powerful, still had 'a hard time' fighting mages in one on one situations - so the carebear melees pleaded for Turbine to tweak their weapons... And Turbine followed orders.

However, if we jump back to Darktide, this didn't have the same 'wonderful' effect as it had on the carebear servers. Why? Because the inhabitants of Darktide, as always, were not fighting exclusively in one on one situations - and with the melees' weeping weapons, the melees didn't only play an essential part in group fights... They absolutely ruled group fights.

And this is where we're at today. A group is not a group without melees. To win a fight, all you need to do is have the mages cast an Imperil and a Vuln - and the melees can mash the Delete button to win the fight with their weeping weapons while the mages heals and dispells them (using the Awakener, for example). There are little to no tactics involved in comparison to 'the old days', because there is only 3 viable elements; Piercing, Slashing and sometimes Bludgeoning. Luring shields, a tactics that a good player would make use of in 'the old days', is obsolete. The archers are in a very boring situation, because either their opponent has Missle Defense (in wich case they will be virtually worthless), or they haven't (in wich case they will be virtually destroyed, shield or not).

I sincearly feel that adding new items is not the solution to our problem; and yes, it is a problem on Darktide. A huge one, too. To add diversity to the PvP, the ideal solution would be to remove the weeping items altogether. That would promote a some very positive things, like:

- Increased usage of tinkered weapons, the best addition to Asheron's Call ever, in my oppinion (thank you God?).

- Risk of dropping the essential PvP-gear (ie. tinkered weapon/casting device), adding a serious consequence of death.

- A slight (and I do mean slight, tinkered weapons hits HARD, but not as hard as weeping) decrease of the melee damage over time; promoting long, good, group fights where the smartest team wins rather than the team with the most melees.

- Lures being useable again. I must admit that I think making the weeping bow/melee weapons shield hollow is the worst decision I've seen in a long time. It simply does not make sense. It took lures out of the game, and with that, a more narrow array of tactics as a melee.

Now, I know that melee's will have a hard time killing a mage in a one on one situation if weepings are removed. But I must admit, as a melee, that I seriously don't think that's a problem. A mage should be able to kill a melee in a one on one situation, that is, unless there's a big level difference or the melee is extraordinarily skilled. A melee should be able to kill an archer in a one on one situation, without having to spend 6 credits on Missle Defense. An archer should be able to kill a mage too, unless the mage has good player skills (ie. good at dodging arrows while being aggressive).

With that said about one on one situations, I could most definatly handle if the one on one situations were like that - because it would mean a world to the group PvP; the essence of Darktide.

Thanks for listening. Constructive input is very much appreciated - flames are ignored.

AzulDrakkon
12-17-2003, 07:32 PM
Good solid post, except archers don't really destroy anyone except sub 126s anymore...too easy for mages to heal, and melees just hit too hard, I've worn my major pierce ward top and had someone hit me in doublebaned al 400 legs, and got hit for 16s on speed...meanwhile a mage hits me for 200, because wards are nearly worthless because melees often chase us because they are quite overpowered against us now.

Melees don't destroy mages, melees and mages destroy archers, and mages destroy melee...its almost unecessary to add BL into the equation but no one sees it.

KroLeXz
12-18-2003, 12:24 AM
again, my post is towards the server Darktide, it does not matter what a mage can do to a melee 1 v 1 - we do not 1 v 1 here, we have wars. Melees are to overpowered for group fights, 3 can take a mage down in seconds and move to the next. No matter how hard you heal or get healed, you will go down.

Ivanhoe
12-18-2003, 06:17 AM
I run into 1vs 1 or 2vs 2 or 2vs1 fighting everyday on dt.
it Does happen on darktide. It happens everyday.
It all depends on you the player if you want to run around with 5 other people (which most people do including myself)

Or when you just feel like running around solo (like me and others do) and getting into fights that way.

The 1vs1 fights i get into are 90% mages i run into
Fighting a mage 1vs1 now is already pretty laughable (assuming the mage is at the melees level or higher level but even a lower level mage can hold his ground)

I do agree with the post above saying how turbine is going in the wrong direction with just adding more equipment to change pvp instead of putting in solid changes.


In a perfect balance world of dt

3 classes ( melee,archer mage)

mage > archer
archer > melee
melee > mage

doesnt have to be in that exact order
but that would be a balance.

If your 1 class then you have a advantage over 1 other certain class but have a disadvantage over the other class.

And this is in 1vs1 pvp is where it needs to be balanced out

In group fighting there is no real way to balance pvp. Because at any1 time 5 people can decide to jump on 1 person and thats all.
there are no rules in group fighting. none that can be wrote down and balanced out because u do whatever u want.

In a 1vs1 you fight 1 person he is fightin you. This is the most important kind of fight to have balanced and right now mages > archers and melees.


When this next update comes around with bloodloathering weepings
what class do you think gets an advantage for pvp?

Yup Mages.

So it will all depend on If the mage wants to fight or not
If he doesnt wanna fight he will bloadther and obviously the Melee isnt going to continue fighting doing less then half the dmg he was doing o nthe mage
So the melee runs away.

Same goes when a mage throws a loather on a weeping bow.
Its game over for the archer.


This is the issue that needs to be addressed Before they just put it in the game.
It makes No sense to give mages more advantages in pvp.

I fight mages everyday I kill a few of them but am always at a disadvantage to them during the whole fight.

As an archer its even worse because IF the archer can land on the mage he still needs to get within 1foot of the mage to be able to hit him and evenstill has to hit him several times in a row to even make the mage begin to think of stop his war shooting.

Both archer and melees are at a disadvantage fighting a mage.

And with blood loather on weeping coming this month (unless the devs put it on hold as i suggest they do) Mages will have a even bigger advantage in pvp.

This change is a mage Buff to pvp. Was it need? no
was it wanted? nope

I really would like to see the reasoning behind giving mages the ability to comepletly make melees and archers useless fighting them and in return melees and archers have no way to do the same thing to mages.

smaweet
12-18-2003, 06:21 AM
To my knowledge I always thought it would be like this:

mage>melee
melee>archer
archer>mage


And in groups:

Mages do high damage but dodgeable and predictable
Melees do low damage but can not be stopped and easily tank
Archers do quick high damage, but not well over time because they can also be dodged

Ivanhoe
12-18-2003, 06:39 AM
Ya the order doesnt matter though
its the idea of balance that does.

So any order would pretty much be fine because each class would have a disadvatnage over 1 other and have an advantage over 1 other class.

In today's AC
1vs1

Archers have a small chance vs melees (i have fought some mean archers on dt but most go down easy)

Melees have a small chance vs mages (I have killed mages on dt but most it is pretty much impossible to kill solo)

And mages have an easy advantage over melees and archers.(mages are usually the only people that dont run from me solo. reason is because they know they have the advantage over a melee or archer)

Extinction
12-18-2003, 07:35 AM
Originally posted by Ivanhoe
1vs1

We don't give a stuff about 1v1.

Ivanhoe
12-18-2003, 08:45 AM
Originally posted by Extinction
We don't give a stuff about 1v1.

Im not sure who "we" is.

But im glad thats the only thing you disagree with.

Extinction
12-18-2003, 08:46 AM
Originally posted by Ivanhoe
Im not sure who "we" is.

But im glad thats the only thing you disagree with.

First, we is anybody who PvP's outside their mansion barrier on Darktide, second, why would I bother disagreeing with your little 1v1 comments when the above did it in 1/10 the time :)

smaweet
12-18-2003, 08:49 AM
and the people who can't stand PKL on O.o serversbecause it forced all the good gang fights to move to DT

Ivanhoe
12-18-2003, 08:51 AM
Originally posted by Extinction
First, we is anybody who PvP's outside their mansion barrier on Darktide, second, why would I bother disagreeing with your little 1v1 comments when the above did it in 1/10 the time :)

We = anybody who pvps outside their mansion barrier on dt?


Then i would be "we".

Second, your comment didnt do anything because i am "we".

You are not everyone on darktide. Sorry to break it to ya.

KroLeXz
12-18-2003, 11:20 AM
extinction is at most common PVP places, AL sith Sub ab - all the hotzone.


Whats you IG name? I can bet plats I never see you any of those plats. Probably hunting at a dungeon and run into a pk every 2 hours.

Virindi Clown
12-18-2003, 04:27 PM
1 on 1 DOES matter because it IS possible to make them both balanced.

It's quite close now, but for whatever reason it is felt that archers need to be 100% left out, and melees and archers need to be able to be debuffed in a manner mages cannot be to fix group fights.

Whatever...

KroLeXz
12-18-2003, 04:33 PM
you know when AC was fun.... 6 months ago - huge fights at AE, last for hours.... I come back we keep going. Now its like 10 mins... 5 melees go for a mage and they drop like flies. Not even, 2 can make quick waste of a mage.