Jump to content

Kasumi Rose

Members
  • Posts

    76
  • Joined

  • Last visited

Everything posted by Kasumi Rose

  1. I think the game is seeing a bit of a dip in play recently due to a PvP change... This MMO probably has, like, not exaggerating: The best PvP out of any MMO, F2P or not, so it's unfortunate they'd do something to jeopardize it, but.. xD hopefully they'll see the error of their ways, and a lot of the players (myself included) will come flooding back. The change, by the way, was one that made the rewards for PvP'ing err... not.. very rewarding? lol. As good as PvP is in this game, a game-mode in an MMO unfortunately can't survive off of fun alone because MMOs demand too much grinding to allow for just purely fun modes.
  2. Yeah, PvP is in a bad spot right now, but—clearly—if people are willing to wait SO LONG to still play PvP, NCSoft should know people want PvP, and investing in PvP would be worthwhile. I would personally still be queuing all day, maybe never even getting a match all day but still trying anyway, if I had more time uwu Pleease do something to incentivize PvP for other players please. xD The PvP is great, but in a game where you have to do other things to get stronger and keep up with future content, PvP can't just be fun on its own sadly. I wish it could, but this game just isn't a fighting game where the entire purpose is to fight; it's an MMO that demands players to do things that grow their character, so.. all modes need to give players incentive to play them, unfortunately. xP Again, I wish people would just play PvP with no motivation other than "it's fun", but this just isn't the type of game that supports playing a mode PURELY for fun, sadly. So... Please do something to bring PvP back. xP
  3. If there's one thing I can say about this game, it's that the PvP is one of its strong suits, and I think it's important for any game to play into its strong suit(s). I've seen people who hate Blade & Soul admit this MMO probably has some of (if not THE) best PvP in the genre, especially as a f2p game. The animations are great; attacks feel like they have weight to them; the combat (when not ruined by XML edits or other cheats .-. [but that's a different topic ;P]) is complex, involved, and fluid... and it would just be great if something brought PvP back to life. xP (The increased health during certain times in Battlegrounds was a good step, for example! ^^ But I think there unfortunately needs to be an incentive beyond just fun to keep the mode populated, especially with all the other PvE modes that demand our attention for good loot.) It just feels like PvP is a bit neglected in NA; for example, I was shocked to find out EU still had/(has?) Battle Royale long after NA's got removed for some reason?? .-. Was there a reason Battle Royale was removed from NA? xP Just curious, honestly, but myself and people I've spoken to would love if BR could came back, too. xD Anyway.. I'm sure there's something in the works to bring players back to PvP, but I just felt the need to throw my voice out there (amidst lots of other voices, I know :P) to reaffirm that there is a community for the PvP in this game, and I personally know at least one big clan and some big players who have currently, largely jumped ship to other—in some cases completely vacant—MMOs just to get a taste of some intense combat in leu of Blade & Soul's! x.x Players are missing PvP. And I'm just really hoping there's something coming to incentivize it again, even if it has to come in the form of occasional PvP events rather than constant up-time.. I just personally want a reason to play Blade & Soul again. xD And, from what I've seen, others are feeling the same. Anyway, thanks for reading! I hope something is in the works! ^^ ((And by the way, Green Storm, I saw that you're the new community manager? 😮 I hope you're doing well in this new environment and taking care of yourself! xP I know some people can be rude and illogical for no good reason(s), but I'm sure at least some peoples' emotions come from genuine care and worry about the state of the game.. so... it's rough, but don't take anything personal, and do your best! ^^ Good luck, and take care, all you staff members!))
  4. Yeah, despite the fact that PvP is very dead right now, I hope it doesn't remain this way. How is PvP going in KR, I wonder? BnS has some of best (if not the best) combat in MMOs—especially f2p ones—so it'd be a real shame if the game just abandoned that for PvE. Removing hongmoon coins as a reward seems like such an odd change to make so suddenly, especially after pretty consistently working on new PvP gear/routes for us... I'm hoping they're working on something. Even if they just see PvP as an unpopular mode, paying players still vied to be highly geared, so you'd think PvP would still be worth keeping running. Again: I'm hoping something is in the works, lol, even if it comes in the form of little events here and there rather than 6v6/arena becoming viable again, that'd still be better than nothing, to me.
  5. Some people are falling for the classic fallacy: "It CAN be avoided somehow; therefore, it must not be OP!" ... This is just wrong. The fact of the matter is: KFMs are too difficult to avoid hitting into to justify the reward they get for being hit into. And "Just don't hit them!" is a vastly over-simplified statement when it comes to a KFM actively attacking you and dashing around randomly, especially when you're a class (like WL) who has a lot of abilities that linger around and automatically trigger KFM's guards. KFM is just ONE of the unbalanced classes right now, though... And not even the worst offender IMO. Warden is still an unbalanced class to many of the other classes, and I believe we're in an Archer-nerf waiting room as well rn.
  6. Really, it's not even just about comfort; This is about accessibility. I, for example, have carpal tunnel (worse in one hand than the other), and it'd really help to have walk and jump bound to my mouse so I can rest my other hand sometimes.
  7. The high damage on the outside area is likely so people can't hop outside the zone and go kill the NPC bosses to get Master Hong super easily. Even so, though, the final couple of rings probably still do a bit too much damage. About FMs/BDs/Destros, it's not impossible to avoid their grabs for most of a fight, but that hammer is what pushes it over the edge. It's just another ring-out utility that doesn't really need to be there, and it launches characters WAY too far and starts up way too quick. Like I mentioned though, that's honestly one of the abilities I think needs to be entirely reworked/swapped for something else. If they really wanted to fix it they could lower the knock-back distance a LOT (although that takes away the purpose of it, which is to get people off of you if they're about to kill you) AND lower the start-up time. That way, if you get knocked out of the ring by it, you'd be close enough to pull them outside the ring with the claw then move back into the ring and try to keep them outside... It'd sort of create a counter/risk to using hammer (and there are already counters and risks to other abilities such as the big leap ability, which can be countered by the blue pull-down ability).
  8. Well, idk how moon refuge works, so I can't dispute if you're right or not about that, but that just sounds like bad game design in general. It should be made clear what's going on, and other people's toggle shouldn't influence whether or not they can attack people who don't have a toggle on ._o am I misunderstanding this? WOW, for instance, has both faction outfits AND a toggle, so it's kinda hawt. There sorta just needs to be this lol. It'd be lit. I wanna run around in my own outfit and fight people who have their toggle or outfit on.
  9. (Gonna copy/past what I originally wrote in "Shackled Isles Feedback" in general discussion here because it seems appropriate and it's more in the correct location. o.o Hoping devs will see:) Here's what I've determined while playing BR (I've played a lot btw: Top ~32): The powerups should not be determiners of the outcome of a fight; rather, they should ASSIST in the outcome of a fight. There are several things fundamentally unbalanced about some of the powerups. I believe some of them (like the paw hammer) should be entirely reworked, but if that's not an option, then I think some of the behaviors and stats of abilities should be adjusted. Here are some examples of the unbalanced abilities in BR and how they might be fixed: - Paw hammer: - It feels extremely bad when somebody just presses 7 in a small circle and activates the very quick hammer move that launches you hopelessly far out of bounds and guarantees a kill. Hammer can also be activated while falling, so somebody can come from off-screen and hit you within milliseconds, practically guaranteeing the hit. This isn't a matter of "Every player has access to the hammer; You can do it, too!" This is a matter of a plainly unfun ability that doesn't promote fun gameplay or skill when abused in small/final circles. - A suggestion to fix the hammer is to adjust the start-up animation of it to make it more readable and counter-able. Alternative adjustments can, of course, be made. These are all just suggestions. - Energy Sap (green bomb): - It is bad for gameplay when somebody can stand out of sight, watch 2+ people fight, and then hold six to activate an energy sap bomb and instantly get multiple kills upon full charge without even being detected. (It should also be fixed that the animation of energy sap can be canceled/doesn't show sometimes. Not sure exactly what causes this though. I think it might have to do with going in and out of stealth.) - One-hit kill (or one-combo kill) mechanics should be avoided as much as possible in PvP games, especially if they: don't require skill to pull off; have a quick startup (not saying energy sap has a quick startup); and/or is often very difficult or impossible to avoid (just use it while you're out of line of sight or while the opponent is in the air (summoners can abuse this quite well)). - Energy sap has a good, lengthy start-up animation, but it's just the nature of battle royale modes (people can be anywhere, sneaking up from behind a busy fight or coming in from the sky) that doesn't really allow for such a powerful one-hit mechanic. There are also rare times where you're in a big fight, so you're just out of mobility, CC, or I-frames, and you have to let your opponent slowly charge up your demise if you can't kill them in time, which again, feels bad. - A suggestion to fix energy sap would be to just simply take a lot of that damage away, but perhaps keep (and maybe even lengthen and strengthen) the negative effects that it gives players (I believe it gives lower regen, AP, etc. for a few seconds? I don't actually use the bomb myself anymore because I know it's op and bad for gameplay, but I see it used all the time, so I know what it does in general (~75k damage on a full charge and some negative effects), and I've read its description before.)) And again, this isn't an "it's in the game, so why not use it?" kind of situation. It's an ability that takes what could be a fun, skill-based fight, and just abruptly ends it with little to no effort required from the user of the bomb. It's very boring and disappointing, frankly speaking. - Catclaw: - Simply increase the cooldown on it. Right now, it's far too spammable for free CC coupled with the fact that it does a fair amount of damage, and classes (some better than others) can abuse that for effortless wins. - Shield (For 5 seconds it gives 50k health): - DISCLAIMER: The buff I'm going to suggest for this is made with the assumption that none of the above nerfs will be made (but do note that this change might work post-nerfs, too), so, in BR's current state with the op offensive abilities: - 5 seconds is not long enough to increase survivability by much, if any, in these fights. A simple air combo from most classes eats up that time and even causes it to expire just in time for you to still receive damage in most cases. Remember - this just increases health; it doesn't even resist CC! - I suggest you simply increase the amount of time you have the health buff for. Even one second would help a lot. - Cooldown reset: - This hasn't been much of an issue yet, but I know certain classes can go infinite with stun-lock by using CD reset (I've seen Destroyers do it). - I'm not sure how this ability can be fixed without making the ability too weak or too unorthodox for the game. If these things were changed, I think the remaining abilities (like the toxin ability that creates a small, damaging AOE around the user) would fall in line and become more balanced. Right now the toxin AOE is ever so slightly on the too powerful side when coupled with catclaw because catclaw can be spammed to pull people in and paralyze people too often. But with catclaw on a longer cooldown, that would be fixed. And the other changes I suggested would fix other things, too (like the shield being on the too weak side). Feel free to leave your own suggestions or dispute these, but do it in a civil manner. And please read everything closely in every paragraph before replying just in case you misunderstand something by not carefully reading.
  10. Here's what I've determined while playing BR (I've played a lot btw: Top ~32): - The powerups should not be determiners of the outcome of a fight; rather, they should ASSIST in the outcome of a fight. Right now, there are several things fundamentally unbalanced about some of the powerups. I believe some of them (like the paw hammer) should be entirely reworked, but if that's not an option, then I think some of the behaviors and stats of abilities should be adjusted. Here are some examples of the unbalanced abilities in BR and how they might be fixed: - Paw hammer: - It feels extremely bad when somebody just presses 7 in a small circle and activates the very quick hammer move that launches you hopelessly far out of bounds and guarantees a kill. Hammer can also be activated while falling, so somebody can come from off-screen and hit you within milliseconds, practically guaranteeing the hit. This isn't a matter of "Every player has access to the hammer; You can do it, too!" This is a matter of a plainly unfun ability that doesn't promote fun gameplay or skill when abused in small/final circles. - A suggestion to fix the hammer is to adjust the start-up animation of it to make it more readable and counter-able. Alternative adjustments can, of course, be made. These are all just suggestions. - Energy Sap (green bomb): - It is bad for gameplay when somebody can stand out of sight, watch 2+ people fight, and then hold six to activate an energy sap bomb and instantly get multiple kills upon full charge without even being detected. (It should also be fixed that the animation of energy sap can be canceled/doesn't show sometimes. Not sure exactly what causes this though. I think it might have to do with going in and out of stealth.) - One-hit kill (or one-combo kill) mechanics should be avoided as much as possible in PvP games, especially if they: don't require skill to pull off; have a quick startup (not saying energy sap has a quick startup); and/or can often be difficult or impossible to avoid (just use it while you're out of line of sight or while the opponent is in the air (summoners can abuse this quite well)). - Energy sap has a good, lengthy start-up animation, but it's just the nature of battle royale modes (people can be anywhere, sneaking up from behind a busy fight or coming in from the sky) that doesn't really allow for such a powerful one-hit mechanic. There are also rare times where you're in a big fight, so you're just out of mobility, CC, or I-frames, and you have to let your opponent slowly charge up your demise if you can't kill them in time, which again, feels bad. - A suggestion to fix energy sap would be to just simply take a lot of that damage away, but perhaps keep (and maybe even lengthen and strengthen) the negative effects that it gives players (I believe it gives lower regen, AP, etc. for a few seconds? I don't actually use the bomb myself because I know it's op and bad for gameplay, but I see it used all the time, so I know what it does, and I've read its description before.) And again, this isn't a "it's in the game, so why not use it?" kind of situation. It's an ability that takes what could be a fun, skill-based fight, and just abruptly ends it with little to no effort required from the user of the bomb. - Catclaw: - Simply increase the cooldown on it. Right now, it's far too spammable for free CC, and classes (some better than others) can abuse that for effortless wins. - Shield (For 5 seconds I believe it gives 50k defense?): - DISCLAIMER: The buff I'm going to suggest for this is made with the assumption that none of the above nerfs will be made, so, in BR's current state with the op offensive abilities: - 5 seconds is not long enough to increase survivability by much, if any, in these fights. A simple air combo from most classes eats up that time and even causes it to expire just in time for you to still receive damage in most cases. Remember - this just increases defense; it doesn't even resist CC! - I suggest you simply increase the amount of time you have the defense buff for. Even one second would help a lot. - Cooldown reset - This hasn't been much of an issue yet, but I know certain classes can go infinite with stun-lock by using CD reset. - I'm not sure how this can be fixed without making the ability too weak or too unorthodox for the game. If these things were changed, I think the remaining abilities (like the toxin ability that creates a small, damaging AOE around the user) would fall in line and become more balanced. Right now the toxin AOE is ever so slightly on the too powerful side when coupled with catclaw because catclaw can be spammed to pull people in and paralyze people too often. But with catclaw on a longer cooldown, that would be fixed. And the other changes I suggested would fix other things, too (like the shield being on the too weak side). Feel free to leave your own suggestions or dispute these, but do it in a civil manner. And please read everything closely in every paragraph before replying just incase you misunderstand something by not carefully reading.
  11. Alright for real, everyone having knee-jerk reactions and disagreeing to this is not thinking... Just have a toggle for whether or not you WANT to partake in open world pvp or not? xD (You guys srs?) That's such a simple solution. I totally agree with op, I would love open world pvp, but not in an outfit that I don't want to wear.
×
×
  • Create New...