Cherek wrote: ↑17 Mar 2021 18:55
Taro wrote: ↑17 Mar 2021 14:12
So when are we getting these things back? The changes have stopped, for the time being...
Carnak is, as you know, working on spellcaster balance. I hope we will be able to re-enable the PVP tools along with the next "patch", which I think will come fairly soon. As you know we wizards rarely want to make promises of specific dates, but the goal is of course to complete these major changes as soon as possible, and don't leave some players in a "void" waiting for updates. The less time we spend in that void, the better.
I don't think it's a good idea to be honest. While my char is highly unlikely to participate in PvP and as such is practically unaffected, I - as a player - disagree with the philosophy behind attempts of making PvP on Genesis viable, in general. Namely, instead of utilizing core game mechanics and building on top of that with iterations of interesting abilities that increase your chances of succeeding by some margin, but still focus on skill and the choices you make, we tend to end up with a bit rushed or half-baked solutions, which often follow the logic of "ALL-OR-NOTHING" a.k.a. "BIG RED I WIN BUTTON".
These not only promote scripting and botting, but even more so promote grieving and cause understandable frustration of the victims. That's because, no matter what they do, they are dead as they make them the moment someone decides to kill them, by the use of instant stun abilities or a block that will take way longer to pass than die. It is bound to fail and cause extreme reactions, given how much time people dedicate to their characters.
To provide an example from the opposite spectrum. A great tool like fatigue is barely utilized. There could (and should be) abilities that increase the pace your fatigue is drained, by a moderate amount for couple minutes. Also, your fatigue should be tightly tied to the pace you move at (automatically punishes speed walking). That's an example of a good design. It promotes planning and thinking ahead, having someone in your team that can track well, splitting your team in several smaller groups to harass enemy like a pack of wolves and finally pinning them when they are exhausted.
And this is just one tiny example... there are so many great options available to actually make PvP interesting and promote skills and knowledge. However, I believe Genesis keeps going into extremes in this department. We previously had almost a decade when PvP was virtually impossible, unless you were a member of a specific guild and now we have people that will die in one ogre stomp or a single block.
There's also a matter of CAID, which I think should be addressed and completed first. I don't want to go into too much details here, but I think there are some major flaws in the concepts of how things are calculated (and I don't mean white hits vs specials drama). It seems to me, some guilds have so many abilities and skills at such a high level that either there are scenarios where CAID of these abilities is vastly undervalued, or in some clever way don't pay CAID for their abilities and skills at all... or get "negative" CAID for restrictions that are vastly exaggerated to squeeze in "actual power".
EDIT: oops, I think I reported your post Cherek, instead of replying. I hope you find a fitting punishment for yourself, whatever was the offensive thing you did. I'm sure you're guilty of something!