Originally Posted by
MimiChan
PVP is a content that don't require as much update, aside from the occasional buff/nerf and prolongs the game a bit.
It takes more than you think, you'll also have to plan what you will do with it in the future. This also involves with fixing bugs, glitches that may occur, class updates, and balancing along with patching triple/quad dashing dashing because players will be using that for gap closure.
Then there comes the weapons that drops FPS........
So there has to be a lot things that must be fixed first before PvP can even come in clean.
Originally Posted by
MimiChan
But how do you make it possible on PSO2?
Problem:
Let's start with HP, when 1k HP is considered high and you can deal, on record, 6m damage, the player HP to damage ratio is just too high and if we are to enable PVP with the current stats, everyone will just one shot each other.
Possible Solution: Scale the damage down and putting some kind of damage cap.
How is this instead: Turn damage dealt by player into percent %. Basically your damage is percentage based on the enemy's HP with the Percent calculating from your weapons and gears and outcome damage based on target's HP. Resistances and buffs will also be added to the already complicated math :P
Originally Posted by
MimiChan
Second is skill spammability, with PP the only thing that stopping you from spamming skills in fast succession, you can just lock enemy by using grabbing PA over and over again.
Possible Solution: Putting cooldown on skills.
-Cooldowns on PAs are not possible (most likely because of coding).
-Default PP to 100 in PvP.
-Slow down the PP recovery rate. To create more competitive play, add special objects or something on the field that gives players/teams a PP recovery boost.
-With what was already said above about damage, PAs themselves won't really need much change with the exception of a few PAs like MT's invisibility frames, etc.
Originally Posted by
MimiChan
Flinching every hit also can lock you with repeated normal attacks.
Possible Solution: Super Armor on some skills, and a counter move (pvp only)
-Having Super Armor on some skills/PAs will only promote spamming those skills.
-Just add a flinch immunity after the initial flinch.
-Also, just because juggling is a thing, give immunity to being hit again once you get in the air while being spun out.
Originally Posted by
MimiChan
The unfairness of auto lock on skills (rafoie for instance)
Possible Solution: No auto lock? Only first person mode?
Then this will make it unfair for all Ranged classes, especially Gunner and the fast pace Fighter.
-No lock-on but leave the reticule is all that can be really done.
Originally Posted by
MimiChan
Healing (via Resta or Potential)
Possible Solution: XQ like healing limitation.
-Now this is a Fo and Te issue only, they will need it since they will have the lowest HP. Applying what I said on damage above, they will not get 1 shot but will go down easily once someone begins to pound on them. This will also create a more competitive and cooperative environment with the following as written below.
For healing purpose:
-Hu and Fi can have something like Automated Deadline but with a 20sec CD and having a max PP reduction cost instead of a monomate cost.
-Ra will be the only class able to use Monmate (5 only) With this being said, all classes except RA will be restricted from using any healing items except from healing structures.
-Gu will have no recovery power due to having the most invincibility frames of all the classes besides Br with CE.
-Br's only recovery means is to do JA Recovery.
-Fo and Te are the only ones that can heal, meaning other classes will need their support.
With damage being based on % as I said above in the post, healing will be based on % as well but for PvP purpose the values of each healing will alternate so that resta cannot heal a player to 100% or 5 monomate for 100% heal, etc. while others like JA recovery on Br will get a higher boost because of the gated restriction to able to heal.
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