I consider myself an end game PVP player and I am not happy about the state of Orbus. I do not like the fact that I am forced into PVE content to get the best Gear and Cosmetic Items that Orbus has to offer. I think that the Goblin tokens should be changed into Honor Tokens or PVP Tokens and you should get them for things like battle grounds and overworld PVP. Then you could exchange them for endgame +4 armor and cosmetic. The armor should have a stat on it that makes it better in PVP but have lower stats then the PVE Armor. I also feel that there should be other PVP events like an overworld King of the Hill and a BG Capture the flag mode. The Wilds should also return with a way to farm Tokens whether that be grinding mobs or some kind of box that opens 6.5 hours or so.
yes sounds good
Best suggestion ever
wilds wilds wilds ?
Defend the ring event where you have to be the solo pvp player in the circle!
PvP is about as big as Dragon racing at the moment, itās mostly a pve game.
Special tokens that change the weapon and gear affixes to +3% pvp damage / -3% incoming pvp damage/crit Would be cool.
Nah, because with pvp you could fight a bad person and get +4 gear
With a 10 shard you have to actually work to get stuff
Just imagine the stick people are real people
And although I love pvp this is not a pvp game, this is and MMORPG not CSGO
I really enjoy burnators idea of getting special tokens that change affixes designed for pvp
You name the main problem in pvp, if the opponent(s) loose, deliberately, taking turns, then everyone got all items in no time. There are some mechanics in already trying to prevent that, though, like less honor points on repeated kills etc.
And certainly rewards shouldnāt come from settings so easy to exploit like the current goblin-areas allowing spawn-camping.
They can just make it so you need alot of different pvp-activities for rewards. Overall I like the idea of pvp-only sets which are equal to pve, up to T10, wow and many other games had them, too.
Have u ever played any other mmo? All mmos have a very strong pvp community. Take WoW for example, they use a system very similar to what I suggested. They have PvP gear which is very good for pvp, but is made to be useless in PvE. And if u call spending a couple of hours to work up a T10 challenging, that says more about you then anything else. Even for the transmogs in the game they take multiple days/weeks to get a single piece. But tougher than you couple of hours to double shards for a T10, and once u have a T10 u donāt even need to try too hard to keep it. Let alone the fact that every T10 the entire group is getting drops, while for the current PvP stuff itās a couple weeks per single transmog, for only one person
100%
Iāve been saying this for days but the general consensus does not seem to want to cater to what is generally considered the āStandardā in an MMORPG game.
The player base is so low that there simply arenāt enough people to divide the three most basic archetype players - Soloāers/Pug/PVE - Guild Oriented/Raid - PVP
You cannot implement an honor point system because there isnāt enough of a player base to have a consistent PvP environment for the player with slow grind/rep to get the gear/items.
Well stated Kamina, but sadly unattainable at this current state. (I feel)
Shards are pretty easy and can get to a t10 pretty quickly. That is the problem with PvE content, once you understand the mechanics the fights are just repetitive. With PvP, you get a different fight every time and people adapt making it more challenging than any dungeon. It turns into a chess match once you have skilled PvPers killing each other. I think that is why a lot of PvE folks struggle with PvP. They have a difficult time adapting.
You say that but they have only been cleared by fellowships that were around before reborn, so clearly they arenāt that easy for less experienced players, in fact, right now, none of the new fellowships have even completed a shard as a full guild run which I found a little surprising After refreshing everyoneās profile from KĆ¢rma, they have infact cleared a level 2 on time
We are around since launch of the OG and got one single level 10 down by now, and that only due to getting a lucky 9. I know perhaps 4-5 stable groups (not guilds; in big guilds thereās by far not all members capable to do that) in the entire game who are farming 10s and thereās thousands of practice hours flown into that. So yea idk whatās the point of some here, but belitteling pve wonāt help pvp a bitā¦
(I spare my thoughts about ādifficultyā and/or pure luck involved, repetitiveness of fights, ganking/surprise vs skill and so on ā¦ all can well be argued the exact other way round lol.)
Most for the larger guilds pick up any of the good players which leaves the casual players to form small guilds. This is why only a few fellowships have cleared them. Iām guessing a lot of smaller fellowships do not want to or care about shards.
Nope we are small and far from casual. You realize the game you play is international, right? At our playtime thereās around 30-40 players on the server it is VERY unlikely these form a guild of 30 (or even 10), ever
Iāll quote what I said about PvP gear during the beta test:
Blood shards, for re-rolling to pvp stats maybe?
Gear drop from players is a bit strangeā¦
The biggest issue that I have seen mentioned is ānot having to PvE to get PvP gearā basically (as the threads title suggests)ā¦ So rerolling PvE gear to PvP stats is not going to solve that.
Something like Ricknessā solution probably would. It would get a lot more people interested in PvP for completionist reasons also which would be interesting to see.
Really like the idea, only issue I see with it is the base stats, as if they arenāt made to match the best PvE gear, then the PvE gear will most likely still be better. This could be solved by making all PvP armor have a guaranteed affix that gives it more defense vs players up to the best PvE armor set (maybe even better because the PvP armor should be better in PvP than PvE can be). This means that the PvP armor in PvE would be equivalent to normal level 30 armor (if you are level 30). This guaranteed affix would be the thing that decides the gearās tier. For example, if you have a level 30 (completely forgot the amount of attack on it) a tier 1 PvP weapon would still have the same attack as a level 30, but would have a stat like 200 bonus attack vs players (Tier 1) and tier would have 400 attack (Tier 2) and so on. As for other affixes, only one I could see being an issue is %honor point gain, as that is always going to be taken to reach high levels on the leaderboards.
Only issue is that PvE +4 will still work better in PvP than PvP +1 just because of base stats, unless they are changed like PvP armor to have have same base as level 30 but a guranteed affix that gives the piece itās tier. I donāt think this would be too much of an issue, because if higher levels of PvP armor were made better at their job than PvE armor, then the only thing that would happen is people with good PvE armor wouldnāt care to get the lower tiers of PvP and only care for the higher tiers.
Why not just make pvp +x gear give bonus against players only, acting as +0 against normal enemies, with the opposite true of pve gear.
Build up honor points over time, use honor points to purchase pvp gear. A grind for people who want to get it via bgs. Add honor points to kills of Trickster goblin. Add extra points for pve kills. Add bonus points for kills in a row without dying