This will be a simple and relatively straightforward feedback for the class reboots.
Case in point: what truly needs a reboot is the entire PvP combat mechanics system, not the classes. You cannot fix a broken combat framework by repeatedly fiddling with the numbers within the framework. You have to overhaul the combat framework itself to resolve fundamental engine limitations by not overstretching the engine.
The goal of a rework should be to maximise player input ("skill") in determining combat outcomes by increasing the consistency of combat mechanics to minimise randomness as a contributing factor. The key to creating an enjoyable combat experience is to increase the ability for players to have control over their outcomes through their own input, to give players more control over the game and combat itself, not to give them less control and subject combat outcomes to more RNG mechanics and engine inconsistencies.
1) To address issues with desync, protection glitches, and RNG CCs caused by limitations with the game engine itself, the proper solution is to simplify the overall combat framework, not to endlessly patch up RNG/protection holes and glitches and add further complexity to an already stretched engine foundation.
2) You do not fix endless RNG CC/one-shot fests by increasing the damage of each class, making skills increasingly faster to cast, and taking away protections/adding more complexity to protection transitions in skills. If the game engine cannot handle overly fast combat and movement, slow things down so people don't blow everyone up before they even get rendered on other players' screens.
3) To improve the combat experience and overall enjoyability in PvP, the correct solution is to provide more room for player input to determine combat outcomes, instead of increasing damage/speed/RNG CC/resistances in an already overstretched game engine. You want to decrease PvP damage, decrease the reliance on SA in PvP, and instead give each class an adequate but limited number of reliable blocks/FG/iframe skills as input-based protection/evasion, rather than RNG-based protection.
Spamming "make everyone feel better" types of "balancing patches" through endless one-up competitions in damage and speed numbers will not fix the issue. Handing out PEN gear to new players will not help retain them after the season ends, when they realise regardless of their skill or gear, they will get one shot by a glitching opponent who moves too quickly for the naked eye to see or die from being grabbed whilst inside a locked skill animation.
Reboot the combat system, not the damage numbers.
End of complaint.
+1
finally some common sense
Wait, aren't the stupid players screeching about muh bdo having the best combat in the world? Why do you want it to be reworked then? I'm confused...
+1
BDO team should really up the tick rate, CS GO tick rate is 64, so I feel BDO only has a tick rate 4. BDO PVP Bad combat
Wait, aren't the stupid players screeching about muh bdo having the best combat in the world? Why do you want it to be reworked then? I'm confused...
They are talking about the action combat aspect not the PvP aspect. Like for me I am drawn to keep playing BDO and for the longest TERA (Till it became all CS style game and nothing new being done) due to the action combat and while I love FF14 story I get bored FAST in the game due to how sluggish and slow the combat feels.
This is talking about focusing less and RNG and having a more streamline combat and what not. The rework was mainly done due to the PvP aspect and not PvE and reworking the classes which some kinda needed it didnt fix the issuses this game as in the PvP realm
it didnt fix the issuses this game as in the PvP realm
Not only did not fix it.. it completly broke the pvp.
They can start with locking the fps.
As a simple starter, decreasing PvP damage on a global scale and properly addressing AP/DP scaling would be one of the most effective ways to begin fixing things and make it easier to move forward. The only reason I can think of for developers to refuse this approach is if they believe doing so will cut the game's profitability due to decreased demand for rerolling coupons.
Although I hope that developers could shift towards a more long-term approach for this game, as of now, maintaining a constant class balance disequilibrium is profitable, at least in the short term. I do not foresee serious attempts from developers at fixing these PvP issues unless the player base and overall game profitability decrease significantly in the future.
They can start with locking the fps.
Speed-hacking seems to be another issue, which may not be solved simply by locking fps unless the game engine is re-engineered to offer no benefits for higher fps whatsoever. Otherwise, players will still be incentivised to crack and bypass the fps limits.