Van_Winkle wrote: »Guys, pvp is dead in this game. Subclasses were the last nail in the coffin.
The Whitestrake event is coming to an end, and I spent many hours in PvP during it. And I agree with you!
I also partially agree with those writing here about the benefits of high damage, but as I wrote recently in another post, literally over 90% of people play with the same skills, and if anyone thinks this is normal, then I salute you - probably don't see how the game has become undifferentiated. My friends and I are sick of seeing identical builds based on assassination, storm calling and animal companions. You can count the other players on one hand. Currently, it's not just one/two meta build per class, but one class
This!
I am thinking the same... I did a few test with subclassing, but I really didn't like the concept, and reverted to the original skills.
Also, concidering one-shotting in pvp. I like to play tanky and am usually hard to get one-shot killed.
But current meta is just not good at all. Experienced PVP-ers are just too good, have too much damage at their disposal and people on other side don't have enough resources to push back.
I would love if there is someone to give me advice how to counter (skill or damage-wise) PVP damage dealer. I play tanks, and like reflect builds which doesnt work at all in the current meta.
The damage is VERY healthy for PVP. The environment is far better when people actually die.
The thing about these combos is that they're all blockable and dodgeable. Outside of being ganked from stealth, you always have ample opportunity for counterplay to them. That is the exact kind of high damage we want to see - direct damage with good counterplay as opposed to dot/proc damage with no counterplay.
This game was at it's peak when anyone could one shot eachother with a dswing -> leap or incap -> bow style combo. It's nice to see we've made some progress back towards that meta.