coplannb16_ESO wrote: »Why even have crit-rating/damage in the game then?
Imho its bad design anyway, that Impenetrable is mandatory in pvp simply because it offers so much more survivability in comparison to any other trait while completely negating any crit-builds.
I think we need a complete overhaul not only of all armor-passives, traits AND skills/damage/scaling in PvP. If I hit a mob for 40000 damage in PvE and barely hit 5000 versus a player in PvP... hm...
Also shield stacking needs to go as well as unlimited streaking and cloaking, damage proc sets and so on. There is soo much cheese going on in PvP (PvE too but mobs cannot complain) its ridiculous. DAoC had the best PvP of all MMOs to this date and if you were really good you could maybe take on 2 or 3 average players, but not 5 or 10 or more.
DAoC had:
- most spells having a cast time, and could be interrupted
- stamina/mana did not (or only very marginaly) regenerate in combat unless you had a regen spell on you (Font of Power, bard songs)
- basic melee attacks (like light attacks) were auto attack (2-4 seconds depending on weapon-speed)
- melee special skills were either generic (always usable, but weak) or situational (after your parry, block, got parried/blocked, only from behind/side and then stronger).
- no weaving/stacking crap, no exploiting of game mechanics and lag
- no PvP stat on gear, best gear was crafted with the later exception of artifacts
- skills and stats were not different between pvp and pve, and not scaled
good old times