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Multiple fixes for the stale 'Crystal Stacking' meta in Akram Arena PVP


ArtisanX

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1) Remove AOE Taunt. This has no place in PVP and is EXTREMELY stale, brainless, and unfun to play against especially when there is multiple knights chaining cooldowns.

 

2) Add diminishing returns on Cleric reviving. Crystal stacking has very few punishments right now because Clerics can spam revive each other + other dead teammates leading to never ending fights. Change this so a player can only be revived once or twice before they must run back to spawn.

 

3) Raise the crystal in the air more so players cannot hide inside the crystal. It's hard enough to see players through the visual clutter of bonfires, damage, and ability spam. Not to mention target enemy also targets all summons (there is no target player skill).

 

Peak PVP content is when people aren't just stacking on each other in a never ending AOE heal/taunt fest. Incredibly boring gameplay is supported right now that must end ASAP.

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21 hours ago, ArtisanX said:

1) Remove AOE Taunt. This has no place in PVP and is EXTREMELY stale, brainless, and unfun to play against especially when there is multiple knights chaining cooldowns.

Axe disagrees. There's a mechanic ingame that can be adapted for this; just give Taunted players massive resistance against being Taunted again in the next t seconds. This is not rocket science, you guys.

 

21 hours ago, ArtisanX said:

2) Add diminishing returns on Cleric reviving. Crystal stacking has very few punishments right now because Clerics can spam revive each other + other dead teammates leading to never ending fights. Change this so a player can only be revived once or twice before they must run back to spawn.

Or make it so every revival before t seconds has elapsed lowers your combat stats cumulatively. At some point there won't be enough of you to revive. 🙂

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On 3/13/2023 at 3:05 PM, Bobbity said:

Axe disagrees. There's a mechanic ingame that can be adapted for this; just give Taunted players massive resistance against being Taunted again in the next t seconds. This is not rocket science, you guys.

 

Or make it so every revival before t seconds has elapsed lowers your combat stats cumulatively. At some point there won't be enough of you to revive. 🙂

I like both of these ideas 👍

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On 3/13/2023 at 7:00 AM, ArtisanX said:

1) Remove AOE Taunt. This has no place in PVP and is EXTREMELY stale, brainless, and unfun to play against especially when there is multiple knights chaining cooldowns.

 

2) Add diminishing returns on Cleric reviving. Crystal stacking has very few punishments right now because Clerics can spam revive each other + other dead teammates leading to never ending fights. Change this so a player can only be revived once or twice before they must run back to spawn.

 

3) Raise the crystal in the air more so players cannot hide inside the crystal. It's hard enough to see players through the visual clutter of bonfires, damage, and ability spam. Not to mention target enemy also targets all summons (there is no target player skill).

 

Peak PVP content is when people aren't just stacking on each other in a never ending AOE heal/taunt fest. Incredibly boring gameplay is supported right now that must end ASAP.

1. I guess not totally remove but lower the chances and the aoe. Like 30% it will work and the AOE will become smaller

2. agree

3. agree
 

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We don't need to have some 3-laned hero+tower defense setup / Rose rip-off of Dota or Smite but we do need more reasons for conflict. More, varied and granular. Maybe add some timed powerups spawning in (quad damage/skill power, team stealth, true sight of enemy etc.), more objectives and more counters. Definitely anti-Taunt-lock mechanisms, tauntlock enables the badness in PVP overall, just pew-pew. 

 

EDIT: There might be value in different PvP versions of Taunt and Sacri. We could add some features that would force momentum, if not snowballing, for successful teamfight wins. Kills done under PvP Taunt could add incrementing skill power or AP (only lasting for t minutes / the duration of the PvP arena session). Kills done under PvP Sacrifice could add stacking DEF and/or MDEF for a similar duration. In other words, teams are encouraged to win and learn to fear losing, or losing momentum after winning teamfights. No more huddling under the crystal. 

Edited by Bobbity
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