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#1
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![]() This is a rant about the PvP environment and what has been altered.
I frequently complain about things like AoN name plates, and the reply is always "Well it's how it was in classic!" which has lead to the item being god tiered and essential to any "big shot PvPer." My number one complaint on this server is that a single player such as a monk or rogue can essentially 1v10 and cause havoc because people have to be super aware and organized to "stop them." Many things were taken away from the server to deal with "mini bosses:" - Recharging Recycling items would help almost every "new player" who can't pay 1k plat for expendables that are camped by raid geared PvP lords. - Adding cast times to items because they are "too good." Items deemed "Clickies" were untouched on the premise that they are fun and useful for the top players. They have since become the standard of PvP to avoid being dispelled in 1v1/1v2+ However, adding cast times to items like Golem Metal Wand essentially unbalances "clickies" because now there is no way to deal with them unless you have 3+ people with coordinated pumices or casters with pillage enchantment, and even then you are wasting all kinds of time while they run around and do whatever they want. - Removing PvP interaction from items Items such as Ivandyr's Hoop / Trakanon's Tooth / Death Scarab Gland etc; may be the only logical items that should not be rechargeable, however it was CLASSIC that they freely existed. The server allows people to freely gate from PvP with items when things get too hairy, yet does not allow quick kill items to prevent this. TL;DR: I fail to understand why GMs did custom surgery on PvP mechanics, when all it did was create different conflicts and advantages.
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60 Grave Lord, Mleh Bleh
60 Sorcerer, Mieh Bieh 52 Disciple, Sslithers Sskeptically 35 Shaman, Mluh | ||
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