Live PvP current flaws, possible ways to fix it
Here I have gathered information from people that have done a lot of PvP or are arena regulars.
Damage Cap
- gives a lot of power to CC units
While they have not really seen too much meta in the last PvP, taking away from damage units in exchange for just daze, stun, immobolizes, and anything that can break 1500HP being able to universally tank a hit to use these to end a team. - Multi Hit is god tier
Makes it so without multihit, unless roxanne or CC, why run the unit? - Doesn't affect Null Grenade
This skill is the main source of the cancer of Roxanne, and does not in any way act to stop it. This single move changes the way the game is played, so much so that Gumi has already changed entire maps just to circumvent it.
Point System Ranking
- Blitz Attack/Bull rush
This supports Blitz attack style with no strategy at all.Most of the "top" players aren't necessarily actually good at the game, but they have the most time, and just run 3 optimal units to noob hunt. Also more matches = more ranking, whereas if someone had a thought out attack, they chip an opponent away but get less points for what is actually better gameplay. - Rewards time not skill
System rewards those with time not skill, this is touched upon above, you need a system to reward being good, not reward having nothing better to do. The results are so skewed that a lot of the arena regulars, and strategists just are not participating since there is no gratification for being good.
Possible Solutions
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Solving Null grenade would not be easy, giving maps Auto Jewel regen is an idea, however this also nerfs the use of other units like Ranger Serpent or Dark Cavs attempting to jewel destroy. Raptio anima is less affected as it's more for personal sustain. Only other option is actually chnaging how null grenade works, but we know Gumi is not allowing fixing the game to be an option.
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Limit the Live PvP attempts to either selecting 2or 3 sessions to participate in a day OR giving 10 matches allowed a day. This prevents the spam 100s of times, gets losses and wins, but end up on top because you invested more time, rather than skill.
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Points earned per match not reflected off of rank but off the stats that are always used on the team select screen, comparing your total 'ATK" to theirs and earning the difference, with an obvious Base amount of points present. Bascially this makes it so if you fight something with high points like Roxanne, Roy, Uzuma, and you win with Roxanne, Illya and Mielikki your stats total are a lot lower, and it took you a lot more strategy than bash face into opponent, to win. This would reward more strategy, though this might be beyond their programming to calculate.
There is probably more. The maps effects are relatively nice, but if you notice seem to also be built around making Roxanne not the strongest unit on the map, so the design around a single unit should stop.
Posted Dec 6, 2018, 1:11 AM UTC