Ability Attributes and "Mana"
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@MidniteArrow No, it means that this game has no concept of "tank" in pvp.
Heavy armor does not mean tank. Heavy armor builds can easily one shot people.
@Maltos said in Ability Attributes and "Mana":
@spoletta there is no law that tells us the only viable pvp-build is burst-dmg... why can't we have protection abilities or something like that, that forces players to actually fight against tank builds? to be honest i don't like the fixation on moba games and LOL and such things.. there is more out there and i think it would be great if different builds could play a role in pvp and not just burst-dmg or die
No one said that only burst damage has place in pvp. It is probably the most common in a 1v1 scenario, but in a pvp team you need healers, buffers, debuffers and all those roles one may expect.
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@spoletta said in Ability Attributes and "Mana":
@MidniteArrow No, it means that this game has no concept of "tank" in pvp.
Only a few new abilities could change that.. maybe a tank could bind other players to himself like a leash or body-protect weaker group-mates.. The dev's could easily decide to give tanks a role in pvp..
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There is one skill which technically does that, life link https://fractured.wiki.gg/wiki/Life_Link
I would prefer it as a CHA based skill though.
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Con based would be more useful since it linkes the life force and int-players normally don't want to eat more dmg than they have to.
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@spoletta I doubt there's going to be any one-shotting in primitive/T1 and unenchanted gear. Skeptical, and as always, I'd like to see that in action.
Regarding my statement, you can just expand that to contain your definition of "tank" to be something like "yes, there are balance issues for heavy armor melee characters who focus on STR/CON/CHA and defensive abilities".
"this game has no concept of a 'tank' in pvp" seems like another way to say tanks are unbalanced with mages. Maybe that's the way the game creators want it to be. Not the most attractive for people that want to play tanks.
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In a zerg-favoring open world environment, what kind of role can a tank have?
Albion solved it by making tanks the specialists able to CC an enemy group long enough for ranged DPS to drop AoE on them, while the tank had enough stats to survive prolonged front-line exposure to the enemy force.
Fractured's friendly fire is interesting, but basically makes Albion's solution a suicide mission for tanks. Also, mages with massive ranged CC seem to make that tank implementation unnecessary.
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@Roccandil the obvious solution is that using a ranged attack while in melee with a tank should not be possible / viable, and RNG should determine whether a tank if equal KP and gear should be able to keep a mage in melee range.
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Wouldn't that apply equally well to melee DPS? How would that apply only to tanks?
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@Roccandil I don't know. I think spoletta was saying it was unique to tanks. I might be misunderstanding though.
Update: I think you might not be talking about what I first thought you were talking about. But generally, I've only been thinking about tanks, and haven't really thought much about other melee builds. I'm sure they have their own balance concerns.
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@MidniteArrow Gotcha. I do wonder what role a tough melee unit with low damage would have in Fractured PvP, or if everyone is expected to be a DPS of some kind.
Have dedicated healers with few to no damage skills showed up in PvP?
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@Roccandil Probably no role for tanks in PvP if the only thing PvP is for is a leaderboard. Which honestly, seems like a pretty bad game. PvP should be for something. Tanks should be guarding that "something". It takes more damage to take my tank off of a horse than other characters. That should be a critical thing in non-duel PvP. I'm just not sure if "non-duel" PvP exists.
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Is it me or someone is forgetting that PvP is mostly for city fights?
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Is there a role for Tanks in city fights?
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At the moment I would say no. I was just correcting your definition that pvp is only for leaderboards and there is only duel pvp.
PvP on Syndesia is first of all for City supremacy.
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@spoletta This would be a waste.. we need small-scale objective pvp for smaller groups that can't invest 10hours but just want to enjoy some great fights and conquer some POIs that have a influence in the world..
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@spoletta I get how it read that way, but it isn't exactly what I meant. I realize city combat is a big part of PvP in Fractured. But it seems like city combat is just a setting for an XvX duel.
There are instances in Fractured where PvP is for something. But it seems like that PvP is largely just dueling (not always 1v1).
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I remember devs mentioning that they do not want ZergvsZerg PvP but rather more small to medium size PvP. Thus, they implemented the friendly fire system and the "tank" archetype which can focus on survivability and CC should have some place even in Syndesia
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@Clinion Hmm; we'll see. Horizontal progression tends to reward zerg-v-zerg.
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Being a caster most times, and a archer in this game,
i find the mana cost of spells way to high or mana amount/regen to low (or both).
Maxed out mana regen and added alot capacity being a deer-character (+ 500 mana and more regen).
That takes away the pleasure to play the build itself, because after killing a thougher foe for half it's life,
will let you strugling with an empty mana-bar, running around to hope to get enough mana back.
I never seen a wizard do that in other games...
The main thing should be able to kill several enemy's without constant mana problems.
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@DraxOakstaff said in Ability Attributes and "Mana":
The main thing should be able to kill several enemy's without constant mana problems.
How many young wolves or dragons should you be able to kill without constant mana problems?