If you’re still not aware, agility has been changed to not work in combat, but was that really the right choice to do when pvp toggle is still not yet added?
Don’t get me wrong, I like the change absolutely and it was needed, but we’re forgetting that the only reason the pvp toggle was introduced is to make it so that you don’t need to run away from gankers anymore unless you asked for it yourself, for example being in the leaderboard or having it turned on.
Vetex thought of the casual playerbase and gave a solution, though this time it seems to be only catered to the pvp sweats considering the pvp toggle wasn’t added along with the agility change. Let’s not forget that only a small percentage of the playerbase are dedicated to pvp in this game. Now, casual players would have less reason to play this game simply because they cannot avoid pvp. What’s also worse is that any bored pvphead can simply ruin the experience of 10 other players in their server, simply because they have the power and advantage to do so. I’m not saying that every pvphead is like this btw, you gotta admit that there’s at least people like this in the game and this change still gives them an advantage to ruin other people’s experience.
I fear that the playerbase would go lower than the previous player count when there was no update and nothing much to do, going from sub 900 down to sub 600 if we’re being optimistic when it does happen. Though I guess it’s alright considering full release hasn’t been released but it’s gonna be kinda sad to see the game having around 500 players while we wait. Interaction with other people is also a core experience in mmorpgs after all…
you’ll live dude its not the end of the world if your 1.8 million fame gets taken by some tryhard pvper, leaving the game is an option and so is playing in clan servers
“WAAAA IM A PVE CLAN WAAAA”
PVE clans arent real they cant function and dont function, clans were meant to be PVP from the start, leave your “pve” clan if your that butthurt over getting hunted, also i have literally NEVER seen a hardcore pvp player attacking somebody with less than 10 playerkills unless they have a fuckton of renown and are in a clan with 150k+ infamy
Im not even complaining but you immediately counting it as one kinda shows you’re ragebaiting ngl.
The main point was whether it was a good idea to do this now when pvp toggle still doesn’t exist for casual players. I’ve quite understand that agility needs to not work in combat and I agree with that, but that isn’t the case for people who doesn’t play the game for pvp.
Maybe next time comprehend what I’m trying to say rather than immediately assuming the negative…
look ill be honest. i think the pve side of the community can come up with some really awful takes that are worse than the pvp side of the community. but this isnt a genuinely awful take either
agility now just kind of doesnt work in combat and theres no intuitive reason for that. its a weird halfway solution that improves overworld pvp but nothing else
additionally the compensation that pve players were going to be given for fights being harder to escape (not having to participate in them) is just not here
im not saying agility didnt have to go. im saying that doing it in this weird halfway manner is strange (and introduces problems like metal arcanium likely losing its downside in combat, gaining 125% efficiency + with abyssal modifier it could be like toxic as fuck)
Just trying to say that Vetex should’ve added pvp toggle along with the agility change, it literally only needs one sweaty dickhead to ruin other players’ experience in the same server. One prime example of this is kingbacon and his clan, no one can run away from them anymore and your only option is to leave the server along with the things that only stays in that server, for example charts, cargos, and sealed chests.
honestly it should just be like this (coming from a pvp player)
100% health - 100% agility effectiveness
80% health - 80% agility effectiveness
50% health - 50% agility effectiveness
40% health - 40% agility effectiveness
35% health - 35% agility effectiveness
30% health - 15% agility effectiveness
25% health - 0% agility effectiveness
L ragebait but ok, just letting you know that your behavior would only contribute to the negative view of your side, feel free to stay in this thread I guess.
yeah so this is the way it works in deepwoken and it kind of sucks because it makes getting a comeback really hard and also discourages you to fight at lower hp. meta denied this specifically
Not me, considering I dont really stay in populated areas to prevent getting randomly attacked but that isn’t the case for other players.
You shouldn’t really be asking me that question but rather the whole playerbase on how often they get ganked. It would just seem worse when you’re taking my example as the representation when there are people in the community that have complained about getting ganked.