Why and how the removal of Trade-offs for specific gear, the MRT Change and high tier Metals impacted the battlefield and how the changes destoyed the balance of Groupfights in such a drastic way, that it make no sense to fight anymore, as groups in "All Day Gear" such as Steel cannot prevent the collapse of their frontline and midlane against Groups in high end Gear, because of the missing damage output.
I'm trying to explain the problem in as much detail as possible, so the developers can adjust their game, to be in a state, where it makes sense to fight again, which unfortunately isn't the case at the moment against certain groups, because we can't win in our current gear against guys in Oghmium.
Why should somone fight, if he don´t have the slightest chance to win without spending
thousands of gold that they don't have ?
High Tier Gear was always considered optional, before we got the MRT Change and sadly seems to be mendatory now, which is very very bad for the game ! Now let me explain why !
The Magic Reflect Change (MTR Change)
The changes to Magic Reflect a couple month ago that removed the Trade-off for using Magic Reflect makes groups in good gear invincible to Players in decent Steel Gear and therefore the Magic Reflect change needs to be undone.
The Battlefield before the Patch
Before this change, only the best players in a guild would ask one of the mages to cast a Magic Reflect on them. Usually only the players who made themselves a name and classified from the opposing team as a special threat and therefore try to focus them with Magery in order to take them out of the fight as quickly as possible. The trade-off of a Magic Reflect was that a friendly Mage's healing was reflected. The Magic Reflect prevented allied Mages from healing unless that player was previously wounded by magic.
You had to know the number of mages and decide, if the Magic Reflect is worth it, if you want to push the mages of your opponents, which is usually the job of the more experienced players. This instilled some respect in the players whose task it is to break through enemy lines to kill enemy mages. That respect has been lost and that's one of the biggest problems this game has right now. With Oghmium Armor you can ignore damage from swords and you are also not vulnerable to magic in the beginning of the fight. if you immediatly push through, as soon as the fights starts, if all your teammates are protected by Magic Reflect. This happens nearly every fight against certain groups. Before the Magic Reflect change, the next higher gear level was always optional. The Players that dived with MR always had a good Pot to heal. Unfortunately that has changed. Now too man players have a good pot and MR as there is no Trade-off. There should also be a tade-off for pots. Perhaps one could be poisoned for a short time afterwards, or regenerate the stamina more slowly.
The Situation after the MR Change
This Magic Reflect change has totally wrecked hybrid Paladin gameplay, as the midline and frontline has to collapse against well-geared players without your Team in "All Day Gear" is able to do anything about it, and I'd like to explain why that is the case against high Tier Gier users.
As a human hybrid (Midlane Character), I have always drawn an imaginary line through the center of the battlefield and have never pushed straight ahead or retreated in a straight line to avoid being hit by magic or arrows in my light armor. I tried to stay centered and always ran from left to right along the imaginary line. I healed the Frontline and corrupted the enemy. As soon as a player overextended, I corrupted him and hit them in the back with my sword. That was the only time I used my weapon to prevent the frontline from collapsing, what is happening, if too many players push through. Before the Magic Reflect change, most of the fighting was positional and the team had to think carefully about when to push and when to break through the enemy line to kill the mages in the backline.
The Hybrid Midlane greatly reduced enemy player breakthrough and resulted in amusing fights I've never seen in a game before. The fights sometimes lasted up to 15 minutes. We held training sessions all the time and had a lot of fun. That fun just isn't there after the Magic Reflect Change, reducing fights from 15 minutes to sometimes 1-2 minutes, if you meet such a Group in high end Stuff or full of human Paladins spamming brainless AOE damage. They simply push through with no respect killing the mages in the beginning of the fight and therefor just destoy the opposing team.
That is the reason some fights are not enyojable anymore and demotivate the new players, if they farm the whole day for their gear and loose it in a minute, because everyone has Magic Reflect activated and the Frontline and Mages are simply disrespected and ignored. The battlefield went from trench warfare to a "Blitzkrieg" chaos, Both sides push through to the mages right at the beginning of the fight, without being able to stop them as a hybrid. Before you can even spurt and currupt the enemies, they have already pushed through the centerline towards the mages and cannot be focused by the mages, because there reflect is still up.
Before the Magic Reflect Change, only a few players broke through. These players could be focused by the fatmages, but when that many players break through, the mages can only run away. If the opposing team is wearing tungsteel armor and oghmium weapons, not even the front and centerline together can prevent the breakthrough, because the steel swords just can't do enough damage against such armor.
It is now much harder to see who is a friend or an enemy, If the allies and opponents mix right at the beginning of the battle, resulting in Chaos.
We still don't have an option that somehow visually highlights our opponents.
In Addition, the Human has a Clade Gift, which reduces team damage by 50% and allows the Human Necromancer to spam brainless Auw Surge while breaking through the frontline and this is what many of the exprienced guilds do all the time. It doesn't matter if he hit Teammates in this Chaos... The Cladegilft should be removed. It doesn't require any skill at all!
Look at this player and how he got hit 10 times from his own teammates with Auw surge for only 3-8 Hp each time, while our team got hit 24 dmg or more...
Auw Surge's nerf wasn't necessary since it's an important tool for the Necromancer against Zergs. The problem is the human Glaide Gift, that allow you to spam AOE damage brainless through your whole Frontline ! I was totally destroyed by the Auw Surge and couldn't do anything about it.
The opposing team played very well and Gbunny made good calls. This feedback isn't unique to this fight, but it does give a good indication of how some teams trying to break through right at the start of the fight.
Before the Magic Reflect change, only a few selected players tried to push through the midline and how half of the team try this
simultaneously.
This ruins the fun of the game and reduces the time of a battle from 15 minutes to 1 minute. The guilds in such gear are aware of this and just ignore the entire front and midlane in most of the fights and just run through to kill the mages.
This is also the reason why they mostly attack the players in the dungeons. After all, the mages can't run into the mobs.
Even the enemies joke about how quickly the fights are over with their coordinated Auw surge spamming builds and call the room with the many Zombies in the Necro dungeon the Koto room, because the zombies die there so quickly... That wasn't the case a few months ago and you all know it !
The developers should playtest the high tier Metals in combination with magic reflect and a group of Auw surge spaming humans in Groupfights ! SV completely destroyed group PVP with some of the patches. The big battles are no longer fun because we just can't win in our gear and becuause some of the fights are so short. Especially the fights in dungeons and in specific chokes, if so many players of the opposing team run brainless Auw surge spammers, that do not even hurt the teammates as much as the enemies.
Oghmium is way too powerful and mostly used inside the dungeon fights to steal other players loot.
This material is not 20% better then steel, but 100% better and this is another problem! This combined with the Magic Reflect change makes some groups of players invincible to players in steel gear. There is no real Tradeoff for using an Ognium Sets, the Towershield or the magic Reflect.
The difference between Seedew Potions and Salvia Potions is way too big!
Purify pots mean that the Ogmir can hardly be countered. His healing cannot be prevented if he can rid himself of corrupts.
Plz fix that !
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