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Drachus

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Drachus
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  • Does anyone actually like PVP?

    Jeyem wrote: »
    To answer your thread title: No.

    When you're thirsty af for that forum reputation
    testll9902
  • Delia Should Get This

    Not saying that this is a good or a bad idea but... I think they should stop with the new classes/weapons.

    • Arisha - Spellsword (and soon whip)
    • Delia - Bastardsword
    • Evie - Scythe and Staff
    • Fiona - Hammer and Longsword
    • Hurk - Greatsword and Teide
    • Kai - Crossgun and Bow
    • Karok - Pillar and Cestus
    • Lann - Twinswords and Twinspears
    • Lynn - Glaive (and soon blute)
    • Miri - Dragonspine
    • Sylas - Dagger
    • Vella - Twinswords and Chainblades

    That's 19 weapons (+2 that are gonna arrive soon) and since those 19 weapons are quite unique you can look at them as a class of their own. I think it's WAY MORE than enough for someone to decide which class to they want to play. Instead of focusing on creating new classes/additional weapons they should bring more content to the game. We've been having pretty much the same type of content since season 2 (with the exceptions of Neamhain which is probably something I've enjoyed the most in Vindictus). A couple of mobs with a somewhat "strong" boss in the end and a raid boss (Learn his pre-animations/Mechanics and you're good to go). I won't go too off-topic with this but I guess you can see where I'm going with this.
    ArishantePhoebeHalliwelCaelestineOrder5CuraiHotaruKiyoujiPanda
  • Redeemers: Sea of Reflection (Neamhain)

    Your favourite attack +cold

    Overall, really nice guide, as always +yes
    IphitAibouFeatchTachi
  • Does anyone actually like PVP?

    Rezi wrote: »
    you keep saying at launch, at launch, at launch. Anyone with a decent brain knows that of course when you are new to a game and its bosses, it's definitely hard.

    It has nothing to do with that. Your argument even falls flat in Rise Vindi since anyone new to this game won't find it hard at all, and even then - AT LAUNCH - players were actually given quests and objectives that taught them advanced game mechanics, unlike now, and even then it was hard because, again, the AI was harder. It has nothing to do with how long someone has been playing the game; at launch, it was 10x more difficult for new and experienced players than it was pre-Rise, and now post-Rise it's a cakefest. NO ONE played PvP back then because PvP was TOO EASY compared to PvE since PvE AIs were smarter than nearly all players in PvP; that AI is part of the reason why Vindi was littered with players, and every nerf to the game led to more and more quits so players could get their difficulty fix in other games, like Dark Souls (which this game was far, far harder than AT LAUNCH).

    So you're saying that the game is easier since Vindictus Rise (and Pre-Rise, which isn't really a specified time but I'll consider it was 2 years ago) came and that new players won't find any challenge in it? Sure I can agree to that however your argument makes no sense what so ever. What's the thing which happened in Rise that ruined PvE? Additional damage. DAMAGE. A STAT that only affects the speed in which you're doing something. Not the actual mechanics! The AI was harder? No it wasn't. It was always the same, you're just being bias based on your nostalgia of Vindictus. You're using an argument that the game is easier now. Okay let's think about that. What changed over the years? Oh that's right. The stat depending. Tell me, which raid was "oh so difficult" for you? Titan? Thor? Dragons? Keaghan? They're still sticking to the same principle as other bosses that got released later on. Pre-animation + timing adjustment. If you want, I can go naked with the weapon which is the same level as the raid completely naked and still do it without getting hit with ease. (That's why Einrach was nice content and in a sense it proves my point that PvE is what I said it is). Don't lie to yourself that other than stat-depending there was any other difference. (Oh and let me remind you that the SP stun skills used to be ~4 mins cd and that you could stun the boss 8 times, yeah so much for "harder" content).

    About PvP why it wasn't popular in Vindictus. Quite simple really. Nexon didn't make the content relevant. People in Vindictus mostly play for some sort of rewards not the actual personal progression and that's fine as stated in my previous posts, each person is free to play for whatever they feel like. In the end, this is a game, you're supposed to have fun and do what you like. One of other reasons are that they've not invested the time which they should've in PvP (such as scaling and again the things which I've mentioned in my previous posts).
    And now the joke of the year...
    Rezi wrote: »
    NO ONE played PvP back then because PvP was TOO EASY compared to PvE since PvE AIs were smarter than nearly all players in PvP
    I don't know, this might seem like a lost case for you, but try playing like an AI maybe then you'll win in PvP :D :D :D.... I know I know... It does sound rough, repeating a certain pattern over and over again, but I'm sure that one day, you'll be able to preform it well just like a true AI! I mean, it's not like the AI in PvE is so predictable that we have content like Ein Lacher which we're repeating over and over again until we learn and do it and then we can do it every time on first try. (Also don't bring up the point that the game at launch was harder, I told that that's just nostalgia bias and that the only thing which changed are the stats, not the personal development in PvE, as explained above). PvP would be challenging then right? But in the end... Maybe you're right, maybe an AI will preform better than you in PvP who knows? :thinking: I mean who would've thought an AI implemented in an MMO game from 2010(?) was smarter than an actual human. Wow science is really going far!!!1 *Obvious sarcasm don't get triggered*
    testll9902
  • Does anyone actually like PVP?

    Rezi wrote: »
    Stop putting words in my mouth. I win at PvP plenty of times in different types of games - hack and slash, fighting, FPS, and even skill spam. It's just not fun because everything becomes meta. In games where mob AIs are terrible, which are the majority of games, PvP is more "fun" because it literally has the only amount of tactical combat in the game; but in pre-Rise Vindi, while there ARE mob patterns that can be memorized, mob AIs still randomize the order in which they use those patterns and bosses even have a complex aggro-switching system, to the point that meta PvP requires less intelligence than PvE does.

    You misunderstood me, I am talking about specifically ONLY about Vindictus PvP, not any other game in that paragraph. Now let's move to the next part... I'm not sure if you're in complete denial or something but ALL attacks in Vindictus PvE can be predicted just by learning pre-animations. There is no point in denying that it is a literal fact. Just the fact that the patterns randomize doesn't prove a single thing. There is not a single attack on bosses that is executed instantly. Also I was saying that Vindictus PvP is based on predicting moves of your opponent and you've compared it to PvE? With what logic? In PvP you can bait your opponent into doing something, you can compare it to chess if you want. That's how most of the end-game PvP players play. In PvE on the other hand, the most you can do for baiting a boss to do a certain move is to make distance from it and wait for it to use it's "long-range" attack that's all. In PvP you have a counter for everything. Dodge, Invulnerability buff, smash attacks. Can the bosses in PvE dodge attacks? Can they stop you from dodging? Do they try to take as least damage as possible and win the exchange? They don't have counter for your actions, just huge amounts of HP. So again, using a boss as a punching bag that fights back and literally alerts you of it's attacks takes more intelligence than fighting an actual human? I'm not sure, answer that yourself. I'll repeat it once again PvE is 100% predictable.
    Rezi wrote: »
    As for getting used to mob patterns, you can get just as used to player patterns as - once again - the meta creates uniformity. Just as a player will master a boss after facing them enough, so will players master PvP if they face all of the classes enough.

    You couldn't be more wrong with this statement. This rule would only apply if you had a pattern in PvP which would guarantee you a win, but there is none. You can get used to the attacks of a certain class but not the way that the PLAYER is executing them. Sure, one step into learning how to PvP in Vindictus would be to learn ALL the attacks of all classes so you know what you can expect. But you can't how they'll position themselves, how will they approach you, if they'll try to counter you or not. Here ALL of your moves matter and the different stamina scaling in PvP is what makes it interesting. I'm now returning to the point which I've made earlier: If you see a boss attack you will dodge his combo and then follow up with an attack and he will have to make some break before doing the next attack right? Now let's look at this scenario in PvP.... Let's say that you're playing a Lann and I'm playing a Vella, we're relatively on close range. Now let's look at all the possibilities that can occur....

    Scenario one: I start building a combo attack (let's say I was aiming for LMB + LMB + RMB), as a Lann you can dodge and lift me from there and do a lift combo. In this scenario I've lost the exchange.
    Scenario two: I start building a combo attack just like previously stated by I predict that you'd dash to me and try to lift me. Then I grab you on your dodge and win the exchange cause of that (Keep in mind that in PvP smash attacks are counters to Grab so if I was to fail my grab you'd lift me and I'd lose the exchange)
    Scenario three: Same as before, I start building a combo attack while assuming that I've successfully baited you to use dodge which you do use but not towards me but towards the side and use a 2nd dash on Lann's dodge and lift me because you predicted that I'll use grab for your dodge.
    Scenario four: I can approach with dodge and go with my RMB and you counter that with your dodge and predict that I'll follow up with another dodge + RMB and you just grab my dodge and win the exchange.

    I can go on and list more scenarios what could happen but I think this was enough to prove my point. While in PvE you only have 2 scenarios (You will see the combo that the boss is doing which you've already witnessed countless times, counter the combo, with dodge or your block skill, after the combo finishes you'll move in to attack up until the boss starts another combo. Second case scenario you'll fail here somewhere along the way and get hit) in PvP, as you can see, there are way more possibilities than that.

    PS: I feel like I need to add this, not in any way am I trash talking nor shaming PvE in Vindictus. Hell, it's pretty **** fun sometimes but it can grow to be repetitive over the time and that's fine. This game, by far has the best PvE combat system I've ever seen.
    KuraiHotaruIphittestll9902