PvP is so horribly unbalanced it doesn’t make sense to queue if you don’t have one of the few chosen builds that dominate all others. It’s normal that PvP builds have an edge, but they shouldn’t be insta-win either. So here’s a couple suggestions, I know it probably will never happen but at least it’s cathartic for me to write it down.
In general:
- 5v5 arena should be a bit bigger.
- 1mn before the end of the alloted time, Sudden Death. Healing (natural HP recovery, items, or skills) or Resurrecting is not possible anymore. EDIT: Allowing Resurrection wouldn’t be bad actually.
- During the pre-fight warmup, show the opposing team characters like if they were in our party, but on the right side. Easy access to their build/equips, instead of having to navigate through spectate and /memberinfo.
- Rhevisan accessories need to have some kind of drawback, right now they render a rank7/8/9 class totally useless while giving lots of good stats.
Clerics:
- Nerf heal by 50%. Add scaling from SPR, and increase scaling from INT to compensate part of the heal loss. Clerics should either have lots of HP or being able to heal a lot of HP, but not both.
- Revenged 7x : reduce duration to skill level * 3 seconds. Still deadly, but you’ll have to actually think about when to use it.
- Reduce Inquisitor’s skill base damage, compensate with scaling from stats, so full CON inquisitors are less deadly (str/dex/int inqui damage is fine)
- Gouhei : remove a maximum of Skill Level * 3 buffs at once, starting from the right side (last buff casted is removed first). It’s too effective at level 1.
Swordman:
- Remove the pushback from Rush. There’s already a CC protection to it, no need to make it cancel skill casting.
Wizard:
- Magnetic Force and Frost Pillar are fine, but change the graphical effect so it matches the skill effect (right now, you’re getting pulled while away from the displayed skill)
- Raise : Make it affected by AoE ratio, give the skill a +20 AoE attack ratio.
- Missile Hole : +100% cooldown (so 62s). Still gives a protection against surprise attacks, but easier to whittle down.
Sadhu/Alchemists/Templar could use a buff, but not only in PvP.
There’s things to do about Hunter3 perm disable, or how all the level 1 CC are either too strong or entirely useless, depending on the presence of a Oracle. But nerfing the obvious broken thing would be a start, and feedback would be needed for further changes.