Tree of Savior Forum

PVP suggestion, Where every rank can be good

Hi Savior`s
I want to discuss about the PVP system as it is now and how i think it can be improved.
First of all i will talk about the classes, them pvp system/maps, and pvp nerfs (balancing), always using RO as my reference of fun and balance (thing that RO never had).

Classes/Ranks
In RO, most of class builds werent oriented for carrying solo in pvp. There were Sacers, Bards, Sages, Gipsys, Templars (redemption), Alchemists, Rougue (Full Divest) that alone would never have sufficient DPS to sit down in Prontera PVP map and spawn /laugh with lots of dead corpses arround their, simply because it werent their role. But in a party or guild they were the real decisive factor of winning.
In the other side we had the true DPSers: Sins, Monks, Wiz, Blacksmith (only the rich ones lol), Templars GC, Knights and Hunters but each one were easily countered by the first ones: Sacers (heal, pneuma, safety wall, buffs, debuffs), Templars (buffs and redempetion), Sages (dispell, counterspell, ME), Rougues (divest) even Bards and Gipsys could stops the Marc-less and low vit ones.
Briefily what i want to say is that in ToS we don`t need that every class tree have to have damage, CC, sustain and scape.
If it was the case it would be better if everybody have the sames skills, classes, stats and the player abillity would be the unique factor that garantee a victory in PVP.
In fact what we need is time to create builds that have a true utility in a PvP area. This took time to happen in RO (who never had a remake there?) and will took the same time in ToS. Yes everybody will remake their character at least one time, TRUST ME!

PVP System/Map

What we have now: A 5v5 queued system with the smallest map ive ever seen.

What is happening:

  • The queues are lacking of a class distributor what direct impacts in the balance between Supports/DPSers
  • The map is so little that AOE skills are dominant and because of it we don`t have space to create strategies and mind games as it was in the PVP maps of RO (cities and big arenas).
  • There isnt objectives and rewards like at RO battlegrounds, making the pvp less attractive.

What we need:

  • A well-rounded class distribution system
  • Large maps with structures and objectives that would open space for strategies and mind games
  • Good recompenses (like equips we can only use at PVP)

PVP Nerfs
This is the thing, we don`t need a well rounded game that the PVE and PVP coexist in the same range.
We need nerfs at PVP that makes some skills only worth for PVE (like at RO). From this point we can start the game balancing.
There are more than 80 classes, 700 skills, if IMC wants to balance PVE and PVP at the same point we can duplicate this count and see that it is impossible.

So this are some trash opinions of a RO lover.
Feel free to contestate me :slight_smile:

i haven’t read it all yet, but i’d like to remember that the PvP arena is in >alpha tests<

which imply that there will be lot’s of improvements as time passes, it’s just there to fill the lack of “end game” content, and because people were demanding a lot for the PvP content (we only had duels by then, now we also have GvG aside from the PvP arena)

Yes i know :slight_smile:
It was because of this alpha feeling that i made this post. There are only a few opinions/suggestions about what i think it could be awesome for ToS PVP system.