For the sake of general PVP balance, the current PVP rules need to be changed to reflect the changes Re:build brought along:
- Generalization of damage mitigation
Currently, some skills that mitigate or Heal damage are restricted in duration/value/CD while others are not. I think the PVP balance should make all skills that can mitigate damage equally restricted in PVP.
- Skills should have one role in PVP
If a skill has a sub-role via attribute, this sub-role should be reduced/disabled in PVP
E.g. Bloody Overdrive providing both damage and complete invulnerability via the attribute
These skills should concentrate on one role, being either CC, mitigation or damage.
Bloody Overdrive could e.g. have 50% evasion chance on attacks (not cc) instead in PVP to not provide an unfair advantage of evading up to 8 seconds worth of CC/dmg.
We know such differences are possible from the Malleus Maleficarum attribute that silences in PVE and burns SP in PVP, so why not use it?
- general hard CC is too OP
In general, a lot of CCs in this game is way too overpowered in PVP, e.g. Pied Pipers Wiegenlied and Dissonanz, which have a huge AoE and long effect duration regardless of skill-point and attribute-point investment.
While some have to be invested into (e.g. Inquisitors Iron Maiden) and need precise aiming, others just outright destroy all your chances on winning because they can’t be so easily avoided.
This forces people into being Oracle/Plague Doctor/Peltasta/Murmillio just to have a chance at winning against said CCs because they are just too overpowered.
This leads me to the following conclusion:
Just nerf hard CC in PVP (e.g. Piper CC success chance increases when he’s closer to the enemy and decrease the further away he is from the enemy so it becomes more of a tactical CC) and people will naturally choose other Classes & Class combinations than Plague Doctors/etc who you deemed so OP that you nerfed Beak Mask and Modafinil.
Also: Cleric needs more CC. How come that only Inquisitor and Druid have reasonable CC?
What about the other Classes that could be very well brought into PVP but usually suffer defeat against the CC-heavy Pipers/Lancers/Falconers/etc. in the higher Ranks of TBL and upcoming GCW?
Why has Bash knockdown but Smite doesn’t have e.g. a stun chance? (doesn’t have to be 100%, 20-30% would suffice)
Katadikazo could have knockdown (the power strikes the earth so hard that it splits) in the area near the spear so aiming carefully would be beneficial. The skill is so weak in general that it’s not worth using it in 9 out of 10 times, so why not add a CC that enables the Cleric to close the gap after hitting the enemy?
All in all, targeting & actively hitting the enemy needs to be rewarded while just throwing some AoE or homing CC needs to be less effective so people don’t bring full PVP builds that you have ± no chance against.
Last but not least:
The Crush>Quintainn combo to hit 3 times via attribute needs to be removed again(at least in PVP, it doesn’t really matter in PVE). It’s way too strong considering the Lancer can resist any CC, has normally more movement speed, knockdown immunity, can knockdown with bash and remove the shield of the enemy with Rhongomiant.
Rhongomiant doesn’t simply just remove the shield via attribute but literally throws it from your equip into your inventory, rendering swapping weapons useless and prohibits re-equipping it for several seconds. No wonder people get killed by 3x30k+ dmg Quintainns in TBL.
This is way way too strong to be reasonable for PVP and needs to be removed for the sake of fair play, especially considering IMC wants people to play with cloth and leather armor in the future, providing an even larger benefit to Lancers who will be able to use plate and benefit from all Class attributes.
Please make PVP fair so some Classes like Lancers aren’t OP in PVE and PVP while others are just crap in either or both of them because they miss CC/dmg/mitigation/whatever else.

