Tree of Savior Forum

The Current State of PvP is Disgustingly Bad

Very strong suggestion, I agree with this tenfold. THey really need to spectate their games and look at what’s going on.

I’m not delusional. You didn’t perform well consistently so you dropped out. There are lots of people like you who get several lucky matchups, get high ranking for several sessions and think that it was their doing and that they are hot stuff. Now you’re not even in 200. And you’re a guy who plays arguably an op build, that can carry games by himself, easily against something like bottom ladder. And you don’t know the game. If you don’t know the game, you shouldn’t talk about balance. Nothing more to say.

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While i agree with most things you’ve described,it’s kinda funny coming from a Psychokino, another class that can win games pretty much by itself(raise hits 2~3 people,game over).

I’m also surprised this is the first time i see someone complain about Rx7, everyone should demand imc fixes that ■■■■. A base attack crit(literally the weakest attack i have) still drops me to 20%~30% hp.Basically if your auto hits two people with Rx7 at once,you’re dead.

Imc made a bad move(for them) applying nerfs exclusive to pvp, because now we have a precedent to demand them to continue giving fixes.

1 rx7 counter drops u down by 20%, while one archer skill drops u down by 100%

I don’t even know if the CC is the problem, I think it’s moreso the fact that everyone just dies instantly even with extremely high CON builds so the second you get CC’d and aren’t invulnerable you’re basically dead already.

TBH considering how much DPS has to scale in PVE to compete with mobs gaining hundreds of thousands of HP I think it’s only reasonable that damage across the board should be seriously nerfed in PVP, the time to kill is way too high.

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u mean time to kill is too low?

also, there are already alot of damage nerf in pvp.

at least basically all my swordman skills do only 1/3 or less compared to pve.

while at the same time, if everyone’s time to kill increase… i think it make cleric even more broken.

So many tears, so much popcorn! eats

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this gif is pretty much the TBL situation

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Right, too low.

I think Cleric is broken because of invulnerability. How often do heals even come into play? Usually people die before they have a chance to heal. Clerics make you invulnerable which is so invaluable when everyone dies as fast as they do.

usually i get one shotted b4 i can heal

whenever i go against an acrher 2 seconds go by w/o me noticing i have poison or broadpoint on me (to cure/heal) bcuz i think its just a reguar attack, next thing i know, i notice im poisoned and then i die.

whenever i g against a wiz, i get cc, then get 1 shotted, so i litterally cant heal.

swordsman spamming rush, staggering u nonstop so u cant heal, or using the rope so u also physially cant heal.

Psssh, ask a swordsman what it’s like.

Also, someone here said your a cryokino? Because they’re the class I hate the most as a cata. Everything they do and you do just freezes you.

But I’m not even complaining. Simple rock-paper-scissors.

If there’s class/build (there probably is?) that beats everything else in PVP, everyone will end up rolling into that.

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Thanks for taking the bullets for us, fam. LOL

Seriously though, I’ve seen cryokinos (f*ck all of them! hahaha) deal with 1v3/1v4 situations successfully. Sure there are needed tweaks, but TBL in general isn’t “disgustingly bad” as OP claims.

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Class balances aside, there are other things in which I find that TBL performs really poorly in.

  1. The total lack of team balancing in the random match ups

We get random assortment of classes in teams like 4x archers or 5x clerics. This totally skews the gameplay to practically whether the player is lucky to score a team which has some form of damage mitigation.

IMC should balance team matchups in accordance to player builds. Like each team will have a random pick of players into 2x CC, 1x healer, 2x damage healer roles. This will allow a more balanced fight for most of the matches.

  1. Lack of punishes for player dropouts.

Players drop out for a variety of reasons, computer crash, internet connection lost etc. Some players do abuse this (disconnect) to prevent a loss, like bad team lineup, bad matchup against opponents etc. We call them rage-quitters in other games.

Solution: Implement some form of punish for the player who disconnect in the match, like awarding a loss and minus in points.

  1. Setting up match in tiers according to skill levels is non-existent.

The game should strive to make the 5v5 experience fun for players of all skill levels. Now there is a lack of matching up players of same skill level with each other. Newbies are matched with high ranking players creating a lop-sided experience.

Solution: Players should be set to skill tier brackers so they can match up with other players of similar skill level. Eg. those within 1-100 will match up with each other, 101-200 matchup with each other etc. This creates a more balanced and engaging matchups for all players.

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actually, what they do is use the TBL spectate menu to see the composition.

The zoom out doesn’t go far enough.

As for how they access the spectate menu, I am not quite sure, i never bother figuring it out.

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To address some of these in a non-biased manner:

Ausrine is a bit imbalanced, but for a 3-circle investment, it doesn’t need to be significantly nerfed. Capping the Immunity of it to 18 seconds max and making it only apply to each user once per round (Similar to the Revive nerf) would be fine.

This one isn’t a problem worthy of a nerf. Simply spreading out enough so that the Link breaks (Or spreading out enough from the beginning so that most of the team isn’t caught in it) is all the team needs to do, so only the first round will catch you off-guard.

Are you talking about Antidotes & HP/SP Pots? Text Effects from equipped gear? The majority of these are easily affordable at the Rank 7 stage (Lv130 dungeon, Demon Prison District 2, Material farming), and the ones that aren’t (Ex - Animus, Audra, Ignition), do not cause enough power-creep to make it an issue worth disabling them over.

Incineration is extremely hard to land without the player being CC-rooted prior to using it, and even with that, I think I’ve only been hit with it 4 times at the most since Team Battle was enabled. Even then I didn’t die from it once. Owl’s are the same way, and the only targets they usually hit are ones that are CC’d or not paying attention (And there’s a lot of people who don’t pay attention in TBL).

The other noticeable DPS skills are Carnivory, Effigy, and Energy Blast. Carnivory kills people who’re (again) CC’d or not paying attention since it can easily be ran out of before it even starts, Effigy requires Hexing to hit first and Hexing has Runecaster/Pardoner/Plague Doctor to counter it, and as for Energy Blast… there’s only 3 Monks in the Top 100 and last week I only recall 2, so let’s not take away the best thing they have going for them. Once they start actively hitting the Top 20, then they can be considered a threat.

This one is literally a matter of learning how to play around skills and stay aware, which not too many people do since they just aim a target and attack with whatever which is why Kabbalists are all in the Top 10’s. When I see Revenged 7x buffed on the enemies, I hit them with a low-damage skill or AA if possible. When an Archer sees Revenged 7x buffed on me, they use a Rank 7 skill. The buff duration should be nerf’d, but not the damage since it can be removed without much effort or returned damage.

Players shouldn’t have the freedom of their stat choices taken away from them in TBL; if some guy wants to go full CON or 0 CON then so be it. Instead, the amount of HP that CON gives should be nerf’d a bit when in PvP. Right now it gives 85 HP per CON, so in there it should be lowered to 50. The fixed HP also wouldn’t do much to stop one-shotting or one-skill kills without first balancing those skills, unless the fixed HP amounts are very high. This would make Clerics even harder to deal with though (Healing skills restoring % amounts), so it would just give rise to even more complaints.

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Oh TIL, and thanks for clearing that up.

Now we do need to figure out how they’re able to do that, if it’s legal in IMC’s terms, to level the playing field because it really does provide a significant 1st round advantage.

OP clearly salty loser whimpy
what is disgusting is when u get roled by certain class and get permanent stuck and auto lose even if u still got 100 % hp

I still can’t believe OP is a Psychokino… that class is so unbalanced in pvp and they’re still whining lmao.