Hello everyone,
I've been playing the server a lot for a few days, and decided it was time to stop by the forums and make a suggestion for pvp balance. First of all, I know this may be a controversial topic, especially among the established players in the community and those considered to be a top tier fighter, but here it is anyway. Basically I noticed fairly early on the optimal way to fight; hold space-bar, click when you fall. This is unfortunate as it makes movement much less important and strafing nearly obsolete. Sometimes its possible to scrape through some fights without critting, but you need to heavily out skill your opponent to do so. In my own experience, going for crits would get me far more wins than trying to out strafe them, even though at times I would get 2-4x as many fully charged hits as them strafing, just to be out-damaged in a few hits. I believe I can say with consensus from the server that going for crits is by far the best way to fight right now.
So why are crits so strong on loka? From my testing it seemed crits were doing 2.5-3 hearts of damage, whereas regular swings 1.5 hearts. This is double the damage in some cases; why strafe when you can double your damage with spacebar, in the same amount of time? I was looking for threads on this subject and found something similar to what I noticed when joining: https://lokamc.com/forums/index.php?threads/pvp-damage.3399/. In this thread, galaxy says that damage is too high, and while I see where he is coming from, I think the problem are crits, as mentioned. 33% damage increase is great, but it seems to have made crits much too powerful. Without using any crits, you can still kill someone in 6-7 hits, not long at all. Without critting, pvp feels great, time to kill is pretty low, you aren't forced to throw down a full hotbar of health pots just because of lucky/unlucky positioning, potting accurately becomes more important, each player can focus on aiming and strafing increasing the fights complexity, and skill cap. With crits, there is no need to try to juke out your opponent, aim isn't as intensive, and there is generally just less strafing and complex movement. It's not as fun. This is why crits need their damage nerfed.
With ideal and balanced pvp mechanics, players would rely on aim/strafe/potting and pvp knowledge for the majority of the fight, as they always have, without the need of holding space and standing still. Crits would deal an extra half heart, by no means making them worthless, on the contrary, with decreased damage they would still be very useful. Hitting someone next to a wall or potting, being right next to them, getting the first hit as a crit or whenever you see an opportunity would all give you an edge. However, they wouldn't be so broken as to make it essential all the time. Crits like this would allow for more complex fights with strafing and more difficult aim, getting in crits at just the right moment.
Well, i'm not a coder but being optimistic it could be as easy as changing the damage multiplier of crits lower to deal less damage (half heart more than a regular hit, never a heart more). Making this change would be great for the server, making fights more skill based, potentially bringing in more competitive players and not making new ones turn around after trying it out. It would be a more enjoyable PvP experience for everyone.
I've been playing the server a lot for a few days, and decided it was time to stop by the forums and make a suggestion for pvp balance. First of all, I know this may be a controversial topic, especially among the established players in the community and those considered to be a top tier fighter, but here it is anyway. Basically I noticed fairly early on the optimal way to fight; hold space-bar, click when you fall. This is unfortunate as it makes movement much less important and strafing nearly obsolete. Sometimes its possible to scrape through some fights without critting, but you need to heavily out skill your opponent to do so. In my own experience, going for crits would get me far more wins than trying to out strafe them, even though at times I would get 2-4x as many fully charged hits as them strafing, just to be out-damaged in a few hits. I believe I can say with consensus from the server that going for crits is by far the best way to fight right now.
So why are crits so strong on loka? From my testing it seemed crits were doing 2.5-3 hearts of damage, whereas regular swings 1.5 hearts. This is double the damage in some cases; why strafe when you can double your damage with spacebar, in the same amount of time? I was looking for threads on this subject and found something similar to what I noticed when joining: https://lokamc.com/forums/index.php?threads/pvp-damage.3399/. In this thread, galaxy says that damage is too high, and while I see where he is coming from, I think the problem are crits, as mentioned. 33% damage increase is great, but it seems to have made crits much too powerful. Without using any crits, you can still kill someone in 6-7 hits, not long at all. Without critting, pvp feels great, time to kill is pretty low, you aren't forced to throw down a full hotbar of health pots just because of lucky/unlucky positioning, potting accurately becomes more important, each player can focus on aiming and strafing increasing the fights complexity, and skill cap. With crits, there is no need to try to juke out your opponent, aim isn't as intensive, and there is generally just less strafing and complex movement. It's not as fun. This is why crits need their damage nerfed.
With ideal and balanced pvp mechanics, players would rely on aim/strafe/potting and pvp knowledge for the majority of the fight, as they always have, without the need of holding space and standing still. Crits would deal an extra half heart, by no means making them worthless, on the contrary, with decreased damage they would still be very useful. Hitting someone next to a wall or potting, being right next to them, getting the first hit as a crit or whenever you see an opportunity would all give you an edge. However, they wouldn't be so broken as to make it essential all the time. Crits like this would allow for more complex fights with strafing and more difficult aim, getting in crits at just the right moment.
Well, i'm not a coder but being optimistic it could be as easy as changing the damage multiplier of crits lower to deal less damage (half heart more than a regular hit, never a heart more). Making this change would be great for the server, making fights more skill based, potentially bringing in more competitive players and not making new ones turn around after trying it out. It would be a more enjoyable PvP experience for everyone.
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