This is my 3rd or 4th attempt at suggesting needed changes to the PvP situation. Some time has passed and we have seen that the Nemere EQ was not able to make the necessary changes. Therefore, I will give you my 2 most important suggestions to make PvP more playable and enjoyable. I will also try to give examples and explanations & comparisons so that everyone can understand why I am suggesting the following changes:
Suggestion 1: Focus more on EQ & Alchemy and less on Pushes - Streamline Most Pushes for PvM only
Suggestion 2: PvP Defence Scaling back to normal
Conclusion:
In conclusion, addressing these two key issues - refocusing PvP on equipment and alchemy rather than costly unbalanced pushes, and restoring PvP defenses to their proper scaling—will significantly improve the balance and enjoyment of PvP. These changes would encourage more spontanious participation, especially from lower-level players, while making good equipment and strategic gameplay more rewarding for higher level players. By revisiting the principles from the old WoM2 server, we can create a more engaging and sustainable PvP environment for all players.
Suggestion 1: Focus more on EQ & Alchemy and less on Pushes - Streamline Most Pushes for PvM only
- Avoid introducing PvP-related pushes during event times. PvP should be a rewarding activity after extended farming sessions, not one that requires spending hard earned yang every 10 minutes. This gets very bad particularly during events. This high cost discourages participation, especially among lower-level players, and further disrupts the already fragile PvP balance.
- Costumes, pets, cookies, and similar items should provide only PvM bonuses. They should not include attack value, melee damage, or pierce boosts. There are numerous ways to ensure these items remain exclusively focused on PvM. It will also not impact the earnings of the server since the PvP Populations is already non existent.
- As a quick Addition: No other server - especially hard PvM server - have such disruptive pushes in PvP. Nor did they exist on the old server. Especially in the later years of wom2, where several changes reduced and streamlined PvP pushes, PvP participation increased significantly.
- For someone who is unaware of potential Pushes here a Quick List out of my head: Dews, Cookies, Liquids, Potions, Tiger & Dragon Stuff, Vitality Stones, Fishes, Extra Push like Watermelon, Event Cookies, Medal of ancient Hero, Hero Medal, Pets from Events, Costumes From Events, Anti-Slow Potions and the List goes on.
Suggestion 2: PvP Defence Scaling back to normal
- PvP defenses currently function at only 50% of their displayed value. For example, if you take 10k damage from a skill (e.g., mental warrior) with no defense, and you put now 60% sword defense, the damage reduction is only 30% instead of the full 60%. Which means you still get 7k DMG instead of 4k - This was not the case on the old server.
- Adjust the system back to its "normal" state, as it was on the old WoM2 and other servers. The current system has shown that even Nemere equipment hasn't changed this imbalance. At lower levels, PvP often ends in just 2-3 skills when fully maxed out. Same goes for High PvP - as we can see in Dojangs
- This devalues good equipment with strong bonuses, making Pushes and max HP more critical than having well-optimized gear.
- Just to understand the significance: having 60% Sword def in your equipment only gives you 10% more defence on Skills then a maxed Grey Liquid - a single Push item
Conclusion:
In conclusion, addressing these two key issues - refocusing PvP on equipment and alchemy rather than costly unbalanced pushes, and restoring PvP defenses to their proper scaling—will significantly improve the balance and enjoyment of PvP. These changes would encourage more spontanious participation, especially from lower-level players, while making good equipment and strategic gameplay more rewarding for higher level players. By revisiting the principles from the old WoM2 server, we can create a more engaging and sustainable PvP environment for all players.