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PvP - Pushes & Defence Scaling

PlaQ

Well-known member
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
  • 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
I have previously discussed the topic here:

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.
 

Blasphem

Well-known member
The worst possible pvp in the best existing server, sadly.
The goodness of the suggestion is self-evident and needs no explanation. It's a matter of fact that pvp is now non-existent.
Those few instances of pvp (you can see it in a simple way, just watch any pvp video circulating on youtube or tiktok) result in a festival of one-shots where melee classes can't even get close to combat being executed at by ranged classes like a firing squad. I couldn't imagine a worse pvp than this, and it's a real shame. it would take very little, and I hope the suggestion will be taken up as a matter of urgency.
 

lilrock

Member
I fully support your suggestion PlaQ since the time you first posted, because PvP, since then, till now is far from balanced or enjoyable. It feels like there’s no middle ground, either you’re at the top with every possible advantage, or you’re completely outclassed. There’s no room for players who are still building their equipment or those who want to engage casually in PvP.


PvP should reward those who spend time improving their gear and alchemy rather than those who constantly rely on temporary boosts. The current system feels more like a test of how much you can spend in PvP fights rather than a test of skill or preparation. Costumes, pets, and event items providing PvP bonuses only add to this imbalance. As PlaQ mentioned, It would make sense to limit these items to PvM bonuses, allowing players to farm efficiently without disrupting the PvP battles.

Other servers, and especially old WoM2, handled this better by minimizing the role of temporary boosts in PvP. This encouraged more participation because players could focus on their equipment and strategy rather than scrambling for consumables every few minutes.


At the same time, the way defenses work now makes it hard to justify investing in good gear. If you’re wearing equipment with high % defense bonuses, it should make a noticeable difference in battles. Right now, the scaling feels off, defense bonuses are only half as effective as they should be, which means that fights end way too quickly, even for players with great equipment. This makes PvP feel shallow and unrewarding, as battles often come down to who can deal damage faster, rather than who has the better setup or strategy.

If these issues are addressed, PvP can become a more accessible and enjoyable part of the game. More players will want to participate

The current state of PvP isn’t sustainable. Making these changes would help revive interest and create a healthier balance that benefits everyone, from casual players to those who love the competitive side of the game.
 

Basim

Well-known member
+1 to both suggestions idk why but it feels like the team is trying to fix something that wasn't broken with all of these pushes and "balancing"...
 

CXG14

Member
From a casual PvP player, I strongly agree with everything that was written ☝️☝️

I would stay and watch a 2 hours or even 3 hours long Dojang, where you cant predict the outcome just based on what classes or names are showing up and having no clue who will win from event to event.
It will give those who are really into it a opportunity to build up a story, a legacy out of this and more people will be interested in for sure.
PvP market will start moving once again, not only alchemy or 3/5 4/5 5/5 items, and even those sometimes are barely selling at their value.
Fights between guilds and guild wars, will be actually a real thing once again. Most of us are tired of this farming simulator and for sure a PvP balance will revive some spirits among us.

so 🤞and hoping for the best.
 
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