If someone has Sword Res and Axe Res they are weakest to unarmed attacks - you axe won't out-do your fists in that situation. Perhaps a limit to the number of Res's that can be added to a players traits?
This is flat out wrong, you obviously never tried to kill someone with godarmor using your fists.
๖ۣۜWhy not just use traits like WitherStrike or PoisonStrike?
Witherstrike is a viable choice for support archers, but you seem to be vastly overestimating how strong they are, experienced PvPers have over half of their inventory filled with splash heals, and a backpack with even more.
That can subtly ruin someone's day if you stand from a distance with a bow, then even with their little 30% reduction, they will slowly wither away.
No, splash heals, regeneration etc will remove any ability to 'Wither down' your enemy, the debuffs are used to reduce your enemies strength to enable your frontline to kill them when they are weakened.
Unless a person has resistances to that equipped, or milk, they indeed will not be able to just pass by those strikes without needing to stop and heal themselves, thus slowly depleting their healing supplies.
Do you just think that they will ignore you? Using the support traits give you great utility but make you vulnerable to actually being attacked, if you run support archer you need to make sure that your teammates are there to back you up, because if the enemies damage dealers come close you don't have many seconds to live, and a enderpearl combined with their speed II potions will make this easier than you think.
Wither also can kill you through armour. Tactics, people. Some of these things you ask to nerf don't need a nerf at all, you just need to be smarter.
No, the people voicing their opinions on this matter do not need to be smarter, what they are asking is completely reasonable, what you need to do is try to raid one of the stronger factions on the server constantly and see how many times you can even get one of their fighters low, because trust me, your fancy tactics and strategies are easily disrupted by an enderpearl and axe to your face.
Not only this, but @
Feyona_ also pointed out plenty of grand reasons.
Also, @
thor5648 , that was smart to test it out, but the thing you are missing is you had
Axe Resistance And Absorption Potions while in the 30% resistant zone. People can only hit you so fast and deal so much damage at once with that half second delay in damage within MC physics, let alone you were resisting the very weapon they were using. There was not a flaw in the resistance,
the flaw is that you used a good strategy and they did not.
The fact that MC only registers a certain amount of hits per second is not an argument for keeping the buff, if anything it's the opposite, we do not want people to be able to tank two of the strongest players on the server, using the currently strongest weapon with sharpness V, the proper traits and strength II on. That should never be possible. And while fighters usually aren't as tanky as Grid was in the video they don't stand in a corner letting themselves get hit either, they run around, fight back and get backup.
Lure them out to the wilderness or be on your toes and make multiple sweeps at the enemy such as pot up, attack and get out of there then repeat.
I'm sorry but the solutions that you presented do not solve anything, and frankly do not make any sense. Luring people out in the wilderness is done already, but since the faction that you are attacking are defending they will often not leave their territory, forcing you to either not attack them or face them on ground that gives them such a huge buff that you are lucky to even get a single kill.
Simple really. To be honest I find it more enjoyable for a couple of reasons.
- It makes fights last longer presenting a challenge and enjoyment.
Fights are long enough already, I do not want to fight the same person until my armor breaks, how does giving players a 30% damage buff make it more challenging? You have more time to heal since you take damage so slow.
[*]All of the fights I have been in, we are aware of the 30% faction buff so we lure them out and strike. It makes it harder for the attacker to win which it should be. Imagine a 2 vs 3 fight, with only 2 people in the faction that are defending (I know right, not very fun |-()) They will need a buff if they are not very good as it makes it fair if the enemy is of the same skill level or better.
And imagine attacking a faction with even numbers, evenly skilled players but still losing badly, even while avoiding traps etc. That's not very fun either.
If it is really that hard, revise your tactics which makes it then harder for them to predict and also allows to show the enemies weakness. If not, make them come to you.
This is such a vauge statement, it provides no concrete points and serves no purpose.
"Revise your tactics"
There is only one way around this, and that is to not fight them in their territory.
"Which makes it then harder for them to predict"
Predict what?
"And also allows to show the enemies weakness"
Why would this make the enemy show their weakness?
Well in that case shouldn't the only advantages come from strategy and increased knowledge of how to use a weapon with pots, not a plugin (MCmmo)? You want to remove the only safety net that non-PvPers have when attacked because it makes it very much harder for you to win on their territory.
I'm sorry Mech but a weak faction won't be able to fight back with the buff, you give a rat some armor and the elephant will still stomp on it. The 30% buff starts to be a bad thing when two factions of similar strength fight (Assuming that they both are using god armor), because at that point the amount of defense you have makes you almost unkillable.
By that logic, all PLUGINS that make PvP more difficult should be removed, like MCmmo, the no-armor-drops, and traits in general. Your logic is therefore flawed to it's core.
Please refer from using strawmen.
Any plugins that allow a single player to tank 10 enemies with their proper traits, maxed out stats, god weapons and potions should be removed, yes, because at that point PvP can not fulfill its purpose, which is to kill other players. I am not saying that it's the case, but it's too close to it for my taste.
Grid used a perfect storm of traits + pots + massive acro (almost 2.5k, so he dodged every 3rd hit)
This is a great example of why you should probably get more involved in PvP before you comment on it, the dodge caps at 20%.
Most PvPers have a great level of acro, all PvPers use potions, and a lot of them use defensive traits, actually I would say that almost all PvPers use atleast 1 or 2 defensive traits (Absorbtion, axe/swordresistant, healthboost etc)
I could list the number of RPers who have all that PvP stuff to burn on one hand, because it's none.
That is why they are called RP-ers, because they primarily RP, not PvP. Should we make the lore shorter and rules less strict to allow for PvPers to more easily RP?
Only a PvPer would ever be in that situation, and it is easily remedied by the PvP community agreeing not to use traits that way so that EVERYONE on BOTH SIDES of combat can enjoy it.
No, this is not how it works, we are not all friends that want to hit people because it's fun, there are grudges, there are people who spite their enemy for real, it's not reasonable to expect every single PvPer to use traits that are fun, because a great deal of PvP is to try to figure out what your enemies traits are, trying new builds etc.
Also, try PvPing outside of each others factions in realistic battles at the gate or somesuch. Dunno, may work..
You seem to be thinking from a RP perspective, while some factions might be mature enough to do this most factions do not attack eachother for fun, they attack beacuse the enemy raided their ally, they attack because the enemy faction declared war on them etc. Of course they are going to be the hardest to kill on their ground, where they have all their resources available, what we are asking is that the buff is smaller, it's already an advantage being on your own ground even without the 30%, the buff just makes them monsters on their own ground.
Mag has declared war on most factions, regardless of RP/PvP, and the RP ones can't protect themselves. PvPers are NOT more likely to be attacked, the RPers are, and they are the ones who cannot protect themselves. If you dare to say "go learn then" I will post so many facepalm and "gtfo" gifs/pics that it'll crash the forums.
Once again, you obviously have not been in an active PvP faction, it is incredibly boring to just stand outside of some weak persons house while he talks to you, it is a lot more fun to challenge that other faction that will actually drop some loot, that will pose a challenge.
Don't want to be raided? Either keep a small amount of members or make it hard to raid you. The only reason there is to raid a RP faction is if they either
1. Have a great amount of members which will result in a big tribute.
or
2. Have people who piss PvP factions off
I have a single PvP oriented trait (unarmed resist) and I am fairly certain most of my members don't have more than one resist trait - meaning you can switch over to using a sword for full damage, or to unarmed, or snipe with a bow, or just go raid someone else who can actually fight you back.
And this is relevant why? Just because you make yourself vulnerable to attacks does not mean that the server should give you free buffs. You can change traits after standing still for 30 seconds.
I don't want to get back into this argument, but I will say this: traps are good and all, but I still like my 30% buff.
And we don't.
I think that the buff should be reduced but not removed, 10-15% sounds okay, then the defenders still have a clear advantage in their territory, but can still be killed.
Edit:
With the removal of the 20% premium buff I think that the issue is mostly resolved, I found that while still tanky when defending I died a few times too.