PVP Changes

good luck today :rofl: mystic day…wand and queen bee

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pvp now is a disaster, just disgusting time-wasting without fun. plus the game crashes like crazy when fighting pvp battles, which leads to a waste of the trinkets. god, does any of the devs actually play?

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i think i have a solution.
new mythic troop.
name… the gray queen…(wife the gray king)
colors…yellow,green,red
clone the gray king but different collors
mana drain-silence and frozen.

My wish would be a Blood Frenzy stat boost nerf - maybe down to 25% instead of 50%, because “broken” team combinations and traits like the one for Stellatrix to tank even more damage takes way to long with the danger to lose the fight anyway + trinkets. I switched over to normal fights for this reason. Beside of that, the lack of variety is horrible and boring.

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With the influx of Cosmic Dragons this update brought to PvP I thought I’d try a certain something in a team, a Godslayer. It was only when I got into a game I realised that Cosmic Dragons don’t count for Boss units, unlike Gem Dragons that are Boss units. Why is one Boss and not the other?

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Those don’t really touch the core issue that keeps getting repeated over and over again.

A lot of players liked the way PvP played after the first PvP update. This was suddenly changed overnight to a totally different play style. While some players prefer this new play style, the vast majority doesn’t.

1.) Don’t force a total revamp of a game mode on players without any prior warning. Communicate about it first several weeks ahead, to see whether your understanding of that game mode even remotely matches what players expect from that game mode.

2.) Don’t replace something that most players like with something that most players dislike. Find a way to offer both. If the “old” and “new” PvP would run in parallel (with separate leaderboards and VP pools), allowing players to pick where they want to participate, almost everyone would be happy.

3.) Don’t mess around with game mechanics that have a huge impact on other game modes, like Journey, just for the sake of putting more band-aids on PvP. The word “nerf” is showing up way too prominently in your summary. Nobody wants classes, weapons, dragons, empowered troops, extra turns and mana surges banned from every game mode except training battles just to make PvP more “fun”.

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players leave when they see too much influence of p2w on f2p model. this is what is happening now in pvp mode :laughing:

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I am massively against hero or weapon restrictions in pvp!
Maybe some endgamers forgot how it is for beginners and mid-levels to not have many weapons and not having all classes maxed.
If pvp is not ruined already for them, that would be the last nail to the coffin!
Please players stand up for your rights!

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Please no nerfs. Just fix the issues. :pleading_face:

As I said in another thread, you could easily make opposing regions, like in Red you can as a player choose an all blue team. As a mystic region, you can use say Daemons. For Divines you can use Dragons.

At least that way there is no same team vs same team. However it needs a proper look. Blood Frenzy is broken content as is too. It might need bonuses based on troops you bring rather than the idle 50% stat boost that permeates everywhere.

Who will chose a fight vs a 50% boosted Stellarix? It’s a 1 cast wipe for most of the player base.

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Yes kudos for your dedication. :smiley:

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I think nerfing Stellarix would be a big mistake.

I was very unlucky with Diamantina, taking 34 Gem eggs to find Sapphirax. I was spending 300 gems a day on Dragonite for 9 months to get Diamantina, making it an extremely expensive troop for unluckier folk like me (over 75,000 gems in my case).

I wasn’t nearly so unlucky with Stellarix, but it’s an even more expensive troop.

To dangle powerful troops like these in front of players to encourage huge gem spends, then nerfing them later, would be an incredibly egregious bait and switch that would anger many players.

Please don’t do this.

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My point was strictly about Nexus. I don’t use elementalist except for PVP, GW and with Nexus teams. I primarily use Archer/Sunspear/Archmagus for everything else. There isn’t a need to use it everywhere.

For PVP, it is a blunt instrument. Some people want that, some don’t. It limits your creativity in putting teams together but as we’re seeing, that happens anyway based on meta team troops. It will continue to be that way. See goblins, mother of darkness, tower/ Enraged K, pathfinder troop teams for reference.

I honestly don’t care that much either way, but nerfing elementalist does not solve the problem.

I really think all this talk about elementalist is overblown. PVP is what it is, and will continue to be that way.

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Kafka, I must admit, that’s some pretty good selective hearing. Not sure how it captures 230 out of these 237+ posts, but hey, I guess you’ve all already decided your next moves. Good luck

Even when you’re not wrong, you still are so offensive. Please tone it down.

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INSTEAD of NERFing selected things like Elementalist’s 3rd trait you could BUFF things insted like medals of Orpheus to 20% or even 25% cleansing chance per medal.

Pretty sure nobody would cry about that change as it benefits everybody in every game mode and would make fighting against elementalist much more easier task.

Edit: You could also make the Impervious and bless talismans dirt cheap (1 silver for example), so it’s only a small PvP fix.

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Love to see the good discussions and debates about the inevitability of metas and how nerfing can be a band-aid fix to a larger problem. Good points on all sides there.

Good stuff, no qualms here.

I think there’s been a lot of healthy debate here. Elementalist is absolutely fun to use for the player. It’s fun to use teams which cripple and crush the opponent. This applies to most “OP” or “meta” things even outside of this game.

What’s not fun is to be on the other side of things, crippled and crushed by Elementalist. This class far exceeds the abilities of most other classes (this much, at least, I don’t believe is controversial). It’s incredibly difficult to counter, as mentioned above, due to stun immunity, and when paired with Wand of Stars and the 50% Blood Frenzy buff, it’s not too unlikely that your opponent can destroy you in one round.

Although I personally hold that Elementalist is overpowered even if other classes were to be buffed, I agree that nerfs can harm players (especially new players) and that the “need” for nerfs may be symptoms of a larger issue. It’s an issue that needs to be addressed carefully and thoughtfully.

This, to me, is again a symptom of a larger problem, namely those discussed above regarding the very few counters that can stop certain combos like Elementalist and WoS. Given WoS has every mana color, it’s able to be used in many PvP regions. Elementalist is by far the most used class in PvP (and for good reason). Disallowing all but one class per region just because one class is causing frustration goes too far.

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Just like the missing december 2022 vault event just let it pass by and people will eventually shut up and carry on. The fact hero is now in all teams is not a mistake, it was a bug that it wasnt there… now are stella wand teams a pain, yes. But i can almost guarantee those complaing dont have yhe new meta troops. And even still scilence would shut wand down.

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I would really keep the suggestions to things that have a legitimate shot at making a difference. There’s 1400+ troops. There’s 38 classes and 500+ weapons. There’s practically an infinite number of combinations to the point where nerfing one thing is going to have a knock on impact all the way down the chain.

Take another example-- Balatro (great game if you haven’t played yet). The core is built around a 52-card deck and even there the combinations are into the stratosphere when it comes to balancing.

It’s a Catch-22-- they need to add more classes, more troops, more everything to keep the player base engaged and with each addition the odds of getting the balance anywhere close to “right” becomes exponentially more difficult to the point of being impossible.

There’s plenty of suggestions on actionable ways to make the game more “fun”. I wouldn’t touch power level changes at all. It will very quickly become a measure of “be careful what you wish for, you just may get it”. If you want any proof of this in action, see Journey.

So it’s back to an overall experience question-- what can the devs do to make the experience more engaging? All I can hope is that this is the question and not how can we make this mode more profitable?

tl;dr: Balatro is a really fun game and I can’t recommend it enough.

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First, as far as team switching I dont know if it is a “me” issue, but if i go into my team slots and select “copy” and then try and paste it in PVP it actually pastes any team I had copied previously and not the team I am teying to paste. I have to share the team to Global then copy it from there for it to be able to paste properly. This has been an issue since the new PVP started. Not just with 7.4 or whichever updage we are on.
Also, I didnt do PVP Monday as I was busy, so started on Tuesday. I lost my first match of the week in 1 turn in. That made me say whoa, but the real frustrating part was I lost 3 straight Raven fights. They weren’t even high level teams. I got absolutely crushed by a couple sub 40 VP teams. I had to play another hour to get my 3 Ravens for the day.

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Another thing is my concern for limiting Classes to specific region restrictions might really hurt lower level players. What if a new player hasnt even unlocked a specific class or if it is only level 20 or something. Thats a further disadvantage

1 Like