The current state of PvP is really really really unrewarding and a huge clustertruck.
What happened? Before Pre-Hot this game was decent. There were roles, viable builds that didnt just mean trying to min/max damage. If you wanted to get roughed up and be able to take on 2-3 players, it revolved around your set up and skill as well as completely outplaying your opponent. Now it just depends on what class your playing that decides if you can 2-3 for a small amount of time. Or if you win 1v1 engagements.
Precision is currently out of control in this state of game. The pace is faster, which is ok. But the amount of damage you take is what is triggering me. There are classes that can stack numbers upon numbers on your screen of high damage in half a second, most of these are just criticals. As if its more rare for them to hit you with a non critical attack. Tuning down critical chance seems like it has to be a must to make this game less chaotic in pvp and more reaction based because it will extend the duration of fights which offers more chance for rewarding decisions instead of being confused as to why 20k hp has instantly been pushed down into 3k.
Damage Modifiers, get rid of them. It’s as easy as that.
Conditions. These are currently broken as they are. Application to cleanse ratio is tipped in a very unreasonable way across all classes. A fix for this could be to lower application pressure but upping the damage per tick on damaging conditions per class. Although Some classes are ok when it comes to condition pressure as they do not deal much damage outside of their conditions alone.
Teleports. As it is now, players can cross a distance of up to atleast 2000 yards with ease as well as going through terrain to get to a player. Feeling as though halving the range on these teleports is needed as well are requiring a path, one similar to obstruction in order to teleport.
Added bugs im experiencing with this game. When a thief steals me, im instantly getting hit before the thief has even moved on my screen and hasnt even unstealthed yet. Can we please get a fix for this. Getting backstabbed/attacked before the thief has moved.
Instant cast. These should hold the least powerful effects in pvp. Having a noticeable animation is what powerful effects should have. The longer the stronger, the quicker the weaker. This is how the design for pvp should be.
Class Design. Now please, dont be biased if this pertains to your class, but. If you have mass amounts of sustain, evades, damage negation, invulnerability. Anything that makes it so you have a small window of opportunity to be attacked. You should not, in anyway, be dealing mass amounts of damage with your build. When it came to bunkers, they were not efficient in killing, but instead could take a hit. What I am noticing is that classes with bunker designs are doing the complete opposite and doing as much damage as the amt of sustains they have.
Crowd Control. Completely out of control. There is just to much in this game in the form of Soft CC and Hard CC and the amount of time it takes for one to be reused. Please, fix this issue. Add in this amazing thing called “diminishing return”. Lower the duration on CC as well. 2 seconds untraited in protection against Hard CC is enough. Soft CC could be solved with diminishing returns.