
Hello! I kind of thought about most of these ideas in the back of my head one night and decided, "Yeah this could probably work." and now we're here.
With a year of experience in the PVP side of things, it has been both fun and troubling seeing it evolve overtime with pre-and-post combat additions especially adrenaline as being a big game changer. Though with my experience with playstyles and entirely new ways of combat, i feel as if there could be more improvements in the system as well as quality of life for PVPers in the present and potential future.
First off, I do want to point out some basic guidelines and roles in the PVP scene that I've seen from my time here:
Bruisers:
These are your typical fighters, usually Bruisers occupy weaponry or paw fighting of any sort.. they have their advantage in sheer numbers as well as being able to dish out decent damage in fights. Currently this is the most common play-style in the PVP scene.
Tanks:
Uncommon, sometimes rare, Tanks are warriors who have specialized in taking in as many blows as possible through various means. I am very familiar with this playstyle, and have played it a multitude of times, though sometimes it always feels like Tanks outwardly are the strongest archetype outside of a few exceptions i will mention later..
Shadows:
Shadows, adopted usually by thieves or stealth-builds, Shadows operate in you guessed it, the shadows, and often do not take conventional approaches in fights. Which means, they do not play fair! Trees and dark places are usually where they dominate playstyles like Tanks while Bruisers give a run for their money.
Although these three archetypes are very simple, they have a lot of complications and match-ups that make a sort of triangular balance:
Shadows -> Tanks -> Bruisers - >
So on so forth, normally this would be the case, though I have seen some issues lately in regards to the playstyle match-ups in recent time:
Imbalances:
This triangle, at least from what i see, isn't balance and clearly some archetypes are just better than others and to be honest and fair, I will explain each flaw and problem with said archetypes.
Bruiser Problems:
Bruisers.. don't really get much options in fighting against Shadows, while reasonably they get destroyed by tanks, bruisers cannot do much against a Shadow and even with new artificer tools such as Root Bombs being able to set up unfavorable scenarios, a bruiser has to be able to afford root bombs, which are known to be pricey as well as not being able to aim well; meaning Bruisers cannot reliably counter Shadows.
If Root bombs were a lot more accurate or had a different way of interacting with other opposing critters in a PVP scenario then I believe Bruisers could still stand a chance, but realistically they are the weakest archetype from what I've seen.. not as fast as shadows or healthy as tanks. But, they make up the majority in the triangle.
If i had a suggestion to make Bruisers more competent, giving them more options to deal with both Tanks and Shadows would help tremendously such as artificer tools or even critter-made tools!
Tank Problems:
Realistically speaking, i do not have much problems with being a tank-player since tanks are naturally gifted with being unstoppable (depending on who is what they're fighting).
Though i have seen some problems with tanks themselves where they might be a little too indestructible for their own good? The only way to defeat a tank proper without the intervention of rare mechanics or status effects is to hire another archetype I most especially want to talk about after this.
So making Tanks a little more easy on the defense said for both Bruisers and Shadows might help Tanks be more likely to take on protecting roles in groups as opposed to being one-man armies.
Shadow Problems:
I have mentioned some previous problems in relation to bruisers, but Shadows at the moment do not have a clear way to be punished or countered for their playstyle.. If for example the environment provides a tree then Shadows will use it to their advantage, as well as open spaces where they can move away from an opponent's POV. Normally this would be acceptable, but from what I've seen with a lot of players it doesn't seem very fun to go up against Shadows in general for both Tanks and Bruisers alike.
Much of the playstyle in my eyes seems to be a mixture of hit and run and nothing more than that, which doesn't seem too fun and i do believe that there could be more additions and options for Shadow players to play around with, while also retaining their dominant-ground.
As I've suggested before, a small rework of root bombs or even new combat tools could be very healthy for the PVP scene as both archetypes can reasonably enjoy fighting without either feeling too one-sided.
The Black Sheep: Orange Mages
If anyone has played this game for a long while, they will know that Mages, or more specifically Orange Mages are uncontested, being one of the strongest archetypes in the PVP scene without question.
Not only can a prismatic wielders one shot most bruisers, even tanks struggle without the input of spell resistance, which requires all archetypes to either invest in being able to withstand this archetype, or not and face the wrath.
As you can imagine, this brings up a lot of problems for the PVP scene, an archetype that only requires 30 intervals + prismatics + and a few treebark potions to be formidable in combat?
Even without prismatics, they can be quite cumbersome to fight against if one is equipped with armor or any defenses with little to no resistance.
I hate to imagine that Orange Mages in some point where more players are active would disrupt the balance and force fighters to either become mages or be destroyed if one chooses to fight one.
From the way i see it, the only way I could imagine at the moment where Orange Mages can start being more healthy and approachable in the PVP scene is that if Mages had wind-ups before using any moves, some of which can be interrupted, so it requires a lot more input from the other end while giving more agency and responsibility to both non mages and a mages alike.
Beyond that, i see no other additions or changes besides that, and i wish Orange Mages can find themselves able to integrate in the PVP scene.
That is all i have to say, of course my observation is not perfect: which means it is open for criticism or discussion in what would be best for Farwoods' PVP scene.
I hope you enjoy reading this one out!