Bluwork builds are significantly out of balance with PvP. Excessive auto-recovery is metamorphic enough to reduce the choice of other builds to the limit, which is completely different from the update direction intended by the production side. We, PvP users, express our strong desire to balance this build.
The fire starters of Artillery Turret and Chem Launcher are far more powerful than other skills when increasing skill level and skill damage, which is contrary to the intention to extend the kill time. ing. This is not a story that has just started, it has not changed for a long time, and it is a level that makes us wonder about the balance adjustment on the production side. If the range is wide and the power is instant death class, there is no need to shoot a firearm? Please think carefully and adjust.
The Artillery Turret and Fire Starter are far more powerful than other skills when increasing skill level and skill damage, which is contrary to the intention to extend the kill time. This is not a story that has just started, it has not changed for a long time, and it is a level that makes us wonder about the balance adjustment on the production side. If the range is wide and the power is instant death class, there is no need to shoot a firearm? Please think carefully and adjust.
I hope that, beside merging the threads, you also passed this to the devs.Originally Posted by UbiBlush Go to original post
It has ben covered during PTS, yet nobody listened.
On top of that, they should look into the shields builds which are out of balance by farrrr.
The danger is that if they nerf them for PvP players then they'll become unusable in PvE. Damage and armour for players vs NPCs is wildly out of balance, so for PvE tanks need to be SUPER tanky to survive more than a few second, but in PvP there's a lot less damage being dealt and the balance of power is less one-sided so tanks need to be much weaker. However, as has been shown time and time again, there's a problem in the fundamentals of the game which means it's impossible (or at least very very difficult) for changes to be made one side without them impacting the other, so we either end up with things broken in PvP, PvE, or both,.Originally Posted by Mr.Atlass Go to original post
TotallyOriginally Posted by Mr.Atlass Go to original post![]()
Only the damage value is corrected in PvP, and nothing related to the armor value such as the percentage of automatic recovery is corrected. The same applies to Shield HP. The gap creates an excessive zombie build and a shield with an unusual hardness, and it is breaking the balance of PvP. I suggest the probability of PvP correction of automatic recovery and shield skill here.Originally Posted by ElBiggus Go to original post
Please step into this. I think that Artillery Turret and Shield need to be modified or need something other.
[Situation I had]
Yesterday, as soon as I entered DZ, I have killed by Artillery Turret. Also, the other 2 or 3 agents killed at one time.
The same thing happened 2 or 3 times, then, I can't find the agents who killed by Artillery Turre at the same time in DZ yesterday.
I don't wanna say, but it's so boring, and a waste of time...So, people will be away from DZ. Is this an ideal situation for you? I think not.
I don't wanna be killed by Skills, I wanna be killed by a Gun. I don't wanna kill by Skills, but a Gun.
[Other suggestion]
Would you please kindly consider to change the running speed of hip-shot?
I think hip-shot is one of the ways to face shield build. The current hip-shot speed is nerfed before. (I don' know why this happened.)
So would you please make hip-shot speed back as same as before?