Flametree helm is empowering turn zero pvp

Hello?

Is anyone listening over there?

Is turn 0 PVP going to be a thing forever now?

3 Likes

Maybe it will only be until enough players have spent resources on rerolling attributes :slightly_smiling_face:

Has there been any progress made on this issue. It’s ruining PVP for the majority of players.
I now some people that are able to do T0 pvp but deliberately don’t because they know the affect it has on others.
It would be great to have an indication on whether the devs plan on doing something about this or not, so the rest of us know whether we should be trying to get T0 pvp builds or not.

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I’ll let you know the day I decide to invest in a T0 set, because that will be the day they change it :slight_smile:

All kidding aside, this really is something they addressed before with changes to gear, mana costs, etc., so it seems like this is not the desired play style from the dev’s point of view. There have been multiple easily implementable solutions proposed, so any delays at this point seem like they are waiting for an inflection point of some sort.

One of them that I have oft repeated is just simply cap starting mana at 80%. Multiple other defensive and utility stats are capped at 80%, so there is no logical impediment to doing the same to starting mana.

And as mentioned, this issue was addressed before so clearly it was a concern; not sure why its not a concern worth of attention now.

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Hey @Jeto

I know that there probably hasn’t been any real movement on this issue with everything else that has been going on. Big changes, etc.

But, would it be possible to ask the designers whether or not turn zero is intended or not intended game behavior?

An answer to that would not only give us information we need to properly make decisions on upgrading our gear, it would also help us give the right kind of feedback to help balance things.

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? Pretty clear that the intended meta for match-3 game is not touching the board, amirite?

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It’s frustrating since months ago they made clear adjustments to the game for turn 0 PVP not to be a thing. Here we are in the same situation again and there is silence months after the issue has come back.

So many gems lost already because we don’t know whether to put in the resources into something that will be rendered useless again.
It’s these inconsistencies that can really make a player bitter and jaded y’know? This is how it happens

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The thing is we don’t really know that those changes were made with PvP in mind, at all. We assume that. I know at one point we could make a team that could just infinitely loop spells without ever giving the enemy a turn. I would imagine that would make KD a bit of a dud. It could very well be that the previous changes were made with PvE in mind and the resulting nerf to T0 PvP was just a side effect.

Adding gear that can straight up fill a spell makes me wonder what the goal really was. Filling one spell is not going to break a pve battle, but it can certainly break some pvp battles. So now I just want to hear what the intent actually is.

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Cross sharing here as well, as I was in a discussion with the team this morning;

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