So. This is gonna be a lengthy one. And i really want to know people's thoughts on this. And i really, really hope it doesn't get to pot-shots too quickly.
A lot of ppl on discord have been mentioning that pvp is oftentimes "rocket tag", and me personally, i've expressed my scorching hatred to split-second victories in pvp, but i never really delved deeper into it. Specifically:
I firmly, strongly believe, that blitzkrieg PVP is a major problem, not just due to annoyance/no-fun factor. (Please bear with me here.)
By blitzkrieg PVP i mean, either:
Ability to instantly (opening flurry + instant attack) delete around 65-100% of target's maximum health
OR
ability to instantly disable someone for more than long enough, or just savecheck to outright kill them.
Or anything really that results in a similar thing: you kinda win in around 2 seconds.
Now, why is it an issue.
Because it heavily encourages twitchiness. The looming thought that "if i make a single mistake, or i let my opponent start a fight first, attack first, or dispel and save-check me with my save buffs removed, i will die." can very easily make people panic and instantly react to someone hitting hostile. Furthermore, it encourages plays like:
Approaching someone, to "can kiss your neck" distance, during the pre-pvp RP, before really "responding", a.k.a interacting, which i personally see as a light abuse of the pre-pvp RP rule.
Starting the encounter with "if you move/approach me/do X i will attack", etc.
In general, it, in my opinion, makes people fairly trigger - happy. And i do not think that's a good thing.
Also, from my experience, 10 second fights have been very underwhelming. It just felt like my opponent lost a stat check, and that's about it.
Now, that problem, of instant win in form of DAMAGE, may receive responses of me being a moron. Reason:
It is, sometimes, seen as a SOLUTION to ANOTHER problem, which is:
in-combat sustain.
We've got potions. We've got scrolls of gresto. We've got trinkets that let us cast cure spells, regen, and etc. Heal pots were rightfully nerfed (with a slight annoyance that if you miss the line in combat log of how much soberity you have left you can literally kill yourself), but there's still a lot of other options left around. They're SIGNIFICANTLY less powerful than heal potions, yes, but they still can contribute to one's survivability greatly (talking about healing draughts. I can say from experience that, against a caster, after you nulled their summons, they can come in handy). And nuclear damage output is a solution to that. You can't outheal a weaponmaster's damage, after all. Nor can you outheal a lucky streak of... any x3 crit mult crits, really.
And these two issues feed into one another, in my opinion.
You can't reduce the damage too much, otherwise it'll get to the point where having 2 stacks of healing draughts and 30 heal pots is going to turn every engagement into a battle of wallets.
But leaving the damage as it is, just contributes severely to essentially the rock-paper-SHOTGUN pvp. Which i just personally find very underwhelming when it happens.
And yes i know i didn't said too much about it, but save-or-lose (a.k.a save-or-suck and save-or-die) spells are also a big problem. I don't think i need to say too much about it though. It's rather obvious why losing in 2 seconds because you rolled a 5% chance to instantly suck is just downright unfun, and why having your spells do nothing 95% of the time is also extremely unfun.
I'll present my ideas for solutions later.
What're your thoughts?