as it is right now players do very little dmg in high lvl scrambles vs players with high res(even tho the attacking side had good vs and other boosts)
The main reason for this is:
- Non-scaling of weapons AV. This is the main problem imo for the low dmg output in pvp. In the past this system was fine because changers were hard to get and it was much harder to roll high bonus tiers so there were very few players with nearly or maxed out reses.(Choosing between old and new stats while rolling was a significant change). Then we have rarity on top of that for even more dmg mitigation, pendants are basically for free, costumes, high demi res on armours...so yea, you get quite tanky. Up until 75 every new weapon has normal scaling and the you have 92 and 105 weapons which have the same exact av as a 65 weapon and you gain what exactly?... some extra demi that scales very poorly and is mitigates by all the res, and then for 105 weapons you get some more demi that again, p much gets mitigatet entirely and some extra stats which are actually really nice to have. AV though stays the same... As an example for everyone: On SG(just like it would have been on US) a Rune Sword +9 has 257-287, up until +8 it has 227-233 which is actually lower than a sirius +9. A Sirius has 237-277 from +0 to +9 which is the same exact AV as a battle sword +9(lvl 65). Meanwhile on the other webzen servers a Rune Sword has 403-457 at +9.
We talked about this very briefly Shadow and your argument against scaling was that you didn't want 105 weapons to be the only way to play, but that's so wrong tho...using the same logic why ever scale weapons ever? People are lvling and upgrading their gear because they want to have a feeling of improvement and actually see some differences after you dump all your money into an item) I'll repeat myself: the non-scaling system worked fine in the past when it was really difficult to get stats and such, but that's soooo long ago. Now we really need some proper scaling like on the other servers(Even though you're saying that we're not pvping enough to warrant a patch, well it's true that in low lvl and mid lvl range barely anyone is interested about it but this isn't about them, this is only for high lvl players where there's still some pvp - you even added a semi-pvp run in the last patch). Also I doubt this is hard to implement considering you managed to add in plenty QoL features already.
Another strong argument for this change is the removal of stun-lock. If you have some decent res now you can just run(especially archers and mages) vs many players at once.
Another suggestions would be regarding alchemy(HIJACKING Soon's discussion I guess, sry xD): the latest updates were in the right direction but it still barely solved anything. It is true that the amount of alchemy on the server increased but the server is p much in the same place: people just managing to get minor(maybe low) tier stones. Getting a stone paste antique is way too hard(up chances are very low and you require too many stones for a single attempt).
I would suggest either keeping the same nr requirement for upping towards legendary(with some HIGHER upp rates) and then for clarity grade have only 2 needed for all tiers.
Another quality of life change: increase the duration of alchemy please. The potion from item mall restores 8 hours while the stones last for 4; you weren't against increasing the time on them when I last asked you Shadow so this would be nice and I assume very fast to do.
Sry for the messy formatting and the wall of text
I will edit this post if I get more ideas.
Awaiting some proper responses from staff.
Have a good day!