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Spaz's PvP feedback thread


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18/10/2014 Original post created, still need to add more, especially to the healing section. Will do so tomorrow. Just wanted to get the majority typed away!

 

This thread is all about me providing feedback after playing in PvP enabled servers and engaging in PvP battles for a substantial amount of time. By all means share your own feedback aswell. Besides actual feedback for most things I'll also discuss some of the more powerful "combo's" one can pull off, that are debatably balanced. Let's start of with...

 

The Characters

 

Wilson: Not much to mention about Wilson, he doesn't have any traits that make him stronger in PvP unlike the rest.

Willow: The best PvP character available, by far. She has immunity to the most devastating player killer, fire. She also starts with her lighter that she can use to light other non Willow players on fire. With the combination of being immune to fire and being able to set others on fire at will, provided she get's the hits in, Willow dominates both the early and late game.

WX-78: You're not even gonna find that many gears  in a world with clockworks on default (graves and boons are the only source), so upgrading yourself to max potential is out of the question. System overload could be useful to make an escape or rapid attack, however it's unreliable to get.

Wickerbottom: Thanks to her intelligence she has early access to all science machine related items, giving her the possibility to quickly obtain armour and weaponry without the need to search for gold. This is quite useful, and also makes her a valuable support character when in a PvP team to crush the competition early on. Plus some of her books can be useful.

 

Conclusion: If you're out to kill someone with fire AND want to be immune to that dangerous damage source, Willow is the way to go. Even though Wickerbottom can get her hands on tech earlier than the rest she still isn't immune to fire. PvP effectiveness from best to worst: Willow-Wickerbottom-WX-78-Wilson

 

 

The (potential) weaponry

 

Axe and pickaxe: Better than attacking without a weapon.

Spear: Dealing 5 damage per swing on someone without armour on, still not worthwhile to use...

Tentacle Spike: Twenty hits kill your fellow survivor (if they're not wearing armour), just gotta land them...

Hambat: Slightly stronger than a tentacle spike but slightly weaker than a dark sword, however you can spam it untill it's spoiled.

Dark Sword: Fifteenhits to kill your fellow survivor (again without armour), 5 less hits to land compared to the tentacle spike. 

Blow Dart: Deals 25 damage to a fellow survivor without any armour, decent damage but hard to obtain due to being winter exclusive, and by then most survivors have armour already.

Fire Dart: A devestating ranged weapon to anyone that isn't Willow. Completely eliminates the need to land a hit in melee range and disregards any armour your unfortunate non-Willow victim is wearing. About three or four hits should kill anyone that doesn't have any healing items.

Sleep Dart: Currently doesn't work, but will be really useful when it does. A player put to sleep can do NOTHING untill something hits them or they wake up, giving you an offensive and defensive edge over them.

Panflute: Currently only available through a very lucky boon, this will put anyone close enough to you to sleep, so you can do whatever you want to do with them. Make good use of the tactical advantage and very limited supply, like pairing it up with gunpowder (stacks for those armoured fellow survivors).

Ice Staff: Doesn't seem to do anything at this point. Could be useful if it actually froze people or force them to get a heat source.

Fire Staff: A better version of fire darts, be it harder to obtain. But once you do, you can terrorize any non Willow character with it.

Gunpowder: Deals devastating damage to anyone nearby, and can be stacked for an even higher damage potential. But apart from making your fellow survivors fall asleep I don't see a way to keep them on the same spot long enough.

Boomerang: A ranged annoyance, but nothing more than that. Can make your enemy flinch so other sources of damage can land a hit.

Walking cane: Poke people in a dapper fashion or use it to get some distance off your enemies. Great utility tool, especially when you're the only one who has it.

Willow's lighter: An infinite torch that also has the chance to ignite whoever you hit with it. The ability to ignite creatures and players alike with a starting item is really overpowered. I can understand fire darts and fire staves doing this but they actually take time to get and require actual resources.

Torch: Same as Willow's lighter, only this costs a few resources to make. Ridiculous how it's more powerful than any melee weapon against a non-Willow character. I really hope they take the ability to light any creature and player on fire away from the torch and the lighter.

 

Conclusion: Melee weapons will do the job eventually, if you can hit your enemy repeatedly and they aren't wearing a footbal helmet and log suit. They still aren't THAT useful though. Gunpowder has the highest damage potential but is difficult to utilize when your enemies aren't stationary. Fire darts and fire staves will deal with any non-Willow character. Heck, even a normal torch/Willow's lighter will!

 

Healing powers (will add in more info tomorrow   :o)

 

Honey poultice: Heals 30 life but has an animation that can be interupted. Only use this when you're away from any danger.

Healing salve: Heals 20 life but once again has an animation that can be interupted.

Spider gland/Mosquito sack: Heals 8 life but... that darn animation again! Imo not worth using at all.

Jerky: Heals 20 health but takes a little while to be eaten.

Small jerky: Heals 8 health, but takes a little while to be eaten aswell. Use normal jerky or don't bother.

 

 

The state of PvP as is

 

Right now, not many people will be able to utilize one of the most dangerous combo's in the game: Putting players to sleep, then dumping a stack of gunpowder next to them (depending on what armour they are wearing, if any) and making them explode. There is nothing a sleeping player can do about this, except disconnecting from the server. Sure, pan flutes are extremely rare and sleep darts don't work... YET. But this will be the most powerful combo out there, and imo a rather overpowered one. Then there's the ability to ignite non-Willow characters with her lighter or a simple torch. At day 1 with limited healing capabilities you can quickly kill your flammable enemies. It's like a PvP blitzkrieg, or lightning war. Give the enemy little to no time to react on your attack and crush them before they can put up any resistance. 

 

When you don't have access to the more powerful equipment or face Willow, nature itself is a very viable weapon aswell. An army of pigmen for example, Deerclops or Beefalo in heat, just to name a few.

 

 

Ghost players, ultimate griefers

 

Right now, players that you've killed can become the ultimate griefers. They can burn your flammables and destroy your base and there's nothing you can do against it, besides kick/banning the ghosts when you're hosting. I really hope that later on in development there will be ways to defend yourself and your properties from the potential haunting. Permadeath will be welcome aswell, so the ghost players cannot grief you till eternity...

 

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You didn't mention ghosts of killed players, they have no HP and can't be killed and can follow you forever destroying/burning things around you and your base if they find it.

Which is why I stated it's not finished yet :p You're right though.

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About the ghosts, I think taking away their ability to start fires would be a good thing. Don't really understand why they can start fires anyway.

Even just making them unable to cause negative effects via haunting to player structures and plants would go a long way.

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