Hi everyone, I know it's been a while since my last post. I've been trying my hand at Exalted PVP with very little success, and I know why. Everyone knows that Level 90+ PVP is an embarrassing failure on the part of KI.
I for one have had enough of may cast pet heals, may cast 1000HP wand hits (hint: Terror's Hoard Pack), RIDICULOUS amounts of Critical (and poor block), INSANE amounts of pierce, USELESS stats from crafted gear, and the general Pay to Win system that exists currently at PVP at the highest level.
PVP is right now, quite frankly, luck based and not skill based (by Exalted), and feels more like playing the lottery than actively trying to defeat your opponent. Who goes first, who gets that shadow pip first, who criticals first. Done. No strategy involved.
With Polaris coming out soon, I really hope that new gear will be introduced that fixes many of problems in the current Exalted meta. The first:
1. Pierce. With far too many players attaining pierce levels of 36% or higher from those darned jewels, this is truly a problem now.
Shields mean basically nothing at the moment. My 50% Elemental Shield becomes 20% or less. With Infallible it's not even a shield. Factor in Shadow Shrike (if I even last that long) or one of the new global spells, and I'm finished. That's provided I can even shield in the first place. Resist is barely a factor at the moment.
If I try to heal, that means I miss a turn to shield, and I leave myself open for even more damage than if I just shielded. But If I shield, I can't heal, and eventually I will have to heal. Catch 22.
The point is, if you can't out-damage your opponent, you lose. This is frankly ridiculous. What is the point of being any other school besides or , if you can't reliably shield against them? Please tell me how you can out-damage someone as a with a lousy 25% blade and 20% pierce? I can't even get my base damage over 95% without sacrificing my much-needed block.
But back to topic.
My first suggestion: Create a new stat called Armor-Piercing Block, which negates armor piercing and armor piercing only. This will behave like the Fortify Aura, except it is in-gear. This will prevent a return of the Jadezillas while allowing regular players like me to stand against the Crit Monsters, which are just as bad.
This way pierce can be increased as much as you like, while not sacrificing the defensive aspect of the game. This stat CANNOT exist in jewel form in ANY WAY, otherwise we will have hybrid Jade / APB sets. This stat should exist in gear alongside decent amounts of resistance, but not too much. An example:
+12% Armor Piercing Block. +3% Armor Piercing +17% Damage +14% Resist +2% Pip Percentage +110 Critical + 100 Critical Block + 867 What do you think?