Raburesu wrote:owo I thought about it after first seeing this post early this morning, pvp may hurt onigiri more. i mean even if people wanted to do it, just try to imagine pvp, unless their using a skill that goes in that direction, if an archer locks on, they don't exactly have to look at you to shoot you. and since rolling has no i frames, one would have to get to them fast or block which is probably silly because an archer won't stop shooting just because you block... Mages while their base attacks are weak some spells i notice hit before it actually makes contact and are homing, so rolling is out of the question there. blocking, maybe but won't stop the burning or poision or freezing a mage would give you.
And on the other side to physical classes, against each other it be who can kill who first, there are no counters or just guard moments, something that would make one stay back and plan a strategy, just aoe and your gaureetee to make contact with anything in range. But with onigiri system i don't really see the point in moving. Even if you dodge and try a counter attack i think the average move you can just roll right out of. So it's either gonna be a rolling contest/ or a stand there and try to out damage contest because being defensive provides little to no little benefit. (in the eyes of hitting another character which may keep attacking or use skills compared to a mob which would most likely sit there a second or just slow to act)
For example take tiamat, if you trying not to die, if you been hit in the caves by him, the first thing that will come to your mind, screw evade, your too scared to block, your gonna just run. And his hits even with you probably being half his level is actually weak compared to yours, so when it comes to pvp the best thing they could do is make players do like 2/10 damage or preset stats based on the thingy you set. (;-; forgot what it was called)
If cyberstep even wants pvp to work, as it looks like onigiri battle system may require a revamp. Not to mention there is no falling and barely any stagger. I do agree onigiri could use some extra things but I'm not sure if what they come up with would work well because of the type of game this is. Onigiri can be fun at times especially when just starting, but the truth of the matter is that it's over dragged. Everything is a grind, but if it wasn't a grind it be too too easy and quick.. This is just one of those games that trapped itself into a corner of errors in multiple ways. :/
so pvp if it became a thing, on this current system all that's gonna matter is damage only. There would need to be some kind of goal or additions that pvp would need to help it out otherwise pvp, even quicker than pve is gonna dull out. sorry for so much text. x.x
Don't forget,
Melee class in Onigiri also has RANGED ATTACK and RANGED OUGI ATTACK which has fast animation and short cooldown, so Bows/Wands/Staffs are useless in PVP, since they can't block and just depend on rolling which won't save your life. And I doubt one hit Hell Inferno VII can kill high mdef player. (if it is, then it might be Mage would be the most OP class in PVP, but you need shorter range with Hell Inferno, which can be countered with Ranged Ougi from Melee Class or even normal skill like Blue Fang Blade or Water Dragon Spear VII/ Lunge Attack )
My guess the most OP class in PVP would be Spear with High Def, High Magic Defense and High Attack and High HP would dominate the PVP arena, followed by Twin Sword which has Lightning Ougis which can OHKO all players in line of sight, and then Swords.
Axes player would suffer in PVP too since they're the slowest class though highest damage in comparison. Axe player would just switch to sword for faster animation and more arsenal of attack movement skills.
It would be constant battle of High Critical Damage, Ougis, and Total HP/Def/Mdef if possible.