u/seinaun

Pls Buff Ravager a little more

I think NCSoft should buff Greatsword more for BGs, because the way it is right now, it feels extremely weak.

I believe the fact that GS Cordy hits much harder in BGs because of the HP buffs DPS players can get + the amount of Global Evasion this class can stack + having a lot of survivability, damage, and Hit + the recent buffs they received, including Guillotine charging 25% faster, is still not enough.

What if we just allowed Ravagers to play BGs?

Sorry for the tilt, guys. Classic reaction from any game with a decent amount of PvP where you just got absolutely destroyed LOL...

Jokes aside, I just saw a Ravager, with no healer or tank in the BG, getting top kills without much difficulty, and the guy simply would not die. After the match ended, I checked his build and saw that he was using Melee Evasion on every possible rune slot. His weapon, rings, everything had 3 Melee Evasion runes, plus Melee Evasion artifacts, Melee Evasion resonance, literally everything possible.

Okay, but what exactly is the problem with that? Maybe there isn't one and this is completely normal, but I'm playing a magic class with 4.2k Hit. Shouldn't I have at least a decent hit rate, like 50% or more, against someone like this?

I mean, he literally invested everything into Melee Evasion, and still, only around 10% of my combo actually landed on him.

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u/seinaun — 4 days ago

Question about Ramux Fight...

How would you explain a guild having 40%+ contribution on a boss without a single member inside the boss pit, even though the pit is supposed to have a barrier that keeps everyone attacking the boss trapped inside? As far as I know, the only way to leave the arena is by dying, or obviously pressing B.

  1. How would this even be possible?
  2. If someone teleports outside the barrier while still remaining in the PvP area, does their contribution get removed?
  3. Could this just be another Bug & Liberty moment?
  4. If it is a bug, is that contribution actually real, or is it just a visual issue?

This game is really weird when it comes to contribution. I've seen people standing right at the edge of the PvP zone, repeatedly stepping in and out before the 5 second immunity timer even expires, and their contribution never seems to change. There's no way that kind of behavior for half of the boss fight is just a coincidence.

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u/seinaun — 19 days ago

What Skill Cores have you all dropped?

Let's use this post to share the different new Skill Cores we've found. I know there are quite a few out there already, not to mention the Potential Skills that also modify certain abilities.

Personally, I'm really curious to see how the infinite Strafing Skill Core for the bow works. If anyone has a clip of it, I'd really appreciate it!

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u/seinaun — 2 months ago

Melee vs Ranged in PvP

We all know that PvP currently has several balance issues. That's expected in a relatively new game, where strong and weak mechanics constantly come and go. The ultimate goal is always balance, even if it feels impossible to achieve.

This post focuses on two topics:

  1. Melee vs Ranged balance
  2. A few stats that, in my opinion, are hurting the PvP experience

Melee vs Ranged

I've always preferred ranged classes in MMORPGs—mages, archers, and similar playstyles. Traditionally, ranged classes have clear advantages and disadvantages: they can control distance, deal damage from safety, and often have better area coverage. In exchange, once a melee class reaches them, they're usually in serious danger.

In Throne and Liberty, however, that balance feels off.

The maximum attack range is 30 meters, which seems reasonable. The problem is that many melee gap closers cover most of that distance with ease. Even high ground positions are rarely meaningful. A melee player can instantly reach them with a blink that has a cooldown of less than 10 seconds.

On top of that, melee classes can reach extremely high Attack Speed, Accuracy, Evasion, and Burst Damage. Seeing a Greatsword attack so quickly that animations barely keep up feels strange, especially considering the weapon's size. Spear users often have multiple mobility skills with very short cooldowns, while some ranged classes rely on escapes with cooldowns exceeding 50 seconds.

This issue becomes even more noticeable in Battlegrounds, which is the main PvP content for a large portion of the player base. Ranged players must deal with powerful gap closers, high burst damage, high accuracy, high evasion, and extremely fast TTK.

Class identity needs another look. I understand that the game is built around weapon combinations, but certain weapons clearly define a player's role. Right now, the advantages of playing ranged don't feel meaningful enough compared to the advantages melee classes receive.

Problematic Stats

1. Attack Speed

Attack Speed is currently my biggest concern.

The way it interacts with skills feels too universal. Almost everything becomes faster: casts, animations, combos, and overall damage output.

This dramatically reduces Time to Kill (TTK).

Players who have been around since launch may remember that characters didn't disappear in less than a second nearly as often as they do now. Greatsword users could still burst targets, but opponents generally had more time to react. As gear progression increased, DPS classes became both faster and more explosive, resulting in a very unhealthy TTK environment.

I'm not sure what the perfect solution is, but I believe this stat deserves serious attention.

2. Evasion

Evasion is another major issue.

I don't think it should be removed. Evasion is a classic RPG mechanic and has its place. The problem is how effectively some builds can stack it.

In the past, Evasion felt strongly associated with Dagger users, giving that weapon a clear identity. Today, even heavily armored builds such as SNS/GS can reach Evasion levels that make them feel nearly immortal. When attacks finally connect, they're often mitigated by additional defensive buffs.

As an example, I recently played Battlegrounds on my Infiltrator with nearly 2900 Hit Chance and still missed a large portion of my combo against a Gladiator. That simply doesn't feel right.

The values seem too high overall, and some weapon combinations benefit far more than others.

3. Range

Range should be one of the core strengths of ranged classes.

Currently, it doesn't feel that way.

Gap closers have already received nerfs in the past, but from a ranged player's perspective, very little has changed. Melee classes can still close distances too easily and too consistently.

The situation has become so distorted that some melee builds are stacking Range simply to increase the size of abilities like Abyssal Spear Spin. That feels completely backwards.

I believe there should be more limitations on how range scaling and mobility interact.

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u/seinaun — 3 months ago

Staff elemental buff? Is this working?

https://preview.redd.it/xrs728hyjb1h1.png?width=273&format=png&auto=webp&s=928a2d878b3672c24f70b7079d7caac4cd78a686

https://preview.redd.it/37apqktqjb1h1.png?width=304&format=png&auto=webp&s=3add84b109401349f683addda41f54099ec2ee82

https://preview.redd.it/0zcpajnsjb1h1.png?width=255&format=png&auto=webp&s=ffd599bd4b88905b6870f54c4d4d64cd1ffa6913

Can someone check if using any elemental staff skill gives you this buff? Also, is this actually working? Even with stacks, it doesn’t seem to be applying directly to me. Maybe it only works on party members?

That’s weird… I might have missed it, but I don’t remember seeing this in the patch notes.

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u/seinaun — 3 months ago

It’s no secret that the game’s content has been getting more and more exhausting. Many people have already stopped doing their daily dungeons, contracts, abyss, etc. So I always come back to the same question: when are they going to fix this?

Honestly, the only thing still keeping me in this game is playing in PvP guilds. I can’t imagine how full PvE players manage to feel good about it. It even makes me a bit sad to think like that, because TL is a game I’ve played since day one, and in my opinion, its gameplay is still one of the best on the market today. Looking at the current state of the game is pretty depressing...

Putting a bit of my POV here:

PVP

I’ve played since the beginning in PvP guilds, not always the most try-hard ones, but always PvP-focused. To this day, I don’t understand why they removed open-world PvP bosses. If TL ever had an identity, it was definitely in T1, with multiple open-world fights over bosses. With T2, they introduced portals and basically everything changed. Bosses were no longer open world, the nebula is also locked behind a portal, and a bad one to be honest, and because of that, the player base became more and more divided.

My question is: if the goal was to give guilds the option to play instanced 1v1 PvP instead of ZvZ, why didn’t they just give the option instead of removing content from the game? The result was content that became relatively boring. At first it felt exciting, but it quickly fell into obscurity.

To wrap up about bosses, I need to mention a current experience. I’ve been playing GW2 for about 2 months now, and it’s been amazing. It fills the gaps TL has in certain areas. One of my favorite things there is open-world bosses and events. Nothing instanced, you just go to the location, join the crowd, and participate. TL never had that level of open-world events, but it could have evolved into something similar. Remember in T1 when we used to move from one spot to another when bosses spawned? Same idea, just show up and join in. Every time I do a world boss in GW2, I can’t help but think how good that used to be in TL too, whether PvE or PvP.

Another point is the events I mentioned. I believe many people reading this have played GW2, and their dynamic events are truly dynamic. In TL, “dynamic” events don’t exist. We’re repeating the same flawed formula since T1: scheduled events, kill mobs, drop points, deliver to NPC, get a reward that changes nothing in your life. The result is completely abandoned events and empty map areas. Why would anyone go back to Goblin Lunar Observatory? There’s no reason, it’s disposable content. In short, content today only serves as activity farming for PvP guilds.

A quick note here

Maybe you’ve already rushed to the comments to say things like “go play GW2 then”, “just quit TL”, “if GW2 is better, go play it”.

I want to make it clear that I’m just comparing two games that share similarities. That’s normal, it’s a comparison. Comparing doesn’t mean I have to abandon one for the other. The industry is huge, no game is or will ever be perfect. But taking inspiration from things that worked in other projects should at least be considered, and that’s why I brought up the comparison. As I said earlier, I’ve been playing TL since day one, I really enjoy the gameplay, and PvP still keeps me engaged, so I’ll keep playing. It’s not time to jump ship yet, at least not for me.

PVE

What even is their goal with PvE in this game? More and more it feels like a poorly made fruit salad. In the latest update, they added two “new” dungeons that are basically reskins of existing ones, with barely challenging mechanics and a ridiculous cap to run them, dropping items that most players already have. And then there’s the tiny, almost laughable chance, like 0.0002%, to get a good piece of gear. Like, what?

On top of that, they disabled drops from many of the existing dungeons. So what is this? You create content and then discard it yourselves, throwing away all that effort?

Something I find funny: remember Valentra? That dungeon added just to drop earrings. When was the last time you stepped in there? I’ve never even seen it in the random queue, it’s like it doesn’t exist. There are other cases too, like Lucien and Nerztum. I’m sure many players don’t even know these bosses. I don’t know how long they plan to keep scrapping their own content like this.

I might be wrong here, feel free to correct me, but this seems like the WoW formula, or something very close to it. I’ve always heard that WoW content becomes completely obsolete when a new expansion drops. TL feels exactly like that. I don’t think that’s healthy. I’d like new players to experience bosses like Lequirus, Toublek, Chimera Rex, and others.

As for raids, I think it’s by far the most successful PvE content so far. It might not be the best in the world or have the most complex mechanics, but for a first attempt, it was solid. The main issue many people complained about was progression. Before, you could swap classes with reasonable effort, but with legendaries, that became twice as hard. They’ve been refining that over time, but it’s still far from ideal. Still, I don’t have much to complain about raids, aside from basic issues like bugs, exploits, or class imbalance causing gatekeeping.

Finally, abyss. At the beginning it was somewhat fun, but it was easy to see it would become repetitive, and it did. It’s the same formula since T1. This content probably needs a revamp, though I’m not sure how. Feel free to suggest ideas.

There are a few more points, but I’ll leave them for a future post:

- PvP Arena
- Battlegrounds
- Domain events
- Nebula
- Daily contracts, by far one of the worst things
- Daily and weekly resource caps

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u/seinaun — 4 months ago