07-15-2009, 08:22 PM
First of all... This is mostly about 1v1 so I'll get this out of the way first. Ganking seems to be the most fun thing to do with this system. I don't have a partner to really experience it like it should be but even going out there with random people once in a while is a blast. It is simplistic but very fun and that's where XUO PvP style really shines at. Try that out if you think tournaments and 1v1 are boring.
Now to 1v1. I played on IN and I have some experience with this PvP too. In a nutshell, this PvP is like IN1 PvP except more balanced and boy was IN1 PvP broken. Mana pots that return 40 mana, FS scrolls 20 mana and GH scrolls half mana of the normal spell. You could use invis pot (was on a 17 sec timer like all the other pots) and recall away even if your opponent would detect the exact second you drank it and someone else would try to disrupt your recall.
It was so easy to stay alive in the end hardly anybody died unless ganked 3+ v 1, you sucked really bad or you didn't have macros set. Nobody would even bother casting any other heals since GH scrolls costed very little mana, healed insane amounts (if you stacked them with "good" scrolls) and you could cast it very fast. One thing I liked though was the fact that crafted weapons had a purpose. You could buy Hell's Halberd for 10k and those were plentiful. It was a standard weapon until HF and SoV got more common. All craftable weapons here are useless considering they cost too much to use for world PvP and vanq bard is still better for tours anyway. Anyway, fixes for forementioned flaws were attempted by making things harder to obtain. Wrong way of fixing things if you ask me so I really do think XUO PvP style addresses many of these problems and XUO PvP is superior compared to IN1 PvP in terms of balance and fixes to default sphere .51a system.
Even so, XUO PvP still has it's problems too. Many of the spellbooks 64 spells are left without a purpose and some even disabled. Attack patterns can vary but general idea and spells used are always the same. Keep track of your opponents mana, keep the pressure on them, perfect your timing and don't make mistakes. There is more to it but that's the rough figure without the details. Talking purely about 1v1 here. It is simple to a degree that if you know how to and know the PvP system really well, you could automate boxed duels. It would take some time to perfect a system like that but it could be done.
I guess what I'm saying is... There almost always is a single most efficient way to handle a situation. Some other PvP styles have more variety in a sense that there is several ways of handling a situation and neither of them is any better than the other but they will change the way the fight is fought completely. Not just by switching who is on the attack and who is healing but the methods of attacking and defending. I think that's what a lot of people mean by this style of PvP lacking variety compared to some other styles.
I understand that old XUOers want to defend their system and rightfully so, it's the system they know and love. It is balanced. Maybe even a bit too balanced at a cost of variety.
Now to 1v1. I played on IN and I have some experience with this PvP too. In a nutshell, this PvP is like IN1 PvP except more balanced and boy was IN1 PvP broken. Mana pots that return 40 mana, FS scrolls 20 mana and GH scrolls half mana of the normal spell. You could use invis pot (was on a 17 sec timer like all the other pots) and recall away even if your opponent would detect the exact second you drank it and someone else would try to disrupt your recall.
It was so easy to stay alive in the end hardly anybody died unless ganked 3+ v 1, you sucked really bad or you didn't have macros set. Nobody would even bother casting any other heals since GH scrolls costed very little mana, healed insane amounts (if you stacked them with "good" scrolls) and you could cast it very fast. One thing I liked though was the fact that crafted weapons had a purpose. You could buy Hell's Halberd for 10k and those were plentiful. It was a standard weapon until HF and SoV got more common. All craftable weapons here are useless considering they cost too much to use for world PvP and vanq bard is still better for tours anyway. Anyway, fixes for forementioned flaws were attempted by making things harder to obtain. Wrong way of fixing things if you ask me so I really do think XUO PvP style addresses many of these problems and XUO PvP is superior compared to IN1 PvP in terms of balance and fixes to default sphere .51a system.
Even so, XUO PvP still has it's problems too. Many of the spellbooks 64 spells are left without a purpose and some even disabled. Attack patterns can vary but general idea and spells used are always the same. Keep track of your opponents mana, keep the pressure on them, perfect your timing and don't make mistakes. There is more to it but that's the rough figure without the details. Talking purely about 1v1 here. It is simple to a degree that if you know how to and know the PvP system really well, you could automate boxed duels. It would take some time to perfect a system like that but it could be done.
I guess what I'm saying is... There almost always is a single most efficient way to handle a situation. Some other PvP styles have more variety in a sense that there is several ways of handling a situation and neither of them is any better than the other but they will change the way the fight is fought completely. Not just by switching who is on the attack and who is healing but the methods of attacking and defending. I think that's what a lot of people mean by this style of PvP lacking variety compared to some other styles.
I understand that old XUOers want to defend their system and rightfully so, it's the system they know and love. It is balanced. Maybe even a bit too balanced at a cost of variety.

