What we all expect from PvP
Greetings friends of C9, since the game is being revamped and we are on the way to a new beginning that is a little fairer and more fun, it wouldn't hurt to reactivate the PvP mode, which is the true strength of the game and we all know it. A good balance of damage and a separate mode from PvE to gain levels similar to the Star Glory currently active in the ninth continent would also be welcome.
One of my proposals would be to create outfits and weapons that only apply their stats in PvP, and whose enchantments aren't an enormous advantage, so they can be competitive and everyone can participate. For example, I've analyzed the weapons, armor, and jewelry, and up to level 63 we can still say that the game maintains a constant balance without extremely exaggerated damage.
The PvP progression system can be tiered, unlocking character level advancement either seasonally or through events. For example, in the first season, characters can level up from level 1 to level 15, having the opportunity to equip sets corresponding to their level. Once a character reaches the level cap of 15, they must switch to a new character to obtain the season's rewards. This ensures that low-level characters are always available, guaranteeing a smooth leveling process and keeping the game fun.
The rewards can be used for both PvP and PvE, achieving interaction between both modes without mixing damage; these can be rewards such as tears, unique weapons, gear, souls, and others.
It is essential to activate a battle pass suitable for PvP with good rewards, thus motivating players and giving a second chance to crafting low-level items, preferably up to level 63. This means that items, magic, and rare items should be required to be crafted in the crafting shop, and the materials to achieve this should be farmable in PvP or, if necessary, in PvE on specific maps.
PvP battle modes:
1)Destroy the titan: In this battle mode, two teams face off. Each team has a base protector. The objective is to destroy a final boss in the center of the map, not belonging to either team, who constantly summons armies. The player who lands the final blow on the team that manages to destroy the central boss will acquire the Titan's aura. This aura makes them the only character capable of damaging the enemy team's base boss. The trade-off is reduced damage and speed, but the aura allows them to significantly reduce the enemy base's health. The opposing team's objective is to halt the Titan's advance or eliminate the player with the aura. If the player dies, the central boss will respawn, and the team will attempt to destroy it again. Dead players cannot respawn, and the aura lasts for only 30 seconds.
2) The most wanted: This mode can be played free-for-all or in groups. It consists of chasing and searching for a randomly chosen player, who receives higher damage and resistance than normal but must face everyone else and manage to survive. The player who kills them will receive the most wanted badge, and so on. This will determine their experience and cunning according to the map they are facing.
This would be one of the main modes of the PvP game, without leaving out the free-for-all mode, teams, among others.
To further enhance the PvP experience, events such as Easter eggs, etc., can appear randomly during matches, creating competition to obtain them and receive their rewards.
I still have more combat modes, but that will have to wait for another time.
The game has some great maps that fit these combat modes; even the PvE stage maps would be perfect.
I truly hope these opinions are taken into account, and it would be great if the game organizers created surveys and interacted more with the players. This game has a lot of potential, and its PvP mode has yet to be surpassed by any other game. Let's give it the life it deserves.
By Moplo
