Pirates, Vikings, & Knights II

Pirates, Vikings, & Knights II

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Colonel 27 Jul, 2019 @ 11:24am
PVKII Balance Feedback
Ahoy there scallywags!

We at the PVKII Team are always open ears to making balance tweaks to our classes, gamemodes, and general changes overall. Especially in a 3 team game, balance may never be perfect but we can get pretty damn close. You can help us!

Please use this thread for posting your feedback on the current update balance. Please do not use this thread for flaming, negative comments, complaining etc.

Tips for providing constructive feedback:
1. Please provide detailed feedback, but not too detailed. In the same boat, please don't just give us three word sentence fragments as your feedback. (i.e. skirmisher broken, plz fix)
2. Please be constructive and provide solutions and alternative ideas. (i.e. I feel ABC is not balanced because of XYZ so perhaps try 123)

See you in game!
PVKII Team
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Showing 1-15 of 80 comments
Don Promillo 15 Aug, 2019 @ 2:41pm 
Please, just lower the AS of the skirmish a LITTLE bit. not even much, just as much that he cannot hit me like 5 times in 2 seconds. thats literally the definition of broken. and please, add bots.
Last edited by Don Promillo; 15 Aug, 2019 @ 2:41pm
﴾﴾ۣۜkala 15 Aug, 2019 @ 6:22pm 
I think there is only one class that's truly OP in pvkii and that's zerker, because he has not one, not two, but three crutches, his movespeed, his very fast twohander, and his tankiness.

I like his build and his uniqueness, but I think its bizarre how tanky he is. I think he just needs less armor/hp. Because he doesn't really have any weaknesses.

Bondi, I think he's just too good in melee for a ranged class.
Gestalt 16 Aug, 2019 @ 4:08am 
Originally posted by EMINƎM:
Please, just lower the AS of the skirmish a LITTLE bit. not even much, just as much that he cannot hit me like 5 times in 2 seconds. thats literally the definition of broken. and please, add bots.
+1

I don't really know how to word it that well, but I think the perfect parry needs a change, both to emphasize both the "perfect" and "parry" parts of it and make skill a bit more involved.

My suggestion is to make it so you can only perfect parry within the first 1-2 seconds of you initiating a block(signified by the same glowing effect fully charged weapons have) which will work just like the perfect parry currently does, but with the addition of also being able to perfect parry fully charged attacks. This would also apply to the shields.

Now, after the parry "charge" wears off, it will instead become a block, and I see two outcomes here. Either it mitigates all damage like usual but no longer stuns an enemy who attacks you with an uncharged attack, or it just reduces damage taken.
elvis muesli 16 Aug, 2019 @ 4:30pm 
Weapon knockback is unbalanced and heavily favors ranged classes. Getting hit by a projectile will stop you during a jump, but the ranged classes can jump while getting hit by a melee weapon to go flying away. Melee classes can be punished for jumping, while ranged classes only really get rewarded for it. Your own weapon being used as an escape against you after closing the gap is frustrating too. I think knockback should be removed from melee weapons/bows/pistols but can be kept on the stronger ranged weapons/specials/explosives.

Sharpshooter being able to reload his pistol while rolling gives him an unfair advantage over every other class, since no other class can do anything while rolling like he can. It highly increases his viability in melee range, but that's where he should be most vulnerable. I don't think he should be able to do this.
Don Promillo 16 Aug, 2019 @ 5:45pm 
Originally posted by elvis muesli:
Weapon knockback is unbalanced and heavily favors ranged classes. Getting hit by a projectile will stop you during a jump, but the ranged classes can jump while getting hit by a melee weapon to go flying away. Melee classes can be punished for jumping, while ranged classes only really get rewarded for it. Your own weapon being used as an escape against you after closing the gap is frustrating too. I think knockback should be removed from melee weapons/bows/pistols but can be kept on the stronger ranged weapons/specials/explosives.

Sharpshooter being able to reload his pistol while rolling gives him an unfair advantage over every other class, since no other class can do anything while rolling like he can. It highly increases his viability in melee range, but that's where he should be most vulnerable. I don't think he should be able to do this.
Wait sharpshooter can reload while rolling? i never noticed
﴾﴾ۣۜkala 16 Aug, 2019 @ 6:49pm 
Originally posted by elvis muesli:
Weapon knockback is unbalanced and heavily favors ranged classes. Getting hit by a projectile will stop you during a jump, but the ranged classes can jump while getting hit by a melee weapon to go flying away. Melee classes can be punished for jumping, while ranged classes only really get rewarded for it. Your own weapon being used as an escape against you after closing the gap is frustrating too. I think knockback should be removed from melee weapons/bows/pistols but can be kept on the stronger ranged weapons/specials/explosives.

Knockback is very useful for gestir. Melee classes can jump and air strafe to help in dodging.
elvis muesli 19 Aug, 2019 @ 4:13am 
Originally posted by EMINƎM:
Wait sharpshooter can reload while rolling? i never noticed
Most people probably don't notice because it doesn't make sense. You can't do anything else while rolling, and it interrupts charging swings, blocking, drawing bows, etc.

Originally posted by kala captain:
Knockback is very useful for gestir. Melee classes can jump and air strafe to help in dodging.
If you're talking about Gestir's fully charged spear hits, then I don't really consider that knockback, it's more like a... popup? But it's intentional and I don't think that should be removed. You can try jumping and air strafing to dodge, but a lot of the time it doesn't seem worth it because of how badly it screws you over if you happen to get hit while midair and just come to a complete stop while your opponent keeps backpedalling. And there's still the issue of them getting knocked away from you if they jump while getting hit, forcing you to try and get into melee range again.
Gestalt 6 Oct, 2019 @ 12:18pm 
Fix the Captain's cutlass. For the past couple of days I've found myself non-stop trading hits with captains repeatedly despite dodging their attacks whether by jumping over them, backstepping before they can swing and even rolling. Another thing that happens is that on occasion I'll swing at a captain perfectly within my own melee range and outside of his, and my hit will either fail to register entirely or only register for an insignificant amount of damage even on full charges, whereas the captain will always deal full damage even outside of his melee range.
FUNKY CHINATOWN 31 Mar, 2020 @ 9:03am 
Hello, i want to give feedback. I will divide the post in the 3 classes:

1) knights:

1.1 the french guy is ok.

1.2 the knights need a little bit more attack speed ( frecuency beetween attacks) and their special skill should do more damage, because it lacks reach.

1.3 the archer: needs something to balance with the other classes in order to make the game more melee than a shooter. The fact that ranged move faster than some melee guys is a huge problem. I think the archer should be a little bit slower and the damage of his special attack should be reduced. ( has tons of reach and AEO)

2) pirates:

2.1 Skyrimisher: insane attack speed. Should be lower.

2.2 Sniper: same issue than the archer, melee characters with no move speed become useless. Needs a small move speed reduction, or shoot his pistol with slightly less frecuency between shots..


2.3 The capitan: insane DPS of the cutlass. reduced damage or reduced attack speed should help.
In deatmatchs it becomes really evident. Also, his special "grenade luncher" is OP. He shouldn be able to keep it in the weapon for an undefined time. It should be used with timer, similar to the sniper´s grenade.

3) Vikings

3.1 the berseker Needs a small reduction in his armor. The special buff could be increased life and some move speed but without any extras.

3.2 The huskar: his throwing axes should do the same long range damage at short distance.. The rest is ok, just needs a move speed balance, ( reduced move speed for ranged or increased for him).

3.3) Gestir. Its fine. I think he should be able to carry one more ranged spear.

3.4) Bondi: i havent used him long enought to give feedback.

GENERAL: infinite rolls or jumps. This turns the game into a rabbit war. Its not fun at all. There should be something like "stamina" in order to to make the rolling or jumping stop for a while after being used 2 or 3 times.


Hope this helps. My intention is not to fight with anyone about this balance topic, just to provide a point of view.

I love the game and want to thank the developers for creating it, and keep working on it.


Colonel 31 Mar, 2020 @ 10:01am 
Awesome thank you for your constructive feedback sir!
Bubble Cum 1 Apr, 2020 @ 3:17pm 
I agree with general feedback. It wii be really good if this game has stamina to prevent infinities jumps and rolls spaming.
MAGA Slayer ⑨ 2 Apr, 2020 @ 2:02pm 
Jumping is fine
﴾﴾ۣۜkala 3 Apr, 2020 @ 9:25am 
stamina would neuter the game's combat, this is more like an arena shooter
Nive 5 Apr, 2020 @ 9:20am 
Half of the fun stems from the fluid movement, the last thing we'd do is gate mobility behind a resource.
Nive 1 Nov, 2020 @ 9:10am 
Can't speak to the lag range thing, I hate it too but it's not my area of expertise.

I'd like to give the Assassin a few weeks to level out, see how things go and what people think after they have time both playing as her and fighting against her. I know you're more familiar with her, but so far you're just about the best Assassin I fought yesterday so on that note alone I'm afraid to buff her!

We'll see what happens, I'm not against it but I don't want to jump the gun.
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