Replicants in Arena

I like the idea of an ai clone (far as i can tell) of a play in pvp to even out the sides, but I don't like how it's implemented. I'm not entirely sure what gear/consumables/etc that the players I'm facing have, but I have consistently noticed replicants being three times stronger than the person they're immitating. At lvl 7, yea I'll deal with people having twice my health, but the entirety of the side isn't going to be able to defeat an opponent that has 2k+ hp and deals 200+ spell crits on a regular basis.

I dunno if it gets as bad later on in the game, if its a bug that replicants get so strong or whatnot, but it feels really imbalanced in the early parts of the game. If they're functioning as intended, then I'd suggest the player have to face their own replicant instead of the other side. I some screen shots would help, I can try to post the ones I've taken any time I've seen a ridiculous boost in hp/damage in the arena.
Comments
You will see replicants if participating members in battleground are uneven number. Replicants have more health and damage due to fact that they are not able to use buffs/orbs/potions or glyphs opposing to players. A simple replicant with same exact health as player wouldn't be able to do much given the circumstances.
I'm aware of when they show and why they have the buffs, but the number crunching is far too significant. While they don't "use potion" or "orbs" on a base turn, they have a perma buff that is pretty much the equivalent of using the very best a play has available to them (as far as I can tell) and then some. That static damage buff they're given works much more effectively than any given orb save perhaps one, but thats a matter of luck proc for disorientation and not pure numbers. The base damage buff they're given applies to spells damage as well as base damage in a way that player based orbs cannot replicate (at least as far as I'm aware in early game)

Every single arena battle I've been in over the past week have had the more consistent determining factor for victory being based on a replicant on one side. As the numbers on a replicent seem to be from what I've seen the utmost best a player could assume to have and than an extra 10% or so, any player that meets a replicent that is not at the same level is pretty much completely screwed. To add insult to injury on this, the team lineups and "randomness" of pvp matches are almost always identical for a given block of time. Just about the same lineups per queue (assuming same players queue) with the same level of player getting the option of the replicant. Teams then like something like Leftside: 8,7,6 Right side 8,7 R8

If sides could be completely even, the replicant (from my play experience) still has a major advantage over players themselves but the matchups make it worse by pairing up the replicants against the person least likely to be able to match them. Once I see a linup feature a replicant once in an arena battle, frankly, I may as well log out and come back some hour or so later when hopefully different people are online in a given level bracket and I have the chance to not be facing a replicant.

I could probably spend a whole bunch of time to getting exact number comparisons, getting screen shot verifications for conditions and that jazz, but most of that stuff would already be known to the staff that run this game in the first place. For a sampling for people that read this as players, from what I figure of what belt slots I have available to me, I could get about 2k ehp from potion health increases and healing at lvl 8. I've seen lvl 7 replicants get over 2k as is, and lvl 8's without full gear at least at 2.2k base hp.

If battles were something of a more rare instance with a direct reward level, I could see aiming to have a 'best' kind of approach to the ai clone. However, most of these battles are incredibly common and if the average player assumes "best" at all times, it's by no means sustainable.

So again, I suggest something be done to balance out replicant participation in arena. Either tone down the hp, stat boosts, damage bump, rng, or just have the player who models the replicant face them instead of one side double down and what consistently seems the best candidate for having a double to abuse.
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