Remember that this was aimed at specifically disabling it for pvp. It would be silly to disable it for all battles, including those versus NPCs. Talk about a chore.
Trulp wrote:
I think the system is challenging to learn,
There's a lot to say, but I'll respond primarily to this, as this hits at the core of my disdain for SK's PvP, and why I like the idea Delear's suggested. I do not believe SK's battle mechanics to be challenging or dynamic, but I find them to be sorely lacking in anything resembling decent strategical flexibility.
PK is not about skill. It's about paranoia and preparation. The "skilled" PKer is never without heal/word vials and detections, is always enchanted, does not engage in battle without a minimum quality of gear, is always accompanied by a pet, maintains awareness of who and what is in adjacent rooms, and in more extreme cases, always maintains spells. More can be said for specific classes, but these are just some of the things that a player who knows how to avoid death will be seen doing. None of these things are enjoyable, and most are, in fact, utterly banal. I want to see changes that reward players who react intelligently in a very short period of time, rather than players who simply farm for survivability and instant-kill abilities.
Perhaps this isn't possible - perhaps it's
too much to ask of a dying genre to adapt to modern standards of gaming. Maybe the players of this game simply cannot handle the elite skills that would be demanded by paying attention and choosing a target, rather than watching the rounds flip by as you type bash every three rounds. I completely understand that this would be a significant nerf to sanctuary for offensive purposes, but I can't say that I would mind at all. I'm fully aware that this would be a large change to the system as a whole. I believe the system begs for that kind of change.
If you disagree with my sentiments, I encourage you to spend a few months playing another game competitively.