TTK Changes Have Shifted PvP Away From Skill — And It Shows
Before the recent TTK (Time to Kill) changes, PvP felt dynamic and rewarding.
Yes, there were isolated cases of players one-shotting others, but in general, if you were skilled and geared properly, you could 1v2, 1v3, and occasionally even 1v4 depending on your opponents' gear and mechanical ability. There was a real sense that good play — timing, positioning, smart cooldown usage — made the difference.
Now, post-TTK update... things feel very different.
Even with better gear and significant mechanical advantage, it is incredibly hard to 1v2, let alone 1v3+.
The healing output is still absurd, even after "adjustments," and it’s no longer a matter of "outplaying" someone — it's about who can outlast the other in a drawn-out, skill-diluted slog.
It's not that I'm suddenly bad at PvP. I'm still difficult to kill — it takes groups a long time — but without the ability to burst players effectively, the odds of killing a moderately coordinated duo (healer + anything) are near-zero unless you're in a properly built group comp yourself. Worse, it feels impossible to isolate and punish misplays: even if someone badly misuses a skill or gets caught out of position, you simply can’t capitalize fast enough before healing or CC recovery bails them out.
This shift overwhelmingly favors:
Zerg groups.
Lesser-skilled players who can now simply outlast and overwhelm.
Group compositions over individual skill expression.
In short:
PvP is no longer about who plays better — it's about who brings more people.
And frankly, that’s a step backward.
I'd much rather a system where if I misuse a skill or misposition, I lose — and likewise, if they do, they lose. That’s what skill-based PvP should feel like. Instead, we have a system where individual mechanical play barely matters unless you already have the right comp behind you.
It’s frustrating because it's not a skill issue or a gear issue — in fact, it's the opposite. Superior skill and gear are getting negated simply by mechanical TTK limits and insane sustain.
Suggestion: Bring back meaningful burst windows.
Let good players punish mistakes again.
Reward mechanical skill, not numbers stacking.
PvP should be thrilling, fast, and rewarding for mastery — not a heal-tank-zerg parade.
I do understand devs are still balancing the stats/classes out, and that is another issue. We only have access to lvl 25, missing a class, and missing archetypes, as well lvl 50 gear etc. Meaning, they will have to rebalance the game once we get these things... I don't get why they did the TTK changes before summoner at least to properly balance all base classes at least right?
BUT DO YOU WANT THIS GAME TO FAVOR OR PUNISH ZERG LIKE GAME PLAY????
DEATH TO ZERGS!
Also Rogues/Tanks/Bards are still OPOP . Nerf more thanks.