By - jasonmlv
Here's every (relevant) category of PvP I can think of, it's basics, and how to participate. This is going to be a bit of a long post.
You cannot lose anything from PvP unless you have negative Karma (and become a red player). Red players can lose crystals if they die in PvP.
# 1v1 PvP Strategy
There's three broad categories of 1v1 strategies:
1. Chipping someone out.
2. Trading someone out.
3. Disabling (CC) someone.
Almost every class in the game is great at one, good at another, and bad at the last.
Chipping someone out refers to hitting them in a way where they can't hit you back. The most typical way this is done is with range. Pelt someone with enough damage from a space they can't easily retaliate, and they'll go down. Obviously, this is easiest if you have range, but you also need to have enough mobility to avoid their attempts to counter attack.
Trading refers to using a protected ability to attack someone who's attacking back with a protected ability of their own, without making too much of an effort to avoid getting hit. This often comes down to a stat-check - do you have enough AP and DP to win the DPS race? That being said, classes with several of both frontal guards and super armor skills will usually do best.
CC is the elephant in the room, and people often think of fighting exclusively in terms of CC even though you can win fights without landing any CC at all. You can only land 2.0 "CC points" before your CC stops working, and they get to stand up. I say 2.0 because Stiffness in particular only counts as 0.7 of a CC, so you can land, at most, 1 stiff and then 2 CCs (of any kind) before you run out of CC. Also, smashes don't count towards the CC limit. Hitting CC relies on your opponent being in range (not playing to chip out, or doing it poorly) and not being protected (not playing to trade out, or doing it poorly), but hitting CC gives you huge damage. One combo usually doesn't kill, though, unless you out-gear them by a lot or they're gearing like an AP/damage monkey.
# Open World PvP
Considered the end-game PvP content of KR, open-world PvP can be engaged by any players level 50 or higher. Press Alt+C by default to turn on your PvP flag, and you can attack anyone who's outside of a safe-zone. Similarly, anyone who has their flag up can attack you (if you're level 50 or higher) if you're outside a safe-zone, even if you're not flagged up yourself.
If you flag up and attack someone who isn't flagged, your Karma will drop. If you kill them, your Karma will drop further. If you do this a lot, your Karma can drop below 0 and you'll become a red player. Killing monsters restores Karma.
Open world PvP is a bit frowned upon in NA/EU, but it often occurs at grind spots when someone's trying to keep someone else off of their spot, or someone is trying to muscle their way onto a spot. There are a small handful of perma-red players that are out there looking for a fight, just for the purposes of fighting.
Open world PvP has a tendency to favour classes with high mobility, as that allows them to choose when, where, and how to fight. Ninja and Kuno can be considered universal counters, since they can stealth towards you undetected, flag up while invisible, and then grab you from stealth. Lahn can also jump from a high spot and land on your face, then flag up and grab you.
Sometimes, open world PvP can turn into open world GvG, where one player's guild declares war on another, and guild members on both sides might rally to help their own. Since you don't lose Karma for killing a war target, this is sometimes used to circumvent the Karma system.
To initiate a duel, walk up to someone until the radial option menu appears, then click the duel button. Once they accept your offer to duel, you can PvP without any penalties, until a party leaves the duel by right clicking the duel button on the GUI.
DFS (duel for spot) is usually considered the least BM way of fighting over a spot, but I wouldn't say it's a necessity that you participate in DFS. DFS etiquette demands that both parties accept the duel, move to a spot where there are no monsters, and fight fairly straight up (without excessive stalling, fleeing, or stealth). DFS are often best of 3 (Bo3), but are sometimes Bo1. I recommend clarifying with your opponent so everyone knows the stakes before starting the fight. On side should ask if the other is ready ("r?") and the other should reply that they are ready ("r") before the fight goes. This ensures the fight is more fair and that anyone who needs to change gear (from Kutum to Nouver, for example) has time to do so. The winner of a DFS gets to keep or take the spot, while the loser agrees to leave that spot to the winner and either go somewhere else or change servers.
Dueling has a slight tendency to favour more immobile classes who would otherwise get jumped easily in open world PvP since more of their power budget is in front-on fights.
# Red Battlefield (RBF)
RBF is a small battlefield where two sides (the black desert army and the red desert army) earn points in a team deathmatch style fashion. Each player starts with a value of 10, and that value is affected by two rules:
1. If you kill an opposing player, you gain a value equal to half the value of the opponent. (At least 1 point)
2. If you die, you lose value equal to a quarter of your score. (At least 1 point, unless your value is already 1, in which case you lose 0 points).
You can join RBF from the menu. Press ESC, navigate to the War section, then click Red Battlefield.
There are two maps: the very popular Castle Ruins, and the usually empty Garmoth's Nest. They have fairly different strategies with some classes clearly preferring one over the other, but I won't go too much into map-specific strategies.
Generally, low-value players want to try and get openings and look for engages. If you die, you don't give up that many points, and if you get a solid opening then you stand to score a lot of points for you or your team.
Mid-value players want to wait for openings to appear before committing, since dying can hurt your team more, but it doesn't hurt so badly that you don't want to contribute. While waiting for openings, it's usually best to stick around your high-value players to try to keep divers off of them.
High-value players want to play very safe, since dying can singlehandedly tank your team's ability to win in some cases. If your team is behind, you might not have a choice, but if you're one of the highest value players on the battlefield, you're going to have a huge target on your back, and while you don't stand to gain much more than anyone else on your team, you do stand to lose a lot.
# Node Wars (NW):
When people refer to "small scale PvP", they often are talking about the kind of PvP that comes up in node wars.
A node war occurs when at least two guilds builds forts on a node - when war time comes, those guilds will fight to protect their fort and destroy the opponent's fort. The fort can be defended with gates or flame towers.
In order to participate in a node war, you either need to be in a guild (that does node wars) or you need to be hired by a guild as a mercenary. It's usually easier to be in a node war guild.
The winner of the node war gets to collect tax on that node.
There are generally three roles in an organized node war team:
1. Ball, which is the largest group, responsible for being the muscle behind any push or any hold.
2. Flex, which is a small group of highly mobile classes, responsible for being on call to respond to situations that may come up as quickly as possible.
3. Base, which is responsible for all things related to the base.
Classes that excel in the ball are classes that have significant team support (like Witch, Wizard, Valkyrie,or Shai), classes that excel in an engagement or a large fight (like Guardian,Sage, or Berserker), and classes that bring safe consistent damage (like Ranger).
Classes that excel in flex are fast classes with good skirmish power (like Lahn, Tamer, or Ninja). Flex can be responsible for a lot of different things, from scouting to base defence to joining the ball for a push to slowing down enemy rotations.
Classes don't really excel at base - they kinda just suck at the other things, so they stay here. That being said, some classes don't like starting fights and prefer people to try to run at them, so they'll probably prefer staying here. Base team is responsible for repairing the fort, doing supply runs, setting up traps and towers, and so on.
When people refer to "large scale PvP", they usually refer to the kind of PvP that happens during siege. While the winner of a node war wins control of a node, the winner of the siege wins control of the entire kingdom.
The winner of that siege gets something known as the castle buff, which is a drop rate increase if you grind within that kingdom. You can also make loot scrolls with the stuff you get from siege (IIRC).
Similarly to node wars, you can participate in Siege if you're in a siege guild, or if you're getting hired by one as a mercenary. This is usually more difficult because siege guilds are usually pretty serious and have clear gear requirements, but there are probably some Balenos siege guilds that are easier to get into.
The guild currently in control of the kingdom is the defending team - they hold the castle. Any other guild (who has a fort) is the attacker, and aims to capture both the outer and inner castle gates to win the siege.
The defending team can win by destroying the attacker's fort, or more often, by simply holding out long enough for the war to end.
I'm not really that knowledgeable concerning the current siege scene, so I can't really say much about general strategies.
Oh, I guess there's also Battle Arena, where people generally practice stuff. It sort of counts. You can find people open to dueling here, and some scarecrows if you want to practice a PvE skill rotation on something that doesn't fight back or move.
I think you also get here from the War menu (ESC -> War -> Battle Arena)
How about trying out red battlefield? You will be transport to another map. There will be 2 faction fighting for point. There is no penalty when you die and you can enjoy pvp there. Other than red battlefield, pvp can be found by node and siege war ( gvg / gvgvg ) or duel or force pvp.
How do I get to red battlefield? (Also thanks)
Why would you suggest rbf to a newbie? Throwing him to the 650 GS sharks
In opinion, RBF should be the first thing to suggest for newbie that wants to learn more about PVP. RBF doesn't have penalty and upon ending, you will still got silver rewards. RBF also have AP limit for high GS player and low GS player will be balanced out to match the minimum RBF requirement. Aside from RBF what do you think is better to recommend for newbie?
Season PvP server would be my recommendation. A low geared player in RBF is an ant trying to take on a god.
I recommending RBF without taking season into aspect but i believe season server also have RBF? Also I don't think only low geared player plays season Arsha. Most of Season pvp server player are in group or being experienced veteran player. Unlike RBF, pvp in open world are you against other player alone while RBF is team play. Would be unlikely if you see newbie player playing season pvp server alone to do quest and grinding just to get killed by other newbie.
you can take trials characters into RBF and be fine
You're from runescape arent you.
Destiny and eso I really love pvp but I hear something about losing items when you die if u have low karma
This happens when you're flagging and killing people too much. Does not happen in guild wars or node wars or sieges and such.
O ok thx
PVP is pretty much non existant. It's a casino simulator, waifu generator kind of game.
Open world forced PVP: any level 50+ character can flag and kill one another without any reason. Used for... fun (griefing?)? Or to drive people off resources like mob rotations. Heavy penalty for the aggressor with the possibility to lose progress, except on PVP channels (free pvp but extra rare-drop rates).
Open world structured PVP: dueling for fun or for resource. Guild wars - limited in capacity, possibility of some protected players excluded from that, or guilds that cannot be declared war against.
'Red Battlefield': large scale random team deathmatch, for a little bit of money but mainly for scores and a rare resource to craft some gears (red token).
Arena of Arsha: tournament style small scale pvp.
Battle arena: free zone where people can mess around testing stuff or guild pvp trials.
Ocean pvp with boat: dogshit
Node/ siege war: regular lag-scale battle to win regions and have massive payouts, and your guild emblem on the flag in the regions. Could be gear- capped or no capped. It looks exactly like runescape, graphic-wise.
"Lag-scale" spot on.
The karma system is pretty trash and been a point of contention for a long time.
If you flag and kill some one in the open world, you will lose karma, if you kill them enough times (like maybe 10) you will go negative or red. Once you are negative if a player kills you you have a chance to break crystals and if you die to mobs you have a chance to degrade your gear, though I think gear can only degrade if you have no crystals slotted but don’t take my word for it. Gear can also degrade if a guard from a town kills you while red.
There are PvP servers (Arsha) with no karma penalty for killing players and you can also dec (declare war) on a guild and while the war is active you kill freely kill any members of that guild with no penalty.
Node wars also exist which is basically multiple guilds fighting to take control of a node on the map for silver. No penalties for killing or dying in a node war either and they are probably the best source of pvp a new player can get as they have caps on Ap/dp. Most other pvp you will just get wrecked by people with much higher gear than you.
And yes, pvp is mostly for fun I mean the only real endgame in BDO is PVP.