It still takes time until pvp gets implemented, but that gives us time to think about how PvP should look like.
I think the main problem will be the balancing which made me think that the faction system would be an elegant way to solve some problems of the main PvE design focus.
Similar to MG or Cof there could be a PvP faction with a different set of affixes, sets and uniques. Items found there can’t be brought to any of the other factions and the droprates could be hugely increased to equip your PvP character relatively quick. This could be a great way to adjust the itemization to PvP, without touching the PvE balance at all.
If possible the system could be expanded to the skillset, but this is obviously much harder to implement. I don’t think the passives need any adjustment for PvP, but the specializations might.
What do you think? Which system do have to be changed in order to make PvP work well? ps.: If you don’t care about PvP please move on.
I think a system similar to Guild Wars 2 might be interesting. iirc you can only choose between certain offered gear, with no legendaries or anything like that, so you have to spec to that restriction, and then it’s based on skill rather than if you managed to get a super awesome piece of gear. The gear is provided and everyone is set to the same level.
Such a system would definitely solve alot of problems or arpg PvP.
Yet, wouldn’t it also take away some freedom? If you take away the possibility to improve your build by investing time to perfectionize your eqiupment we are heading towards a MOBA game like dota i have the feeling, just worse.
One of the strengths of PvP in argps is that you can work on your build/items and on your player skill alike. Isn’t that was seperates the genre from pure pvp games?
Yeah, i was thinking about how GW did pvp, from the balancing adjustments that were only in effect in pvp/pve but not the other. Gear is another issue, but the basic skill balance isn’t even slightly close to what would be needed (sadly).