Easy fix to balance pvp
1. You cannot have a higher stat than the person with the lowest stat in any area.
This means if 10 people are playing
One has
35000 power
25000 power
8000 power
7000 power
14000 power
12000 power
All players would be set to 7000 power which is the lowest of everyone playing.
The same would happen for every stat in sequencial order before the countdown begins.
Even hit points
[SIGPIC][/SIGPIC]
I hate paying taxes! Why must I pay thousands of dollars in taxes when everything I buy is taxed anyways!
2
Comments
If a player was missing boons yours won't be active during that match.
Everyone gets the weapon set of the highest weapon set player is using.
Same for armor
It's all the same. At least this would be match specific nerfing. Not permanent.
But if there was an option to allow this equalizer balancer to pvp some people would select it.
Let me explain why , every class use different build, someone has an higt crit build, another one use a build focused around power, another one instead is full tanky, and so on....every one of this build work because they have specific setup, their spell, rotation, item , power point for let their char work in a specific way, tht can be more dps, more cc, more tanky....
Now, following your suggestion, the build that use high crit will have 0 because the one with the tanky build have 0/low in crit, the one with tanky build will have 0/low in def/deflect becasue the one with high dps have 0 defence , and so one. No one will have their alt working in the way that was designed.
This will never work.
PVP Rogue,
--[----- "Your friendly neighborhood spawn of Satan." -----]--
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Main Character: Hurricane Marigolds (Rogue WK & Assassin)
Ingame Handle: trgluestickz
Discord Name: Hurricane🌀Marigolds#2563
Guilds: She Looked LVL 18 & Essence of Aggression
Alliances: Imperium & Order of the Silent Shroud
Platform: PC
IL is still not able to measure skill but gear/mounts/boons are undeniably a major factor in pvp. If IL is more accurate, then it will at least make the current content gating less arbitrary and make IL more accurate if implemented into match making systems.
PVP Rogue,
--[----- "Your friendly neighborhood spawn of Satan." -----]--
----------------------------------------------------------------
Main Character: Hurricane Marigolds (Rogue WK & Assassin)
Ingame Handle: trgluestickz
Discord Name: Hurricane🌀Marigolds#2563
Guilds: She Looked LVL 18 & Essence of Aggression
Alliances: Imperium & Order of the Silent Shroud
Platform: PC
PVP Rogue,
--[----- "Your friendly neighborhood spawn of Satan." -----]--
----------------------------------------------------------------
Main Character: Hurricane Marigolds (Rogue WK & Assassin)
Ingame Handle: trgluestickz
Discord Name: Hurricane🌀Marigolds#2563
Guilds: She Looked LVL 18 & Essence of Aggression
Alliances: Imperium & Order of the Silent Shroud
Platform: PC
I vaguely remember when gear score was a thing. I did not know much about gear score vs item level other than that the numbers were a lot bigger than they are now. I was still a green and blue geared pug at the time.
PVP Rogue,
--[----- "Your friendly neighborhood spawn of Satan." -----]--
----------------------------------------------------------------
Main Character: Hurricane Marigolds (Rogue WK & Assassin)
Ingame Handle: trgluestickz
Discord Name: Hurricane🌀Marigolds#2563
Guilds: She Looked LVL 18 & Essence of Aggression
Alliances: Imperium & Order of the Silent Shroud
Platform: PC
A BETTER solution, is actually very simple.
- Normalize tenacity. Remove all tenacity on ALL gear, give it instead to each player as a "base" regardless of gear. So now players can use ANY gear going into PVP. They will all have the same level of tenacity. PVP gear is merely 1 alternative options that adds not extra "tenacity" value.
- Normalize stats. The easiest way to do this? Remove ALL boons from PVP (exception being the PVP only boons). I would ADD to this, to remove Insignias and mount bonuses as well. This creates a very level playing field for all players. It wont matter if you are 2 weeks into the game and dont have all your boons, it wont matter if your not in a maxed guild or not, etc. ALL players can be "competitive" based on their gear. The stat difference in gear? Isnt very much - compared to all the other stat inflation.
- Make Matchmaking based on ITEMLEVEL now that Itemlevel encompasses all "factors" of power that will impact your character in PVP. Boons? Dont factor into Ilevel today, Mount bonuses? Dont factor into Ilevel... Once you remove all the stats that dont count as "itemlevel" you can now make itemlevel a major factor in matching PVP games. Result? Much more balanced PVP.
This would solve the PVP issues - largely. After that, you might need a few minor tweaks to class balance but for the most part, stripping everyone of all the stat inflation will normalize the classes quite a bit and I dont see any of them really being Insanely OP.
Character: Vendetta
Anyways the EASIEST thing to do ist just create some new PVP Event for 2 weeks in which there is the current normal Que, and then another "Vanilla" Que (where all the stat inflation goes away) and see which one is more popular.
I think most people would play the "Normalized" Que, not the current one.
> Easy fix to balance pvp
>
> 1. You cannot have a higher stat than the person with the lowest stat in any area.
>
> This means if 10 people are playing
> One has
> 35000 power
> 25000 power
> 8000 power
> 7000 power
> 14000 power
> 12000 power
>
> All players would be set to 7000 power which is the lowest of everyone playing.
>
> The same would happen for every stat in sequencial order before the countdown begins.
>
> Even hit points
Equalizing player STATs before the match starts regardless of their source (boons,items,mounts etc). Perfect at first glance. However what about the trinity? Dps, tanks and healers will have the same offensive and defensive numbers and that is sub-optimal. This requires more in-depth system then simply putting everybody into the same mould.