I've been thinking about this for a long time now: Please consider adding a tier of PVP that completely normalizes numbers from gear and disables any special statistical advantages or effects on things like set pieces, and disables devices entirely. This means, e.g., a player with empty primary and secondary equipment slots would perform statistically the same as a character with full Justice/DUC/Rank 9 mods. I would certainly play this mode fairly often, with a bunch of my characters. I realize it's not very likely such a thing would be done at this stage of the game's life cycle but here's my suggestion at any rate. Thanks.
0
Comments
-=-=-=-=-=-=-=-
My characters
Thing is this is used for almost every dev suggestion in this thread. Kinda makes me wonder why this sub thread exist at times.
42 40s, LTSer.
Epic Stronghold
Block timing explained
Epic Stronghold
Block timing explained
This is probably the biggest issue with this idea. By adding another tier it would be dividing up the already small pvp population. Everyone might eventually all gravitate to the equalized tier, but then people would realize that things haven't been equalized as much as they hoped since builds and premades would still rule the day.
My super cool CC build and how to use it.
e: I mean there are zero people in the queues at any given time, so I think "dividing the small pvp population" should not be a very big concern. Something is blatantly, severely wrong with our PVP in general and imo it's really obviously that it is dominated by gear.
Well no, the thing that is blatantly wrong is the queue bug which randomly and frequently kicks players out of matches. The only one that it doesn't effect is BASH, and even with equalized gear BASH is basically just a salt farm.
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
Onslaught has its own design problems unrelated to gear, it requires a lot of buy-in for people willing to be cannon fodder and killed repeatedly by a single powerful enemy and it's much too rewarding to ignore the entire intended design and farm the rewards.
I don't agree with this at all, practically all games in human history have been competitive in nature (pvp) and it's only in gear-oriented MMOs where pvp is available and yet people almost unanimously reject it. I don't think it's likely that MMOs somehow attract fundamentally different humans, it seems much more likely that something is wrong with MMO pvp that causes us to reject it and imo the blatant unfairness due to mismatched gear is the obvious cause. If it were just about Build X being better than Build Y then I'd expect everyone to be all in favor of a gearless mode, but ...
Epic Stronghold
Block timing explained
My super cool CC build and how to use it.
The basic flaw in the suggestion in the Op is that it assumes that the builds are equal. yeah, no.
-=-=-=-=-=-=-=-
My characters
Epic Stronghold
Block timing explained
You literally can see it in games that have queueing systems like ours, when their queues are empty and you have to wait a long time to fill a match (or it never fills).
Uh no. But if you're one of those guys who say "Your build is everything" then you should be super enthusiastic about making that actually be the truth and removing gear from the equation.
Epic Stronghold
Block timing explained
In any case, not disagreeing that there is something wrong with the PvP offered in MMOs, I just doubt that gear is a major component of it.
Epic Stronghold
Block timing explained
Now in regards to normalizing gear we kind of need to explore what that really means. Fact is how you set up your gear is just as much a part of your build as anything else. So how do you determine what stats to give people via normalization? Different people have different ideas on how they'd like to stat their character - some want to be tanky as all getout, others want to play the glass cannon, and others something inbetween. Since a lot of that is determined by our gear how do we accommodate all of these people?
When it comes to disabling devices that might be as simple as just disabling device slots in PvP. It might also not be simple. Hell it might be impossible, who knows. I'm fine with it if it's feasible personally. Of course it's not as if devices in pvp are as big of a problem as they used to be in the days when you could have 5 Ice Grenades slotted.
Another big issue I see here is that this idea heavily favors tanks since what you're effectively nerfing the most here is damage output. Favoring tankiness is a sure one way street to people finding pvp is boring and pointless, just like a tank vs tank duel.
My super cool CC build and how to use it.
If gear having a strong statistical impact is such an important thing to some players, the existing PVP queues are certainly available to them. Pantagruel has maintained before that a big problem with CO's power balance in general is the existence of toggled forms, and to an extent I agree with that, but imo that is greatly exaggerated by players stacking huge amounts of one stat that their form depends upon - this suggestion would at least partly address that problem, by making that impact predictable and consistent.
E: as to the specific number fiddling I'm suggesting, I said it pretty plainly in the first post, a character with empty gear slots should perform exactly the same as a character with full Justice R9/DUC and disable devices while in the match.
If you can't stack 600 Constitution, or other strategies like Dex/Dodge spec perks for LR, this isn't especially true.
Epic Stronghold
Block timing explained
R9 what? How are you going to determine which R9 mods this gear simulates, and how are you going to avoid favoring certain builds and completely invalidating others with a static setup like this?
My super cool CC build and how to use it.
The only game I've ever been serious about PvP in was Avengers Alliance and in the game's last days I had a gear setup that was pretty ridiculous.
Seriously, my agent's list of powers was so long it scrolls off the bottom of the screen! Thing is, gear and powers were inextricably linked in AA, so you couldn't separate one from the other. AA's PvP had a mechanic for tweaking stats based on assorted factors. But just stats, not powers. "But wait!" you might be thinking, "that's what the OP wants!" Well, stats were only rarely the decider in PvP. Also, while I could use my PvP team for PvE successfully, it was tedious and boring. Why? Because enemy stats in PvP were calculated differently, and also because you needed to play PvP far more defensively, 'cause otherwise you got ganked like a scrub. PvE enemies tended to have high HP but relatively low other stats. And some of them were just wimps in general. There are three aspects of PvP: Build, gear, and skill. Builds designed for PvP can work adequately well outside PvP, but the reverse is often not true. Skill is something you have to build up over time.
-=-=-=-=-=-=-=-
My characters