To cut to the chase, NWO isn't a "Arena" game, it's a "Dungeons and Dragons" game with an PvP option.
The Devs should focus on removing bug after bug from the PvE part, start listening to the player feedback here in the forum, and start giving more answers to a lot of open questions, befor even thinking about the so called PvP "balance".
When that is all said and done, they should simply add a real matchmaking based on Itemlevel first and Character level second to the PvP. As soon as this new matchmaking is working, they can add a monthly "NCL" thing back to the game.
There's a lot of PvE work to do... when that is done, they can take a look at PvP.
ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
Yep. Reboot the entire thing.
I'd remove all PvE gear from PvP. Remove tenacity. But give people a dual spec, including the equipment slots so you can switch from PvP to PvE mode and vice versa at the touch of a button.
Redo the PvP gear so that the stat advancement is substantially smaller than in PvE. No PvP artifact gear. No artifact weapons, offhands, belts or necks. You only have one artifact slot for your PvP kit, and it has no stats, only an active effect.
Remove weapon and armor enchantments from PvP.
Remove tiers. Everyone is "bumped" to level 70 for Domination/GG/Stronghold.
Eliminate all potions from PvP. No heal pots or buff potions
All crafters to make full PvP sets every 10 levels, including level 70. Make the rest of the gear purchased from the PvP vendors with currency and seals only earned in PvP.
The craftable PvP gear has stats that are +5% higher than base stats. Tier 1 (purchased) has +10% more. Tier 2 (purchased) has +15%. Tier 2 pieces require currency plus the Tier 1 piece to purchase so there's progression. You can't leap past a tier.
Bring back the NCL as seasons that reward unique gear, mounts, cosmetics or useful PvE stuff (like refinement pieces or enchantments). Each "season" runs for the length of a module, and gear gets updated with the launch of every new season. And when the next season launches, the Tier 2 becomes the new Tier 1, and the old Tier 1 gear is made BoE, so PvPers with extra glory or tokens left over can sell it on the AH. Tier 3 gets introduced as the new seasonal gear, requiring the T2 gear plus currency to purchased.
So then the gear gap looks like this. Base = 0%. Crafted = 5%. Purchased from the AH = 10%. Earned T1 = 15%. Maxed T2 = 20%. Gear still gives you a big advantage, but it's not insurmountable with skill, nor is the gear-flation so high that a person new to Neverwinter can't catch up. Plus, T1/T2 has to be earned, so people can use a credit card to get a head.
Then you continue on with seasons. With gear moving down in ranks each season, and some of it becoming purchasable, you shrink the gear gap between the old and new players, as well as allowing new players to reach competitive gear levels a little quick. But with a small gap between gear, skill becomes more of a determinant factor in PvP. If people of equal or slightly different skill levels meet, better gear will still give someone the edge.
"Meanwhile in the moderator's lounge..."
0
vinceent1Member, NW M9 PlaytestPosts: 1,264Arc User
edited November 2015
better rewards - "permanent NCL"
only this minor change can make wonders
under these new conditions we should think about more again....
One can just restart ncl event a do some minor tweaks at reward steward. its almost nothing i ask....
Post edited by vinceent1 on
0
ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
Would I like to not spend 2-5 hours per character trying to win a seal of triumph because of BiS grouping together to stomp PUGs...? Does everyone have to be a sell out and beg to join PVP guilds?
Neverwinter is an MMO primarily; that it's based on D&D (loosely) is secondary.
In the reddit AMA, the legitimate questions about PVP balance and queues were totally ignored. I don't think we're about to see anything reworked. The mess it is in at this stage would be hard to get rid of, without upsetting the people who have spent a ton of cash making their characters pretty much invincible.
I think any sane person would say that matching fresh 70s against best in slot premades from PVP guilds is not the way to do things. My idea - prevent this kind of random matching, ignore all the screams from high geared people complaining about longer queues to stomp people, and wait until things balance out a bit as new players start to realise they can actually take part.
0
ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
Neverwinter is an MMO primarily; that it's based on D&D (loosely) is secondary.
In the reddit AMA, the legitimate questions about PVP balance and queues were totally ignored. I don't think we're about to see anything reworked. The mess it is in at this stage would be hard to get rid of, without upsetting the people who have spent a ton of cash making their characters pretty much invincible.
I think any sane person would say that matching fresh 70s against best in slot premades from PVP guilds is not the way to do things. My idea - prevent this kind of random matching, ignore all the screams from high geared people complaining about longer queues to stomp people, and wait until things balance out a bit as new players start to realise they can actually take part.
If the game is capable of it, allow premades to put their group up in a list and would have them be able to see other premades on that list and request a fight with them.
0
klangeddinMember, NW M9 PlaytestPosts: 882Arc User
edited November 2015
Any kind of "overhaul" appears unlikely at this point. Mod 7 was a skeleton (no meat) and mod 8 appears to be little more than that. For the first time, I have this dreaded feeling that the game is approaching maintenance mode. The best we can hope for is a tweak to the matchmaking system to make it a little more fair, but I wouldn't hold my breath for that either. After all, they can't even fix a campfire that hasn't been working for nearly two years now in Malabog Castle.
Post edited by klangeddin on
0
urlord283Member, NW M9 PlaytestPosts: 1,084Arc User
edited November 2015
I voted no cause I was unsure what an "overhaul" means.
I know many of us have left suggestions but what would an "overhaul" mean?
0
klangeddinMember, NW M9 PlaytestPosts: 882Arc User
I voted no cause I was unsure what an "overhaul" means.
I know many of us have left suggestions but what would an "overhaul" mean?
The overhaul term is generally used to indicate a set of drastic changes that make it a very different experience from before. It's a vague term, and not necessarly implies improvement, but often they're called for when the actual situation is dire with the good old "it can't get any worse than this, can it?".
No, for the love of Sune, NO. Overhauls have created the problems we have now.
Minor tweaks here and there. Unfortunately that means devs must pvp themselves. I do not think they do nor will they ever sadly...
To be fair, pvp in Neverwinter is at an all-time low. The introduction of the guild overload enchants was a minor tweak and probably did more damage than all previous overhauls summed together. When the situation is very bad and you have more to gain than to lose, overhauls can be a last wild card to get out of jail.
Pvp is at an all time low because there is absolutely no reason to do it imho. Not because it is imbalanced.
Give people a reason to do something and they will figure out a way to do it.
NCL is a perfect example. PVP was horrid, everyone cried about it as we all do now. Yet many did it because they could get the gear fairly easily. In fact, I remember many being pissed at how easy it was because they had spent so much time and resources doing it the preNCL way.
I consider the overloads a major overhaul because it changed the dynamic entirely. The same can be said about the capping change. Entirely different game being played than before.
Im not saying either of those are good or bad, they were just major changes.
Reduce or increase damage here, by single digit percentages as opposed to the 67% reduction in Divine Intervention. OP daily, whatever its called. It sucks so bad now I dont even know what its called anymore.
Reduce or increase cooldowns there. Again, by tiny increments at a time. Not full seconds or multiple seconds.
Sadly this is the coders hard way to do things I imagine. Its what the game needs as opposed to major changes that create entirely different and new dynamics.
Full disclosure- Ive been playing since Open-Beta, have 8 characters(One of each class) and absolutely love the game. So I may not fall into the average and casual player category.
Pvp is at an all time low because there is absolutely no reason to do it imho. Not because it is imbalanced.
Give people a reason to do something and they will figure out a way to do it. [...]
Conqueror Shards???
I don't PvP currently because it's a plain waste of time - getting ROFLstomped after an half hour wait doesn't qualify for entertainment, and that's what I'm after when I fire up a game...
...one of the things they should put in with that revamp should be a "concede match" option. Make it a unanimous vote thing, but sitting at spawn, sieged in and waiting 10 minutes for the timers to tick off only makes it so much worse.
The longer they leave it, the more people new to 70 or with ilvl under ~2.5k will not take part, as they lose every single match and just get stomped on. Each time also the higher geared players get more and more rewards for zero effort. This has been going on for months and it's visibly getting worse as time goes by. Bringing in *more* rewards like with NCL will just make the problem bigger. It needs a proper fix, starting with matching/queuing.
0
ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
To cut to the chase, NWO isn't a "Arena" game, it's a "Dungeons and Dragons" game with an PvP option.
True, but PvP can take a part in the longvity of an MMORPG, if you do it right.
The same could do a fully overhaul of The Foundry. Content created from players for players.
@ironzerg79 In essence, you want NWO turned into GW2? Because most of the things you listed, seem to come straight from the GW2 PvP part...
@regenerde GW2 certainly had better ideas to keep small group PvP competitive...of course, class balance will always be an issue, but when you have overwhelming gear imbalances, balancing PvP itself becomes impossible.
But you can't have massive, permanent gear gaps in any sort of Player vs Player game and hope for success. How successful would League of Legends be if players were able to build permanent gear advantages? Or even extremely successful FPS games like Battlefield, Team Fortress or Halo? Imagine if someone started a Halo match, and they went up against someone who's guns did 300% more damage and have 200% more health? Or took 90% less damage?
Or what if you went to play Starcraft, and one player already started with his army prebuilt? No one would play it, except for the very few hardcore who already own every advantage.
That's what we have here, and that's why only a tiny fraction of people PvP. And if only a tiny fraction of people PvP, then there's not much incentive for the developers to put more effort into it. There's no ROI in PvP right now.
But it's also why you could "safely" completely overhaul the entire system in an effort to get people engaged in PvP again. Even if it meant all the hardcore PvPers would rage quit, it'd be a virtually imperceptible drop in the playerbase. And if word got out that PvP was overhauled, and the gear gap between new people and BiS was made very small, skill mattered again, gear was earned and people couldn't get ahead by simply spending money, you'd have a stampede of people looking to get back into Neverwinter for the PvP alone.
Because at the end of the day, the game itself is solid and lots of fun. When PvP is based on the skill of one player versus another, instead of massive gear differences, PvP in Neverwinter is extremely fun. However, the gear gap and cost to stay competitive has sucked all the life out of PvP here.
Well, i think the problem here is, that huge overhauls are not going to happen... neither in PvE or PvP.
A real matchmaking based on Itemlevel first and Character level second might be possible. But i have my doubts, that the person(s) in charge is/are even willing to make room for even such a small change between pushing new modules onto the game.
And where should the Devs even take the time from to make any overhauls, without getting the green light from above? As soon as a new module is being released, it looks like they only have a small timeframe for some bug fixes/adjustments, before they have to work on the next new module.
A real matchmaking based on Itemlevel first and Character level second might be possible. But i have my doubts, that the person(s) in charge is/are even willing to make room for even such a small change between pushing new modules onto the game.
To be clear, there's not enough people playing PvP for such a system to work. They tried it, and it ended up keeping people in a queue for over an hour to find good match ups. So the requirements were loosened so the queue actually popped.
What you're seeing is premades of BiS PvPers continuing to queue up for rofflestomps, while most lower or poorly geared people queue up solo. Hence the poorly geared people end up together, and the BiS premades rule the day.
An interim solution might be to just disable group queuing for PvP.
But a total overhaul is needed if PvP even has the hope of being successful...and what I described above isn't all that complicated, nor does it really require any new assets. Just re-statting of the PvP gear, and adjustments on the PvP artifacts. I know the dual-spec thing might be more complicated, but it's not exactly necessary for this to work.
ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
@magenubbie They'll make far more money with happy customers. I honestly don't think "wallet warriors" are all that big of a piece of the pie. I think PvPers spend money on the game, but the idea that you have substantially income be driven by people who immediately swipe their credit card to be BiS for PvP, I don't buy it.
But that being said, if you look at almost all of the negative feedback outside of this forum when the topic of Neverwinter comes up, 90%+ of it includes the undercurrent of "pay to win" PvP. So that sour reputation alone is damaging the Neverwinter brand, and preventing more players from picking up and playing, regardless of their preference for PvP or PvE.
If you can eliminate that, the halo effect on the rest of the brand would be immense.
You know my saying. "Playing customers are paying customers."
To cut to the chase, NWO isn't a "Arena" game, it's a "Dungeons and Dragons" game with an PvP option.
True, but PvP can take a part in the longvity of an MMORPG, if you do it right.
The same could do a fully overhaul of The Foundry. Content created from players for players.
@ironzerg79 In essence, you want NWO turned into GW2? Because most of the things you listed, seem to come straight from the GW2 PvP part...
@regenerde GW2 certainly had better ideas to keep small group PvP competitive...of course, class balance will always be an issue, but when you have overwhelming gear imbalances, balancing PvP itself becomes impossible.
But you can't have massive, permanent gear gaps in any sort of Player vs Player game and hope for success. How successful would League of Legends be if players were able to build permanent gear advantages? Or even extremely successful FPS games like Battlefield, Team Fortress or Halo? Imagine if someone started a Halo match, and they went up against someone who's guns did 300% more damage and have 200% more health? Or took 90% less damage?
Or what if you went to play Starcraft, and one player already started with his army prebuilt? No one would play it, except for the very few hardcore who already own every advantage.
That's what we have here, and that's why only a tiny fraction of people PvP. And if only a tiny fraction of people PvP, then there's not much incentive for the developers to put more effort into it. There's no ROI in PvP right now.
But it's also why you could "safely" completely overhaul the entire system in an effort to get people engaged in PvP again. Even if it meant all the hardcore PvPers would rage quit, it'd be a virtually imperceptible drop in the playerbase. And if word got out that PvP was overhauled, and the gear gap between new people and BiS was made very small, skill mattered again, gear was earned and people couldn't get ahead by simply spending money, you'd have a stampede of people looking to get back into Neverwinter for the PvP alone.
Because at the end of the day, the game itself is solid and lots of fun. When PvP is based on the skill of one player versus another, instead of massive gear differences, PvP in Neverwinter is extremely fun. However, the gear gap and cost to stay competitive has sucked all the life out of PvP here.
I'm going to agree here. The enchantments and artifact gear are the primary reason PvP is so out of whack. If Cryptic ever wants normal people to PvP, a complete overhaul is required. The above would have the added advantage of crushing a few egos from the wallet warriors and PvP might actually turn into an enjoyable event with much less player abuse. I know one thing: Regardless of the rewards they hand out, I'll never touch PvP in its current state again. Not even if I had 50ft tweezers.
The problem with such a huge overhaul is that PvP makes money this way. Not much compared to the rest of the game perhaps, but any overhaul that removes RP from the equation will lower that income. Don't get me wrong, I believe there are much better ways to generate revenue from this game. But it is something that Cryptic will worry about.
It's not just the gear gap itself; it's that PvE gear won't cut it in PvP. The investment required to be competitive in both is too much for most players so playerbase is split. PvP needs to be balanced with the intent of being an alternative you play in addition to PvE and not an alternative that you play instead of PvE.
0
ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
Everyone complains about everyone else being a "wallet warrior". I have plenty of friends who've spent money on the game, but otherwise have been playing from Day 1 and earned all their gear being called "wallet warriors" in PvP.
It's really an empty platitude. Anyone who gets beat by someone in PvP who has better gear than them is immediately going to cry about it. And even to that point, PvP in Neverwinter DOES take skill. You can't take a newbie, give him a BiS character. He'll still get his butt kicked left and right in PvP. The problem is that you have a game now where gear is still too much of the equation, and nobody without the best gear, especially new players can hope to compete with established players.
You can definitely close the skill gap, but the gear gap is neigh insurmountable.
@magenubbie They'll make far more money with happy customers. I honestly don't think "wallet warriors" are all that big of a piece of the pie. I think PvPers spend money on the game, but the idea that you have substantially income be driven by people who immediately swipe their credit card to be BiS for PvP, I don't buy it.
But that being said, if you look at almost all of the negative feedback outside of this forum when the topic of Neverwinter comes up, 90%+ of it includes the undercurrent of "pay to win" PvP. So that sour reputation alone is damaging the Neverwinter brand, and preventing more players from picking up and playing, regardless of their preference for PvP or PvE.
If you can eliminate that, the halo effect on the rest of the brand would be immense.
You know my saying. "Playing customers are paying customers."
The week of the Module 6 launch, I saw PVP players with FULL Rank 12s, 4 Mythics, AND full Elemental Burning set. Instant 4k IL. They do pay, or....
We all know that the vast majority of them didn't pay : |
How did they get elemental burning in a week if you only get one seal a day?
Comments
The Devs should focus on removing bug after bug from the PvE part,
start listening to the player feedback here in the forum,
and start giving more answers to a lot of open questions,
befor even thinking about the so called PvP "balance".
When that is all said and done, they should simply add a real matchmaking based on Itemlevel first and Character level second to the PvP. As soon as this new matchmaking is working, they can add a monthly "NCL" thing back to the game.
There's a lot of PvE work to do... when that is done, they can take a look at PvP.
It's so borked currently, it cannot get worse.
I'd remove all PvE gear from PvP. Remove tenacity. But give people a dual spec, including the equipment slots so you can switch from PvP to PvE mode and vice versa at the touch of a button.
Redo the PvP gear so that the stat advancement is substantially smaller than in PvE. No PvP artifact gear. No artifact weapons, offhands, belts or necks. You only have one artifact slot for your PvP kit, and it has no stats, only an active effect.
Remove weapon and armor enchantments from PvP.
Remove tiers. Everyone is "bumped" to level 70 for Domination/GG/Stronghold.
Eliminate all potions from PvP. No heal pots or buff potions
All crafters to make full PvP sets every 10 levels, including level 70. Make the rest of the gear purchased from the PvP vendors with currency and seals only earned in PvP.
The craftable PvP gear has stats that are +5% higher than base stats. Tier 1 (purchased) has +10% more. Tier 2 (purchased) has +15%. Tier 2 pieces require currency plus the Tier 1 piece to purchase so there's progression. You can't leap past a tier.
Bring back the NCL as seasons that reward unique gear, mounts, cosmetics or useful PvE stuff (like refinement pieces or enchantments). Each "season" runs for the length of a module, and gear gets updated with the launch of every new season. And when the next season launches, the Tier 2 becomes the new Tier 1, and the old Tier 1 gear is made BoE, so PvPers with extra glory or tokens left over can sell it on the AH. Tier 3 gets introduced as the new seasonal gear, requiring the T2 gear plus currency to purchased.
So then the gear gap looks like this. Base = 0%. Crafted = 5%. Purchased from the AH = 10%. Earned T1 = 15%. Maxed T2 = 20%. Gear still gives you a big advantage, but it's not insurmountable with skill, nor is the gear-flation so high that a person new to Neverwinter can't catch up. Plus, T1/T2 has to be earned, so people can use a credit card to get a head.
Then you continue on with seasons. With gear moving down in ranks each season, and some of it becoming purchasable, you shrink the gear gap between the old and new players, as well as allowing new players to reach competitive gear levels a little quick. But with a small gap between gear, skill becomes more of a determinant factor in PvP. If people of equal or slightly different skill levels meet, better gear will still give someone the edge.
only this minor change can make wonders
under these new conditions we should think about more again....
One can just restart ncl event a do some minor tweaks at reward steward. its almost nothing i ask....
In the reddit AMA, the legitimate questions about PVP balance and queues were totally ignored. I don't think we're about to see anything reworked. The mess it is in at this stage would be hard to get rid of, without upsetting the people who have spent a ton of cash making their characters pretty much invincible.
I think any sane person would say that matching fresh 70s against best in slot premades from PVP guilds is not the way to do things. My idea - prevent this kind of random matching, ignore all the screams from high geared people complaining about longer queues to stomp people, and wait until things balance out a bit as new players start to realise they can actually take part.
Mod 7 was a skeleton (no meat) and mod 8 appears to be little more than that.
For the first time, I have this dreaded feeling that the game is approaching maintenance mode.
The best we can hope for is a tweak to the matchmaking system to make it a little more fair, but I wouldn't hold my breath for that either. After all, they can't even fix a campfire that hasn't been working for nearly two years now in Malabog Castle.
I know many of us have left suggestions but what would an "overhaul" mean?
Minor tweaks here and there. Unfortunately that means devs must pvp themselves. I do not think they do nor will they ever sadly...
When the situation is very bad and you have more to gain than to lose, overhauls can be a last wild card to get out of jail.
Give people a reason to do something and they will figure out a way to do it.
NCL is a perfect example. PVP was horrid, everyone cried about it as we all do now. Yet many did it because they could get the gear fairly easily. In fact, I remember many being pissed at how easy it was because they had spent so much time and resources doing it the preNCL way.
I consider the overloads a major overhaul because it changed the dynamic entirely. The same can be said about the capping change. Entirely different game being played than before.
Im not saying either of those are good or bad, they were just major changes.
Reduce or increase damage here, by single digit percentages as opposed to the 67% reduction in Divine Intervention. OP daily, whatever its called. It sucks so bad now I dont even know what its called anymore.
Reduce or increase cooldowns there. Again, by tiny increments at a time. Not full seconds or multiple seconds.
Sadly this is the coders hard way to do things I imagine. Its what the game needs as opposed to major changes that create entirely different and new dynamics.
Full disclosure- Ive been playing since Open-Beta, have 8 characters(One of each class) and absolutely love the game. So I may not fall into the average and casual player category.
Just my thoughts and opinions.
I don't PvP currently because it's a plain waste of time - getting ROFLstomped after an half hour wait doesn't qualify for entertainment, and that's what I'm after when I fire up a game...
...one of the things they should put in with that revamp should be a "concede match" option. Make it a unanimous vote thing, but sitting at spawn, sieged in and waiting 10 minutes for the timers to tick off only makes it so much worse.
Content created from players for players.
@ironzerg79
In essence, you want NWO turned into GW2?
Because most of the things you listed, seem to come straight from the GW2 PvP part...
But you can't have massive, permanent gear gaps in any sort of Player vs Player game and hope for success. How successful would League of Legends be if players were able to build permanent gear advantages? Or even extremely successful FPS games like Battlefield, Team Fortress or Halo? Imagine if someone started a Halo match, and they went up against someone who's guns did 300% more damage and have 200% more health? Or took 90% less damage?
Or what if you went to play Starcraft, and one player already started with his army prebuilt? No one would play it, except for the very few hardcore who already own every advantage.
That's what we have here, and that's why only a tiny fraction of people PvP. And if only a tiny fraction of people PvP, then there's not much incentive for the developers to put more effort into it. There's no ROI in PvP right now.
But it's also why you could "safely" completely overhaul the entire system in an effort to get people engaged in PvP again. Even if it meant all the hardcore PvPers would rage quit, it'd be a virtually imperceptible drop in the playerbase. And if word got out that PvP was overhauled, and the gear gap between new people and BiS was made very small, skill mattered again, gear was earned and people couldn't get ahead by simply spending money, you'd have a stampede of people looking to get back into Neverwinter for the PvP alone.
Because at the end of the day, the game itself is solid and lots of fun. When PvP is based on the skill of one player versus another, instead of massive gear differences, PvP in Neverwinter is extremely fun. However, the gear gap and cost to stay competitive has sucked all the life out of PvP here.
A real matchmaking based on Itemlevel first and Character level second might be possible. But i have my doubts, that the person(s) in charge is/are even willing to make room for even such a small change between pushing new modules onto the game.
And where should the Devs even take the time from to make any overhauls, without getting the green light from above?
As soon as a new module is being released, it looks like they only have a small timeframe for some bug fixes/adjustments, before they have to work on the next new module.
Or take a look at
http://forum.arcgames.com/neverwinter/discussion/1194402/feedback-needed-top-issues-currently-in-neverwinter-pc
and tell me, where are we (the players) standing there?
There is so much player feedback here, but we (the players) hardly know what feedback is considered or not, until there is something patched/updated.
A roadmap from the Devs would help a lot here, one for PvE and one for PvP.
What you're seeing is premades of BiS PvPers continuing to queue up for rofflestomps, while most lower or poorly geared people queue up solo. Hence the poorly geared people end up together, and the BiS premades rule the day.
An interim solution might be to just disable group queuing for PvP.
But a total overhaul is needed if PvP even has the hope of being successful...and what I described above isn't all that complicated, nor does it really require any new assets. Just re-statting of the PvP gear, and adjustments on the PvP artifacts. I know the dual-spec thing might be more complicated, but it's not exactly necessary for this to work.
But that being said, if you look at almost all of the negative feedback outside of this forum when the topic of Neverwinter comes up, 90%+ of it includes the undercurrent of "pay to win" PvP. So that sour reputation alone is damaging the Neverwinter brand, and preventing more players from picking up and playing, regardless of their preference for PvP or PvE.
If you can eliminate that, the halo effect on the rest of the brand would be immense.
You know my saying. "Playing customers are paying customers."
It's not just the gear gap itself; it's that PvE gear won't cut it in PvP. The investment required to be competitive in both is too much for most players so playerbase is split. PvP needs to be balanced with the intent of being an alternative you play in addition to PvE and not an alternative that you play instead of PvE.
It's really an empty platitude. Anyone who gets beat by someone in PvP who has better gear than them is immediately going to cry about it. And even to that point, PvP in Neverwinter DOES take skill. You can't take a newbie, give him a BiS character. He'll still get his butt kicked left and right in PvP. The problem is that you have a game now where gear is still too much of the equation, and nobody without the best gear, especially new players can hope to compete with established players.
You can definitely close the skill gap, but the gear gap is neigh insurmountable.
We all know that the vast majority of them didn't pay : |
How did they get elemental burning in a week if you only get one seal a day?