Would you allow a 15k player with Mythic artifacts and Legendary equipment to queue for Castle Ravenloft?The answer is a resounding yes, especially if they knew what they were doing.Now, would you allow a 3k player without any enchantments slotted, with green and blue gear, to queue for that same instance?No.And yet, Domination PvP suffers no compunctions in matching these type of players together. See the picture below
(they queued in Dom today, in the same match I was in):
On the left, you have a 15.9k player, 32k power (around 110% damage increase), 9k critical strike, 16k armor penetration (around 130% resistance ignored), 10k recovery (great uptime of encounter powers), 190k HP.
On the right you have a 3.9k player, 8k power, 1.7k critical strike, 1.7k armor penetration, 210 recovery, 40k HP.
If this were a Random Queue for dungeons (and Domination solo is
that - a random queue
), firstly the 3k player wouldn't be allowed in!
, but if they were the team would kick out the 3k player, no questions asked. Or the team would quit, or they'd wait out the abandon instance timer.
So Developers, what can you do to help create this 'balance' we are looking for in PvP?
Here are some options with pros and cons. These options have been circulating for some time on these forums, and may be implemented solely or in conjunction with another as a trial. The list below I provide is no means exhaustive, but the current situation is frustrating for both high level players and beginner PvPers.Option 1: IL Stratification
Allow a Title to be reached once a player reaches 10k item level, and once breached, players can only queue for the 10k+ IL group (much like how domination queues are split after reaching level 70). This would be a 'watermark' if you will, so that even if they unequip gear, they can never go back, so it will not be prone to abuse by twinking.Pros:
New players < 10k IL will be able to play against each other, hopefully fostering an interest in PvP while they are gearing up. This would allow them to learn their powers, rotations, tactics, before being thrown into the deep end. This should help PvP numbers in the long run.Cons:
10k IL is arbitrary and may not be an effective divisor of player skill. It may lessen the amount of players able to play in domination, increasing queue wait times (but I must add that if one team has an undergeared player, and the other doesn't, it can effectively throw the match anyway).Option 2: Diminishing Stat Returns
Much like how player stat effectiveness is reduced when going into a lower level instance, perhaps the stat effectiveness of players could be brought in line to a more equitable level. For example, 30k power is about a 100% damage increase. If the stat returns are modified then perhaps power could be limited to 20% damage increase with diminishing returns approaching that value. Small changes can be made at first to see how effective this is.Pros:
This would help balance out the stat differences between players. It will not divide the already low number of the available people queuing up for PvP.Cons:
We can see how ineffective this actually is in lower instanced zones (e.g. Acquisitions Incorporated early campaign quests). Everything is still one shot, including the 'bosses'. This would require a lot of mathematical know-how and developer time to achieve. It would also require a lot of balancing between the different variables, e.g. damage and defense, so that you don't end up with PvP in which no-one does any damage or killing.Option 3: Removal of 'Overpowered' Gear Effects
There is a consensus among players that play PvP long enough that there are a few items which are overpowered. While these items can be (relatively) easy to achieve by end-game players, this again poses another significant advantage over established vs newer players. Items here include: Mane of the Manticore, Cowl of the Dead, AP/Stamina Drain, Tymora's Lucky Coin Artifact (still multi-proccing and buggy) etc. These should be not effective in PvP, or seriously reduced in effectiveness.Pros:
Further balances the playing field between players that have these items, vs those that do not.Cons:
People who want every advantage in PvP might be upset. There also would not be a need to chase these items by this subset of the population.Conclusion
I think that it is possible to help PvP thrive in the early stages of a player's experience. By turning off players from PvP when they are new, and are one-shot left and right, then you are doing a disservice to the longevity of PvP in this game.
I know this is another one of these "Revive PvP threads" that appear with every mod, but with every mod, things are getting further and further away in terms of balance. It is comparable to new content - each module introduces content which is more challenging, and players eventually strive to achieve gear to overcome said challenges, but then you are left with an increasing divide between the old and new players in PvP with each passing mod.
Any other ideas to help with PvP in this game would be much appreciated.
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