Family Name: Kurtferro
Region (NA/EU): EU
Suggestions/Comments: You are ruining pvp, with every change the situation gets worse, i think you should disconnect pve progression from pvp, having endgame pvp gear should be easier, all subsequent enchantments that require a lot of grind time should increase damage and defenses against monsters, so that pvp is accessible to everyone, removing the capped to group together as many people as possible in the same fights rather than dividing players into small groups where it is difficult to organize themselves, the rest of the long and tedious progress is for the hardcore pve player, where it would be necessary to add content where the only the objective is not to accumulate money, like a progressive level dungeon with ranking (for example the diablo4 pit), in this way more people could approach pvp without being too afraid of the difference in equipment, pve players could have more progression and challenges, it is it's totally wrong to divide the already few pvp players into compartments, the latest changes have only brought about worsening, and for those who have been playing for a long time but are not hardcore pve players find themselves every time they reach decent equipment for pvp turning everything upside down by going back, between nerfs and "balances". I'm sorry that after 10 years I have to abandon the game again because i cant do what I want to do in the game, like the pvp with the guild, I have to spend months doing pve... and after 10 years I'm fed up and I can't spend too much time on it anymore, you always ask for more money and RNG for new equipment, for some reachable in a few months for others like me it takes years now.
To recap:
-Divide pvp statistics from pve ones (the basics are already there)
-Make the new basic object easily acquireable (a few weeks of pve on average is more than enough)
-Make the enchantment for pve much longer (like caphras levels but many more), for example the basic weapon will have 100lv which will only give damage to monsters and armor will reduce damage to monsters.
-Add a pit at incremental levels with ranking (certainly would make pve players happy)
So the damage that affects pvp would not change and many more players could participate and it would no longer be necessary to divide them into capped categories, pvp would be easier to balance, adding more options for builds would be excellent.
More content progressive pve where improvements are more gradual and more frequent with it will certainly give more satisfaction and less frustration to everyone.
What if i told you PA wants you to get good gear to stomp ppl who dont have the gear.
What if i told you PA wants you to get good gear to stomp ppl who dont have the gear.
I know this well, but at this point after 10 years the player base has changed, they have focused a lot on PVE and attracted players of that type, driven away many PVP players, PVP is in its worst period, and their solution is to divide us into groups making us all bored?
You say that they want there to be a difference in gear, but then they insert capped ones where the gear doesn't count, sometimes forcing those who have it to have to be content with playing that way and because in the uncapped ones there are few or always the usual 2 or 3 guilds .
Many of those who reach the maximum gear are hardcore pve players who don't even do pvp, those who do pvp often don't like to waste too many hours with pve, so the result is to please few at the expense of many, in the end no one has fun.
Better perhaps to lose that bully who thinks that the important thing is to be the strongest and create a more accessible pvp and entice more people to participate and make pvp fun for more players.