Ya, what needs to be done is all gear in PVP be made novelty/cosmetic, whether it's PVE or PVP.
I agree, one of the problems with balance in this game was when AA's were implemented. If you have them you have a huge advantage, over those without. But this is something that every player must grind up and is an advantage that subscribers have over the F2P players that should not be the case. The only way to balance that out would be to disable them in PvP or to allow F2P players access to them. Not sure if there is a fix for that situation, which goes back to the huge oversight of the development when these were implemented and F2P was done.
Last edited by Sacerdo; 5th March 2013 at 15:31.
Yeah it would be a bit more trying, but I agree. However, the problem is that the PvP10 Bori Warrior will have AAs up the ass while the PvP3 PvP(only)er will have far less, so the hypothetical scenario you posed is completely moot.
Gear gap is one issue, PvE gear being so powerful in PvP is a subset of that issue, and then we have AAs.... IMO, if we fix the gear gap but not the AA problem, we're looking at reaping the benefits of implementing half a solution. You implement half a solution and you net zero result in the end.
To further elaborate on what implications a 50% cut on normal stats would produce, we can compare the cong pvpT2 mini chest vs the conq T4 chest.
http://static.is-better-than.tv/armo...he_usurper.jpg
vs
http://static.is-better-than.tv/armo...able_souls.jpg
So when facing an PvP opponent you get for defensive stats :
(1558/2)+151=930 armor vs (1748/2)=874 armor
(231/2)=115,5 critigation vs ((384/2)=192 critigation
(58/2)x2=58 armor from strength vs (93/2)x2=93 armor from strength
524 protection vs 0 protection
we leave constitution as is, so they will give
(78x8)+66=690 health vs 85x8=680 health
and offensive stats:
(58/2)x3=87 combat rating from strength vs (93/2)x3=139,5 combat rating from strength
(119/2)+72=131,5 combat rating vs (240/2)=120 combat rating
45 hit rating vs (56/2)=28 hit rating
0 critical rating vs (61/2)=30,5 critical rating
(50/2)=25 crit.dam.rating vs (72/2)=36 crit.dam.rating
403 tenacity vs 0 tenacity, this is left alone since it's a pure pvp stat.
So to summarize, the conq T2pvp mini chest will give:
988 armor
115,5 critigation
690 health
218,5 combat rating
45 hit rating
0 critital rating
25 crit.dam.rating
403 tenacity
524 protection
and the T4 conq chest will give:
967 armor
192 critigation
680 health
259,5 combat rating
28 hit rating
30,5 critical rating
36 crit.dam.rating
0 tenacity
0 protection
In a pure melee fight it's more of a toss up, but normally the pvp chest would be best. This ensure two things;
1. PvP gear becomes the best gear for pvp.
2. Both offensive and defensive stats are dramaticly reduced, making gear less of an impact, leaving more to skill.
One thing you have to keep in mind is that certain classes have advantage over other classes. It's just the way the game was designed, which is not bad, but does require some tweaking.
For instance, as we all know tank classes right now can dominate a match if they are a good player. Some of this is skill, but also it is an imbalance with the way the classes work in PvP. Tanks classes should have survivability, but should not be putting out the DPS they are currently capable of. It is supposed to be the pro/con of choosing your class. Why do you think you see so many tank classes being played in PvP right now. It's because they offer the best mix of survivability and offense in the game right now. Sure there are classes that can out DPS them, but none of those classes offer the survivabilty to DPS output they are capable of.