Why can’t items be universal?Â Why do I have to obtain a set of gear for PvP and a set for PvE?
Having to gather gear with a PvP stat has never made much sense to me.
The problem started with players who only wanted to PvP.Â These PvP-only types bemoaned the idea of having to go PvE to obtain their gear.Â The solution?Â Make a set of gear obtainable through PvP!Â Several iterations of this idea have been implemented throughout the years.
At first, the PvP gear was inferior to PvE and it was worthless.Â Then the PvP gear was just as good but easier to get so no one did PvE.Â Â I guess no one cared to actually solve the problem, because the most recent version is the PvP Stat, and it’s been with us for a while now.
The PvP stat, whether it’s resilience, expertise, toughness, or whatever your particular game calls it, gives you an edge in PvP by lowering the damage enemies do to you, and increasing the damage you do to enemies.Â It becomes a must-have in order to compete.Â Â I think the original problem still exists: Players can’t play the way they want.
Read on for my thoughts on the problems caused by PvP stats and why past games have done fine without them.
What are some other problems caused by the PvP stat?
Inflated Stats – What is WoW up to now? 3,400 resilience?Â The stats are super inflated because new gear has to continually release to justify players continually PvPing.Â That’s the problem with a system that turns the purpose of PvPing into gathering gear with the best stats.
PvP gear has become disposable – The methods for obtaining PvP gear are simplified to cramming half a dozen vendors in a room where players redeem points like you would tickets at the arcade.Â Old gear is then thrown away and forgotten because it comes as easy as it goes.
Stats, not Skills – Skill used to be the most important factor with teamwork coming in a real close second.Â While those two are still important, PvP stats matter a whole lot more.Â Take two equally skilled teams, in a vacuum, but have one team with PvP gear and the other team not.Â The team with PvP gear -will- win.
SWTOR’s Bolster System – It almost worked.Â A level 10 can actually do well against a level 49, and even a fresh level 50.Â I killed plenty of 50’s on my level 12 Gunslinger.Â That was before level 50 players started gathering PvP gear with PvP stats.Â Now that same Gunslinger is killed in seconds and barely scratches the same opponents.Â Bioware’s own system made pointless by PvP stats.
Universal items have worked in the past and can work today!
Dark Age of Camelot, my example of choice for many great PvP topics (Pre-ToA…), did not have PvP gear and PvE gear.Â It was just gear.Â The sword you used to slay dragons was the same sword you stuck in an Elf’s back.Â You need to know WHY it worked.
- Crafted gear was TRULY on-par orÂ in some cases better than loot dropped from monsters.Â (So many companies are lying to us about this lately.)
- PvE and PvP were not separate games.Â Â Unlike WoW/SWTOR/etc., where the PvP community (if you can call it that) is entirely detached from the PvE side of the game, DAOC worked because the PvP was a function of the PvE, and vice versa.Â Rarely did you ever find someone in DAOC that was there just to PvE or just to PvP, since the two went hand in hand.
- Players were not focused on their gear.Â Gear broke.Â Gear was easily replaced.Â Focus was on territory ownership and advancing your PvP rank to obtain new skills.Â This led to relationship building which led to community building.
A sword is a tool, not a golden calf.
Bottom line solution
If players are so adamant about earning gear from PvPing, let them.Â I don’t see any reason why we can’t have the gear from PvE and PvP be identical and usable in both activities.Â Crafted gear can still be better than both and everyone wins.