EDIT: It appears 1.1.2 makes major changes that only makes PvP more about Vets vs Vets. Although it does stop VR10+ players from /roflstomping the map (for now) it makes PvP almost a waste of time for sub VR5. Issue 2 below appears to have been addresed with the patch.
On another note... the "caltrops" exploit may explain some of the behaviours observed in this post.
Vets are now OP in PvP...Pure and Simple.
Seige weapons don't work against them. Anyone below lvl 50 is cannon fodder. NPCs can't touch them. Even lower ranked vets are worthless.
All of the "fail-safe mechanics" that worked at launch on lower lvls such as NPC cover and seige weapons are now worthless. This game has now just desolved into an arms race of "who has the bigger vet zerg" like other MMORPGs rather then who has the most skill. The situation thereof would exist even if 100% of the player population was VR10 Legendary Gear.
IF balance isn't restored like it existed in the first week this game's PvP is done. Will the "elite guilds" continue to fight it out? Yes. Will the rest of us be there to spectate? Most unlikely...
There has been some confusion: This post does not by nature claim that vets shouldn't be stronger then lvl 10s. Rather it concerns the "fail-safe mechanics" that this game had to ensure balance whether lvl 10 vs lvl 10 or VR10 vs VR10.
WHAT IT HAS TO DO IS: The balance of power on the Battlefield: 1. Ability to engage in zergs using seige to break them up. 2. NPC's ability to provide an effective defense. This has nothing to do with player lvl differences.
1. Seige: They are there to prevent zerging. IF VR10s are immune to seige they are able to charge right into a keep, open battlefield situation, or otherwise with no recourse. Doesn't matter whether I am lvl 10 or VR10. An example is the oil use on the outter/inner doors. Normally oil stops a zerg from zerging. Now VR10 can just ram down the front gate every time, not worry about enemy seige, and cap without problem.
2. NPCs: They are there to stop zergs/small groups from suicide charging. Why have guard NPCs at resources when a single VR10 can solo it? Why have guard NPCs at keeps? Why have mage AOE when stacked healing/shields block it? Why have NPCs at all then?
What are the solutions therefore?
1. Make seige % based damage versus absolute damage... like fall damage is. Therefore a lvl 10/VR10 would take same damage. This could be scaled if desired so that higher lvls would have slightly more defense.
2. Difficulty Slider: Like all prevous Elder Scrolls games... make it so VR10s get hit/attacks weaken when hitting NPCs. Thus their effectiveness would be closer to that of a lvl 10 then it is currently. Therefore VR10s don't have PvE advantage in PvP combat.
Edited by TheGrandAlliance on 23 May 2014 03:00 Indeed it is so...