I think the patch is great, despite many critics, I think it brought a lot of much needed changes to the way the game is played and PvP is carried out.
Now, I definitely believe cloak is somewhat overpowered, that the cp system is heavily imbalanced, and that 1vZerg with heavy mobility nerfage is a bad combination. But none of these things completely ruin the game. PvP has victories and defeats -- and I dont think you or I would fundamentally want that any other way.
But, after a lot of time pvping and enjoying the imperial city, and buying up the VR15 sets, ultimately I have become faced with the fatal flaw I am sure you have all already come to realize.
As I move on into buying VR16 pieces, I am forced to face the reality that PvP is very high risk and has very little value.
Memorial district pay offs are bad. Maybe 50-100 per half hour.
Dailies are bad too. Only 320 stones from doing dailies.
Small group PvP is a lot of fun, but the time commitment relative to the number of stones gained is very small; small group ganking pulls in around 100-500 stones every 30 minutes to an hour +travel time to home base (I would say I average optimistically 200-300 per trip to the districts)
Meanwhile you can sewer grind 1000 TV +trophies in less than an hour off mobs with little risk of losing stones in a large group.
And that is the fatal flaw of the Imperial City DLC. Why would I bother fighting players and doing dailies when the payout is significantly smaller?
At present, there is minimal reason to engage in direct PvP beyond pure enjoyment.
At present direct PvP amasses AP with little to expend it on. Players can still spend AP on outdated vr14 sets, or outdated vr14 rewards from AP reward bags. This might mean something if the same items werent also provided in rewards for the worthy scaled to VR16 (which I have to admit are a lot better this patch, including purple quality, and don't get me wrong, I am thankful for them, that's great!). But setting aside rewards for the worthy, AP seems to have gone the way of the dinosaur.
As for dailies, in Cyrodiil rewards were low, but completing dailies was a natural part of the PvP process. Dailies in the IC are, yes challenging, but are not only a time commitment, but expose you to the risk of being ganked as well.
To make matters worse, once proud PvP teams have been reduced to humiliatingly embarrassing tactics like camping a factions sewer ladders to rob players during loading screens and clogging the tunnels surrounding the entrances (I can only assume at horrible tel var to player ratios).
Something needs to be done to level the playing field between these play styles. Between PvP focused play and mob grinding PvE focused play.
There are some simple things that could be done -
The sets could still be available to buy with significant AP gains or stones, but TV stones should let you buy extras as well (potion supplies, rez stones, food supplies, crafting supplies etcetc). Now I know many will say that might ruin the risk involved in getting TV, but let's not forget that the sewer grinds, executed carefully, minimize threat to the occasional army v army stand off typically lasting only a few seconds.
Another alternative might be to reward kill streaks with a large bonus of TV stones. This would mean players would be juicier rewards, and rewards for PvP would be higher. Say... 500 stones every 10 killing blows. This might also mesh well with a reduction in the minimum number of stones required for the multipliers (although the bonus wouldn't be affected by this).
So what do you think? Agree? Disagree? Ideas?
Edited by Cathexis on 16 September 2015 08:36