Balance in PVP is generally obtained using 2 scenarios for skills :
- Low risk, Low reward
- High risk, High reward.
Thing is that currently META is wrong, being :
- Low risk, High reward.
It creates a situation where player skill is not needed. PVP became a button mashing contest.
Low risk, High reward skills should be fixed to fit into either Low risk, Low reward or High risk, High reward moves.
Another thing that can fix the balance in both PVP and streamline PVE altogether is make all skills deal damage based on a percentage of enemy hp.
Items and buffs would increase these percentiles up to another 100% which would mean double damage.
Resists would decrease the percentage based damage by up to 50% percent, which would mean half damage to unimproved skill or a quarter less damage to a skill that is boosted to do double damage.
Example : Mage's Wrath deals 5% damage to enemy max HP.
Enemy HP is always 100
Mage's Wrath deals 5 damage.
Boosted Mage's Wrath deals 10 damage (damage boosted from gear + buffs)
Critical Hit of Boosted Mage's Wrath deals 15 damage
Max resists enemy negates 2,5 damage from Mage's Wrath (50% dmg negation with max resists)
Max resists enemy negates 5 damage from boosted Mage's Wrath
Max resists enemy negates 7,5 damage from the critical hit of a boosted Mage's Wrath
Block would negate more 25% damage on top of the 50% mitigation from max resists, for a total of 75% mitigation when blocking with maxed resists.
PVE Bosses would be able to negate up to 99.99% of player damage instead of max player damage mitigation 50% non-blocking, 75% when blocking.