I'm going to keep it short at sweet. (I tried)
Let's face it the community will always be divided when it comes to balance. Good for pve or bad for pvp vice versa, as a Pvp oriented player and someone who doesn't really care for biased response I think the following would be a good place to start on the next update.
Balance pve damage first and foremost to the most current content. Pve dmg should be the benchmark because the environment is controlled by devs which is therefore "static". IF they make balances based off pvp (dmg wise) there will be conflict. Three areas which I think would help with dps and make everyone happy would be this. (I'll relate to pvp after)
1. Make AoE dots stronger/useful. This will require proper stacking and cc from groups to complete content.
2. Increase dmg of spammables. This will help raise the floor and bring in people who don't have time to sit in front of a target dummy into okay numbers.
3. Nerf light/heavy attacks SLIGHTLY. Bring them down but keep them relevant for END GAME players. This should be your "flex" like hey I have a rotation that I practice and it puts out the best numbers.
(Summarized content from below make content easier for entry players but introduce more exclusive/benefits/greater satisfaction to players who put time in)
Doing this will allow people who can't complete content because they don't have weeks to dedicate practice towards to complete content. Where the groups who do can focus on what they actually care about and that's the harder stuff like achievements and leaderboards. Should someone who doesn't have the time like others be denied completions? Well yes and no depending on the content. If someone who just wants to beat it or farm gear they should be able to with a rag tag group who take it semi seriously. It should take them longer a few wipes maybe a week of progressing. BUT they should feel like the earned it not just given to them. I feel like in the current state you go into some harder content and its really discouraging to entry or even moderate players. Now for the no part. This ties in with the feeling of your complete being earned. Should a moderate player easily get the hardest achievements or titles/skins in the game? No, that's reserved for people who make time in there day to optimize builds, rotations, group comp etc. Imagine unlocking an even harder base version of the trial. Being able to add difficulty multipliers that will increase score and make the content MUCH harder. BUT those entry players aren't even getting content done so they can't even begin to think like that have a chance at it. While people who get content done now will always get content done for the most part.
Now to tie this into PVP
Hear me out pvp guys, like I said above pve is essentially a static environment so the dmg people do should adhere to them first. If they do something like the above suggested yes we will go through some time where dmg may feel over or undertuned PVP wise. But the problem with that doesn't lie in the damage but in fact the resistances and healing. So once the devs can get a good benchmark for pve and make that majority of the community happy or at least enjoying the newer content then we come next. I'll now talk about why the changes would be good for pvp as well.
1. Increasing AoE dots will help control faction stacking and outnumbered play style. Pretty simple enough stand in dots you take damage and it should hurt. So move around.
2. Increasing spammable damage will allow glass cannons to take on tankier targets without feeling underpowered. The otherside a tanky target can feel like he can still do damage to a player less experienced at keeping buffs/heals up and or poor movement with bad resource/cc management. Essentially rewarding very thought out combat on both ends.
3. Light/heavies just shouldn't do as much as they do currently. It's free damage which should be secondary to a spammable.
Now to balance between the two all they would have to do is adjust base armor resistances and healing. If healing and resistances make pve content to easy then they adjust the monsters not the players. So they would still be able to do the same damage just mobs will be harder. Doing these changes above would allow faction stacking to important for less experienced players but allow smaller groups of more seasoned players to take them on or come close. Because getting steam rolled or doing the rolling isn't as satisfying all the time. Emphasis on all the time.
Anyways I tried to keep it short lol but I think if they can benchmark pve damage to keep them happy then adjust defenses for pvp to keep us happy and in return readjust pve mobs to keep more hardcore players interested well I think everyone would actually be excited for the potential years to come.
Edited by Millz on September 21, 2019 3:51PM
Brenhji
PC NA - 400 cp
(Retired) XBOX NA - 1006 cp
---Say no to standardization---