(EDITED FOR MORE CLARITY)
Surely it is obvious that balancing PvE and PvP are completely different animals.
- The balance target for PvE is more or less static -- Dungeons and Trials are "preset" and against this static objective, player systems can be tweaked to attain the developer's objectives of the experience they are trying to convey. Moreover, they have the option of instead adjusting the encounter and leaving the player variables alone.
- The balance target for PvP is completely unpredictable given the broad array of possibilities in gear and loadouts and personal play objectives that players can present. In the worst case, they can use one of their 7 additional character slots to make another character to try something else to adapt to whatever they perceive are their own strengths and shortcomings.
So, instead of balancing PvP, introduce Ranking to sort players into Leagues, like Minor Leagues and Major Leagues. And let players only PvP with other players in their League. In this way, characters used by players will over time naturally sort themselves out into appropriately challenging matchups no matter what their character build, play ability, or game experience.
- In Battlegrounds, it means you will only be matched against players in your League. In the worst case, if there is an extremely limited population available in the queue, you will be in a 1v1
- In Cyrodiil, there is one campaign for each League and that's the only campaign you qualify for. If you are completely unranked, you enter Cyrodiil as PvE.
As for the influence of changes in PvE -- completely ignore PvP. Let the players sort themselves out and move up and down the ranks and be sorted into various Leagues. Whatever is a "problem", trust the player base to come up with a solution. Because they will.
Edited by Dusk_Coven on July 11, 2019 8:59PM