PVP balance should not effect PVE constantly like it does.
PVP balance is impossible the way the game is setup. There are to many variables in the mix.
To try and balance PVP there needs to be some major changes to the game and people are going to get very mad.
here is a list of what I think would need to be done:
1) all class skills would need to be leveled out somehow. ( I believe that ZEOS is trying to do this)
All skills would have to have the same damage per second and they all need to be able to be animation canceled the same(if they leave it in).
All classes need to have equal skills off each kind.
example: long range skills that do the same damage and short range skills that do the same damage.
All classes need to have the same healing potential.
Skills need to have the same basis for damage. Magic and stamina pools need to be equal and the skills need to use the same of the pools for equal damage.
You can't have other things using the magic and stamina pools so they deplete the damage potential. Sprint for example.
with healing being nerfed in general so that you can't out heal damage something needs to be done with healing and using the same pool as
damage.
2) resistances need to be balanced out as well.
Some characters can't be able to kill easily and have such resistance to damage. They need to chose one or the other.
All classes need to have the same protection potential.
example: resistances to damage and avoidances.
armor is permanent resist so should't be equated to the temperary resistences of shields as the shields run out to fast and need to be constantly cast.
Shields also use up the damage pools
3) as long as animation canceling is in the game it puts some players and a big disadvantage and needs to have a way to compensated for in some way.
I know that a lot of people (especially for the ones that are young with quick reactions) think that this is a skill equivalence thing and in someways it is,
but we are talking about balance.
4) armor is a big problem with balance as there is such a difference in the protection it gives and is so much higher impact the more protection it gives.
the stamina classes have more armor and resistances by default and it is permanent resistances that don't need to be repeatedly cast taking away from damage time.
for a magic user to use medium or heavy armor put them at a large disadvantage in the power/damage pool and regen.
for a stamina user to use heavy they are giving up there stamina pool and/or regen
now that ZEOS has made stamina and magic regen more of an issue it makes this armor issue more of a problem.
5) weapon damage needs to be balanced. This problem is going to be a major probem to balance.
ranged damage needs to be equal damage. bow and staffs need to be equal in damage assuming that the armor issue is worked out.
I don't see how they are going to be able to equalize/balance the problem between ranged and close combat.
most classes have a way to compensate for the distance range but ranged doesn't have a way to get away as easily.
6) champion points need to be balanced as to their impact
7) pets need to be balanced somehow.
Their are permanent and temperary pets and how do you balance this.
there is the problem with pets taking up bar space so skills can't be available.
8) passives for stamina and magic classes need to be balanced and even within classes.
I can't see how they are ever going to do this balancing without removing the uniqueness of the different classes. They are already losing a lot of this uniqueness while making changes to the passives and skills of each classes for magic and stamina builds.
The variety of armor, weapons and jewelry already makes this balance in power very hard. I can't see how they can balance PVP with the power difference in all these different choices of equipment.
I know there is a lot more but this is what I see right now.
Let the negative comments begin! Defend the power of the l33t!