I'm not saying PvP gear should be useless in PvE or vice-versa, I'm just saying it's difficult to balance those without making them two separate games. I do understand what you're saying - why should you need to work up two different gear set ladders? Why should gear even be a -question- in PvP? I don't think it should be, and that's why I play Bloodline Champions and other such arena-combat games. I don't want to lose because his number was bigger than mine because he's played longer and gotten all the season's gear, I want to lose because I was outplayed. In most MMO PvP, that doesn't work that way, and most people doing only PvP don't -want- it to work that way. Some of them want only the highest of the high to be able to compete with each other, and everything else to be a roflstomp.Metalhandkerchief said:Nah, this is purely what many players think they want. It invalidates PvE gear for PvP, insulting PvE player's intelligence by saying "you just PvE so you can PvE moar!". Short sighted PvP oriented players want it to have some reward from PvP, but don't stop to think this makes PvP purely stats which invalidates any respect they could get from skill as skill is invalid. And PvE+PvP players like me? We just say goodbye. There is no reason for an equal PvE and PvP player to stay in such a system.Valiance said:If anything, RIFT actually respects the playerbase's desires BY splitting the progressions. That way pvp balance won't affect pve balance and whatnot.
This is the end of that discussion, before it begins, because I've had the exact same discussion through a decade of this, and I'm fed up with the close minded people who try to refute it. It's old.
If they did matchmaking based on "Gearscore" or something along those lines, I would feel a lot better about PvP in MMOs. Otherwise it's pretty tough to out-skill someone who is out-geared. It's doable and that's the only way you'll get the gear and really become a wrecking machine, but that's why I prefer games where everyone has equal-ish gear, and whatnot.
Either way, my point was if they didn't make the game have two separate elements for PvP and PvE, damage, scaling, survivability, and control would all be really wacky, especially for glass-cannon classes.