Pyros
<Silver Donator>
I didn't mean numbers or even gear differences, and more core mechanics due to the lack of attempt in balancing it with this in mind. From what I've seen and read, damage outscales health way too fast in world pvp. That leads to a lot of situations where world pvp results in extremely short fights with a "whoever hits first wins" type of scenario, rather than any sort of interesting pvp. Obviously, world pvp implies that not every fight is going to be a fair 1vs1 and whatever, that wasn't my point, and gear differences will play a part too even though that's a bit more questionnable if there's large potential gaps, especially if such gaps can be acquired with money shop gold conversion much faster, I meant that pvp in general looks like shit when it's not normalized like it is in arena due to damage scaling issues compared to health values.World pvp is always insanely unbalanced, in every game. Nature of the beast. Since you cannot control numbers and or character power. Not sure I would call it "Shit", it's just a different form of pvp.
I'm not criticizing world pvp as a concept, while nowadays I don't fucking care about pvp anymore, I used to do a lot of pvp, and mostly games that had FFA open world pvp with the least instancing/rules/faction limitations as possible. Just that in this particular game, the way it's implemented seems prone to being shit. But it's an early opinion and I wouldn't say it's absolutely the case, that's what I felt from watching and doing a bit of it. It could be a lot better once everyone has fully upgraded hongmoon stuff and what not, I didn't play the beta enough to get a definitive opinion on the subject.