I'm both excited and disappointed by the PvP rewards system in the new patch. Excited because it sounds like a fantastic idea and a step in the right direction; there are several details I quite like about it. Disappointed because, in actual practice, its focus is ridiculously narrow.
In short, the rewards scale has been set such that you can get completely passable advancement in GvG, but everything else doesn't count. Tombs is an order of magnitude slower than GvG, and anything else is much slower even than that. The patch notes advertise that you gain some favor even if you lose--which is technically true, but the gain is so tiny it's more like adding insult to injury than providing an avenue of advancement.
I would have thought that a game advertised with the phrase "skill, not hours played, decides your fate" would have made items of major combat utility EASY to get with a SMALL amount of playing time. Apparently, either the left hand knoweth not what the right hand doeth, or the developers' idea of a "small" amount of playing time before you can start competing on even ground is somewhere up in the 50+ hours range, and PvP doesn't count unless it's GvG. I can sort of understand needing to play through the RP campaign (though it seems excessive), but I'm completely done with it and I have yet to unlock one single superior rune (and I have only a handful majors, less than half of the minors). The difference between a 13 attribute and a 16 is kind of important, and being able to add +1 (from minor runes) to ALL your secondary attributes with NO penalty doesn't hurt either. I can buy runes, but if your goal is to make everyone buy all the runes they use, what's the point of the unlocking system?
Now, the PvP rewards system isn't going to let me unlock everything in a hurry, but in GvG, if I can scrape together a reasonable number of wins, I can unlock a few choice runes and have a well-equipped PvP character. Play a little longer, and I can even vary the strategy a bit.
If I want to unlock a superior rune from playing in tombs, I need to play a minimum of 81 games, assuming that they're all successive wins against teams of 8. Since many of the matches are 3-way or 6-way free-for-alls, the average player, by definition, is winning much less than half the time, which means wins are rare and successive wins extremely rare (heaven help the below-average players). Add to that the disadvantage of not having the good runes or equipment unlocked yet, if we're supposed to be using PvP to unlock things like that, and we're easily looking at several hundred matches; quite possibly thousands if you want a couple runes and upgrade components. That's quite an investment just to establish a level playing field in a game where hours played isn't supposed to determine victory, don't you think? (Especially if you add in the time trying to compose a decent group of 8 if you don't have a pre-arranged group of friends playing with you.)
Now, maybe the moral of the story is that everyone is supposed to be playing GvG. However, that seems like a highly unjustified bias. What's wrong with wanting to play small-scale 4v4, or with cross-guild teams? Is everyone required to find a guild (with a substantial number of active players) that will let them join in GvG matches (despite them not having elite equipment unlocked) before they even count as playing the game? That seems excessively arbitrary and mean-spirited.
If ALL forms of PvP gave rewards similar to what GvG currently gives (GvG could even give more if you want to maintain a difference), I would be happy.
Of course, if I were designing the game with the advertised focus, I'd probably cause absolutely everything to be unlocked (for PvP purposes) to all players upon account creation (thereby making skill and strategy the only determining factors), so maybe there's something the developers are trying to do that's entirely escaping me. If you know what it is, please tell me.
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