So this game was mostly about PVM, as SIl has stated so many times in his posts. But it took the turn for moer and more PVP over time, specially with LE and Sil as game manager. All ok so far.
This is probably the only game that factors HP as a liability, a disadvantage in PVP, due to % HP damage caps. This is probably the only game that totally ignores armor in both PVP and PVM, where the amount of damage reduced per AC is ridiculously low.
Now, since this game was PVM, most of its mechanics were aimed for it, and over time, the average player became stronger than what he started with with the original game, till now some profs can solo stuff that im sure FC didnt have in mind, and it would be easier with each new patch. WHere this is leading is supposed to be PVP balance, and while us PVPers are happy about that (mostly ), PVM hardcore players are sad since they find no more challenge in the game for them in many occasions.
Now, about bringing back HP and AC back into an acceptable status in PVP, since in PVM higher HP and better ACs are a preference, what I would like to suggest is the following:
1- Make ACs factor into the amount of damage a player can do on u according to the following logic. The more AC u have in a given damage type, the less damage you should take in that damage type. This is very logical, so what I suggest is make the damage cap calculate with the %age of skill a player has in his weapon skill and AR, the normal way it is calculated now, versus the AC of the given damage type. Say the attacker has 2k weapon skill and 300 AR for a total of 2300 AR, and the defender has 10k ACs in the attackers dmg type, that would make the attacker hit for a maximum of 23% only, whereas a player with 6k AC in that damage type will get hit for 38.33%.
2- Make HP factor into the amount of damage a player can do on u according to the following logic. The moer health points you have, the more hits you should be able to survive, which is usually the case in both PVM and PVP. Making HP a disadvantage is the many specials anyone can use in PVP, from hot swapping to the profs with intrinsic multi-special weapons. Even with 30% caps, many people still get hit for over 4k dmg all the way to 7k or 8k, depending on prof. Calculating HP versus special hits in such a way that more and more HP will be an advantage, and not a disadvantage. The more HP you have the more you survive zergs with specials, if they are calculated using the above AC idea.
Now, most people will say that they have spent countless days and months twinking their toons to match the current game mechanics, or that their armor set is geared towars AR and evades not towards AC, what I can say is with all changes, many of us adapted, found new ways to survive, whined a bit calculated a bit and were still alvie and kicking in BS.
And most of the TL7 players use OFAB and Combined, which are pretty good in AC department.
Also, this system will bring back logical components and a meaning to HP and AC, people will not be forced to be either PVP setup or PVM setup if they want to be good at what they are doing, cuz im quite sure to be good in PVP, you have to sacrifice lots of PVM capabilities.
Any thoughts are welcome, no flames please, and if you disagree clearly state why and give logical explanations.
This is just an idea, FC isnt gonna listen to me so dont start blaming me for nothing