Posted 01 February 2012 - 04:33 PM
7 things I could think of that could help:
1. WoE needs to be more strategic. Back when my guild was alive (we're active in a few other games, but no one plays this enough anymore to recruit since PvM is mostly dead), we allied with another primarily PvM guild, and would set up the occasional WoE run. Basically, whoever felt like it joined, and we'd try to find a castle and win through superior strategy - or catching an overextended guild going for multiple castles with their pants down. Sure, gear was always important, but a coordinated team that knew how to set a precast, make good use of things like root and traps, and generally played as a team actually stood a fighting chance against larger, better geared guilds. It led to some fun fights, and of course casual PvP guilds like us weren't there every WoE, but there were enough of them that the roster of who was fighting changed from WoE to WoE. Hell, we even allied with another primarily PvM guild, did occasional coop WoEs, and even held a castle once. We weren't in it to win, and we knew we'd never get our hands on a god item, but it was fun to just jump in and get a good battle going. Modern WoE? It's purely how many bodies can you field, how many thousands of real dollars have you sunk into KvM gear, and how many dedicated 1-shotters can you field? Most of the strategy is gone, and you don't stand the slightest chance against a guild actually dedicated to PvP. Yes, a PvM guild fighting a PvP one SHOULD be at a disadvantage, but it shouldn't be to the point that you have zero chance. This doesn't just hurt the casual PvPers, it makes it impossible for any new PvP guilds to form, as fighting the established guilds is impossible.
2. Things NEED to be counterable. Example:
Champ, pre-Renewal: GFist will instakill almost anyone. However, a dedicated fister has no room for much vit, gfist takes a good 2 seconds to cast, it's a melee skill, and they don't have other 1-shot skills. Safety the target, backslide out, stun the Champ... it doesn't matter if you don't have the gear to actually survive the hit, just make sure you have an appropriate counter and you're fast on your feet. This gave everyone a fighting chance. Outgeared didn't necessary mean outplayed.
Sura, post-Renewal: GFist casts in about a second, making it much harder to safety/slide out of it, and the safety wall will BREAK from the hit, so they can double fist. EVERYONE has 100 vit, so stuns don't exist. If you manage to safety it, don't worry, they'll just GoH you from range, and you can't Pnuema and Safety the same square. Still alive somehow? They'll just shut your whole team down with a Cursed Circle, and start picking people off. Oh, by the way, they have a larger guild with multiple Suras, and it only takes 4 of them to shut down 60 players. You don't HAVE 60 players. You're going to be disabled, powerless, and watch your team die one by one. Press alt-F4 and save yourself some time, as you're already dead. Then go do something else, because this is all WoE will ever be to you if you're not one of the major WoE guilds. (Hell, this is all WoE is PERIOD. If you are one of the major WoE guilds, you'll just be on both ends of this instead of one.)
3. Class balance. Pre-renewal, EVERY class had a WoE role, and even if you were mainly a PvMer, you'd find something of value to do in a WoE environment. This very much encouraged ad hoc, PvM players to join WoE for the hell of it - and enjoy the experience. You'd usually lose, but you'd never feel useless. Also, no matter what you brought to the table, all classes were designed to cooperate and flow together... and if there's one thing a PvM guild that went out of their way to take on end game challenges was good it, it was coordinated team play. That was a skill that actually carried over into WoE, and being good at it gave you a major edge. It doesn't now. Additionally, BGs actually ran, and Tierra and Flavius were great for casual PvP... not only upping skill levels, but meaning a lot of us actually did have PvP stuff from there.
4. Stats and skills vs gear. Most damage pre-Renewal came from your prime damage stat. My HWizzie had 99/99/25 stats, but I could slap on an immune and a cranial (you used both of these in bio, so you did have them, and PvP was actually profitable, so you could afford them), safety when I needed to, and specifically because I *didn't* have PvP stats (lol25vit), my spells would pack an enormous punch that was quite capable of taking out PvP build players, and quickly. Sure, I didn't have full PvP gear, and once people reached me, I was screwed, but I had a fighting chance, and I'd go down blasting. Now? If a PvM Lock is still alive after 5 seconds, it's because everyone's ignoring him, laughing at the damage, and focusing on actual threats.
5. Rethink what level does. If a 90 fought a 99 in pre-Renewal, they got -9 to hit and dodge, and of course had less HP, less SP, and less stat points. It was a significant gap, and it encouraged you to go all the way... but you were by no means screwed if you didn't. The equivalent now is a 130 fighting a 150, and you get 20^2/2 = -100 status resistance. Good luck surviving when all disables have a 100% chance to work!
6. Let PvM players make zeny. Seriously. Almost everything of value now is either a castle drop or purchased with KP. It's bad enough you need 1 bil+ to join WoE, but where do you get it without dropping a few hundred actual dollars on the game? Hell, I know someone who WAS in a major WoE guild, and ended up quitting because the several hundred he spends per year on this wasn't enough to stay competitive. Yikes!
Perhaps most important of all though:
7. Make PvM actually fun again. You aren't just losing WoE players, you're losing players period. For those who don't see WoE as the entire reason RO exists, something that you can join 4 hours/week isn't enough to get people to play at all. We need dungeons that are actually hard (as in requiring intelligent teamwork, not a gear check). We need instances that people actually want to run. We need class balance - including making every class actually valued in a party. We need challenging party play. As long as Gravity ignores all of this, people who play for PvM first and PvP second simply aren't going to reach PvP level. Out of the dozens of people I used to party with regularly, I don't think a single one of us has crossed the 130 line yet, and it's stupidly easy to get there with the TIs. We simply have no motivation to because leveling is boring and tedious instead of challenging and fun, and end game PvM is utterly annihilated, so if one of us DOES 150, it's not like there's anything to do when we get there.