Balancing PvE and PvP Gearing Paths
Posted: Sat May 18, 2024 11:19 pm
Hey everyone,
I wanted to share some thoughts on the current state of gearing in Return of Reckoning. I know this might not resonate with everyone, but I think it’s important to discuss. When I last played, with Conq being Best in Slot, I felt the game was in a better place. Now, it feels like PvE has become the most efficient way to get your gear up to a reasonable level, and that’s been a bit of a downer for me.
Let me explain why. For me, Warhammer Online’s PvE is not enjoyable at all. It’s great that some people like it, but it’s just not my thing. Right now, speedrunning GB and BS can get you gear equivalent to 4-6k crests in about 8-10 hours of PvE (sure, it's time-gated for 3 weeks..). Compare that to PvP, where earning the same level of gear would take roughly 60-100 hours (assuming around 6600 crests). Sure, you could argue the belt is unnecessary for some classes, you can buy the gloves and boots of the 3 sets, but that's neither here or there. Even if you'd think that is a valid argument, which it is, the delta between 4k crests and 8hrs of GB/BS is still massive. You could also make the argument that you might get lucky with gold bags, which can help reduce the crest cost a bit, but it’s not reliable and definitely not targetable like the PvE route.
I ran some numbers to back this up:
PvE Gear Path: 3 GB and 3 BS runs take about 8-10 hours to complete in a speed run, yielding ward unlocks.
PvP Gear Path: Requires about 4-6k crests (dependent on belt, boots and gloves for each set), translating to roughly 60-100 hours of gameplay unless you get lucky with gold bags.
The disparity here is pretty clear. PvE is far more efficient for gearing up quickly, which feels unbalanced for those of us who prefer PvP.
Now, I’m not here just to complain. I’ve been thinking about possible solutions to balance things out:
Remove the Invader Ward: This would help even out the playing field by making ward unlocks more accessible through PvP.
Reduce the Crest Cost Significantly: Another approach would be to lower the number of war crests needed to get competitive gear, bringing it more in line with the time investment required for PvE.
I’m not a developer or designer, so I don’t have all the answers. Maybe nobody else feels the same way, but I wanted to put this out there to see what others think. I believe it’s worth discussing how we can make the gearing process more balanced and enjoyable for everyone, regardless of whether they prefer PvE or PvP.
What are your thoughts? How do you feel about the current gearing system, and do you have any suggestions for improvement?
Thanks for reading, and looking forward to the discussion!
I wanted to share some thoughts on the current state of gearing in Return of Reckoning. I know this might not resonate with everyone, but I think it’s important to discuss. When I last played, with Conq being Best in Slot, I felt the game was in a better place. Now, it feels like PvE has become the most efficient way to get your gear up to a reasonable level, and that’s been a bit of a downer for me.
Let me explain why. For me, Warhammer Online’s PvE is not enjoyable at all. It’s great that some people like it, but it’s just not my thing. Right now, speedrunning GB and BS can get you gear equivalent to 4-6k crests in about 8-10 hours of PvE (sure, it's time-gated for 3 weeks..). Compare that to PvP, where earning the same level of gear would take roughly 60-100 hours (assuming around 6600 crests). Sure, you could argue the belt is unnecessary for some classes, you can buy the gloves and boots of the 3 sets, but that's neither here or there. Even if you'd think that is a valid argument, which it is, the delta between 4k crests and 8hrs of GB/BS is still massive. You could also make the argument that you might get lucky with gold bags, which can help reduce the crest cost a bit, but it’s not reliable and definitely not targetable like the PvE route.
I ran some numbers to back this up:
PvE Gear Path: 3 GB and 3 BS runs take about 8-10 hours to complete in a speed run, yielding ward unlocks.
PvP Gear Path: Requires about 4-6k crests (dependent on belt, boots and gloves for each set), translating to roughly 60-100 hours of gameplay unless you get lucky with gold bags.
The disparity here is pretty clear. PvE is far more efficient for gearing up quickly, which feels unbalanced for those of us who prefer PvP.
Now, I’m not here just to complain. I’ve been thinking about possible solutions to balance things out:
Remove the Invader Ward: This would help even out the playing field by making ward unlocks more accessible through PvP.
Reduce the Crest Cost Significantly: Another approach would be to lower the number of war crests needed to get competitive gear, bringing it more in line with the time investment required for PvE.
I’m not a developer or designer, so I don’t have all the answers. Maybe nobody else feels the same way, but I wanted to put this out there to see what others think. I believe it’s worth discussing how we can make the gearing process more balanced and enjoyable for everyone, regardless of whether they prefer PvE or PvP.
What are your thoughts? How do you feel about the current gearing system, and do you have any suggestions for improvement?
Thanks for reading, and looking forward to the discussion!