All of that stuff is fine, but it doesn’t change the basic problem. People that play more will be more powerful, and that’s a self fulfilling downward spiral. Getting a few stat points, in a game that he himself calls slow progression…how many times to you think the people on the bottom of that chain are going to que up and keep subbing? As I said before, the inherent system is bound to fail. It’s one thing at release, but it’s especially troublesome the longer the game is active. The later you join, the farther you are behind, and the longer you have to be cannon fodder to try and catch up, I just don’t see it.
/shrug, they are caught between a rock and hard place. You need to make people feel like they are advancing in a meaningful way, while also making the people that aren’t that advanced feel like they have a chance. Those two goals are mutually exclusive, and have never worked. The entire point of being at the top of the chain, is so you can faceroll people.
Successful PvP games all have one thing in common, the characters are relatively static, and player skill accounts for the improvements. There’s a reason for that. Losing to gear, with no chance of really winning, is a formula for failure.
Sorry, not trying to be negative, but to me, this is a glaring, obvious problem, with only one possible outcome.