After some deep thought....

After hours of going through PvP related posts (5 minutes)....

I realized....

-PL PvP cannot be fixed-


Why can't PL PvP be fixed?

Pocket Legends is a game completely based on 'advancement'. The aim is to level up. In other words, the aim is conquering PvE, and PvP is just a sideline.

Leveling up gives you:
-New Skills
-Better Gear
-Better Stats
-Better everything....

Okay.. so even if the aim is to PvE, how does it affect PvP?

As a result of the aim being to PvE, the player is constantly in need to upgrade himself, until he cannot be upgraded anymore. The items simply keep getting better and better until everyone eventually reaches the same point (which is what happened in PL). And then on top of that, most classes have set skill combos, which everyone uses. So if everyone uses the same gear, and the same combination of skills, it's all about speed and luck (and lag).

How PL should've been to have better PvP.

So now that we've figured out the problem, which is the lack of variety in gear, how do we sort it?

Well, the first solution is making a whole bunch of gear, and each set would have different advantages. Like one would be a crit, another dodge based set. But from both a player's perspective and a developer's perspective, I would say no to this idea. From a player's perspective, there would still be a limited choice of gear, and one type of set may prove to be advantageous over the other sets. From a developer's perspective, there are just too many items to take the chance of messing up the stat distribution again.

The next solution, and the one I'm convinced will work (or at least make PvP more interesting), is having different 'base gear' for each class, which come in different types, and have sub-standard base stats. For example:

A hit type STR armor base stats at L80 - 4 crit, 4 dodge, 8 hit, 80 armor.

A crit type INT helm base stats at L80 - 7 crit, 3 dodge, 5 hit, 60 armor.
Over here, crit should stand out over the other stats. A full set of crit type gear would give you around +30 crit, whereas it would give only +10 dodge and + 20 hit. This would put your overall stats at about 35 crit, 12 dodge, and 85 hit.

Okay so now that you understood that part, the interesting part comes up.

Enchantments.

Yep. Enchantments. We could have a variety of enchantments for increasing crit, armor, dodge, hit, damage, HP, mana, regens etc. These enchantments could be minor enhancers, regular enchantments, major enchantments, etc... Now you can buy slots on your items (max of 4 slots) and place these enchantments there. Take your item to the enchanters in each town. To make it more interesting, sometimes enchantments may not work depending on the quality of the enchantments. This also gives the opportunity to introduce 'Damage Over Time', using enchantments.

The result of this.


Players have so much choice and freedom over their gear that it reduces PvP imbalance DRASTICALLY. The combination of stats are in your hands. You can combine a hit armor with a dodge shield and place crit enchantments! Who knows what could happen? The devs would have done their job. In fact, this will have a huge impact over the economy and on PvE as well. More farmers will come because of the massive range of gear / enchantments.

Let's come back to the point.

Pocket Legends isn't meant for PvP. To implement this structure, the current structure and game mechanics would have to be completely scrapped. I wouldn't expect the devs to restructure Pocket Legends to make it a better game, or in fact restructure any game. But if there are plans to make another PL/AL type of game, here's an idea.