Feedback about PVP

Discussion in 'Creative Corner' started by brcserenity, Jun 16, 2026 at 11:52 AM.

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  1. brcserenity

    brcserenity Forum Apprentice

    Proposal for Solving the PVP Issue in DSO

    Many players are demanding the return of low-level PVP, but honestly, this is completely absurd. Low-level PVP in the past was actually a form of exploitation by a small group of players, which ultimately caused the game to lose a massive part of its player base. What they called "low-level PVP" was nothing more than high-level players boosting their low-level characters with high-tier gems, enchantments, and glyphs of power (melting). As a result, they created low-level characters that possessed nearly the same power as an end-game character, using them to crush actual newcomers. This created a highly unfair environment. Whenever new players tried to engage in PVP to complete quests or earn PVP ranks—which provided benefits that affected PVE—they were brutally defeated by these boosted characters.

    Today, that specific problem no longer exists. However, we now face a different issue: because PVE gear is used directly in PVP, unfair advantages are still heavily present, completely independent of your character's base stats or your actual gaming skills. This happens because PVE set bonuses are extremely unbalanced for player-versus-player combat.

    The Solution: A Dedicated PVP Set System

    There is a simple solution to both of these problems. In fact, a similar system was supposed to be implemented around level 50 or 55, but it was left unfinished due to changes in the management team at the time. The solution is introducing a dedicated PVP Set.

    The goal here is to provide a fair match environment for every user, where victories are achieved through fair conditions, base character stats, and the player's individual skills. To maintain a healthy connection between PVE and PVP, players should still be able to customize these PVP sets using gems and specific enchantments. This gives players a meaningful reason to continue playing PVE. Furthermore, reaching higher PVP ranks should reward players with perks that boost their PVE progression.

    An Example from the Past: Previously, when you reached level 40 in PVP talents, special mechanics like crowd control reduction, explosion effects, or protective shields became active, and you could utilize them in PVE. Today, those mechanics have been transferred to certain gems. Therefore, new PVE-focused perks could be introduced instead. For instance, unlocking level 40 PVP Mastery could allow bosses to drop two extra gems, or increase the overall drop rate by 10% based on the player's rank. This creates a healthy loop where playing PVP directly benefits your PVE progression.
    Conclusion

    The core issue right now is the complete lack of balance in PVP, where matches end within seconds, and set bonuses overshadow player skills.

    If PVP is restricted so that it can only be entered with a specific PVP set, and if players can modify this set with gems according to their own playstyle, the battlefield will rely entirely on good skill and performance. This will make PVP significantly more enjoyable. To take it a step further, these PVP sets could be given to everyone at Level 1. Players would then need to upgrade the item's level using glyphs of power (melting). This would highly encourage PVP players to engage in more PVE activities to farm both gems and glyphs.

    General Concepts and Mechanics of the Set

    The set should not grant any inherent magic or enchantment bonuses. However, when fully equipped, it should allow players to reach specific stat caps based on their gem choices: utilizing 30 movement speed stones should grant 13 movement speed, while 30 attack speed stones should yield an attack speed of 4. Similarly, 30 block stones should achieve an 80% block rate, and 30 critical hit stones should reach an 80% critical hit chance. Since the total number of sockets across the entire set will be 130, players can carve out a unique build tailored to their playstyle within the defense, offense, or speed triangle.

    This structure ensures that every player can find their place within equal and fair boundaries, depending entirely on their playstyle. Since the set offers no bonuses other than reaching target stats through socket and gem management, the outcome relies solely on the user's positioning and raw skill.

    By adjusting the gem compositions on the set, players will have the flexibility to configure their characters based on the roles they assume in various battlegrounds, such as 1v1, 3v3, 5v5, and 6v6, thus offering great build diversity. Since each player will customize their gems according to their preference and pursue different paths based on their character's skill tree talents, the meta will avoid monotony, and players will gain deeper mastery over their chosen class.

    Crucial Rule: Special runes and pets must be disabled in the PvP arena.
    However, the base damage, health points, armor, and speed values provided by each item in the set should increase when the item level is upgraded using glyphs of power (melting items). This ensures that players who work hard in PvE are fairly rewarded in PvP. This mechanic does not disrupt the balance, as everyone has access to the same resources and does not need to wait for a specific event to progress. By heavily engaging in PvE and obtaining glyphs from melting items, players can naturally increase their strength in PvP through pure effort.



    Set Item Distribution and Build Diversity

    To allow players to create aggressive and dynamic configurations within both defensive and offensive playstyles, the set must include the following pieces:
    • Helmet
    • Shoulders
    • Torso (Armor)
    • Gloves
    • Boots
    • Cloak (Banner)
    • Amulet
    • 2x Rings
    • Weapon Adornment
    • One-Handed Weapon
    • Two-Handed Weapon
    • Shield / Off-Hand (With distinct Defensive and Offensive options)
    Thanks to this variety of equipment slots, players can choose a balanced or tanky build using the one-handed weapon and defensive/offensive shield combination, or they can opt for a high-damage, fully aggressive playstyle by utilizing the two-handed weapon. The choice is left entirely to the player's own strategic preference.
     
    Last edited by moderator: Jun 16, 2026 at 2:53 PM
    jelbeat likes this.
  2. -dravin-

    -dravin- Padavan

    The real Conclusion would be to just remove the PvP system or abandon it all together instead of putting assets aside for a Component that was never any good in the first place and just focus on PvE Content like they have been or turn the existing PvP system into a Cash Shop component and sell PvP specific gear to players that want to actually PvP.. DSO doesn't have the numbers to push a totally revamped PvP system DSO has maybe 200-400 player count total for all servers.. this is very bad news for PvP or an (MMO) that depends on high numbers to stay afloat much less have any form of a balanced and engaging PvP system.. But really what do I know this is just my opinion and we already know that the players opinions don't matter to this Company only Money..
     
  3. brcserenity

    brcserenity Forum Apprentice

    After a certain level, playing PVP becomes enjoyable. For example, when there are fewer events or when you finish events quickly. Or, a PVP ranking system that provided PVE impact, like in the old days, would be nice.

    The company needs to make money, my friend. Software developers are people like you and me; they have families and lives to support.

    As long as they do this reasonably and focus on making money in general rather than just targeting specific goals, I think there's no problem.