Been gone for a while came back to see what’s new but one glaring design flaw exists and needs to be addressed though I read somewhere it might be soon based on a developer diary.
Gear based progression in which better GS is expected to perform better in PvP (territory wars especially) wherein the victor will likely dictate the economic health of the server is severely flawed.
Mind you I railed against making Vertical progression matter in PvP compared to Horizontal progress but that ship has seemingly sailed and not much I can do. Still you’ll have a hard time convincing me that when PvP armor was “bugged” with resilience wasn’t the best time for PvP in this game since it just meant get your faction gear and go fight nerds.
But to make gear progression wherein the substats required for optimal PvP is highly RNG and one of the best ways to combat said RNG is to throw gold at the problem AND THEN give the MOST GOLD to the players who are already ahead was absolutely a recipe for disaster especially when meta’s inevitably shift or balance patches occur.
It’s pretty clear gold has to be removed from territory owenership if the developer are going to insist on satisfying the playerbase that insists Vertical gear progression should matter in PvP.
The 2 things are fundamentally incompatible (Gear based progression in PvP and winner effectively controls gold economy) without creating runaway snowball and eventual server domination leading to death.
Still think you should go back to skill based horizontal progression in PvP with gear based progression for PvE which mutators seems to do but begrudgingly accept that ship has sailed.