If you were a developer and just had 100% power in a dream universe with a staff who cared about pvp, how would you positively or negatively impact PVP so that it would be a good experience.
Hot take from me but:
-PVP gear is just cosmetic and you just get a base stat template where you can adjust parameters.
-Disarm removed from the game.
-Classes with overwhelming cc have 10% less damage than those without spammable/short cd CC; OR, all spammable CC has a 5 second cd but maintain the DR so you have to think about when you press buttons.
-Ret paladin no longer has ranged abilties.
-pets are buffed by like 2-3x but there is only 1-4 pets MAX per minion class, and they arent immortal, just pretty tanky.
-Bubble gum CC is removed in pvp or redesigned to be impactful to combat,
-over all healing nerf by 20%
-damage nerf proportional so games dont last for 30 seconds or 10 minutes. ideally on average a 3-5 minute game.
-a ban system for rock paper scissor scenarios up to 3 classes total per team for SS
tanks cannot queue arena just is what it is they dont have a place in any meta that matters.
-gladiator reverted back to % based
- some reward between 2100-2400 at 2250
- more rewards between 2400-3k
- biweekly tuning in the event of egregious outliers
- spec synergies like in marvel rivals where heros have hero synergies (some spells have some small beneficial effect, nothing too strong so youre still able to play with other stuff)
- racials disabled in pvp
- classes have added back utility they lost due to mistakes made in several expansions of pruning
- pvp talents are increased to 5 with all talents being utility based with output pvp talents being removed in general.
- implimentation of an actual PVP stat like resilience (dont know how but itll be good i hate versatility)
I think thats about it