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An effect of CompetitiveBalance, this phenomenon arises in a game with what might be called "multiple axes of conflict" - primarily, a game which contains both PlayerVersusEnvironment and PlayerVersusPlayer content, though other conflicts (such as balancing solo player versus player AND group player versus player) can fall into the similar traps.

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An effect of CompetitiveBalance, this phenomenon arises in a game with what might be called "multiple axes of conflict" - primarily, a game which contains both PlayerVersusEnvironment and PlayerVersusPlayer content, though other conflicts (such as balancing solo player versus player AND group player versus player) can fall into the similar traps.
traps. PVP Balanced describes the state where the needs of two different environments - usually PvP and PvE - conflict, resulting in a major headache for the developer as they attempt to balance the game.

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* The 4th edition of ''Dungeons and Dragons'' is (surprisingly, given how hard they failed in previous editions) [=PvP=] and [=PvE=] balanced. Both Fighters and Wizards are (mostly) [[LinearWarriorsQuadraticWizards linear]] now, due to having more similar mechanics.

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* The 4th edition of ''Dungeons and Dragons'' is (surprisingly, given how hard they failed in previous editions) [=PvP=] and [=PvE=] balanced. Both Fighters and Wizards are (mostly) [[LinearWarriorsQuadraticWizards linear]] now, due to having more similar mechanics. The edition also greatly reduced the disparity in out of combat effectiveness, with spellcasters no longer capable of solving any possible problem with magic, and skills being more meaningful as a result of the same. However, the PvP balance was entirely accidental; 4th edition is designed with PvE in mind, and monsters and player characters both work significantly better as a result of no longer using the exact same rules for being built.



** One of the major reasons for the current state is the nerfing of out-of-combat non-blasting spells, the one use only limitation on many class/weapon/racial/miscellaneous powers, the nerfing of static class features and the inability to multi-class in the 3.5 sense of the term.
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A close relative of CompetitiveBalance, this phenomenon arises in a game with what might be called "multiple axes of conflict" - primarily, a game which contains both PlayerVersusEnvironment and PlayerVersusPlayer content, though other conflicts (such as balancing solo player versus player AND group player versus player) can fall into the similar traps.

to:

A close relative An effect of CompetitiveBalance, this phenomenon arises in a game with what might be called "multiple axes of conflict" - primarily, a game which contains both PlayerVersusEnvironment and PlayerVersusPlayer content, though other conflicts (such as balancing solo player versus player AND group player versus player) can fall into the similar traps.



Related to CompetitiveBalance. See AnAdventurerIsYou, TheGreatPlayerVersusPlayerDebate, and FakeBalance. Compare LensmanArmsRace. Beware InternetBackdraft. Usually an issue for characters who are newly PromotedToPlayable.

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Related to Caused by the need for CompetitiveBalance. See AnAdventurerIsYou, TheGreatPlayerVersusPlayerDebate, and FakeBalance. Compare LensmanArmsRace. Beware InternetBackdraft. Usually an issue for characters who are newly PromotedToPlayable.
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The net result of this is that if PvP and PvE exist in the same game, oftentimes it is very difficult or outright impossible for the game designer to balance both simultaneously - the powers which are useful in PvE may be broken or utterly useless in PvP, depending on how they work. Some types of characters may lack offensive or defensive capabilities vital to dueling situations, while others may be far too good at it. Duels might degenerate into the first person who hits, wins. Some otherwise marginal or outright bad abilities may become absolute must-haves.
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Similar to CompetitiveBalance. See AnAdventurerIsYou, TheGreatPlayerVersusPlayerDebate, and FakeBalance. Compare LensmanArmsRace. Beware InternetBackdraft. Usually an issue for characters who are newly PromotedToPlayable.

to:

Similar Related to CompetitiveBalance. See AnAdventurerIsYou, TheGreatPlayerVersusPlayerDebate, and FakeBalance. Compare LensmanArmsRace. Beware InternetBackdraft. Usually an issue for characters who are newly PromotedToPlayable.

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Rewrote intro paragraph to be clearer about what it was and not wander as far off-topic


If you're building an [[MassivelyMultiplayerOnlineRolePlayingGame MMORPG]] or TabletopGames, you have to build a fun and balanced game while keeping it diverse. So, some "jobs" or [[ClassAndLevelSystem classes]] will inevitably be better at some things than others, while having unique powers and weaknesses; hence, [[SquishyWizard Wizards will be squishy]] and Warriors will have trouble outside of combat. So it's not unnatural or surprising when in Player Versus Player combat between support or non-combat oriented classes against pure combat classes, the more combat-oriented classes will win. This is balanced by the InverseLawOfUtilityAndLethality; the support classes will usually be indispensable in the functioning of the wider game world or for difficult quests.

But we the players are fickle beings, and [[{{Munchkin}} want to be able to burnify anything that moves]]. So while it's great to be on the wizard end of the LinearWarriorsQuadraticWizards stick, warriors will cry foul. So will the Bards, Clerics, Cooks, Dancers, and so on down to Zookeepers. Add in "The Customer is Always Right", and developers are forced to make MartialArtsAndCrafts classes where even cooks have a combat potential on par with [[IncrediblyLamePun seasoned]] soldiers.

The "Hard Place" in this dilemma isn't just the arbitrary empowering of some classes, but when classes end up {{Nerf}}ed (to varying degrees) so that the game remains [[FakeBalance balanced]]. Basically, reversing LinearWarriorsQuadraticWizards so that wizards never get to be Quadratic so that the Linear fighter players don't complain. It brings everyone up or down to the [[LowestCommonDenominator same level of mediocrity]].

Basically, the phenomenon of non-combat (or heck, '''ALL''') classes to have immense fighting power, regardless of in-game logic. So a game which is PVPBalanced will essentially be built in such a way that a player, regardless of class, has an equal chance to kill a player in a different class of the same level.

That said, being [=PvP=] Balanced is [[TropesAreNotBad not in itself a bad thing]], especially if all the games' classes are already combat oriented to one extent or another, and the game ''itself'' is premised largely on [=PvP=] conflict. It's when taken to extremes that it gets ridiculous, much like PoliticalCorrectnessGoneMad. Expecting a SpoonyBard to singlehandedly slay a career soldier? Ridiculous. Expecting a [[MagnificentBastard Magnificent Bard]] to use their wiles to set the city guard against said career soldier by liquoring him up and goading him into feeling up the mayor's wife? Priceless.

For [=MMORPGs=], the balance issue is even worse. In [=MMORPGs=], the problem isn't whether it is realistic for a Bard to be able to go 1v1 against a Fighter. In an MMO, combat is about 99% of what a character does, so all classes are effective in some way in combat. The problem ultimately is [[TheGreatPlayerVersusPlayerDebate PvP vs. PvE]].

An MMO game that is balanced for [=PvE=] (Player [[EverythingTryingToKillYou vs. Environment]] -- that is, groups of players fighting AI-controlled [[AliensAndMonsters monsters]]) almost certainly isn't balanced for [=PvP=]. In [=PvE=], you have groups of 4-8 characters, with [[AnAdventurerIsYou each character fulfilling a specific role]] in the battle. Some characters [[TheMedic heal]], others [[BarrierWarrior protect]], others [[MightyGlacier take damage]], others [[GlassCannon deal damage]].

So exactly what is expected to happen when a damage-dealer goes [=PvP=] against a damage-healer? Can the damage dealer kill the healer fast enough? Or what happens when a class designed to do ranged damage has to fight one that is designed to do melee damage? It seems unlikely that the ranged attacker is going to be [[ArtificialStupidity like AI monsters]] and simply stand there to be attacked. Some [=PvE=] classes have the ability to stun or even temporarily [[MindControl gain control]] of AI monsters; do these abilities work on other player characters?

And if you have a game that is balanced for [=PvP=], then you have a game where either individually or in small groups, player characters are able to effectively fight one another. [=PvP=]-balanced classes don't have certain abilities, like being able to control what happens when multiple enemies show up (stunning, gaining control, etc). There are a lot of abilities that are designed specifically for [=PvE=] play. So either one has to come up with a form of [=PvE=] play that mimics [=PvP=], or they have to essentially have multiple sets of class abilities -- some that are useful for [=PvE=] and some that are [=PvP=] abilities. Which leads to other balancing questions, like whether a player can focus on [=PvP=] abilities and thus be better than more [=PvE=] focused characters, etc.

to:

If you're building an [[MassivelyMultiplayerOnlineRolePlayingGame MMORPG]] or TabletopGames, you have to build a fun and balanced game while keeping it diverse. So, some "jobs" or [[ClassAndLevelSystem classes]] will inevitably be better at some things than others, while having unique powers and weaknesses; hence, [[SquishyWizard Wizards will be squishy]] and Warriors will have trouble outside A close relative of combat. So it's not unnatural or surprising when in Player Versus Player combat between support or non-combat oriented classes against pure combat classes, the more combat-oriented classes will win. This is balanced by the InverseLawOfUtilityAndLethality; the support classes will usually be indispensable in the functioning of the wider game world or for difficult quests.

But we the players are fickle beings, and [[{{Munchkin}} want to be able to burnify anything that moves]]. So while it's great to be on the wizard end of the LinearWarriorsQuadraticWizards stick, warriors will cry foul. So will the Bards, Clerics, Cooks, Dancers, and so on down to Zookeepers. Add in "The Customer is Always Right", and developers are forced to make MartialArtsAndCrafts classes where even cooks have a combat potential on par with [[IncrediblyLamePun seasoned]] soldiers.

The "Hard Place" in
CompetitiveBalance, this dilemma isn't just the arbitrary empowering of some classes, but when classes end up {{Nerf}}ed (to varying degrees) so that the game remains [[FakeBalance balanced]]. Basically, reversing LinearWarriorsQuadraticWizards so that wizards never get to be Quadratic so that the Linear fighter players don't complain. It brings everyone up or down to the [[LowestCommonDenominator same level of mediocrity]].

Basically, the
phenomenon arises in a game with what might be called "multiple axes of non-combat (or heck, '''ALL''') classes to have immense fighting power, regardless of in-game logic. So conflict" - primarily, a game which is PVPBalanced will essentially be built in such a way that a player, regardless of class, has an equal chance to kill a contains both PlayerVersusEnvironment and PlayerVersusPlayer content, though other conflicts (such as balancing solo player in a different class of the same level.

That said, being [=PvP=] Balanced is [[TropesAreNotBad not in itself a bad thing]], especially if all the games' classes are already combat oriented to one extent or another, and the game ''itself'' is premised largely on [=PvP=] conflict. It's when taken to extremes that it gets ridiculous, much like PoliticalCorrectnessGoneMad. Expecting a SpoonyBard to singlehandedly slay a career soldier? Ridiculous. Expecting a [[MagnificentBastard Magnificent Bard]] to use their wiles to set the city guard against said career soldier by liquoring him up and goading him
versus player AND group player versus player) can fall into feeling up the mayor's wife? Priceless.

For [=MMORPGs=], the balance issue is even worse.
similar traps.

In [=MMORPGs=], the problem isn't whether it is realistic for a Bard order to be able to go 1v1 against a Fighter. In an MMO, combat is about 99% of what a character does, so all classes are effective in some way in combat. The problem ultimately is [[TheGreatPlayerVersusPlayerDebate PvP vs. PvE]].

An MMO game that is balanced for [=PvE=] (Player [[EverythingTryingToKillYou vs. Environment]] -- that is, groups of players fighting AI-controlled [[AliensAndMonsters monsters]]) almost certainly isn't balanced for [=PvP=]. In [=PvE=], you have groups of 4-8 characters, with [[AnAdventurerIsYou each character fulfilling a specific role]] in the battle. Some
create greater diversity characters [[TheMedic heal]], others [[BarrierWarrior protect]], others [[MightyGlacier take damage]], others [[GlassCannon deal damage]].

So exactly what is expected to happen when
have different strengths and weaknesses - a damage-dealer goes [=PvP=] against a damage-healer? Can the rogue might be very good at dealing damage dealer kill the but not so good at taking it, a wizard might be excellent at debuffing enemies but have difficulty dealing damage, a healer fast enough? Or may be excellent at healing and buffing their allies but terrible at dealing damage, and a warrior might be good at drawing aggression from enemies and taking punishment, but mediocre at anything else. So what happens when a class these characters, often designed for group PvE experiences, get thrust into solo PvP combat? How does the healer fight back against the rogue? Can anyone kill the warrior, or is he just too tough to bring down before his damage overwhelms the opposition? Is the wizard utterly useless, or can he perpetually stunlock his enemy and prevent them from ever acting at all?

All of these are possible issues which arise when powers intended to be used against massed groups of enemies and AI controlled bosses instead are brought into PvP combat - what is fair against an AI may not be fair against a player character. Oftentimes PCs have utterly different stat arrays than NPCs - NPCs often have vastly more hit points than player characters do, and deal very different amounts of damage. A NPC doesn't get bored if it gets stunned repeatedly or otherwise severely impaired by debuffs, nor does it mind if it gets shredded in a few seconds by a high-damage character. An NPC often attacks in a scripted manner, meaning that a tank can draw "aggro" that forces NPCs to attack it, but which doesn't necessarily work on human-controlled characters. And NPCs don't necessarily go for the healer first, whereas humans are very likely
to do so every single time. Ranged PCs may be able to run away from melee characters all day, preventing them from ever engaging, or alternatively start out so close to the melee characters that they gain no benefits from their ranged damage has to fight one that is designed to do melee damage? It seems unlikely that the ranged attacker is going to be [[ArtificialStupidity like AI monsters]] and simply stand there to be attacked. Some [=PvE=] classes have the ability to stun attacks, or might even temporarily [[MindControl gain control]] of AI monsters; do these endanger themselves with their own abilities work when fighting an enemy up close.

As such, what works for PvE often does not translate well into PvP - stunlocks are severely unfun, healers may go down in mere moments due to the sky-high damage of characters relative to PC hit point total or have such good healing as to be unkillable, or the tank might have counterattacks that instantly kill or otherwise severely cripple anyone who attacks them. Its even worse in the PvP environment is different from the PvE environment in scale - solo PvE characters have very different needs from group PvE characters (needing to be much more well rounded), which may translate poorly into group PvP combat where everyone having a role makes for a stronger team, while the opposite - the standard PvE group of 4-5 people of three to five roles doesn't tend to translate well into one
on one dueling.

The net result of this is that if PvP and PvE exist in the same game, oftentimes it is very difficult or outright impossible for the game designer to balance both simultaneously - the powers which are useful in PvE may be broken or utterly useless in PvP, depending on how they work. Some types of characters may lack offensive or defensive capabilities vital to dueling situations, while others may be far too good at it. Duels might degenerate into the first person who hits, wins. Some otherwise marginal or outright bad abilities may become absolute must-haves.

The unfortunate end result of this is that if a power is weak in one environment, but strong in the
other environment, correcting its balance may be impossible - making it stronger for the weak environment may result in it becoming broken in the environment it is strong in, while weakening an overpowered power in one environment may render it worthless in the other. Any buff or nerf affects both PvP and PvE, resulting in players from the environment where the power is negatively affected complaining about how it is too weak or too strong now. If powers are separated by environment, a different issue may result where a character might funnel all of their power into PvE or PvP, rendering them very bad at the other environment but potentially overpowered in their own - neither of which are desirable outcomes. And if powers don't behave identically in PvE and PvP, it often leads to a steeper learning curve while transitioning from one to the other, causing player characters?

And if you have a game that
frustration at the inconsistency of the effects of their powers. Woe betide the world where PvP is balanced for [=PvP=], then you have a global, thus further adding to the confusion of which powers to use where, or what they do in what situation.

This problem is most prevalent in MMOs, where PvE and PvP both tend to be major concerns, but can arise in any other form of multiplayer
game where both environments exist - games from MassEffect3 to TabletopGames are affected by such issues. Note that these issues are not restricted to class-based games, either individually or - in small groups, any game where player characters are able to effectively fight one another. [=PvP=]-balanced classes don't have certain abilities, like being able to control what happens when multiple enemies show up (stunning, gaining control, etc). There are not identical, and both PvE and PvP exist, this can be a lot of abilities that are designed specifically for [=PvE=] play. So either one has to come up with a form of [=PvE=] play that mimics [=PvP=], or they potential issue. This isn't even necessarily have to essentially have multiple sets of class abilities -- some that are useful for [=PvE=] be restricted to games with combat content - any game wherein there is both competition against the computer and some that are [=PvP=] abilities. Which leads to competition against other balancing questions, like whether a player players, where those two types of competition are not nearly identical, can focus on [=PvP=] abilities and thus be better than more [=PvE=] focused characters, etc.
affected.
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Please keep the edition warring and editorials on the forums and out of the wiki


** One of the major reasons for the current state is the nerfing of out-of-combat non-blasting spells, the one use only limitation on many class/weapon/racial/miscellaneous powers, the nerfing of static class features and the inability to multi-class in the 3.5 sense of the term. While Munchkins might appear to be the only ones opposed to this, many players who don't MinMax still feel like WizardsOfTheCoast is railroading the entire playerbase to the complete opposite of 3.5's unbalanced but customisable mechanics to 4th edition's balanced but genericized system in the name of milking profits from new players who would likely be turned off the chaotic mess of prior editions.

to:

** One of the major reasons for the current state is the nerfing of out-of-combat non-blasting spells, the one use only limitation on many class/weapon/racial/miscellaneous powers, the nerfing of static class features and the inability to multi-class in the 3.5 sense of the term. While Munchkins might appear to be the only ones opposed to this, many players who don't MinMax still feel like WizardsOfTheCoast is railroading the entire playerbase to the complete opposite of 3.5's unbalanced but customisable mechanics to 4th edition's balanced but genericized system in the name of milking profits from new players who would likely be turned off the chaotic mess of prior editions.

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* ''AnarchyOnline'' consistently has problems in this area, since while [=PvP=] was intended to be a major part of the game, [=PvE=] was also a big part, and considering the vast level differences between any two given characters (at launch, 200 levels were implemented, and as of this writing, about 320) as well as the vast differences between the theory and practice of how various professions engage in [=PvP=], as well as the very open-ended skill system where anyone can in theory equip anything, just not as well as a profession that the item/weapon falls under, and you wind up with a [=PvP=] system where it's not only hard to figure out what, if any, balance exists (some professions were purely dog meat in [=PvP=] until recently, Meta-Physicists being bottom of the heap here), but also figuring out where your profession stands after the massive game changes implemented by the devs. (Fixers used to be top of the heap in [=PvP=], now they're middle of the road at best.)

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* ''AnarchyOnline'' consistently has problems in this area, since while [=PvP=] was intended to be a major part of the game, [=PvE=] was also a big part, and considering the vast level differences between any two given characters (at launch, 200 levels were implemented, and as of this writing, about 320) as well as the vast differences between the theory and practice of how various professions engage in [=PvP=], as well as the very open-ended skill system where anyone can in theory equip anything, just not as well as a profession that the item/weapon falls under, and you wind up with a [=PvP=] system where it's not only hard to figure out what, if any, balance exists (some professions were purely dog meat in [=PvP=] until recently, for a while, Meta-Physicists being bottom of the heap here), but also figuring out where your profession stands after the massive game changes implemented by the devs. (Fixers used to be top of the heap in [=PvP=], now they're middle of the road at best.)



** Another way ''GuildWars'' has [[PlayerVersusEnvironment PvE]]-[=PvP=] Balance was with gear. One of the problems in a few games was "Tiered Gear Sets", so while that person who has had the character since 2006 may have all the cool looking sets and that nice looking weapon, a [=PvP=] character with generic equipment skins could hold their own against that character because they are virtually the same outside of aesthetics; since that [=PvP=] character may have all the same inscriptions and runes, and everything else. Some games may not actually have this kind of gear segregation, meaning a [[PlayerVersusEnvironment PvE]] character would get gear that's better for [=PvP=], or [[PlayerVersusEnvironment PvE]] is the only way to get gear that can be used for [=PvP=]. (Some games in recent years would specifically make [=PvP=]/[[PlayerVersusEnvironment PvE]]-only gear and not just specs, this was one of the ways Blizzard and Vivendi helped remove the [[PlayerVersusEnvironment PvE]]-characters-performing-better-at-[=PvP=]-than-people-in-[=PvP=]-gear situation of "Vanilla WoW")

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** Another way ''GuildWars'' has [[PlayerVersusEnvironment PvE]]-[=PvP=] Balance was with gear. One of the problems in a few games was "Tiered Gear Sets", so while that person who has had the character since 2006 may have all the cool looking sets and that nice looking weapon, a [=PvP=] character with generic equipment skins could hold their own against that character because they are virtually the same outside of aesthetics; since that [=PvP=] character may have all the same inscriptions and runes, and everything else. Some games may not actually have this kind of gear segregation, meaning a [[PlayerVersusEnvironment PvE]] character would get gear that's better for [=PvP=], or [[PlayerVersusEnvironment PvE]] is the only way to get gear that can be used for [=PvP=]. (Some games in recent years would specifically make [=PvP=]/[[PlayerVersusEnvironment PvE]]-only gear and not just specs, this was one of the ways Blizzard and Vivendi helped remove the [[PlayerVersusEnvironment PvE]]-characters-performing-better-at-[=PvP=]-than-people-in-[=PvP=]-gear situation of "Vanilla WoW")



* ''PerfectWorld International'' has an interesting way of working with and around the inherent problems of [=PvP=] vs. [[PlayerVersusEnvironment PvE]]. First, they have two kinds of servers: 4 servers that are [[PlayerVersusEnvironment PvE]] intensive and 2 that are [=PvP=]. In each, the way one goes about committing [=PvP=] acts is different. On the [=PvP=] servers, once a character reaches level 30 they are open for the slaughter, but can in turn attack anyone they wish. This adds an element of chaos and paranoia that some people grow to love and others tend to shy away from. On the [[PlayerVersusEnvironment PvE]] servers, one has to activate [=PvP=] mode, and it shows on their name, so everyone recognizes when someone is in "killing mode." This makes people who enjoy the madness caused by [=PvP=] to think of [[PlayerVersusEnvironment PvE]] players as "Carebears." Additionally, there is a large difference in damage inflicted on mobs and player characters. In fact, the amount of damage done to player characters is only 1/4 of the damage done to monsters. This keeps Nukers from raining fiery doom down and one shotting everyone with area of effect spells. It also keeps every other character type from one-shotting every other character type. However, in recent months a wide spread problem has occurred with the Petmaster class. A certain pet that must be bought with real money (or ridiculous amounts of in game coins)can learn a certain damage over time attack. The problem is that the attack does [[PlayerVersusEnvironment PvE]] damage in [=PvP=]. And the monster that uses is so strong that one can get "bled" for 4-9 thousand damage a second. (The toughest class in the game usually doesn't have more than 12 thousand hit points. And that's near level 90.)

to:

* ''PerfectWorld International'' has an interesting way of working with and around the inherent problems of [=PvP=] vs. [[PlayerVersusEnvironment PvE]]. First, they have two kinds of servers: 4 servers that are [[PlayerVersusEnvironment PvE]] intensive and 2 that are [=PvP=]. In each, the way one goes about committing [=PvP=] acts is different. On the [=PvP=] servers, once a character reaches level 30 they are open for the slaughter, but can in turn attack anyone they wish. This adds an element of chaos and paranoia that some people grow to love and others tend to shy away from. On the [[PlayerVersusEnvironment PvE]] servers, one has to activate [=PvP=] mode, and it shows on their name, so everyone recognizes when someone is in "killing mode." This makes people who enjoy the madness caused by [=PvP=] to think of [[PlayerVersusEnvironment PvE]] players as "Carebears." Additionally, there is a large difference in damage inflicted on mobs and player characters. In fact, the amount of damage done to player characters is only 1/4 of the damage done to monsters. This keeps Nukers from raining fiery doom down and one shotting everyone with area of effect spells. It also keeps every other character type from one-shotting every other character type. However, in recent months a wide spread problem has occurred with the Petmaster class. A certain pet that must be bought with real money (or ridiculous amounts of in game coins)can learn a certain damage over time attack. The problem is that the attack does [[PlayerVersusEnvironment PvE]] damage in [=PvP=]. And the monster that uses is so strong that one can get "bled" for 4-9 thousand damage a second. (The toughest class in the game usually doesn't have more than 12 thousand hit points. And that's near level 90.)



* ''EVEOnline'''s developer, CCP, is notorious for wielding the Nerfhammer quite liberally. About 6 months ago they boosted the Falcon an ewar ship, recently they just nerfed it for Balance. Granted it was needed but not to the extent they did it.
** CCP in general takes a conservative approach, releasing new ships in a pre-nerfed state to avoid wild fluctuations in strategies. When they conclude that certain ships are too rarely used, they'll carefully bring them up to par with the rest. Ships which went through this process include Black Ops Battleships, Stealth Bombers, the Falcon's cousin Rook and the Caldari & Minmatar Dreadnaughts.

to:

* ''EVEOnline'''s developer, CCP, is notorious for wielding the Nerfhammer quite liberally. About 6 months ago they boosted the Falcon an ewar ship, recently they just nerfed it for Balance. Granted it was needed but not to the extent they did it.
** CCP
in general takes a conservative approach, releasing new ships in a pre-nerfed state to avoid wild fluctuations in strategies. When they conclude that certain ships are too rarely used, they'll carefully bring them up to par with the rest. Ships which went through this process include Black Ops Battleships, Stealth Bombers, the Falcon's cousin Rook and the Caldari & Minmatar Dreadnaughts.
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Fixing a redlink


** One of the major reasons for the current state is the nerfing of out-of-combat non-blasting spells, the one use only limitation on many class/weapon/racial/miscellaneous powers, the nerfing of static class features and the inability to multi-class in the 3.5 sense of the term. While Munchkins might appear to be the only ones opposed to this, many players who don't MinMax still feel like [=NotAWikiWord=]WotC is railroading the entire playerbase to the complete opposite of 3.5's unbalanced but customisable mechanics to 4th edition's balanced but genericized system in the name of milking profits from new players who would likely be turned off the chaotic mess of prior editions.

to:

** One of the major reasons for the current state is the nerfing of out-of-combat non-blasting spells, the one use only limitation on many class/weapon/racial/miscellaneous powers, the nerfing of static class features and the inability to multi-class in the 3.5 sense of the term. While Munchkins might appear to be the only ones opposed to this, many players who don't MinMax still feel like [=NotAWikiWord=]WotC WizardsOfTheCoast is railroading the entire playerbase to the complete opposite of 3.5's unbalanced but customisable mechanics to 4th edition's balanced but genericized system in the name of milking profits from new players who would likely be turned off the chaotic mess of prior editions.
Is there an issue? Send a MessageReason:
None


** One of the major reasons for the current state is the nerfing of out-of-combat non-blasting spells, the one use only limitation on many class/weapon/racial/miscellaneous powers, the nerfing of static class features and the inability to multi-class in the 3.5 sense of the term. While Munchkins might appear to be the only ones opposed to this, many players who don't MinMax still feel like WotC is railroading the entire playerbase to the complete opposite of 3.5's unbalanced but customisable mechanics to 4th edition's balanced but genericized system in the name of milking profits from new players who would likely be turned off the chaotic mess of prior editions.

to:

** One of the major reasons for the current state is the nerfing of out-of-combat non-blasting spells, the one use only limitation on many class/weapon/racial/miscellaneous powers, the nerfing of static class features and the inability to multi-class in the 3.5 sense of the term. While Munchkins might appear to be the only ones opposed to this, many players who don't MinMax still feel like WotC [=NotAWikiWord=]WotC is railroading the entire playerbase to the complete opposite of 3.5's unbalanced but customisable mechanics to 4th edition's balanced but genericized system in the name of milking profits from new players who would likely be turned off the chaotic mess of prior editions.

Removed: 102

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*** Isn't that what happened with original Warcraft? When the human and orc sides had identical units?
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Similar to CompetitiveBalance. See AnAdventurerIsYou, TheGreatPlayerVersusPlayerDebate, and FakeBalance. Compare LensmanArmsRace. Beware InternetBackdraft. Usually an issue for characters who are newly PromotedToUnlockable.

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Similar to CompetitiveBalance. See AnAdventurerIsYou, TheGreatPlayerVersusPlayerDebate, and FakeBalance. Compare LensmanArmsRace. Beware InternetBackdraft. Usually an issue for characters who are newly PromotedToUnlockable.PromotedToPlayable.
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* ''ShinMegamiTenseiIMAGINE'' wasn't created with PvP in mind, and was only implemented later due to the player-base asking for it. [[FanDumb Most of these people now complain how unbalanced it is]]. Later on, a patch that tried to remove some features from being used in PvP to make it more balanced ended up [[EpicFail breaking half the game, and having half the devs fired]]. Granted, in a game where players hit OverNineThousand damage while having around 400 HP, PvP was doomed to fail. Sure, everyone has increased HP in PvP, but it doesn't help much to have 3000 HP when it's possible to hit ''30 thousand damage in one hit''. It's basically a matter of who hits who first.

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* Inverted in ''ShinMegamiTenseiIMAGINE'' as it wasn't created with PvP in mind, and it was only implemented later due to the player-base asking for it. [[FanDumb Most of these people now complain how unbalanced it is]]. Later on, a patch that tried to remove some features from being used in PvP to make it more balanced ended up [[EpicFail breaking half the game, and having half the devs fired]]. Granted, in a game where players hit OverNineThousand damage while having around 400 HP, PvP was doomed to fail. Sure, everyone has increased HP in PvP, but it doesn't help much to have 3000 HP when it's possible to hit ''30 thousand damage in one hit''. It's basically a matter of who hits who first.

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* The ''{{Starcraft}}'' series continually wrestles with this issue due to the prominence of competitive play. The original game and its expansion pack are widely considered to be as balanced as they are purely by accident and each race is only on even ground with the others by virtue of having its own GameBreaker strategies. With the sequel Blizzard has decided on a method of constant refinement based on the feedback of dedicated and high profile players but certain issues like the Terrans' raw versatility, the supremacy of Protoss micromanagement and the Zerg tendency for runaway economy are persistent thorns in their side.

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* The ''{{Starcraft}}'' series continually wrestles with this issue due to the prominence of competitive play. The original game and its expansion pack are widely considered to be as balanced as they are purely by accident and each race is only on even ground with the others by virtue of having its own GameBreaker strategies. With the sequel Blizzard has decided on a method of constant refinement based on the feedback of dedicated and high profile players but certain issues like the Terrans' raw versatility, the supremacy of Protoss micromanagement and the Zerg tendency for runaway economy are persistent thorns in their side. side.
* ''ShinMegamiTenseiIMAGINE'' wasn't created with PvP in mind, and was only implemented later due to the player-base asking for it. [[FanDumb Most of these people now complain how unbalanced it is]]. Later on, a patch that tried to remove some features from being used in PvP to make it more balanced ended up [[EpicFail breaking half the game, and having half the devs fired]]. Granted, in a game where players hit OverNineThousand damage while having around 400 HP, PvP was doomed to fail. Sure, everyone has increased HP in PvP, but it doesn't help much to have 3000 HP when it's possible to hit ''30 thousand damage in one hit''. It's basically a matter of who hits who first.
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Ruined Forever is now Darth Wiki and not to be wicked in that way.


** ''CityOfHeroes'' has tried the same thing in its [[UnpleasableFanbase endless struggle for [=PVP=] balance]], though [[RuinedFOREVER the fanbase doesn't seem to want to give feedback]].

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** ''CityOfHeroes'' has tried the same thing in its [[UnpleasableFanbase endless struggle for [=PVP=] balance]], though [[RuinedFOREVER the fanbase doesn't seem to want to give feedback]].feedback.
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herp


-->-- '''[[PaperRockScissors Scissors]]'''

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-->-- '''[[PaperRockScissors '''[[RockPaperScissors Scissors]]'''
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I\'m not sure what I just did, but I know it doesn\'t work now.


-->-- '''[[{{PaperRock}}Scissors]]'''

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-->-- '''[[{{PaperRock}}Scissors]]'''
'''[[PaperRockScissors Scissors]]'''
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Formatting error.


-->-- '''[[{{PaperRock}}Scissors'''

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-->-- '''[[{{PaperRock}}Scissors'''
'''[[{{PaperRock}}Scissors]]'''

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->'''Fighter:''' ''I can kill a guy in one turn.''
->'''Rogue:''' ''I can kill a guy in half a turn.''
->'''Wizard:''' ''I can kill a guy before my turn.''
->'''Cleric:''' ''I can get three idiots to kill guys for me.''
-->-- '''Found on the internet'''



-->-- '''Scissors'''

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-->-- '''Scissors'''
'''[[{{PaperRock}}Scissors'''
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* ''WorldOfWarcraft'' unsurprisingly has problems with this as well, for the simple reason that there are at least four different setups that need to be considered when balancing classes: Solo/small group [=PvE=], raid [=PvE=], Arenas (small group PlayerVersusPlayer), and Battlegrounds (big scale PlayerVersusPlayer). For starters, [=PvE=] and [=PvP=] have vastly different priorities and rules (mezzing skills are less effective in [=PvP=], for instance), and some abilities work better in small groups than in big ones. So if something is overpowered in a duel but mediocre in a battleground, it's hard to change it so that it becomes more balanced in the former without it becoming useless in the latter. Moreover, the player base itself is [[BrokenBase strongly divided]] between the four groups identified above, with each group clamoring for its own vision of balance, often at the expense of the others.

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* ''WorldOfWarcraft'' unsurprisingly has problems with this as well, for the simple reason that there are at least four different setups that need to be considered when balancing classes: Solo/small group [=PvE=], raid [=PvE=], Arenas (small group PlayerVersusPlayer), and Battlegrounds (big scale PlayerVersusPlayer). For starters, [=PvE=] and [=PvP=] have vastly different priorities and rules (mezzing (crowd control skills are less effective in [=PvP=], for instance), and some abilities work better in small groups than in big ones. So if something is overpowered in a duel but mediocre in a battleground, it's hard to change it so that it becomes more balanced in the former without it becoming useless in the latter. Moreover, the player base itself is [[BrokenBase strongly divided]] between the four groups identified above, with each group clamoring for its own vision of balance, often at the expense of the others.
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** Another way ''GuildWars'' has [[PlayerVersusEnvironment PvE]]-[=PvP=] Balance was with gear. One of the problems in a few games was "Tiered Gear Sets", so while that person who has had the character since 2006 may have all the cool looking sets and that nice looking weapon, a [=PvP=] character with generic equipment skins could hold their own against that character because they are virtually the same outside of aesthetics; since that [=PvP=] character may have all the same inscriptions and runes, and everything else. Some games may not actually have this kind of gear segregation, meaning a [[PlayerVersusEnvironment PvE]] character would get gear that's better for [=PvP=], or [[PlayerVersusEnvironment PvE]] is the only way to get gear that can be used for [=PvP=]. (Some games in recent years would specifically make [=PvP=]/[[PlayerVersusEnvironment PvE]]-only gear and not just specs, this was one of the ways Blizzard and Vivendi helped remove the PvE-characters-performing-better-at-[=PvP=]-than-people-in-[=PvP=]-gear situation of "Vanilla WoW")

to:

** Another way ''GuildWars'' has [[PlayerVersusEnvironment PvE]]-[=PvP=] Balance was with gear. One of the problems in a few games was "Tiered Gear Sets", so while that person who has had the character since 2006 may have all the cool looking sets and that nice looking weapon, a [=PvP=] character with generic equipment skins could hold their own against that character because they are virtually the same outside of aesthetics; since that [=PvP=] character may have all the same inscriptions and runes, and everything else. Some games may not actually have this kind of gear segregation, meaning a [[PlayerVersusEnvironment PvE]] character would get gear that's better for [=PvP=], or [[PlayerVersusEnvironment PvE]] is the only way to get gear that can be used for [=PvP=]. (Some games in recent years would specifically make [=PvP=]/[[PlayerVersusEnvironment PvE]]-only gear and not just specs, this was one of the ways Blizzard and Vivendi helped remove the PvE-characters-performing-better-at-[=PvP=]-than-people-in-[=PvP=]-gear [[PlayerVersusEnvironment PvE]]-characters-performing-better-at-[=PvP=]-than-people-in-[=PvP=]-gear situation of "Vanilla WoW")



* ''PerfectWorld International'' has an interesting way of working with and around the inherent problems of [=PvP=] vs. [[PlayerVersusEnvironment PvE]]. First, they have two kinds of servers: 4 servers that are PvE intensive and 2 that are [=PvP=]. In each, the way one goes about committing [=PvP=] acts is different. On the [=PvP=] servers, once a character reaches level 30 they are open for the slaughter, but can in turn attack anyone they wish. This adds an element of chaos and paranoia that some people grow to love and others tend to shy away from. On the [[PlayerVersusEnvironment PvE]] servers, one has to activate [=PvP=] mode, and it shows on their name, so everyone recognizes when someone is in "killing mode." This makes people who enjoy the madness caused by [=PvP=] to think of PvE players as "Carebears." Additionally, there is a large difference in damage inflicted on mobs and player characters. In fact, the amount of damage done to player characters is only 1/4 of the damage done to monsters. This keeps Nukers from raining fiery doom down and one shotting everyone with area of effect spells. It also keeps every other character type from one-shotting every other character type. However, in recent months a wide spread problem has occurred with the Petmaster class. A certain pet that must be bought with real money (or ridiculous amounts of in game coins)can learn a certain damage over time attack. The problem is that the attack does [[PlayerVersusEnvironment PvE]] damage in [=PvP=]. And the monster that uses is so strong that one can get "bled" for 4-9 thousand damage a second. (The toughest class in the game usually doesn't have more than 12 thousand hit points. And that's near level 90.)

to:

* ''PerfectWorld International'' has an interesting way of working with and around the inherent problems of [=PvP=] vs. [[PlayerVersusEnvironment PvE]]. First, they have two kinds of servers: 4 servers that are PvE [[PlayerVersusEnvironment PvE]] intensive and 2 that are [=PvP=]. In each, the way one goes about committing [=PvP=] acts is different. On the [=PvP=] servers, once a character reaches level 30 they are open for the slaughter, but can in turn attack anyone they wish. This adds an element of chaos and paranoia that some people grow to love and others tend to shy away from. On the [[PlayerVersusEnvironment PvE]] servers, one has to activate [=PvP=] mode, and it shows on their name, so everyone recognizes when someone is in "killing mode." This makes people who enjoy the madness caused by [=PvP=] to think of PvE [[PlayerVersusEnvironment PvE]] players as "Carebears." Additionally, there is a large difference in damage inflicted on mobs and player characters. In fact, the amount of damage done to player characters is only 1/4 of the damage done to monsters. This keeps Nukers from raining fiery doom down and one shotting everyone with area of effect spells. It also keeps every other character type from one-shotting every other character type. However, in recent months a wide spread problem has occurred with the Petmaster class. A certain pet that must be bought with real money (or ridiculous amounts of in game coins)can learn a certain damage over time attack. The problem is that the attack does [[PlayerVersusEnvironment PvE]] damage in [=PvP=]. And the monster that uses is so strong that one can get "bled" for 4-9 thousand damage a second. (The toughest class in the game usually doesn't have more than 12 thousand hit points. And that's near level 90.)
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*** This has been further rectified by different stat focus between [=PvP=] and PvE to help differentiate the gear. As [=PvP=] gear has high health and defense values, along with set bonuses that reduce [=PvP=] ability cooldowns and further reduce stun durations, [=PvE=]-geared [=PvPers=] all become glass cannons with high damage and no way to mitigate it.

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*** This has been further rectified by different stat focus between [=PvP=] and PvE [[PlayerVersusEnvironment PvE]] to help differentiate the gear. As [=PvP=] gear has high health and defense values, along with set bonuses that reduce [=PvP=] ability cooldowns and further reduce stun durations, [=PvE=]-geared [=PvPers=] all become glass cannons with high damage and no way to mitigate it.



** ''GuildWars'' actually did not originally do this - when the game was new, you simply had default abilities if you started a [=PvP=]-only character, and unlocking abilities was ''much'' easier when running through the PvE campaign. Thankfully, they remedied this relatively quickly (As in, before they added four more professions) with the addition of Balthazar faction and putting in some pre-made character builds in, so it was much easier to do it. And even then, while there was still a PvE and [=PvP=] segregation in regards to builds and abilities, they didn't specifically nerf or buff abilities for quite awhile, which unfortunately lead many people to scream how often they nerfed their favourite build(s) when it was a nerf made for PvE/[=PvP=] and they did the opposite. Now while it is still highly possible to play PvE and unlock some stuff like inscriptions, abilities, runes, and the like for [=PvP=] characters (and heroes), it's just ''as'' possible to do the same through [=PvP=]. However, they don't (as of this update) have the [=PvP=]-premade characters anymore; so arguably it can still be easy to unlock abilities for [=PvP=] through PvE, you just have to ''know'' what they are. (Guild Wars has ''loads'' of abilities)
** Another way ''GuildWars'' has PvE-[=PvP=] Balance was with gear. One of the problems in a few games was "Tiered Gear Sets", so while that person who has had the character since 2006 may have all the cool looking sets and that nice looking weapon, a [=PvP=] character with generic equipment skins could hold their own against that character because they are virtually the same outside of aesthetics; since that [=PvP=] character may have all the same inscriptions and runes, and everything else. Some games may not actually have this kind of gear segregation, meaning a PvE character would get gear that's better for [=PvP=], or PvE is the only way to get gear that can be used for [=PvP=]. (Some games in recent years would specifically make [=PvP=]/PvE-only gear and not just specs, this was one of the ways Blizzard and Vivendi helped remove the PvE-characters-performing-better-at-[=PvP=]-than-people-in-[=PvP=]-gear situation of "Vanilla WoW")

to:

** ''GuildWars'' actually did not originally do this - when the game was new, you simply had default abilities if you started a [=PvP=]-only character, and unlocking abilities was ''much'' easier when running through the PvE [[PlayerVersusEnvironment PvE]] campaign. Thankfully, they remedied this relatively quickly (As in, before they added four more professions) with the addition of Balthazar faction and putting in some pre-made character builds in, so it was much easier to do it. And even then, while there was still a PvE [[PlayerVersusEnvironment PvE]] and [=PvP=] segregation in regards to builds and abilities, they didn't specifically nerf or buff abilities for quite awhile, which unfortunately lead many people to scream how often they nerfed their favourite build(s) when it was a nerf made for PvE/[=PvP=] [[PlayerVersusEnvironment PvE]]/[=PvP=] and they did the opposite. Now while it is still highly possible to play PvE [[PlayerVersusEnvironment PvE]] and unlock some stuff like inscriptions, abilities, runes, and the like for [=PvP=] characters (and heroes), it's just ''as'' possible to do the same through [=PvP=]. However, they don't (as of this update) have the [=PvP=]-premade characters anymore; so arguably it can still be easy to unlock abilities for [=PvP=] through PvE, [[PlayerVersusEnvironment PvE]], you just have to ''know'' what they are. (Guild Wars has ''loads'' of abilities)
** Another way ''GuildWars'' has PvE-[=PvP=] [[PlayerVersusEnvironment PvE]]-[=PvP=] Balance was with gear. One of the problems in a few games was "Tiered Gear Sets", so while that person who has had the character since 2006 may have all the cool looking sets and that nice looking weapon, a [=PvP=] character with generic equipment skins could hold their own against that character because they are virtually the same outside of aesthetics; since that [=PvP=] character may have all the same inscriptions and runes, and everything else. Some games may not actually have this kind of gear segregation, meaning a PvE [[PlayerVersusEnvironment PvE]] character would get gear that's better for [=PvP=], or PvE [[PlayerVersusEnvironment PvE]] is the only way to get gear that can be used for [=PvP=]. (Some games in recent years would specifically make [=PvP=]/PvE-only [=PvP=]/[[PlayerVersusEnvironment PvE]]-only gear and not just specs, this was one of the ways Blizzard and Vivendi helped remove the PvE-characters-performing-better-at-[=PvP=]-than-people-in-[=PvP=]-gear situation of "Vanilla WoW")



* ''AirRivals'' is a primarily [=PvP=] game. So much so that some job classes are much more [=PvP=] friendly than PvE friendly, and vice versa. The Healer of the game constantly find themselves in center point of any conflicts, but levels the slowest due to their quirk (amongst others, the innate disability of having a really low offensive power). The literal Tank of the game, similarly, needs to find specific maps that has a lot of ground for them to land and unleash mayhem. Same case with the Nuker bombers, who needs decent ground enemies (or large, slow, flying ones) to cash in exp. The only one least affected by these is the equivalent to the Fighter class, which, unfortunately, is the ''least'' [=PvP=] balanced of all four and dies very, very often ([[GuideDangIt unless you tune it to a specific build]]).
* ''PerfectWorld International'' has an interesting way of working with and around the inherent problems of [=PvP=] vs. PvE. First, they have two kinds of servers: 4 servers that are PvE intensive and 2 that are [=PvP=]. In each, the way one goes about committing [=PvP=] acts is different. On the [=PvP=] servers, once a character reaches level 30 they are open for the slaughter, but can in turn attack anyone they wish. This adds an element of chaos and paranoia that some people grow to love and others tend to shy away from. On the PvE servers, one has to activate [=PvP=] mode, and it shows on their name, so everyone recognizes when someone is in "killing mode." This makes people who enjoy the madness caused by [=PvP=] to think of PvE players as "Carebears." Additionally, there is a large difference in damage inflicted on mobs and player characters. In fact, the amount of damage done to player characters is only 1/4 of the damage done to monsters. This keeps Nukers from raining fiery doom down and one shotting everyone with area of effect spells. It also keeps every other character type from one-shotting every other character type. However, in recent months a wide spread problem has occured with the Petmaster class. A certain pet that must be bought with real money (or riduculous amounts of in game coins)can learn a certain damage over time attack. The problem is that the attack does PvE damage in [=PvP=]. And the monster that uses is so strong that one can get "bled" for 4-9 thousand damage a second. (The toughest class in the game usually doesn't have more than 12 thousand hit points. And that's near level 90.)

to:

* ''AirRivals'' is a primarily [=PvP=] game. So much so that some job classes are much more [=PvP=] friendly than PvE [[PlayerVersusEnvironment PvE]] friendly, and vice versa. The Healer of the game constantly find themselves in center point of any conflicts, but levels the slowest due to their quirk (amongst others, the innate disability of having a really low offensive power). The literal Tank of the game, similarly, needs to find specific maps that has a lot of ground for them to land and unleash mayhem. Same case with the Nuker bombers, who needs decent ground enemies (or large, slow, flying ones) to cash in exp. The only one least affected by these is the equivalent to the Fighter class, which, unfortunately, is the ''least'' [=PvP=] balanced of all four and dies very, very often ([[GuideDangIt unless you tune it to a specific build]]).
* ''PerfectWorld International'' has an interesting way of working with and around the inherent problems of [=PvP=] vs. PvE.[[PlayerVersusEnvironment PvE]]. First, they have two kinds of servers: 4 servers that are PvE intensive and 2 that are [=PvP=]. In each, the way one goes about committing [=PvP=] acts is different. On the [=PvP=] servers, once a character reaches level 30 they are open for the slaughter, but can in turn attack anyone they wish. This adds an element of chaos and paranoia that some people grow to love and others tend to shy away from. On the PvE [[PlayerVersusEnvironment PvE]] servers, one has to activate [=PvP=] mode, and it shows on their name, so everyone recognizes when someone is in "killing mode." This makes people who enjoy the madness caused by [=PvP=] to think of PvE players as "Carebears." Additionally, there is a large difference in damage inflicted on mobs and player characters. In fact, the amount of damage done to player characters is only 1/4 of the damage done to monsters. This keeps Nukers from raining fiery doom down and one shotting everyone with area of effect spells. It also keeps every other character type from one-shotting every other character type. However, in recent months a wide spread problem has occured occurred with the Petmaster class. A certain pet that must be bought with real money (or riduculous ridiculous amounts of in game coins)can learn a certain damage over time attack. The problem is that the attack does PvE [[PlayerVersusEnvironment PvE]] damage in [=PvP=]. And the monster that uses is so strong that one can get "bled" for 4-9 thousand damage a second. (The toughest class in the game usually doesn't have more than 12 thousand hit points. And that's near level 90.)



** That said, [=PvP=] is a very small part of ''FinalFantasyXI'', which many players do not ever take part in, with almost all of the game's focus on PvE.

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** That said, [=PvP=] is a very small part of ''FinalFantasyXI'', which many players do not ever take part in, with almost all of the game's focus on PvE.PlayerVersusEnvironment gameplay.



* ''Atlantica Online'' has issues in this department as well. Because of its unique system of hiring up to 8 comrades of wildly different classes, in any combination a player wants, there are a huge variety of possible tactics and builds; it's almost impossible to fully balance them. Like WoW, there are multiple "basic" setups: Hunting PvE, Raiding PvE, Free League [=PvP=], and King's Judgement [=PvP=].
** For Hunting PvE (typical questing/grinding), using lower level gear is fine if it has higher grades on it (+1 through +10). A typical setup uses 3 tanks, 3 damage dealers, and 3 support units.
** Raid PvE tends to be more compact than Hunting PvE, and therefore cuts some of each type of mercenary. Most people tend to use either multiple healers or NO healers, and more melee power combining tank with DPS. Again, lower level armor is fine with high grade.

to:

* ''Atlantica Online'' has issues in this department as well. Because of its unique system of hiring up to 8 comrades of wildly different classes, in any combination a player wants, there are a huge variety of possible tactics and builds; it's almost impossible to fully balance them. Like WoW, there are multiple "basic" setups: Hunting PvE, [[PlayerVersusEnvironment PvE]], [[PlayerVersusEnvironment Raiding PvE, PvE]], Free League [=PvP=], and King's Judgement [=PvP=].
** For Hunting PvE [[PlayerVersusEnvironment PvE]] (typical questing/grinding), using lower level gear is fine if it has higher grades on it (+1 through +10). A typical setup uses 3 tanks, 3 damage dealers, and 3 support units.
** Raid PvE [[PlayerVersusEnvironment PvE]] tends to be more compact than Hunting PvE, [[PlayerVersusEnvironment PvE]], and therefore cuts some of each type of mercenary. Most people tend to use either multiple healers or NO healers, and more melee power combining tank with DPS. Again, lower level armor is fine with high grade.
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Added DiffLines:

*** Blah blah, something about Kyle Katarn, blah, training, blah blah.
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* ''FinalFantasyXI'' relegates [=PvP=] to the "sports" of Ballista and Brenner (which are vaguely similar to Basketball, and Capture the Flag, if killing opposing players were required to score), and is generally agreed to be ''ludicrously'' unbalanced, favoring the two fighter-mages, then pure mages, then damage-dealers, then tanks, and lastly the pet jobs. A sufficiently-prepared Red Mage or Blue Mage (the aforementioned fighter-mages) can ''easily'' lay waste to 4 or 5 melee attackers at once, and Red Mages/Blue Mages on opposing sides tend to employ the FoeTossingCharge to get at one another, each being the other's only real threat.

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* ''FinalFantasyXI'' ''Videogame/FinalFantasyXI'' relegates [=PvP=] to the "sports" of Ballista and Brenner (which are vaguely similar to Basketball, and Capture the Flag, if killing opposing players were required to score), and is generally agreed to be ''ludicrously'' unbalanced, favoring the two fighter-mages, then pure mages, then damage-dealers, then tanks, and lastly the pet jobs. A sufficiently-prepared Red Mage or Blue Mage (the aforementioned fighter-mages) can ''easily'' lay waste to 4 or 5 melee attackers at once, and Red Mages/Blue Mages on opposing sides tend to employ the FoeTossingCharge to get at one another, each being the other's only real threat.



* The [[WorldOfDarkness Old World of Darkness]] had problems with this, as several supernaturals had long-standing grudges that went back millennia. In one case, this was [[FurAgainstFang vampires versus werewolves]]... where one werewolf could likely wipe the floor with a handful of average vampires. And then there were the [[HolyBurnsEvil Tremere vampires]] versus the [[KillItWithFire Forces-happy Order of Hermes mages]]. Needless to say, when the New World of Darkness rolled around, supernaturals were retooled so that a) they stayed in their own relatively different worlds, and b) if their paths ''did'' cross, each type would either have a one-on-one fighting chance or the ability to escape relatively unharmed.
** However, straight combat almost never happens in the WorldOfDarkness; let's just put that out there. Vampires will kill you in your sleep, Werewolves kill everyone in the general area- not just the playersx, and Mages tend to be too busy fighting against the general forces of the Abyss to bother kicking anyone else's ass. If you do kill a vampire, you're playing into another vampire's plans, and he'll have you shot by someone else as soon as he doesn't need you anymore.

to:

* The [[WorldOfDarkness Old World of Darkness]] ''TabletopGame/OldWorldOfDarkness'' had problems with this, as several supernaturals had long-standing grudges that went back millennia. In one case, this was [[FurAgainstFang vampires versus werewolves]]... where one werewolf could likely wipe the floor with a handful of average vampires. And then there were the [[HolyBurnsEvil Tremere vampires]] versus the [[KillItWithFire Forces-happy Order of Hermes mages]]. Needless to say, when When the New World of Darkness TabletopGame/NewWorldOfDarkness rolled around, supernaturals were retooled so that a) they stayed in their own relatively different worlds, and b) if their paths ''did'' cross, each type would either have a one-on-one fighting chance or the ability to escape relatively unharmed.
** However, straight combat almost never happens in the WorldOfDarkness; let's just put that out there. World of Darkness. Vampires will kill you in your sleep, Werewolves kill everyone in the general area- not just the playersx, players, and Mages tend to be too busy fighting against the general forces of the Abyss to bother kicking anyone else's ass. If you do kill a vampire, you're playing into another vampire's plans, and he'll have you shot by someone else as soon as he doesn't need you anymore.



* ''{{Exalted}}'' plays this remarkably straight. Most of every single namesake superhero is basically expected to be a competent combatant Plus competent something. In a world where AggressiveNegotiations are almost the default method of discussing matters (with actual diplomacy ensuing in the event of some kind of stand-off in the initial effort at fast and pragmatic solution) this is naturally to be expected.

to:

* ''{{Exalted}}'' ''TabletopGame/{{Exalted}}'' plays this remarkably straight. Most of every single namesake superhero is basically expected to be a competent combatant Plus competent something. In a world where AggressiveNegotiations are almost the default method of discussing matters (with actual diplomacy ensuing in the event of some kind of stand-off in the initial effort at fast and pragmatic solution) this is naturally to be expected.
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[[caption-width-right:329:[[FlippingTheBird The Bird]] still could use a {{Nerf}}, though.]]

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[[caption-width-right:329:[[FlippingTheBird The Bird]] still could use needs a {{Nerf}}, though.]]
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[[caption-width-right:329:[[FlippingTheBird The Bird]] is banned from tournament play.]]

to:

[[caption-width-right:329:[[FlippingTheBird The Bird]] is banned from tournament play.still could use a {{Nerf}}, though.]]
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->'''Cleric:''' ''I can kill a guy in half a turn.''

to:

->'''Cleric:''' ->'''Rogue:''' ''I can kill a guy in half a turn.''



->'''Bard:''' ''I can get three idiots to kill guys for me.''

to:

->'''Bard:''' ->'''Cleric:''' ''I can get three idiots to kill guys for me.''
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[[caption-width-right:329:[[FlippingTheBird The Bird]] is banned from tournament play.]]]]

->'''Fighter:''' I can kill a guy in one turn.
->'''Cleric:''' I can kill a guy in half a turn.
->'''Wizard:''' I can kill a guy before my turn.
->'''Bard:''' I can get three idiots to kill guys for me.
-->-- Found on the internet

to:

[[caption-width-right:329:[[FlippingTheBird The Bird]] is banned from tournament play.]]]]

]]

->'''Fighter:''' I ''I can kill a guy in one turn.
turn.''
->'''Cleric:''' I ''I can kill a guy in half a turn.
turn.''
->'''Wizard:''' I ''I can kill a guy before my turn.
turn.''
->'''Bard:''' I ''I can get three idiots to kill guys for me.
me.''
-->-- Found '''Found on the internet
internet'''
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[[quoteright:329:http://static.tvtropes.org/pmwiki/pub/images/rockpaperscissors_12]]71.jpg]]

to:

[[quoteright:329:http://static.tvtropes.org/pmwiki/pub/images/rockpaperscissors_12]]71.org/pmwiki/pub/images/rockpaperscissors_1271.jpg]]
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[[caption-width-right:329:[[FlippingTheBird The Bird]] is banned for tournament play.]]

to:

[[caption-width-right:329:[[FlippingTheBird The Bird]] is banned for from tournament play.]]
]]]]

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