I think it wasn't realistic to expect pvp to be exactly the same. Like even if they replicated it exactly with all the bugs left in place, the screen res would've changed the game by itself already. The way I see it the bug fixes would really only amount to a new patch, and meta will just adapt accordingly (or the GMs will anyway. BM pvp would be ruined though). If you wanted to keep bugs like wsg, you would have to convince the devs to consider this at least a semi-pvp game (just upvote those lol
https://us.forums.blizzard.com/en/d2r/t/pvp-make-it-official-long-post-part-23/7521 ) and not the 99% pvm game which it is, and then you would have to convince them that all the new people that are joining pvp will now need wsg. I think it's easier to address the few issues surrounding wsg than to keep on trying to hang on to the glitch. Like just eliminate those 2 problems and then you don't need wsg anymore:
-D/A/E on zons are too slow and disrupt too many moves, and are useless in pvp and pvm, so just tell blizz that and/or don't add to d/a/e
-stunlocks are OP in pvp. Just tell blizz about that problem
The solution was probably easier and faster than trying to keep the glitch. What we know is that blizz won't really take standalone requests (e.g. nerf this skill or nerf that item) especially re: pvp related stuff unless you raise the profile of the entire pvp scene itself (again, just go there and upvote this!
https://us.forums.blizzard.com/en/d2r/t/pvp-make-it-official-long-post-part-23/7521/2 All the good pvp games have most of those features, EXCEPT Diablo)
Quote (Piwah @ Sep 25 2021 08:26am)
Who cares?
D2 isnt an esport and PVP is literally who clicks first.
Nah was mostly kidding when I said esport, but anything is possible with those things.
I don't think that's the way pvp goes if both sides know what they are doing, definitely not team pvp. But I would agree with you that the point of pvp isn't really to see who is more skillful, most of the time anyway. Actually, I think pvp was largely just to put your items/snowflake build to use, less about balance or skill. Lol. Even or balanced no, but extremely competitive yes. But for most people it isn't about the skill or challenge. Only a few actually pvp because of the pvp game (but this is a very small %), but for a lot of people it is just a way to put their items to use and experimenting with all sorts of builds. So you would in fact see that there would be a ton of people pvping even if pvps were not balanced, and there was no skill or challenge involved. All that's required is an umpired setting, which was obviously not there in the original. Was thinking why not just ask the devs to put in a feature that would facilitate that.
In the current state of the game you would already have been jumped and killed before you can bo, and you would already have been jumped and killed before you can say "go". You have to farm rejuvs, gold for mercenary and get multi-client buffing chars just to be on even ground with other pvpers. In any real pvp game the game itself should have already weeded out the possibility of those things going on, and the game itself should be the referee and also provide a ready-made arena, but obviously none of these are in the original. There are the GM rules, but in practice most people do not read or stick to the rules (a lot of those are people that know the rules, but they just don't stick to it), so that already phases out probably 80-85% of the player base from any meaningful pvps. This is where most of the participation drops off. People stop participating because the rules are not enforced, not because it is challenging or w/e. People would have things to complain about, if they lost because the rules were not enforced, but they don't really have anything to complain about if they lost because their own skill and gear was inferior, and in the latter scenario it just doesn't stop them from trying to compete again and again, and they would just keep on coming back for more. What's REALLY required for mass participation in player vs player is automatic enforcement of pvp rules by the game itself, and the only real barrier to joining pvps was the umpiring (or the lack of). So you actually only have to add that in and then tons and tons of people would be getting involved in pvp.
I've already written more than I had planned to, but to add to the previous paragraph, gear is not really the main barrier to entry to pvps like most people think. It is losing because the rules were not enforced, that people don't like, and they would just quit pvps after that, but losing because your skill/gear is inferior, does NOT deter people from participation in pvp, and in the latter scenario it is only going to make them come back and try harder every time they lose. This means that gear is not really that much of a barrier. The real reason that gear eventually became a barrier to entry was that you could not get anywhere in pvp (GM or BM) with mediocre gear, and because you had to get proper gear to weather all the BMing that goes on everywhere. It turned into an arms race and then it wasn't really about pvp anymore, and there were also not a whole lot of people playing in pvps so you could not find anybody at your level (not char level, I mean your overall skill/gear levels) unless you bought all your pvp-grade items just like the other pvpers. At some point you couldn't just walk into a game with a random build (even if it was not BM) and enjoy the pvps anymore, because you would not get to play, and you would get jumped and nk'd and nothing more. Gear is not a barrier when there is a certain critical mass of people in the pvp scene, and if the game itself finds people that are actually of similar levels of skill and gear to match you up with (or at least shows everybody's pvp ratings/statistics, so at least you know who you should not drag into a duel with you, and who you can/should duel against). This sort of ratings system is used in online chess to determine matchups, and WC uses it also, but obviously D2:2000 did not really have that, and it was in fact only a matter of whether you had pvp gear on you or you were only something that people should avoid spending any time on... There wasn't actually anything in between... It set a whole new, massive cutoff point in the pvp scene, and this is why gear became an additional barrier to entry to the pvp scene (so I would say between the need to gear up and the need to read and stick to the rules (the former is basically mostly a product of the latter), only about 1% of the player base remain in pvps!).
The point of me writing all this is to show why the pvp scene gets completely decimated (the only part of it intact is only the 1% that still remains. What you are looking at now is only the 1%. What I just wrote about describes the 99% of it) and why it will just repeat itself in D2R, and what the pvp community is supposed to be doing. The reason the devs wouldn't listen to anything pvp related is that it doesn't look like pvp has much potential. Low profile pvp scene = devs won't listen to anything pvp related.
This post was edited by thing on Sep 26 2021 08:29am