I need you on my team for some other stuff if you seriously think like this. No sarc. I could use that energy.
If I manage to get the money for the alpha2, we might work together a bit
So if we assume that there is a proper shakeup to 'keep things fresh', you've made 'the people who got effectively buffed' feel better, and some of the ones who used to play might return, but for the other 80% or so who left because "Fighter/Bards stomp my friend group which doesn't have a Fighter/Bard", they gained nothing that makes them go 'oh yeah let's come back and try again!'. Because they already left, and if they were gone for long, they know that 'the other group' that is their 'rival' or whatever who 'always won because they had a Fighter/Bard' is now stronger than them in other ways.
And this is why Intrepid should balance the archetypes to the best of their ability in such a way that having one of each in your party is the literal best composition. The classes might add some variation and/or even a replacement here and there, but one of each should be the goal imo. This way there's no real "wahhh, this class combo beats us every single time, neeerf!!" Obviously people will still complain about the RPS matchups in smaller groups, but if there's a class that dominates over 80% of the other classes, shifting the RPS in the favor of those 80% would, in theory, bring the ones who left due to that domination back.
It's not that people who are 'not at the top' are leaving. It's that the 'bottom half' are leaving. And the 'bottom quartile' doesn't feel any positive effects in competitive situations in that way no matter what the devs do unless those devs are literally 'rewarding people with strength, for losing'.
I don't know of any MMOs that go so far as to reward the losing group with power.
This is where mmos gotta somehow take a page from mobas' book. There's always a loser in any match. There's always someone at the bottom of the rank ladder. But those people still play the game because the process itself is fun and probably because the reset makes them feel that they haven't lost in the grand scheme of things, even if they went lower on the ladder. Their next match is still against people who might lose and if you have enough understanding of the ranking system you know that this match is probably against weaker people so you have a potentially higher chance to win, so you keep playing.
I think we could imitate this through node lvls. If we have some seasonal system that's tied to your actions (mainly pvp ones) within nodes, we could break up its rewards based on which node you're acting in.
If you live in lvl4 node (let's say that's around adventure lvl 25-35) and you participate in caravan pvps and guild wars and other pvp events, you'll get points purely for participation. You'll get a bit more points if you win, but you'll always get some point.
Now let's say you've been on a losing streak and feel like quitting. What this system could do for you to support you is trade you seasonal points in lvl4 node to more points at a lvl3 node. Maybe you get a discount to rebuild your freehold there, or for the citizenship itself. Maybe you get a temporary boost to xp gain, so that you can farm mobs around that node (which might be 15-25).
This way you've rewarded a loser, you still rewarded the winner (because they got what they wanted in the pvp event), you rebalanced the power lvl of 2 nodes (now that lvl3 node has a stronger defender in the case of a siege) and you shifted the marketplace a bit because that higher lvled loser can now farm lower lvled locations better/faster, which brings more money/node points to the lvl3 node.
Now obviously this is just a quick idea that would need a ton of testing/balancing/changing, but I do think that we can minimize player loss in this kind of way.
MOBAs succeed at shakeups because player skill is in responses and planning, Tab-heavy MMOs wouldn't because player 'skill' and power is in their gear and builds around that gear. Do we even measure 'above average' in PvP Tab Target MMOs by player skill? Not 'the best'. Just 'two average people randomly meet on a field and fight'. I expect the more geared player to win that 90% of the time. The difference is that when Action skill stuff and forced errors are involved, the other player might figure out something or learn something beyond 'Oh, I need better gear'.
Imo this is where RPS class matchups come into play. Obviously if it's the same class, then the more geared person should win more times, but with a good RPS system (with the addition of augments on top of it) you might circumvent some of the gear power. And I think that's what Steven means when he says that only 50% of player power will depend on gear. And if the gear balance is in such a way that tier 5 doesn't just obliterated tier 4 - the difference in power would be even less.
I've seen countless battles where undergeared players won against overgeared ones through purely class RPS, and have seen cases where better knowledge of both classes played a roll in winning in spite of RPS. Add to that some soft dmg rng, augments factor and personal mechanical/strategical skill and you have yourself a somewhat fair pvp system.
Now obviously none of this would prevent some people from leaving, just because they can always find a reason to leave the game. But I do believe that, if designed well enough, Intrepid can minimize the player loss in Ashes.