You've been at the top of PvP on your server though, so I don't know why you'd say these things? Lineage PvP does not look that easy.
I mean, yeah, it's not easy while you're climbing up and it's not easy against other people at the top, once you get there. But when you've been at the top for a while and nothing gear/class/RPS-wise has changed - it can get pretty close to what Noaani described. You know your opponent so well, that your pvp becomes a pretty casual move through a binary choice tree. "Did they start with this skill? Then I use this. Did they answer in this way? Then I do this. So on and so on".
Obviously it still requires skill to execute that kind of interaction and come out on top, but I'd assume it's no harder than a top lvl pve player doing a top difficulty pve encounter for the hundredth time. The base requirement of skill is really damn high, but you're already used to executing actions perfectly at that lvl, so, in comparison to your lower lvl fights upwards, this is now relatively easy. Though I might be wrong in that assumption, cause I haven't participated in instanced top lvl pve in raiding games.
But I honestly disagree with SO MANY things in this post from the perspective of 'would I want to play a game like this', that I can skip it all. If Ashes PvP is implemented in the way you're implying, I have no reason to play it. Their game doesn't support that type of PvP as far as I'm concerned, and it would make the experience highly unpleasant for me personally.
I'm not a fighting gamer so I don't know if fighting games get balance updates/patches or if it's just "wait until the next installation in the series comes out"-type of thing, but how do top ranks not "solve" each other after weeks/months of playing together at the top? Or do people just start learning more characters once they've hit max rank with one? Or do you just want to differentiate how it is in fighting game from how it is in mmos?
More power to everyone who enjoys:
1. Large gear disparity.
2. Hard counters even in groups
3. Consistent meta shakeups involving nerfing classes to provide 'challenge'.
I mean, L2 had a fairly tight gear scaling and, while there were some counters in party pvp, there was nothing that couldn't be overcome with skill/gear.
The meta shakeups definitely happened though. There was a mage era, an archer era, a dagger era, a fighter era, a particular class being especially strong era - but through all of those, you could still try and fight through gear or personal skill, or counter party setups. The RPS would just shift from one setup to another. You were still stronger against some people, but weaker against others - those people just changed.
I'm not a person who plays games with weak dynamism in its PvE, either... So I can say that for me PERSONALLY I don't WANT Ashes to be designed with any of the things you or Mag suggests, but I can just keep hoping for a different game to play if it is, whereas I feel like y'all will be stuck if Steven doesn't go all in.
Maybe I misunderstand what dynamism means in this context. I was thinking in the lines of "with a pve boss fight you know Boss' AI, you know his moves and you know what to do to avoid them" and to me that seems like a low dynamism setup.
While with the variables I've listed for pvp matchups you don't really know what kind of situation you might be in when you're out and about. You might come across 3 people that are weaker geared so you manage to beat them. You might come across one stronger geared person and they beat you (even if not by a large margin). You might come across a full party and manage to outkite them because of your classes high maneuverability. Or you, as a full party, might come across 200+ people and, while dying at the end, kill a good chunk of them because you're not only outgearing them, but also outskilling and outmicro-managing them (I've posted a vid of party vs a shitton of people from L2 before). To me that seems like a high-dynamism system. Your direct mechanical input might not differ from the pve example, but the result will be drastically different, depending on the matchup.