Protecting Our Casuals: Gear

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This actually doesn't work behaviourally, which is kind of a pain.

What happens is that everyone starts at low skill, and because there's few ways to build skill competitively in most MMOs, those with better gear 'win anyway', creating false negatives for the losers. Even in lower TTK games like Neverwinter this still happens.

The winners get the high and keep playing until they meet someone who beats them, climbing in skill. The losers are discouraged from doing this content, and practice less, so their skill grows slower. The true autowin in this type of PvP is 'knowing your opponent already expects to lose'.

Not saying that gear shouldn't be balanced, moreso that the only difference between perfect balance and bad balance is felt at the upper end. Casual players lose at the psychology point, so it would be hard to actually even use data to tell if the gear was causing the problem assuming that one INTENDED and TRIED to balance it.

The player with the 80% accuracy rate on skills (just like, Action skills for example) and ALSO a 4% better bow, blows the 50% accuracy player out of the water, but it takes too much data to know 'is 4% too much?' for an MMORPG.

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