@Bleak
I am a Siege PvPer since 2005, and I also have been PvPing on insurance-based shards since 2009.
You guys already created the *perfect* system to create enjoyable combat on Siege Perilous, however you took out the thing that perfected it!!!! (VvV wearable artifacts)
Reasons why Siege needs them:
1) Crafters complain that it is too difficult/resource intensive to meet the demands of modern day templates for PvP.
* With VvV wearables, all the hard work is done. Crafters can sell suits based around those core pieces that the VvV system offers.
2) Since towns are announced globally, the allure of farming wearable gear would concentrate players in an area to create more interaction.
* As-is, the only real reason to farm VvV is for the deco. No wearable artifacts are available, period.
* VvV fights are literally planned, and coordinated. They have "VvV sunday" with no looting. Why must the players create rules and honor them to make PvP possible?
3) VvV would be continuously farmed due to no insurance - this is why VvV is PERFECT for Siege. There will always be a need for gear, and to be able to spend time at a GLOBALLY ANNOUNCED town to earn it is one of the best things that could happen to Siege for new players or players who meet their demise often.
4) We've had several polls on it that resulted in ~50/50 ties, and one leaning in favor. Reasoning against VvV was based on the fact that Faction artifacts (available pre-SA) were creating a large gear gap which is no longer the case with buffed loot and imbuing.
5) Players who come to Siege to PvP discover that their only avenue to a starter suit is gone, so they log off in frustration.
I honestly cannot think of a single reason why someone would want to take VvV artifacts away, besides the fact that the current playerbase (besides my guild) is old people who like to farm all day without being killed and looted by PKs (they're the ones who voted them off...)
I am a Siege PvPer since 2005, and I also have been PvPing on insurance-based shards since 2009.
You guys already created the *perfect* system to create enjoyable combat on Siege Perilous, however you took out the thing that perfected it!!!! (VvV wearable artifacts)
Reasons why Siege needs them:
1) Crafters complain that it is too difficult/resource intensive to meet the demands of modern day templates for PvP.
* With VvV wearables, all the hard work is done. Crafters can sell suits based around those core pieces that the VvV system offers.
2) Since towns are announced globally, the allure of farming wearable gear would concentrate players in an area to create more interaction.
* As-is, the only real reason to farm VvV is for the deco. No wearable artifacts are available, period.
* VvV fights are literally planned, and coordinated. They have "VvV sunday" with no looting. Why must the players create rules and honor them to make PvP possible?
3) VvV would be continuously farmed due to no insurance - this is why VvV is PERFECT for Siege. There will always be a need for gear, and to be able to spend time at a GLOBALLY ANNOUNCED town to earn it is one of the best things that could happen to Siege for new players or players who meet their demise often.
4) We've had several polls on it that resulted in ~50/50 ties, and one leaning in favor. Reasoning against VvV was based on the fact that Faction artifacts (available pre-SA) were creating a large gear gap which is no longer the case with buffed loot and imbuing.
5) Players who come to Siege to PvP discover that their only avenue to a starter suit is gone, so they log off in frustration.
I honestly cannot think of a single reason why someone would want to take VvV artifacts away, besides the fact that the current playerbase (besides my guild) is old people who like to farm all day without being killed and looted by PKs (they're the ones who voted them off...)