2.) You originally stated that PVP isn't item OR template based it's all skill. It's clearly template based, hence why most everyone plays the same temps, and it's clear that mystic has huge advantages over others (like requiring everyone else to have a ward removal tali). Also if you don't have a decent suit mana vamp can drain your mana pretty darn quickly so spamming it on a prot guys doesn't alway work (especially if they have +resist jewlery specifically for protection). I also just think that having to use multiple talismans is stupid and further goes to illustrate the added complexity and item dependance of PVP (even if it's a cheap item). Lastly 14-18HPR suits are pretty reflexive of items giving huge advantage vs. those without.
If you can't keep yourself alive against someone because they are able to spell-cycle you and keep you interrupted, it doesn't matter who has better equipment. the person who is better at pvp will inevitably win.
mistakes often make people lose in pvp as well, just depends on who makes more and who is able to take advantage of it.
I killed someone on my
Naked Ninja-mage the only thing I had equip was a -20 mage weapon viking sword and my CC I had absolutely no way to heal myself... the guy I killed was in an SDI suit and was a necromancer of some sort (probably a peace-necro) I hit em with 6 deathstrikes while he was trying to get away. doing 18 damage a hit (no hiding/stealth), he could have killed me in 2 withers if he wasn't focused on running.
template & items help, but neither one will make you win.
Sure some things should be slightly tweaked to more balance things, but any template, can lose to any other template if the player knows how to beat it....
IMO the only things that really need "adjusting" would be...
Stoneform + Protection - shouldn't co-exist though it's possible to beat in a 1-v-1 situation on pretty much any character in groups it's nearly unstoppable and makes most big fights (harrowers) extremely boring
either remove protection when stoneform is casted/vice-versa, or enable stoneform to be poisoned...
Throwing - Weapons hit harder & faster than other weapon skills I wouldn't say this is so much OP against mage pvp, But against other forms of dexers there's no comparison.
Melee weapons should ALWAYS hit harder than ranged, while at the disadvantage of being hit by your opponent while in melee range... it only makes sense..
Poisoning - DP is fine, it shouldn't get cured easily by pots/consumables, I would like to see them remove the orange petal cure from poisoning, and just make the skill give an added bonus to the actual Orange petals (if it's that important)
Scribe - Casting focus - Remove it, just increase the casting focus cap for players that have Inscription to item cap + 5... opens room for more artifacts which will undoubtedly be added to the re-vamped dungeons anyway...
Pvp was amazing before some of these changes were made. I'm not saying these changes killed pvp, but they certainly didn't help it.
I would agree that these changes won't really appeal to the "new players" but ex-players are potential players coming back (especially now, during RTB) that might have left due to changes that ruined pvp for them..
I know spec toggling while casting spells caused some Pvper's to quit, and the same with making tactics a required skill for dexers to use special moves as well...
Why did this cause people to quit? I don't know for sure... but my guess would be : Because it reduces the amount of effective templates to choose from, thus making the game more linear...