Abyssal damage mods and damage implants and boosters are the worst things allowed into sites in my opinion - it makes the caracals as hard to deal as they are because they clip every ship beneath a certain quite high bling threshold. Even 1600 maller dies 2 ships in 3 clips if you use only t2. Dropping the damage mods to T2 mallers take 2 or more clips each to die - which makes it a lot easier to beat them if they mess up.
Abyssal damage + damage drug + damage implant gives you up to 45% more dps over t2 (with similar scale of clip damage too), very hard to fight against.
The restriction with T2 stuff was just an example, you can make anything, but whatever you do some ships will be favoured and that will upset people more than having to fight against or being able to use bling stuff. So ccp wont change much.
This is pretty much as good as it gets. Eveās ship balance and power progression are not well suited to an arena game. Maybe they could be made so, but not without a whole lot of work and messing up the balance in the open-world sandbox.
The only way this sort of works, is to make it a very short-term and changing event so that the state of stagnation all these artificial systems fall into are short lived. There isnāt enough interest or players to support a real ELO or matching/tier system, nor again does the general rock/paper/scissors and ISK balance of normal PvP even make it worth trying. The only thing CCP can do is keep each arena āseasonā very short to concentrate interest, reset the leaderboards each time so that the masses donāt get discouraged, and change the ship class and format each time so there is a new meta to solve.
I like that CCP is experimenting and maybe some formats (a large FFA? identical ships?) will be better suited to Eveās PvP system and arenas. Or maybe this will evolve into a proper AT replacement system. But most of these calls for changes and āimprovementsā to make these Proving Grounds just like the matched arenas in other games just arenāt going to happen. This is what you are going to get, so keep playing them or even these will go away.
CCP! Please, remove posibility to use blue modules in proving! Remove PAY-TO-WIN from proving!
A lot of players go away from proving because of 3+b ships inside.
Top 10 at least. And a lot a bit cheaper. Same as for 1v1 arena. Itās like cheaters in other games but official.
First day was nice, when skill and fast brain (new ship concepts) wins. But for now itās like ISK vs ISK.
Nope, check APās stats which i laid out in post #86. He is 3rd place. 90%+ of his wins are on 50m cruisers (mainly stabbers), and 3%-ish on 300-500m arbies (with me persuading him to get an expensive one) and 3% 450-500m maller.
Wrong, this is what you said:
Which is clearly āat least pilots from top 10 fly 3b+ cruisersā.
OK then I must have misread you above, sorry for that.
I do respect the guys in there, as I know quite a few of them and I know for a fact they are very capable PVPer, and I have no doubt Dexter, Tikktokk and the lot would do just as well in a more restrictive configuration. Just that currently it is a bit of an ISK fiesta, which can discourage quite a few people, and that this leaderboard means very little skill wise.
If this is to stay, and for people to keep going in and spend the time theorycrafting and flying, the ISK must not be one of the main reason you win but rather everything else: how you fly, how the comp synergize, where you decide to land, how long is the fight, the fitting restriction and so on. All of which are in use in AT, so I am not reinventing the wheel here. But Fozzie seems to be positive they will adjust those shortly, so it can only get better