instead of nerfing to be able to PvP, do it different.
Buff the HP with like 100x, don't nerf any skill whatsever. Bring a debuff before to all starting in the arena and for example lock the chosen skills. Create PvP shrines, like phys-immune for 10 sec. / life regen 20k per sec for 10 sec etc. and make breakable objects and such (think about the anti-rush boulders in sc2)
This is far easier to make and needs no balance or a lot of blizz work, it also gives some tactics and skill it just needs to be much less work for blizz otherwise they will never intergrate PvP at all
The only problem with that is it still creates an issue of balancing pvp and pve as one. I firmly believe the only way they will ever make pvp not a massive one shot fest is to make items provide 0 stats in pvp and have characters do a % of players max hp per hit against players that way blizzard will never have to balance items for pvp and players will never have to farm gear for pvp.
Lets face it nobody wants to play ''i farmed 1k hours so i one shot you'' pvp its lame just make items for vanity in pvp.
Incentives to farm gear would be for PVE and Brawling the Arena would be a Separate game mode and with the things i listed it would slow the game down to a more tactical pace equal to what was originally shown in the blizzcon demo back in day. (Which if players remember received great reviews)
It would be an addition to the game and take nothing away from it only adding another game mode to keep players interested unfortunately the only way to make PVP not a massive one shot fest and accessible to enough players to actually be able to Queue they would have to make gear negated.
you wouldnt always use max damage runes because healing and damage reduction and CC are all good in PVP it would be the opposite i think pvp would have hands down the most variety when it comes to builds with this system
Edit: doing 1-3% more of a players total HP pool per hit wont always be worth the trade off of a slow/stun/heal
i dont feel like a lot of ppl are understanding fully what i am trying to say
example: my friend has a level 60 and does 400k dmg with 100k hp and crits for 1 million i just hit level 60 and do 1000 pathetic damage and have 16k hp we fight each other in arena and because skill damage in pvp are based off players total hp pool% and items are negated with flat 30k hp pools the fight is 100% even
Alright guys so i know we are all sad Diablo 3 pvp didn't turn out to be what we wanted and we all want those arena matches. So here is an easy way for blizzard to balance and make Diablo 3 arena possible without having to redo the entire game.
This entire fix revolves around items being useless in PVP and being used simply for vanity.
First of all they need to apply a second advanced tooltip to all abilities. The original is seen by holding Ctrl (Regular damage %s) and the new one would be seen by holding Ctrl + Z (PVP Damage %s)
Secondly they need to make all abilities do a % of a players max health in PVP (this number will not scale no matter what) to avoid one shots and set the cap to 20% of a players maximum hp in 1 attack, so even if 3 players used all of their strongest attacks at once it would not result in a 1 shot. (3 x 20% = 60%)
I also believe having abilities do a % of a players max hp will make it easy to understand and avoid confusion while building a pvp spec quick. (if my magic missle does 5% of player's hp i instantly know i have to hit him 20 times to kill him with it)
Third and last they need to reduce all CC by 50% against players or add diminishing returns and apply a debuff in the arena that removes all stats gained from items and sets all players HP to 30k for easy healing and damage skill balancing.
What about healing and stats gained from spells and glyphs do they apply?
Yes, setting every players health to 30k and allowing skills to be balanced differently in pvp would allow for easy balancing of all PVP healing. Example:
What about Legendary effects and critical strikes do they work in pvp?
Critical Strikes would work in PVP but still cap damage at 20% of a players hp in 1 hit however critical strike stats as well as Legendary effects from items will not work in the Arena (this allows insane legendaries to be made without having them be balanced for pvp).
If i do not gain stats from items in the Arena what are they for?
Items in PVP would be strictly for vanity and to separate yourself from other players with armor and weapons with cool glow effects! This will allow for a massive arena community and create fair play for thousands of players to queue at any moment. If Magic missle hits for 5% of an enemy player's max hp while you have no gear on it will still do 5% of an enemy player's max hp while you have gear on.
What about Passives that increase armor and dodge?
The numbers would have to be tested but each class would have a set amount of mitigation dependent on main stat. (Str users would receive base armor, Dex users would receive base dodge and Int users would receive resists) Blizzard may even have to give classes all base stats even though stats wouldn't raise ability damage or health in pvp zones. (this would be for passives like Nerves of Steel that increase armor based on vitality)
But i want to attack my friend with my cool legendary build where can i do this?
Brawling would be the place for you everything i have listed would only be applied in the arena which would be a separate game mode from Adventure Mode in ROS.
Will there be a ranked ladder system?
Blizzard could add ranked and non ranked PVP with brackets based on Paragon levels and seasons that reset. (Every 10 Paragon levels would be a new bracket)
Adding these rules would not only bring D3 PVP back it would make it accessible to even new players and would potentially put it at E Sports status.