There were some PvP elements in Diablo 1 and 2; though they weren't really refined. Having it as a feature back then made sense because there were not very many games on the market that let you have that kind of team or 1v1 PVP experience in a game platform like Diablo.
With regards to the scene today, you have to take a step back and look at the strategy that Blizzard is trying to implement as a company. They have recently purchased the media arm of MLG and are trying to boost e-sport exposure globally as part of their business strategy. They have a huge chunk of the RTS competitive market with StarCraft, they have a very competitive MOBA with HotS to play against LoL, they are developing Overwatch for that team FPS genre, they have the dominant MMO in the world for competitive play, they have an amazing PVP card game with Hearthstone, and they have the more refined ARPG for seasonal competitions with D3. I don't think it would make sense to put PVP into D3, when they are trying to focus their energies in to making outstanding games in each genre and try to fit certain ones into the e-sports scene.
That's just my $0.02 though.
As there has been said just put a dmg reduce to stop the 1 shot fest, that could happen.
New items, maybe even Runewords that allow people to come up with ways to mitigate the damage, that could happen. Remember this: Ah there comes the full pve set glowing barb/soso and BLAM! he's down, 1 shotted the poor bastard.
What I'm worried is the 4 player cap, that's not something that is easy to rise, or is it? But hey, maybe they have that whole arena thing in back pocket just waiting for right moment.
For the fun of it I will test PVP next weekend I'll rather stay optimistic.
PVP will never happen in Diablo. Heroes of the Storm has taken the ARPG/MOBA PvP focus for Blizzard. This is actually better for Diablo since they can focus on making PvE amazing and not worry about spending resources on PvP or balancing the two modes.
On a more serious note, here is how you balance PVP.
1. PvP only servers and characters. Characters cannot change between normal and PvP modes. Characters cannot be ported PvP servers.
2. PvP only gear. There are sets and individual items that are created just for PvP and work on item balance for dps, survivability, and team synergy. Current sets are designed around the way that monster skills affect surivability and have to be effective in both singleplayer and multiplayer settings. Individual items could be the ones that buff synergy so it doesn't waste a set bonus for a 1-v-1 player.
3. PvP only paragon skill changes (now called PvP points). I've seen some ideas in other threads talking about how you can change the experience by swapping certain traits for others. Swap area damage for chance to reflect skill or gold find for potion cooldown, etc.
4. Rankings and experience. Separate players into brackets and give them points for wins and takeaway points for losses. Once they have enough experience, then they graduate to the next bracket and start over on their total experience. Each bracket caps the number of PvP points you can use in play. For example, bracket 1 gives you 40 PvP Points, Bracket 2 gives 120, Bracket 3 gives 200, etc.
5. Battle rewards that allow for crafting and gambling. Winning battles gives you a chest that drops gold for repairs, mats for crafting, and "blood shards" that can be used to gamble for new sets/items to craft.
6. Items sharing among your team members. You have a 3-v-3 team built and crafted a really good strength weapon for your barb friend? Then give it to him. He's on your team after all...
7. Lock skills and gear while in competition. They already do this in GRifts.
8. Different game modes. There could be some different modes introduced. Traditional ones like battles, capture the flag, etc. You can also add new ones that people have suggested, such as Rift clear times, time trial Uber Ubers (fighting 4+ ubers at one time), point challenges (who can get the most points over a mixed series of challenges), etc.
I'm sure that all of these things have been brought up at one point or another.
There is so much hate from some people about the PvP in Diablo III for no reason... Diablo III is not Diablo II and of course it needs some serious PvP systems. You can't compare it to Diablo II we are in 2014 and most games have PvP, an RPG that don't have a PvP system will become soon or later boring. I like PvP and i'm sure there are many many other people that wan't it for Diablo III. This is Blizzard, so i don't think that they gonna stuck on a system like Brawling. I hope they will do something good at some point.
For people that hate PvP... come on guys, stop all the "madness" you are not forced do play it if you don't like it... You can continue to PvE if you like so, but for people like me who love to PvP... Brawling is not just enough.
Watch from 07:25, there is a 3vs3 PvP system, and it looks not bad at all. Well something like that i realy wanted to play in Diablo III.
No. we are not forced to play it. We will however suffer for it.
If they decide to add pvp. Do you think they will get a brand new team in that only does pvp ?
Do you think they will double the resources put into the game ?
They will take away from the pve part and put into the pvp part. Insted of getting a good pve game. We get a mediocre pve/pvp game.
Just look at world of warcraft. How many times havent pve classes been nerfed to extinction in pve because they outperformed others in pvp.
Pvp will always effect pve in one way or another.
Also the other way around. But use wow as an example. Its always down to pvp having the final say in class balancing
This does happen in WoW from time to time, but it isn't nearly as bad since they can balance things out with glyphs and PvP armor stats. If they added PvP passives and PvP-specific gear, then they could do the same thing with Diablo.
While I wouldn't participate in it myself, I think PvP could still show up in some of the scenario-based ideas that people have contributed in the past (first to the flag, first to clear, etc.). I also think that they could do combat-based PvP if they did the following:
1. Have a PvP-only character option. Similar to softcore and hardcore.
2. Create PvP-only items and but NO sets. Having a few legs with special abilities that you earn through combat points would be cool, but you also don't want another situation like we have on live now. (Akkhans, Firebirds, Jade, Mauraders, etc.). Also, different stat weights may be needed than what is currently on gear.
3. Limit special procs to the same item class. If you want something that changes a skill, then you get it on a weapon. This will make you be a little more strategic on what you equip. Using a current DH example, Do I want my bolas to explode instantly (on a new 1 hand xbow) or do I want my hungering arrow to have increased pierce change (on a 2 hand bow)? Bracers could have choices related to resource management, chests have options for survival, legs have mobility choices, etc.
4. Increase the cooldown periods for certain skills. For example, you should not be able to perma-akkhans in PvP. Another option for this could be to not allow for CDR to be on gear.
5. Change paragon to allow for a few different options more related to PvP needs. Hit chance, gain resource on hit.
6. Prevent skill and equipment changes at the beginning of a fight (similar to Grifts).
7. Time the battles.
Diablo has never been a PVP game and never will be. There´s no room for skill with pressing 3 buttons. It´s just about oneshotting the other guy before he can oneshot you. It´s the same people that think "ganking" is world PVP in WoW.
I agree that 1-v-1 would be weird, but I think that 2+-v-2+ could be interesting. You could have builds that work together to buff the skills/styles of the players on the team.
No. There will never be PvP. The way damage and life scales is NOT parallel, and thus PvP can not exist. Blizzard would have to put a player vs player damage reduction on all classes, which if you recall from D3 vanilla days, they were not willing to do. Maybe this has changed, but until that happens, it will not be possible.
Easy - make PvP damage 10% of PvE damage. 1 line of code.
It's not that easy, because you have massive differentials between the top and bottom tiers of geared players. I actually think that they need to take a page out of the WoW book on this one and make armor sets specifically designed for PvP. These pieces can only be worn in the PvP areas so they don't cause issues in PvE. Forexample, I wouldn't want a character running around doing rifts with a set of gear that grants 2700 AR and 10K Vit pre-buffs. This can be accomplished by having a PvPstash tab that can only be accessed in a PvP game. If you try to login wearing PvP gear, then it will strip your character of those pieces and put them in the tab. If there is no space, then you will receive an error and you will have to strip down in a PvP game. The items will also be locked in PvE in-case you put gear in thenon-PvP stash tabs. Also, you will be able to craft rare pieces of PvP gear to help you fill in the gaps on what you cannot win/gamble. Crafting will only get you sofar though, skill will be required to get the truly epic gear.
Now, if they pair this gearing idea with the concept of points, then we could have a winning combo. You can have tiers based upon how well players perform and their gear score. This will ensure that you're not roflstomping everyone and your battles will remain competitive and exciting. A few scenarios, where individuals have earned a moderate (say 5000) amount of PvP points:
1. High Skill, Low RNG: This player is very, very good at the combat and objectives in PvP. He have earned 4,000 Skill points, but he has not had luck in crafting or gambling for new gear. The only good gear he has won are rewards from challenges and graduating combat tiers. Thus, his gear score is 1,000 pts.
2. Med. Skill, Med. RNG: This player is average at PvP and has an average gear score.
3. Low skill, High RNG: This player is not good at at the combat (though he enjoys it) but has had very good RNG in crafting and gambling. Thus, his gear score is 4,000 but his skill score is 1,000.
In my proposed system, all of these players would be competing in the same tier in the short run. However, the more skilled players will earn points faster than their poor playing counterparts. Thus gear can help you get into a tier, but you will have to up your game to get out of that tier.
This only addresses gearing, but other things, such as game modes will needs to be addressed. I think it would be good to have a staging area, similar to the safe zones in PvE, and have "vendors" you can talk to queue up for different game within a PvP game/session.