With the newest stat rework in the live game, I feel like the Shaxx’s rule modifier is no longer enough to sustain the quality of matches.
My suggestion would be to change the modifier and make it force set cooldowns for each ability. Hand tune them based on their potency, and have them not be affected by your stats. This way the devs can go wild creating stuff and have everlasting balance for PvP. Metas would still emerge, one grenade or one melee might be a bit hot, but you can go in and target specific cooldowns, buffing or nerfing accordingly . Also, players won’t be able to capitalize on strong/problematic abilities by getting very high stats, making them even more obnoxious. I would say disable the artifact perks too and go nuts with them on PvE.
Upon first glance this might read like it would limit player expression through builds, but I would argue that the game would retain most of its depth. There are so many options between your subclass, endless weapons, exotics, and non-stat modifying mods for your armor. This would still be more in-depth build crafting than most PvP games out in the market.
You can still have the mayhem playlist show up periodically and let people go wild. You could even have two mayhem variants of normal mayhem (the current live PvP) and super mayhem (near instant supers and abilities).
This would of course be a major development effort. Going through all the existing abilities and tuning them individually is a tall task, I would suggest taking advantage of crucible labs, even have PvP specific community summits.
Regarding the economy of the game on the PvP side, things like ascendant shards won’t really have a place. I would argue that crucible would thrive by being its one little corner of the game, unaffected by the symptoms that come with an ever growing sandbox. Taking a hit on the economy and having it be a little less seamless is worth the trade off.
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