Quote Originally Posted by RogerRamjet View Post
I have to politely disagree with the above. As an example, I had about 6 or 7 PEs (2 or 3 in FETISH on Terra) across the servers at the end of 06, pre2.2 (all non-WoC), ranging from a Tsu Rifle PE, Pain Easer PE, Healing Light PE, Judge PE, Executioner/Slasher PE, Paw of Tiger PE and a Tangent Plasma Cannon PE.

Each build was an enormous exercise in trading something off (and I put the hours in in Neofrag to test them), the balancing point probably being the Judge PE set up I had. The variation in my setups and those of my FETISH clan mates, despite knowing caps and flip points on resists, revolved around different scenarios of pvp, different play styles, aesthetics, and knowing we could achieve these and be viable without any sort of PPU support. 2.2 with its uncappable weapons/resists/etc and the removal of self buffs (amongst other things) in my eyes has led to the ethic of "well, I might as well have buffs" to squeeze out whatever remaining % people can for pvp. It hasn't led to increased/potential variation at all, if anything the pvp scene is the most homogeneous it's ever been, and no one can genuinely argue with that.

I'm not saying the old system was perfect, or I want a reversion, but it made a lot more pvp classes a lot more viable than the current set up we have.
I'd more say it hasn't led to it cos it hasn't been done properly, the cap is to high and other guns don't seem to be easier to cap or at least aren't as good as they should be for how much closer to get you can get.

The sort of thing I'm looking for is for example if somebody chooses a wyatt build they could easily cap it cos its a low tl gun, this means they have spare points for resists speed or other things. If people were to use say the freeman it would be hard to cap so you would need to put a lot of points into damage skills as such sacrificing other things like speed and resist but you would obviously get more power from your gun. And of course if you really want you could just have a similar setup to the wyatt guy and do similar damage as while your gun is better having less points spend in combat skills means you don't cap it.

This would make people use a variety of builds I think as it would make all guns viable, they would more be for different styles, for example the lower tech guns would generally be for people who want higher resist builds while higher tl guns are for people who are confident in their ability to avoid damage and want to hit hard. It would require a lot of work and it would be nice for a high damage build option for lower level guns but sadly I don't have a clue how you could do that while having all the rest of it.