Quote Originally Posted by Valence View Post
Pvp balancing is infinitely more complex with thousand more variables than pve, and a lot of them are incredibly hard to figure out because of the sheer level of abstraction. The latter may have constraints limiting creativity, but let's not say the former is any easier to deal with.
I do think that PvP has to deal with humans, but being symmetric makes things a lot easier. "If it's broken for me, it's also broken for you." I do think PvP has a lot of different design issues that are unique to it, but the big advantage that it only has to look at the completed state and not any growth states (sub-max-level), is a huge simplification.

I would like to hear what you mean by "sheer level of abstraction", though to get a better understanding of what you're saying.