Now that the Feast is about to be deleted, I'd just like to say despite all the memes the dedicated PvP community makes about the state of PvP, I actually think that Feast wasn't actually that bad as a game mode. However, it was set up to fail by SE.
Ok I know a lot of you might think "PvP is the worst thing ever and kicked my dog", but hear me out.
For the limitations the game mode has in terms of severs and player size, we'll never get something like counterstrike or Smash Bros or Starcraft or something. With the current engine, the current state of Feast is actually a pretty ok competitive game by these following reasons:
1. There is a skill difference between players that is not gear or RNG based. If you are good at the game, while you may not win all your games you can still win a majority. And if you are new, you have the potential to become good through practice and study.
2. There is enough mechanical complexity. Yes we meme about 9 buttons or whatever, but I'm not talking about flicking headshots in counterstrike or needing 300 APM. There is enough room to grow in terms of keeping track of buffs/debuffs, positioning, learning the flow/momentum of the game, and even knowing certain people's playstyles. Even the 2 braincells you use on tracking medals can give you a huge advantage. At higher levels of play, every little bit adds up, which is really nice gameplay since every action you do has an impact on winning. It's really nice that even where you stand can differentiate a good player from a bad one, if a kill happens or not, or if you give away your team's strategy.
Also I know some feasters dream of the old 3.0 feast days where we had all our abilities plus like 10 more additional ones, but IMO it wasn't that much better. What is the difference in 10 buff buttons instead of 1 Feint? With the overload of abilities there was a lot of imbalance. Plus with so much abilities the state space of a game or action was huge. Pushes and pulls in these scenarios were just basically RNG, there were situations that you just couldn't defend against.
3. Aside from mechanical complexity, there is enough strategic complexity too that winning is possible even if behind, but not in a way that is overly unfair to someone more skilled. (ie: medal distribution, adrenaline boxes). If the more skilled team lost it's not always because of a catchup mechanic, it's because they made a mistake in safeguarding their advantage, something they could have done with a bit smarter play.
4. The current balance is not that bad. Yes there are some jobs that can use a bit of help, but overall it actually isn't super bad. Ast and Sch are either too OP or too UP, and DRK and RDM can use some work, but overall not too shabby.
Yes I know the feast is the worst game ever because that one time you popped a potion and it didn't register the tick before you died, but then again why didn't you pop that potion 100ms sooner? Why didn't you use the same tactic against your opponent and kill them before they could pop their potion? Jokes aside yes we aren't getting the tightest tuned fighting game, but with this engine it wasn't bad.
I know a lot of veteran PvPers have memed over the years about how Feast needs to die or how the game is the worst thing ever, but most have continued to play season after season. Some for hundreds of games, some thousands. And many continue to play even after getting “safe”, meaning they don’t need to even play anymore to get a reward.
In comparison, I personally only ever play a PvE dungeon a single time on release in a patch, then never again because it’s super boring. However Feast despite the frustrations is actually also pretty fun, and IMO if it doesn’t hurt on a loss then it isn’t worth it when you win.
TLDR: Feast wasn't that bad
Continued in next post: However it was set up to fail by SE.