So I had a shower thought (best ideas always come from the shower lol.) This game has a lot in terms of End-Game and I know your team has a bunch of stuff on your plate but ill try to entertain you. A PvP arena is scheduled to be a part of the game where I am assuming players will just kill each other. In my experience, PvP in ARPG’s has always been extremely hard to balance. My idea is to have something similar to the arena that is in the game currently.
You put yourself in a queue and get matched with another player (1v1, 2v2 etc, but for now 1v1 as an example.) After you find a match, you get 30 secs to inspect the player and see and gather as much info from their build as you can. Both players are put in separate arena halves and waves start coming until 5 (like they do in the current arena mode.) Intermission at wave 5 gives you an affix (similar to monolith choice) as to how you can disrupt the other player to get them killed. These affix’s would stack every 5 waves.
Spellblade Vs. Druid
Our spellblade is relying on high ward/dodge to survive and our Druid has a Werebear 100% crit uptime build.
The first 5 waves are completed and both players get the choice of:
Reduce opponent crit chance by X% [Spellblade selects]
Spawn a boss on the 5th wave who’s attacks never miss [Werebear Selects]
Reduce opponent ward retention by X%
Both players make it to Wave 10 and are given another choice
Random circle spawn that prevents ward generation inside [Werebear selects]
Increases opponent mana costs by X [Spellblade selects]
Reduces opponent movement speed by X%
So now the Spellblade player is dealing with a circle spawn that can cripple his ward generation and a boss that he cant dodge every 5 waves.
Werebear can no longer retain 100% uptime on werebear form due to crit crippling and mana cost increases.
Goes on till a player dies.
I’d propose a ranking system with greater reward based off of rank. Cosmetic rewards could also be implemented.
Thanks for reading and keep up the great work y’all are doing!