Now to begin the talk of PVP! I believe an effective PVP system should be accessible to all players on roughly an even footing; however, in doing so I do believe there should be customization of the characters to promote diversity (it would be boring to directly overwrite everyone's stats to some fixed template for PVP).
Currently, with the PVE system, player damage is on average very high and as such would lead to very short battles. On the other hand, some players have very high health and can survive a very long time. I believe that roughly 99% of the matches would consist of 1 of 4 cases:
To counteract this I believe several adjustments must be made on various parameters to try to prevent these 4 cases most of the time. The adjustments must be made to Damage Per Second (DPS), Effective Health (EHP), Crowd Control (CC), and Life Sustainability (LS). Here I propose formulas for the following by using a standard value and logarithmic diminishing returns after that standard value is attained.
Consider the following formulas and explanations:
Set a standard reference for DPS and denote it by sDPS. This will be the scale that player damage will be adjusted on. Next, set a diminishing returns factor and denote it by dmfD. This will affect how quickly additionally DPS will be attenuated beyond the standard reference. Introduce a multiplicative factor which will attenuate DPS and denote it by dscale. Lastly define PVPDPS as the adjusted DPS used for PVP.
Now the formulas become:
This equation allows for some flexibility by adjusting sDPS and dmfD. By decreasing dmfD, it is possible to make diminishing returns steeper and by setting dmfD to 0, everyone's PVPDPS will be hard capped at the sDPS.
As an example, if a player has 200,000 DPS and sDPS is 50000 and dmfD = 1.00 then the dscale becomes roughly 0.4 and the player's PVPDPS becomes roughly 80000.
The PVPDPS will be adjusted by multiplying the damage-per-hit by the dscale multiplier as defined above. This will allow players to maintain high critical chance and attack speed but will lower the damage-per-hit in doing so.
Start by calculating a player's EHP amounts, these amounts may be different depending on they type of damage (e.g. melee, ranged, poison, etc.) and they player's resistances to those types as well as overall mitigation from armor, skill, passives, etc. This EHP calculation should include dodge and block chance. And for the block amount calculation, use an attacker that hits for the sDPS amount. Without loss of generality, let EHP denote the EHP of any particular type of damage as the formulas will be the same.
Now set a standard reference EHP and denote it by sEHP similar to sDPS for DPS. Again, also set a diminishing returns factor dmfE similar to dmfD for DPS. Introduce a multiplicative factor which will attenuate EHP and denote it by escale. Lastly, PVPEHP will denote the adjusted EHP used for PVP.
Now the formulas become:
The flexibility of the equation is the same as for DPS. The way PVPEHP will be implemented won't be by decreasing a player's EHP but instead by increasing the damage taken by the player by a factor of 1/escale. This effectively allows players to penetrate absurd defenses by increasing the damage they do to those targets.
This system can be simply the current CC system used for elites except with the CC cap at 100% instead of 65% as used in PVE. This will enable players to only temporarily lock their opponent down (stun/freeze/etc.) without the ability to permanently prevent a player from doing anything.
In addition, a knockback adjustment should be made similarly to CC by reducing the amount knocked back with subsequent attacks which inflict knockback.
Lastly, snare movement speed should be adjusted similarly to the general CC formula but instead of adjusting snare duration, it should adjust snare movement speed reduction. This would enable a player standing in caltrops to move at full speed after a few seconds of standing in it; however, once leaving the caltrops, they could again be snared as their snare resistance diminishes at a fixed rate while not snared.
There are many ways for a player to restore lost health but the most common are: Life Regeneration, Life on Hit, Life Steal, Life from Health Globes, Life from Potions, and Life from Skills (either % max HP and fixed amount). I will address these one at a time:
This should provide ample scaling to sources of Life to discourage immortality builds.
In closing, I would like to add that none of the formulas listed here are certain, nor might they be remotely close to the final release of PVP. I provided formulas here that I think are balanced and would allow most players some footing on a playing field since the current spread of player's statistics is very very large.
Also, further adjustments can be made to individual skills that may prove troublesome to balance the game. Examples of these skills are: Threatening Shout - Demoralizing Roar taunt mechanics, Mantra of Retribution mechanics, Smokescreen, etc.
I hope you all enjoyed reading my theory-crafted ideas for PVP!
TL;DR: This post explains a possible PVP system which could be implemented to promote balance.
Edit: fixed some typos.