In the following post I'm going to break players on both sides down into the following categories: fresh, average, and veteran.
These categories are hypothetical constructs designed to make it easier to break both sides down (by gear for Freeps, and ranks for Creeps) and provide some easy-to-use terminology with which to discuss what follows.
Therefore it is essential that we all agree from the outset that these categories are inherently inaccurate.
These models are not true-to-life and they make certain assumptions, including:
- That the hypothetical players are equal in terms of skill, class, traits/skills, legendary weapons, virtues, etc.
- That the only difference between the hypothetical Freeps in these categories is their gear/essences.
- That the only difference between the hypothetical Creeps in these categories is their rank.
Nevertheless, these models are a simple enough approximation and will suffice for my purposes in this post. Note that with the current end-game for Freeps the way gear works doesn't fit perfectly into the following 3 categories because the Northern Strongholds gear is in the mix now.
Fresh Freep = Quest reward gear, purple essences.
Average Freep = T1 raid gear, teal essences.
Veteran Freep = T2 raid gear, gold essences.
Fresh Creep = R0-R4.
Average Creep = R5-R9.
Veteran Creep = R10-R15.
There's really been no design philosophy as to how balance should work in the Ettenmoors, although we all seem to accept that Freeps should have a slight advantage in terms of individual power to make up for Creeps having a numbers advantage, it's always been a case of Freeps being buffed in PvE-land first and then Creeps being buffed later to catch up. But currently, and I'm speaking in very general terms because this model cannot be used for anything else, it seems that there is a huge discrepancy in power/effectiveness between Veteran and Average Freeps, let alone Veteran and Fresh Freeps. From my general observations it seems that Fresh Freeps don't fare particularly well in the Ettenmoors, but Veteran Freeps (particularly if grouped) fare quite well and can shred Creeps. Something needs to be done to normalise these extremes.
In an ideal world, these categories would mirror their opposites more accurately (with a slight advantage to Freeps to accommodate for fewer numbers), e.g. a Fresh Freep and a Fresh Creep (as defined) should be a 'good' hypothetical fight. Obviously balancing Freeps/Creeps is far more complicated than this and there are far more factors at play, but I think steps can be taken to make the task more manageable.
The first thing to decide is whether it is better to balance things by buffing Creeps to be catch up to the PvE-geared/buffed Freeps, or rather to ensure the use of PvP sets on Freep-side and then balance Creeps according to those. I am of the opinion that the latter is better, and will explain how I think it could be achieved.
PvP Freep Gear
The first thing to note is that any system of PvP gear has to include Cloaks and Jewellery. It can't just be the standard 6 gear slots (Helm/Shoulders/Torso/Gloves/Legs/Boots) because jewellery/cloaks with essences would throw a spanner in the works. This gives us 15 slots to work with for PvP gear.
The second thing to note is that if balance is to be maintained as against this system it has to be practically (or actually) impossible to use PvE gear in the Ettenmoors. This is probably best achieved by putting a +300% incoming damage debuff on Freeps which is mitigated by a set bonus achieved by using all 15 pieces of PvP gear, i.e. once you use all 15 pieces of PvP gear (earrings, necklace, cloak, helmet, etc.) the set bonus activates and the debuff is removed/offset, e.g. -300% incoming damage to balance back out to 0% incoming damage. Alternatively, make it such that the only gear that can be used in the Ettenmoors/Osgiliath is the PvP gear (excluding legendary items, off-hand weapons/shields, and class items).
The PvP Jewellery and Cloaks
- There shall be PvP jewellery and cloaks.
- They shall have only stats (no essence slots) and be balanced accordingly.
- There shall be 4 sets of PvP jewellery/cloaks (Light Armour Will set, Medium Armour Might set, Medium Armour Agility set, Heavy Armour Might set).
- There shall be no rank restriction on the jewellery/cloaks.
- They shall cost a small amount of silver (no commendations necessary).
- There shall be no set bonus on the jewellery/cloaks (other than the incoming damage one referred to above if necessary).
The PvP Gear Sets (Helm/Shoulders/Torso/Gloves/Legs/Boots)
- There shall be 2 tiers of PvP Gear Sets.
- There shall be 4 sets at each tier (Light Armour Will set, Medium Armour Might set, Medium Armour Agility set, Heavy Armour Might set).
- They shall have only stats (no essence slots) and be balanced accordingly.
- The first tier (Soldier) shall cost only silver and be usable at any rank.
- The second tier (Veteran) shall cost commendations and be usable at any rank.
- The difference between each tier of gear shall be stats, the second tier should be ~20% more powerful than the first tier.
- There shall not be any class/trait-tree specific set bonuses as that's too much work for SSG in making 3 sets of gear for each class and at each tier (although if SSG wants to make more sets of gear for each class or have set-bonuses, then that's fine as long as they keep them up-to-date).
Note: Differentiation between Freep power according to rank is best handled by battlefield promotions, not gear (hence there only being two sets).
Creeps should then be balanced as against this system. This system would lower barriers to entry for Freeps (insofar as it will be easier to acquire gear needed to PvP and not get slaughtered), and would make balancing PvP in the future an easier task (so we are less likely to get certain updates where the PvP action is desolate because the balance is too far out of whack).
EDIT: While obviously this would remove some measure of customisation that is currently possible (because you can choose what essences to use) it's not particularly meaningful customisation, the most interesting customisation on Freep is choosing your traits and LI legacies and this proposed system does not affect this.