I post this thread not as rant, but as a message to the developers to revamp and rebalance the current PVP experience as it is. Not all of my PVP experiences have been unfair, as I have lost and won matches fairly, but many of them have. I hope that this thread will catch the eye of someone on the DC staff and that the mature members of this community that see validity in the following imbalances will support this. This thread will not address specific statistics for each power or weapon, nor will it address all powers and weapons in the game, as it is purely from my experiences from PVPing in the Arena. I would also like to request that the powers and weapons that I do not address in this thread, whom those of you who read this also find to be unbalanced, that you would help and address them here. I apologize if what I consider to be unbalanced is not, and if so, please address my errors respectfully. Here goes: So, my character is a Level 30 Hero with Full Tier 2 PVP Armor with six pieces of Tier 3 Level 99 PVP Armor, PVP Combat Rating 98. I use Dual Pistol and Fire as DPS. For fire, I use Inferno, Fiery Weapon, Meteor, Stoke Flames, Overheat, and Spontaneous Combustion. I also have Dual Pistol Weapon Mastery with Ultra Flurry and Dual Flurry Mastery. I mostly 1v1 in the Arena. Some say that Dual Pistol is underpowered, however, I found that with skillful application and timing of my combos, I can defeat some people purely weapon-wise. However, this does not always work. I am not sure if it is something to do with Dual Pistol, or if it is advantage granted to certain weapons, or if it is just lag, but I experience a delay when I attempt to block my opponent's critical attack after getting up from being knocked down. I am aware that there is supposed to be a delay during blocking, however, I have experienced multiple accounts of my opponents NOT being countered when I block just before they launch a crit (after being knocked down), which in turn they initiate a block breaker. In contrast, if I counter an opponent and start dishing out critical attacks as they are getting up, I will be instantly countered as soon as they block after getting up. These delays aren't just limited to happening right after me being countered, I have experienced Critting and Blocking Delays in general. The first two of Dual Pistols' melee attacks are not critical attacks, yet I have experienced being countered as if they were critical attacks multiple times (By this I mean the red shield appearing above my opponent and me being knocked down). I have also experienced opponents blocking seconds after I previously critted and still being countered. These scenarios could have been caused by lag of course, but they occurred too frequently to say for sure and again I haven't seen my opponents suffering from these issues; opponents such as Rifle users, who seem to be able to launch Block Breakers and Critical Attacks back-to-back with no delay (which is not possible with Dual Pistol). These are my weapon-combat issues. Now for powers... In PVP, I rely solely on Precision to win, simply because Fire just does not make the cut in damage. True, I do not use Might mods, however as I have fought opponents with the following powers and inspected their gear, and found that many don't use Might mods either, I have still experienced major damage disparities. Hard Light - I have not enjoyed Block Breaking or Crowd Control advantages with Fire. Hard Light can do this in combination with excessive damage via Construct Combos (We're talking damage in the 10,000s in seconds). Specifically, the Ram and Impact can block break and deal massive damage. Chompers cause Panic and allow for the user to initiate high-damage attacks with ease, even with low levels of dominance which I will address later. The Chainsaw is directly counterable with blocking, but still deals huge damage, same for the bat construct. In short, Hard Light's damage is colossal, so much so that many of my opponents who use it rarely use their weapon, relying solely on the Construct Combos. Include proper timing, and they are unbeatable. Rage - Similar to Hard Light, deals massive damage via Construct Combos. Mangle deals massive damage and I am pretty sure has no blocking vulnerability (Could be wrong about this). Outrage Comboes can be countered only if blocking before the user initiates the combo. Rage is one of the most used powers I've seen in the arena. It does big damage, far more than what fire and other powers can achieve, however it seems to be more balanced than Hard Light due to its lack of Crowd Control and Block Breaking powers. Sorcery - I don't think this power has excessive damage like the aforementioned powers, however I see major healing output from this power. I have seen healing to the point of almost healing as much a Soder Cola Infinite, and when combined with the Soder Cola, almost bringing the opponent back to full health. These, are the three main used powers that I have experienced major combat disparities from. The other major issue concerning these powers is the nullification of PVP Gear which I have experienced. Users of these powers, can easily win a PVP match without a lick of PVP Gear due to the buff to "Entry Levels". I have inspected my opponents gear and noticed players as low as level 9, with full level 9 PVE gear coming into the arena with their newly purchased DLC powers doing nearly as much damage as someone in full PVP Gear (without taking into account said person's powers). This takes out the entire point of PVP Gear. For example, Hard Light users who are newer can still cause Panic even with low dominance levels. Now, out of the three unbalanced powers I mentioned Sorcery is the only one available to free players. The other powers available to newer players do not seem to make the cut in damage which explains why I have never seen them used in the Arena. This applies a very Pay to Win feeling to DCUO PVP, which is unfair. Possible and necessary solutions to these issues could include revamping combat by either buffing the low-damage powers, or nerfing the high damage ones, and rebalancing weapon combat and countering mechanics for all players regardless of the chosen weapon set. In short, if there is a single player who experiences a legitimate disadvantage in PVP, then combat is broken, and they deserve to have a fair experience. These issues decrease the amount of skill needed to be successful in PVP. I doubt there will be change to this without the community's support. DCUO is a fun game, but not cheap, and it is paramount that it be a balanced and fair game. Thanks.