[quote=“wisecarver, post:10, topic:1540059, full:true”]…Absolute truth! All the groups I play with are ticked at Gbox for only listening to the PvP players.
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I shall preface this by saying that I am extremely PvE focused. The only PvP games I’ve done have been half-hearted attempts at the lore challenges or collusion with friends to get those lore challenges. I play for the PvE and social element, not for PvP in the slightest.
Having said that, most of the problems you have listed are that a given piece of content is insanely hard. It’s not impossible, but it is damned difficult. This is, honestly, find and quite possibly the goal of the devs. They want the more difficult elements of PvE to remain difficult elements.
Some of what you’re talking about is due to Advanced groups not following a decent strategy. Ronin swarms are much easier when you know they’re about to occur and have the party coordinate to take them out. Personally, I haven’t found that MX Elites do too much damage; if anything, they take too long to kill while they’re damage is alright (they hit crazy hard, but they telegraph so you can avoid it pretty easily). Also personally, I haven’t noticed that they are particularly fragile in any way; even on Renegade and Saboteur (which they’re basically required for), I see them last the entire way through most of the time, unless you simply assume they’ll always take care of everything and never watch over them a bit (also, repair drones make them last so much longer). The first part of Advanced is all about the group staying together. It’s easily manageable and not that difficult if the group actually sticks together and avoids spawning multiple areas at once (also, breaking some of the big shards actually triggers some of the teleport spikes; those jackasses that run around breaking all of the shards while stuff is still around are exactly that: jackasses).
For your 5th, you can replace “Helio advanced” with any of the story missions. That’s just how it happens. Personally, since Helio Advanced takes twice as long as any other mission and is a massive increase in difficulty over any other Advanced mission, I actually think it deserves its own queue rather than Helio normal.
The PvE “problems” you’re talking about aren’t really huge problems and, quite possibly, they’re working as intended. The PvP problems (having to wait an extremely long time for a game, some characters and tactics being curbstompingly powerful such that they dominate a scene that’s supposed to be varied) are actually straight up problems.
As long as characters are strong enough to complete PvE, they’re fine; some characters’ kits are going to be insane for PvE and others are not. It’s not like everyone is competing for spots on the team and can be excluded for playing a weak class/build, which happens in MMOs where playing the “weak” tank will often get you ignored or kicked out of a deep end raid group; if it were that way, class/character balance would be insanely important. As it stands, for PvE, it’s just a minimum threshold of performance for each character. As long as PvE can be completed by a satisfactory (as determined by the devs) fraction of those who start those games (and they can datamine all kinds of information about those games to get an idea of what’s happening; if X difficulty has too high of a failure rate and when those failures tend to happen).
PvE is, imho, in a pretty good place. As long as they keep putting out new characters and maps for me to play, maybe tweak how the queues work so there’s a bit more control over what maps you get put into, they’ll be doing well in my book, and they’re doing an excellent job making sure PvP changes don’t bleed over too heavily into PvE (which is one of those eternal worries; thankfully, it’s not too difficult for them because the 2 most popular modes have some level of PvE-ness thanks to their objectives).