I’m curious how this could possibly have been a surprise of any kind when the guy who designed Pendles said…
They straight up admitted he was “primarily designed for PvP” a week ago. He’s also a stealth assassin, which is a skillset that’s pretty much only useful in PvP, when the most dangerous things you’ll face are single hard targets that are roughly as squishy as you are.
However, this also means that they checked to see how he performed in PvE before releasing him as well. PvE was a concern and, if he didn’t perform well enough in PvE, you can be damned sure that he would have been tweaked so that he was good enough.
What’s important for people to recognize is that PvE and PvP have completely different balance paradigms. In PvE, for a whole plethora of reasons I could get into but don’t feel like at the moment, characters just need to be “good enough” (e.g. can they complete all content); the only way for a character to be poorly designed for PvE is if they’re incapable of completing content. PvE requires a minimum level of competency/performance and there isn’t really a ceiling. PvP, on the other hand, needs to have all characters balanced against each other within reasonably tight parameters because, if they’re not, any side that selects that character is going to have an unfair advantage (or, from the other perspective, by not picking that character, they’ll be at a disadvantage).
It’s just a fact of life: balance requirements for characters are much more stringent for PvP than they are for PvE so, in a game with a mix of PvE and PvP, characters/classes tend to get balanced with PvP in mind.
What a lot of people don’t seem to realize is that the amount of effort to balance classes/characters in PvE is actually pretty easy: you look at max dps, survivability curves/values, and just use some heuristic considerations for stuff that can’t really be numerically quantified without a lot of work and abstraction. For PvP, on the other hand, because you’re facing off against players who have a massive amount of behavioral and tactical variation and don’t follow simple accuracy formulas (for an example of this, consider the generally accepted necessity of jumping around and strafing all over the place in PvP in order to avoid getting hit compared to the generally accepting stupidity of this same behavior in PvE because it can very easily kill your accuracy without actually making you harder to kill), balance really doesn’t follow the math particularly well. There are some mathematical guidelines, but a vast majority of PvP balancing is actually done through observing play (both through analytics as well as direct observation and feedback) because stuff gets really complicated in PvP.
Now, on the other side of the coin, where content is concerned, PvP is actually really easy to design for: maps are absolutely tiny in comparison, you don’t need any story, dialogue can very easily be reused, and “balancing” a map is as easy as having it identical on both sides (which is what GBX has done; I’m highly curious if they’re going to create an asymmetrical mode with a defender and an attacker at some point, which would be much more complex to design). PvE, on the other hand, is highly intensive to design content for: you have to create new bosses, new story, a whole slew of additional dialogue, new drops, etc.
As such, PvP tends to look like it gets a lot more attention if you only look at output: characters get tweaked much more often/heavily to moderate and balance their performance in PvP because, as long as those changes don’t make it impossible (or, at least, “too hard”) to complete PvE content, they’re fine; PvP content, on the other hand, gets released a lot more because it’s really cheap and easy to design.
Even if, on the back end, the developers have an exactly even split between development for PvE and PvP (which I seriously get the feeling that the GBX devs are going for) the output is going to appear lopsided in favor of PvP, no matter what, for all the reasons I’ve previously brought up. You can’t just count up tweaks/additions for a specific area of the game to demonstrate that the devs care more about PvP than PvE (or vice versa) because those tweaks/additions are not created equal. Any content additions for PvE are going to be way more developmentally intensive and complicated than content added for PvP; balance tweaks for PvP are basically necessary for that area of play to remain viable while having negligible effect upon PvE, in practical terms (yes, it might make it harder to win with X character, but being able to win is all that they really care about).
So, no, I’m not the least bit surprised that Pendles seems built more for PvP than PvE. The devs outright told us and his kit and “class” type exist pretty much to make him good at it. This doesn’t mean that the devs don’t care about PvE or that PvP is the only thing that matters.