[quote=“CharacterIV, post:6, topic:1540215, full:true”]There is none, other than the cited greater attention to PVP.
[/quote]
Prefacing this by saying that I am a PvE player to the extreme. I only PvP for lore challenges and hate it while I’m doing it.
PvP balancing is both easier and more necessary than PvE balancing.
For PvE, such as implemented in BB (where everyone has multiple character choices for each map), characters just need to be “good enough” to complete the content. Some characters will, by chance, have kits better designed for some content than others (I often site Deande as a good example of “great in PvP; terrible in PvE”; this might be wrong, but it’s true in my experience and analysis of her toolkit). As long as the kits and values are the same in PvP and PvE (which they should be, otherwise you basically have 2 entirely separate games and very little cross capability, which simply separates the communities), you have to balance for PvP because the PvP requirements are much more strict.
In good game design, the expectation should always be that the players win. In PvE, because the players are only on one side, the expectation is that the mission will be defeated. It’s the devs’ job to make sure that you face an adequate and enjoyable level of difficulty achieving that win, but the assumption is still that you will win (this does not mean that everyone is supposed to be able to beat all content; since the devs can’t custom design everything for every player, the desired difficulty for some people will be well beyond the reach of others; this is why there is hardcore and advanced). In PvP, because players are on both sides, you can’t have both sides win; as such, you have to make it such that both sides have an equal chance to win.
This is where the “PvE needs to be good enough; PvP needs to be balanced” comes from and why character balance always seems to focus on PvP concerns. It’s a fact of life. Until you can show that X character is no longer capable of succeeding at all of the content that the developers believe you should be able to succeed at (personally, my feeling about that is “needs to be able to beat everything but Helio Advanced” but the devs might feel differently), they’re fine for PvE.
Now, as to the content itself, once again, it’s easier to do PvP. PvP maps are smaller and simpler to design (largely because they have to be mirrored to some extent to prevent accidental preferential treatment towards a given side); the amount of writing and voice acting for a PvP map is drastically reduced; you only need the vaguest notion of a story for a PvP map; PvP doesn’t even really have or require boss fights.
PvE is the exact opposite of all of those things. If the story isn’t interesting, we’re (PvE players) going to be pissed. If the boss fights are boring, too easy, or too hard, we’re going to be pissed. If there isn’t voice acting when there’s voice acting everywhere else, we’re going to be pissed. If the content is too short, we’re going to be pissed. If the content doesn’t have new gear rewards, we’re going to be pissed.
The minimum requirements for PvP content are way lower than the minimum requirements for PvE by virtue of the fact that PvE players have a much higher level of expectation for the content we’re given.
Combine these two facts and it’s readily apparent why it seems like PvE players are second class citizens: we require more to keep happy and require less to be functional.
The very fact that Gearbox has committed to providing at least as much content for PvE as for PvP is amazing to me. I am very happy with everything they’ve done thus far. They haven’t been perfect, but they’re definitely above what I expect out of a company.
Also, it’s Gearbox. They did an amazing enough job with BL and BL2 and (as someone who frequents forums for games I play) have an incredibly responsive and communicative community and development team, that I’m willing to give them the benefit of the doubt. It helps that they’ve actually provided a list of everything they expect to put out over the next 6 months (?), which means they’re willing to hold themselves accountable to something, which is more than most devs are willing to do.