The problem, of course, is that most of those changes are currently in the theoretical brainstorming stage. While the team has started working on PvP, Jones admits that it's going to take some serious bending and tweaking of the rules to get any sort of effective PvP system in place; the original pencil-and-paper games, of course, were heavily biased toward the PvE style, and there many high-level player talents that, properly used, could kill another player in one shot. Twilight Forge is currently scheduled for release in July.
The concept of pvp in this D&D system with it's stealth, backstabing, knockdowns, stuns/holds/slows/sleeps/charms, meta feats, auto-hit spells, poistioning bonuses and other assorted goodies is just bound to be a clusterfuck if all they have is straight up fighting no matter how they nerf stuff. It's a no win; either they have skills/spells act differently in pvp vs pve which has never fit well together, or they retro-fit game systems to fit pvp, thereby having to redo all the pve parts. Neither works well.
Best I can hope for is they dont change game sytsems and go the route of competitive shared mission objectives instead. I'm not holding my breath however.
Well they used the old AC2 engine which is half the problem right there.
As for the "tweaks" for PVP. My opinion is they have pretty much given up on trying to be an actual D&D based game and are simply going after anyone they can who maybe bored with WOW after a year of playing.
Im just looking forward to NWN2 to get my actual D&D fix.
The wave of the Reagan coalition has shattered on the rocky shore of Bush's incompetence. - Abagadro