A good pvp experience has to have a well balanced class system, the right environment to allow for tricks and traps and a well balanced equipment system to keep the power levels from being too extreme.
Class balance:
Mages:
-Simplify the prep spells, there is no need for each robe to have such variation. Dragon orb becomes too powerful when it can prep up to the extent that is now available.
-Remove Tether, spelltrap, peek, flesh shield (rend still available, providing a half damage inflicted flesh shield that does not accumulate), sinister barrage, dark accord, mind afire, wither and fold space
-mirror image available to all paths
-clairvoyance available to all paths and restored to old status, chance to show room of zone or room of caster, revealing everything in the room from mobs to items to players. No distance limitations
-Relocate has a chance to land in room with or adjacent to the target (neswud of target or in room with target). Can only relocate to clan or group members 100%, guildmasters work the same.
Warrior:
-punch damage reduced. Disorient lasting 3 rounds only
-kick revamp. One kick style only, has chance to provide current unbalance affects to target
-bash damage reduced
-track directions visible to group mates
Paladin:
-strike has chance to sit target (nolag)
-guard now gives paladin a bash modifier bonus, a -ac bonus and a limit physical damage bonus. Cannot strike while guarding. Cannot guard a specific target. Paladin now attempts to intercept any physical attacks on group members who are non evil. Cannot intercept magic based attacks. Cannot intercept attacks while sitting
Dark Knight:
-Thrust replaced with Sweep Attack. Sweep attack is simply area physical damage attack. Stance dependant, offensive = 4 targets, balanced = 3, defensive = 2
-New skill Dark Alliance, targets non good aligned ally, will automatically rescue target if attacked, will not work if dk is below 50% hps
Thief:
-Backstab now gains 75% failure rate on second stab after attempting to stab a target, unless thief attempts 2nd stab after sneaking into room and hiding.
-No penalty to stab a couped target a second time.
-Hide increases evade skill while hidden
Scout:
-Path no longer chosen at char creation. Path selected in game and changeable.
-Burst removed, replaced with Aura of the beast, 5 tick affect, 10 tic cooldown. Scout gains 20% hps, 50% extra attack chance, and 10% physical damage resistance
-Hunt range increased, hunter will now visibly indicate direction of tracks when actively hunting.
Shaman:
-Class removed
Druid:
-Pass without trace now becomes an aura affect spell, lasts 5 mins, cooldown 10 mins
Cleric:
-Healing mist affects all in group every round, does not effect enemies.
-Gains Lay skill, can be used as legend paladin lay at full skill level.
-Holy word now does medium damage, chance to knock down and remove from combat those of different alignments, no lag
Barbarian:
-Track directions visible to group mates
Game Mechanics:
-Area affect spells or attacks will not hit a target that the pc cannot see ie hidden target if caster doesn't sense life, or invisible if caster doesn't see invis
-Option to automatically follow tracks if tracking or hunting or leading a group with an active hunter or tracker. Leader or groupmate being attacked or taking damage toggles option and stops movement and if track or hunt does not show a direction movement ceases.
Equipment Balance:
-Stronghold blacksmiths now sell a higher tier of fastish decay equipment at exorbitant prices. ie 3d5 1 dam 2 hr weaps, good quality shields, apply 6 -10ac armor for approx 1k per item.
-Alchemists sell conclave robes, gloves, hats and necklaces 2 cl each fast decay 1k each
-All nobashes become unlimited, unrestricted low (.01%) load, nodrop, uncontainerable, foom if hit the ground, force wear/remove and drop what was in old slot. You loot it, you keep it until it decays or you die.
-Dragon orb = as above.
-Item limits for mid to high tier eq usually increased, and higher % to load.
Environment:
Already exists.