The majority of the community rejoiced when it was finally confirmed that as of Update 1.5:
This was first asked for in fall of 2021 during Early Access when the first “turn zero” pvp builds emerged using Dragonguard Helm, Elven Necklace and other items to facilitate winning without matching any gems and earning 25,000 points in pvp for the week, a number unobtainable for nearly all players due to the lack of gear. This was especially frustrating as the 3 weekly PvP leaderboards were one of the only continuous source of non-story based gem earnings.
At launch in 2022, the developers nerfed a host of mana generating items that resolved the “turn zero” pvp issue at the time (although the real reason for the nerf was likely the general overpowered nature of mana-generating gear relative to other gear during Early Access in all modes of play) allowing many players to once again “compete” with a variety of builds and have the opportunity to earn those highly-prized weekly gem rewards.
The “turn zero” issue emerged once again though after Update 1.2 with the available of the Flametree Helm. This combined with a growing number of select players with deep pockets or long play time having accumulated enough “Pact” gear items brought back 25,000 scores and once again put most players out of reach of the weekly leaderboard and highly coveted source of weekly gems.
So, it was great news to see that Starting Mana was finally capped at 80%, in theory opening up PvP leaderboard rewards to a wide array of builds and increasing the number of players once again who could attain the rewards, a big win (we thought!) for the community.
But then! Action points emerged with Update 1.5 and with it, an all new problem!
Tresk summed it up well:
The primary reason pvp has been a source of angst for the player base is that it forced a very specific meta build to achieve the top reward. (Previously mana start gear.)
The way pvp works in 1.5, it is immediately falling into the same “you must do exactly this!”-trap. Only this time with skulls.
By changing the way that turns are counted, it turned the “fix” into just a new version of the problem.
So it was good news to hear that something was being planned for Update 1.5.5 to address the unintentional outcome of the Action Point implementation. What was the solution:
Versus scoring information from the development team “the points have been halved for each turn, from 10 down to 5, to account for the extra turn the enemy takes. This means scores should be similar to what was seen previously”
Ummm, what?
So, their response to the issue was not to fix the new timing that created this awkward new scoring paradigm but rather to change the point scoring so that the only max scoring path continues to be 1st turn skulls , but now you get 2,488 points instead of 2,475! Yes!! All the while, everyone without the “right build”, ends up getting less and the problem that supposedly was resolved in 1.5 now persists.
So, in an effort to demonstrate how dumb PvP continues to be but in an all new and ludicrous way, I encourage everyone to post your “winning” builds! Let the developers know the wonderful gaming experience they have engineered.