Don't get me wrong, I entirely understand that adding incentives can keep players engaged. I merely disagree that adding incentives that further increase your ability to stomp other players in a PvP environment is the way to go about this. Incentive can be added entirely with a point system that awards PvE gear, crafting materials, fashion items, convenience items, potions, etc. The incentive need not be something that handicaps players that do not have said items. While superior items to ROFL-stomp opponents may be a heavy incentive to some, it also chases away fresh new players that step into PvP and get ROFL-stomped. While the Guild Wars 2 eSport style of PvP may not have succeeded for Guild Wars, the style has done wonders for games like LoL, which is more populated than any single MMORPG to date (even the powerhouse known as WoW). Just because Guild Wars 2 failed to maintain a heavy population does not indicate that the entire system is doomed to failure. Fun and replayability are entirely subjective, which is a subject GW2 failed to achieve if players are already dropping, but current trends show that more and more gamers are taking a liking to fair and balanced competitive gameplay. I agree with the idea that the developers should seek to bring something to enjoy for all audiences, so they should indeed introduce some form of PvP zones for people who do not want balance. Considering that the original quote this discussion concerns is only directed at BGs, there is no reason yet to believe there are not systems that are not equalized. There can still be world PvP, dueling systems, or even non-equalized variants of the BG/arena systems. If there is a demand for something then let people have it; however, I will forever continue to stand by the idea that normalized gear is the best and most efficient method of a balanced, competitive PvP environment. Even if Wildstar ended up having the best PvP of any game ever made (not making any claims this will happen), if a player is looking at PvP not because they inherently enjoy PvP but simply because they want the incentives, then said player is likely to quit PvP anyway once said incentives are achieved. The hardcore, dedicated PvPers are more likely to stick with it if it best delivers the competitive environment they desire. Alrighty, let me rephrase my comment a little. Non-equalized gear and balance cannot really coexist. While a well-balanced system could potentially be developed, it requires all gear to have the same stat values, which is still normalized gear, which is what a lot of people appear to be opposed to. As well as similar stat values, it would also require all stats to hold equal weight. They have only stated that your gear is "normalized to the max level of the bracket", so there is still the possibility that the gear still retains the varying stats of the original piece of gear, merely balancing the stats to be on par with higher level pieces of equipment.