PvE kits being ineffective for PvP isn't "genius design that makes Arcs Raiders great".
"Being ratted while fighting arcs" isn't the real problem.
The real issue is that the **game handicaps you against PvP threats when you're investing in PvE effective kits.
PvE kits should be effective for PvP, and PvP kits should be significantly inffective for PvE.
It's backwards right now. Trigger nade, Kettle, Stitcher, etc... all PvP-endgame kits are extremely cheap to craft & pulls its weight even against PvE Arc threats. Also, most arcs are basically ignorable & have enough weakpoints to prevent total defeat.
But PvE-endgame kits: Jupiter, Equalizer, Hullcracker, Aphelion, Wolfpack... are terrible in PvP, and are much much more expensive & hard to craft than PvP endgame gear.
Current balancing heavily rewards PvP.
If you run PvP gear, you are risking less resources, getting PvP advantage, and you aren't significantly weak against Arcs nor do they really pose any threat as long as you decide to not interact with Arcs.
If you run PvE gear, you're risking more resources, handicapped in PvP power, but you can't just opt-out of hostile PvP encounters unlike Arcs.
How is this great game design in any perspective?
Being ratted wouldn't feel so frustrating if your weapon actually had an advantage against a PvP kitted player who spent 20% resources than you.
Posted Dec 10, 2025, 3:02 AM UTC