This has been posted in another thread, but deserves a thread on its own for some discussion.
I believe it's fairly simple to make pvp work well. It requires disabling of some of the overpowered spells and abilities in public areas. Mind you that this has been done for spells as for example firewall and bladebarrier already. This means that codewise it is a trivial task, as the functionality for disabling spells and abilities is already there. Most of the changes I propose hence do not affect PvE (except for, as someone pointed out, in the public instances for Mabar and Crystal cove).
Non-pve affecting changes
Below I wrote down a list of abilities that should be disabled for sure, together with a small motivation between brackers. The following spells/abilities should be disabled in public/brawling areas:
-(Past life) magic missile (auto aim spells that do 200-300 dmg are by no means fair)
-Meteor swarm (the spell does too much damage, and can't be dodged properly because pvp areas are too small)
-Imbue slaying arrow (500 dmg attacks from range that are hard to dodge? It spoils pvp. Manyshot is a strong enough ability for rangers to be viable in pvp.)
-The new cleric spell (100 dmg a tick that can't be mitigated and dodged is a bit too much)
-Any insta-kill ability (vorpals, fod, implosion are not that great for the fun factor of pvp)
-Song of capering (bards still get to fascinate, but 1 minute of almost irresistable dancing takes the cake)
I might have forgotten some spells that are somewhat overpowered in pvp, but this should cover most of it.
Pve affecting changes
Some other suggestions that should make pvp more balanced, but that will affect pve are the following:
-Guards should do half damage on a save, or have increased procrate but lower damage. (600 damage lightning strikes and 450 disintegrates are not exactly my idea of fun)
-Reduce the number of charges on a pale lavender ioun stone to 25. (As the ioun stone is a bit overpowered, and some of my changes reduce the ability of casters to empty an ioun stone, the charges of the ioun stone should be reduced)
As I stated, most of these changes are quite simple and do not affect pve. They help to balance pvp, without hurting anyone else. What I would like to see in the discussion is critique on the proposed changes. I'm interested as well in other potential fixes. Keep in mind that your fixes for pvp should not influence pve play. What I DON'T want to see is remarks such as "pvp shouldn't be part of DDO", as it's really not the point of this thread.