Okay, GK's pvp system really needs updating. Poison is out of wack and many gods are redundant. Yes theirs also the magic issue but you all know i dont care about that so i'm gonna ignore their cries for this thread.
What updates are needed:
Firstly, these aren't just my ideas, i've asked, throughout months and years, how things could be improved pvp wise and with gods. Feel i've heard enough to form these, the best changes.
Poison
Everyone knows it, it's incredibly lame. Although a great counter to speed mages who run on as little weight as possible it is overcrippling to core melee stats which at maximum potency can deal a -10str, -10dex and -10con affliction... This is just far too strong and everyone, mages, warriors, rangers (do we have them) alike agree it needs to be nerfed.
The best suggestions as to what to do with poison are: For poison to only reduce a players regeneration as far as spell power and hp regeneration goes. Also, to cause damage to the player, over the time of the effect.
Most have agreed that speed reductions are not meant for poison neither the reduction of any stats.
Diseases
Okay, as a bile player (we have the most reason to be upset) i'm pretty pissed at how Red and Black death have permanent immunity... Making them utterly useless, unless someone has never recieved them before (1/100) of the bmode population. But, i do see why most diseases need to be kept under this tight cage, they are just too strong. So the best solution, reduce, and cap the effect of each disease, based on the level of spell they are, their commoness and strength of the user.
Common diseases like Anthrax, cold, flu, typhoid and leprosy shouldn't be that effective alone even when used by a level 107 wisdom user. It's just not practical. They're strengths would be capped and then orderd based on their level and how strong dev's think they should be e.g. Typhoid > Flu > Cold
Godly diseases such as Vitirol, Red and Black Death, Rabies and any others i missed would be a different category, more potent (still wisdom level based) yet still capped to avoid being severly lame. Also, how each godly disease works should be rethaught, they're all too similar in what they do imo. Bile's disease suggestions that i've already made are
here.
Once diseases are manageable in-game, the immunitys restricting them all should be removed.
Dian Cecht
I feel really sorry for this god, for years it's been crippled, unused, unheard of and with alot of potential. Suggestions for him i actually only came up with today with John and bounced ideas off eachother that i think were really good and could save him. Would convince many of you to move to him even.
Well first we proposed some sort of pvp element to give Dian that first attraction, blinding certainly is not enough... Seriously

So we thought of giving him a sort of holy aura which is affective against Demons and the Undead. This aura, coats the caster providing no real defensive aid, but when the user strikes a Demon / Undead user/follower they have their regeneration reduced for a period of time (wis level of the attacker based) to a very unmanageable rate.
Furthermore, Dian Cecht followers would be graced with more relics than any other god, with a sort of Paladin amour set including Helmet, Sword, Shield and Armour plate. I think naming them the Duke set would be the best thing. They would indeed be above average, enchantable and the sword preppable. The main aim of the relics would be to offer both useful resists and stats to high level followers of Dian that as a god he's not overpowered, but stronger and offering a unique alternative to players. There's not really a melee god providing useful relics. Dian i feel wouldn't so much be overpowered, but geared towards defeating Demons and what is percieved as unholy and being the attraction to many Paladin type players. There aren't any/many answers to Bile to be honest, which is why i included undead in the mix with the holy aura.
Slow, Paralyze, Confusion, Drain, Fear and Magical
Encorporated into alot of pvp combat items and gods. The fact that many don't work or are pretty inneffective is a troubling part of our pvp system. Having more of these effects working properly is important to adding new elements to pvp making it a more thought out process than just 'I need an ogma weapon and a govannon weapon and i'm set'.
Slow is one of Aengus' tools... And it really isn't the anti-speed effect like it should be. As john suggested, and i agree, slow should cut speed by quite a bit, but by a level determined by the users initial speed before the effect is used. John suggested cutting your speed by half, i think that should be the maximum penalty dealt, minimum though of 15percent. And ofcourse, that would be based entirely on physical and resists. However, there is a slow spell, and i think it should have the same effect, but based on magic level since it would be unfair to slow mages down w/o mages being able to slow chasers down and they're the ones who need range more than anyone else. The ffects of slow shouldn't last that long, based on phys/magic i think time of effect should last between 8 and 30 seconds and actually involve a bit of luck too.
Paralyze could be so useful to mages in combat to give them that casting time freedom that they need quite often. Paralyze should definately work and be an element of the game for mages / rangers. Shoul vary from holding your targets in place for 3-10 seconds. In that time, if they're hit they would be freed and be fully functional, if not, they'll stay in place for a time based on their own resists.
Confusion should act like an anti-mage effect and reduce literacy and the chance for a mage to successfully cast a spell, prolly to a max of making it a 1/3 chance if the mage will cast the chosen spell or not. This effect shouldn't do anything other than decrease the literacy of any melee users since any barbarian can swing a sword effectively and they do that being born confused.
Drain should do what i says on the tin, but more effectively. Currently this only drains a minute amount of sp/hp (i hear) in pvp and pve... Pretty underpowered effect to what could be a tactical method for those nearing death to damage the opponent and sap some much needed hp/sp or even just to weaken an opponent even more early on.
I think this effect needs to be made more potent and certainly phys level based.
I think fear shoul also work. And although quite a few wanted it to be like WoW's fear most didn't and i think that wouldn't be the right thing for GK.
What i concluded was that fear should act as a skill dropping affliction. Similar to poison but different. Fear would affect a players damage (percentage wise) and pow. Use either to decrease a mages pow in battle or a warriors damage.
Magical is an effect i'd like to see instated, it already exists in FiD and hopefully in future weapons. Magical should basically be the equivalent of magic, but on a weapon, taking ones magic resist into consideration. An effect which would be useful against most warriors, yet ineffective against mages. would also be very useful pve wise against monsters who are weak against magic. This extra edge to melee fighting may remove the hype of the govannon blessing slightly and put a focus on resists, especially to a warriors biggest threat, the mage.
Okay, i could write up alot more on mages though, but i can't be bothered.
I will say though, mages need cooldowns introduced also along with the suggested changes above. Cooldowns to stop the spamming of aoe spells which cause lag and rack up too much damage. And also to force mages to use a wider variety of spells instead of spamming the same ones - Icestorm, Bullet storm, magic bullet.