Quote:
Originally Posted by The5thSeraph
You say that like you expect PvE'ers to give a toss about PvP (despite claiming quite only on the flipside that PvP'ers don't care about PvE).
Make no mistake: We don't. PvP skill balances do enough damage to PvE as it is. Constantly changing them on a weekly basis to counter whatever PvP trends might arise or suchlike would all but ruin PvE entirely (not that you care, but others do)... not to mention that it would lead to the eventual death of all skill synergy in the game if taken to its logical conclusion. |
As an avid PvE'er for well over a year, I can also say that the skill updates cause, well... minor ripples. Gimmick farming builds get hit, but by large team setups don't change. What does change is the composition of PvE enemy groups - higher damage, higher health as subsitute for versatility and synergy. For this reason, classes like the mesmer are not as valued - not because skills that were added have been removed, but because direct aoe damage is the only thing that matters due to the way PvE in Nightfall has been implemented.
The issue of this method of making PvE 'difficult', by changing the AI, by one-dimensionally strengthening mobs is the reason for stagnation in PvE, and the reason that less skills become viable in a team - not the 'skill updates', which (in team setups) cause remarkably little effect. Gimmick farming setups were hit more by AI changes than anything else, and even PvE needs its balance (spirit bond, prot bond, etc).
Quote:
Originally Posted by Faer
the PvP/PvE separation of skills thing is something PvE players have been chattering about for months
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a) PvE players refuse to allow something obviously imbalanced in any arena be nerfed. I'd like to not think this, as that would be rather offensive to some.
b) The mesmer became reliant on heavy direct aoe damage in the Nightfall PvE state. This I would agree with - when monsters are given thousands of health in groups, who cares about the skills that worked in FoW? You just need pure damage, and that's a problem as far as PvE is concerned. The skill balances only highlight it in certain areas, but even if the skills were not changed the factors for the problem would still be in place, and would lead to greater issues from power creep - which is evident through the last three chapters.
In conclusion, the skills aren't the problem in PvE, the access isn't a major problem (still needs addressing, though). The problem is a one-dimensional powercreep of mobiles in PvE, compensated with heavy direct damage - resulting in a serious rift from previous viable tactics. When these heavy skills are reduced inevitably, it causes a limitation in what can be done, leading to 'meta' stagnation in PvE more than anything (an issue prevalent before in the elite missions as well). PvE needs to be better designed with flexible, varying mobs rather than brute force which is best met with a giant pack of AoE spammers.