PVP Killing PVE IMO Biggest part of game
Str0b0
I agree completely with you. I mean who doesn't want to see what they like made better right? I think though that if that edge can be toned down and if more people can take a step back and look at it from a different perspective they will see that thatere is a reason and that it's not anyone's fault. It's not PVP's fault, It's not Anet's fault and it's not PvE's fault. It simply has to be done to keep the game enjoyable. If you don't have a dynamic skill system then you end up with 4 or 5 uber builds dominating the scene, ala Diablo 2. For a long time bone necro and hammerdin pwnt everything. Then it was still hammerdin followed by the lightning javazon. There was no room for innovation because the skill system was never balanced or tweaked to any real degree. It got to the point that there was no point in trying anything new because it just plain wouldn't work. I don't want to see guild Wars like that and I don't think anyone else really wants it to get to that point either.
It is just that we get so caught up in our pet builds that when something bad happens to them it hurts pretty bad. Still it is all for the best in the end.
It is just that we get so caught up in our pet builds that when something bad happens to them it hurts pretty bad. Still it is all for the best in the end.
Winstar
There are basically 3 possible outcomes when a skill is changed,
1) It effects PvP but has little effect on PvE (Price of Pride)
2) It effects PvE but has little effect on PvP (Glads Defense)
3) It effects both (Searing Flames, RAO maybe, Shield of Absorb)
1 and 2 don't support the claim that PvP ruins PvE, yet it is clear that skill balance time at Anet takes into account PvE, and skill change in PvE isn't just an unfortunate aftereffect of PvP changes.
So the real worry is 3, those skills that overlap. The general view of PvP players is that skill balance for PvP should take priority as the effect of overpowered skills have an extremely negative impact on PvP environments while in PvE it does little to effect playability. On top of this, in terms of competition for Anets attention in terms of game features, PvE has historically done much better. The only thing that PvP gets is a shoddy job of skill changing up until now. We both get the same new classes and skills, but ontop of that PvEers get a new story and mission line, new loot, new elite missions, heroes, new farming areas, etc etc.PvP player get a couple new halls for GvG. If you're worried about Anets attention, don't, you have it.
Honestly, Str0b0 and others when you say you find PvP easy you seem to be talking about RA and AB and formats like this for the most part which are not reflective of the actual competative aspect of PvP, i.e. GvG and to some extent HA. I'm not trying to flame, but most PvE players seem generally oblivious to the world of actual competitive GW PvP and the importance of balancing that format for it to create a healthy playing envirionment. The situation is exactly the same as competative magic the gathering. At high levels of competetion creating a balanced format is important and for casual players to dictate what the DCI does for magic would be absurd. Likewise its absurd imo to say that PvE should be given priority in case 3. Honestly, half of my frustration with these discussions is that the above is not -in many cases- appreciated by PvE players who post.
What is making PvE bad? Its not PvP. Take a look at
1) Clamping down on running and the openended nature of the game
2) Scatter effect on AI discourages farming methods
3) Same old formula repeated in basic gameplay is getting old. (missions etc)
These are the big things that have made PvE less enjoyable and they were changes Anet made or choose not to make that had nothing to do with PvP. The real problem are not a couple overlapping skills that both groups use.
1) It effects PvP but has little effect on PvE (Price of Pride)
2) It effects PvE but has little effect on PvP (Glads Defense)
3) It effects both (Searing Flames, RAO maybe, Shield of Absorb)
1 and 2 don't support the claim that PvP ruins PvE, yet it is clear that skill balance time at Anet takes into account PvE, and skill change in PvE isn't just an unfortunate aftereffect of PvP changes.
So the real worry is 3, those skills that overlap. The general view of PvP players is that skill balance for PvP should take priority as the effect of overpowered skills have an extremely negative impact on PvP environments while in PvE it does little to effect playability. On top of this, in terms of competition for Anets attention in terms of game features, PvE has historically done much better. The only thing that PvP gets is a shoddy job of skill changing up until now. We both get the same new classes and skills, but ontop of that PvEers get a new story and mission line, new loot, new elite missions, heroes, new farming areas, etc etc.PvP player get a couple new halls for GvG. If you're worried about Anets attention, don't, you have it.
Honestly, Str0b0 and others when you say you find PvP easy you seem to be talking about RA and AB and formats like this for the most part which are not reflective of the actual competative aspect of PvP, i.e. GvG and to some extent HA. I'm not trying to flame, but most PvE players seem generally oblivious to the world of actual competitive GW PvP and the importance of balancing that format for it to create a healthy playing envirionment. The situation is exactly the same as competative magic the gathering. At high levels of competetion creating a balanced format is important and for casual players to dictate what the DCI does for magic would be absurd. Likewise its absurd imo to say that PvE should be given priority in case 3. Honestly, half of my frustration with these discussions is that the above is not -in many cases- appreciated by PvE players who post.
What is making PvE bad? Its not PvP. Take a look at
1) Clamping down on running and the openended nature of the game
2) Scatter effect on AI discourages farming methods
3) Same old formula repeated in basic gameplay is getting old. (missions etc)
These are the big things that have made PvE less enjoyable and they were changes Anet made or choose not to make that had nothing to do with PvP. The real problem are not a couple overlapping skills that both groups use.
Str0b0
No I completely understand why the skill balances should be done for the sake of competitiveness. Regardless of the format though to me PvP strategy is still simplistic. Again that's not a reflection on PvP merely on my perceptions of the game itself. I am challenged by story and by problem solving. PvP is too dynamic for me to regard it effectively as a problem solving format and so I fall back on the tried and true strategy of destroying the supports. again I find it easy not because it's a weak aspect but because of the way my brain is geared to function. Do you understand better now? It's not a knock on the true competitive nature of PvP it's just me the way I am and I realize that.
I meant no offense nor did I mean to impugn anyone that finds it challenging and exciting. Your brain is simply geared differently, not less effectively or superiorly to mine just differently. That's the beauty of Guild Wars. It caters to the both of us and we can co exist. The things you find wrong with PvE to me make it worthwhile. It's just our different perspectives.
I meant no offense nor did I mean to impugn anyone that finds it challenging and exciting. Your brain is simply geared differently, not less effectively or superiorly to mine just differently. That's the beauty of Guild Wars. It caters to the both of us and we can co exist. The things you find wrong with PvE to me make it worthwhile. It's just our different perspectives.
Winstar
Lets set brains aside, I like to think I enjoy problem solving as well.
PvP strategy is simply not more simplistic by any reasonable measure. Simple is fewer things to consider and keep track of. I.e I walk out of a portal and I know what monsters are there, what skills they use, what patorl route they walk. My skills were chosen specifically to be effective against that roaming mob. Its one simple puzzle that you simply repeat time and time again.
In PvP you are faced in a single match with a multitude of puzzles that may differ from puzzles you faced in the past. You have different builds you may face in any GvG map, being able to figure out how they work on the fly, identify who the problem characters are for your team, who the most effective character on your team is for shutting them down. There are split tactics, who did they send to your base, what is the most approriate response. We're losing at the stand how can we adjust to tilt the game back into our favor? Those are just some general tactical decisions to make on top of the multitude of individual choices each player in the build must make given their role and information on the other team and the state of the game. General game awareness much be higher than in PvE. Team coordination is far more important than it is in PvE. I really can't see any measure on which PvP is simplisitc.
Please don't lace the peace and harmony talk with not so subtle condescending remarks.
PvP strategy is simply not more simplistic by any reasonable measure. Simple is fewer things to consider and keep track of. I.e I walk out of a portal and I know what monsters are there, what skills they use, what patorl route they walk. My skills were chosen specifically to be effective against that roaming mob. Its one simple puzzle that you simply repeat time and time again.
In PvP you are faced in a single match with a multitude of puzzles that may differ from puzzles you faced in the past. You have different builds you may face in any GvG map, being able to figure out how they work on the fly, identify who the problem characters are for your team, who the most effective character on your team is for shutting them down. There are split tactics, who did they send to your base, what is the most approriate response. We're losing at the stand how can we adjust to tilt the game back into our favor? Those are just some general tactical decisions to make on top of the multitude of individual choices each player in the build must make given their role and information on the other team and the state of the game. General game awareness much be higher than in PvE. Team coordination is far more important than it is in PvE. I really can't see any measure on which PvP is simplisitc.
Please don't lace the peace and harmony talk with not so subtle condescending remarks.
thedork01
Why does it have to be PvP vs PvE. What do people have against enjoying all of the game. Guild Wars was not "made for PvP" or made for PvE. It was made in an attempt to integrate the two aspects of gameplay into one excellent game. Honestly, I wish they had made you play through PvE once before you could make PvP characters, but I know a lot of people wouldn't like that, and alright.
However, I am very fond of the integration of PvE and PvP. You're upset that Europe has favor and you can't go to FoW? Head over to HA and give it a shot. Hell, you might even win the favor back. If Anet intended gw to be all about PvE they would not spend the time to make the beautiful and intricate environments that exist in the PvE world. If it was made for PvE, there would not be nearly as many skill balances as there are.
I love exploring random areas and just taking in the beauty of some areas. I particularly love the areas in Vabbi. On the same token, I love the competitive nature of PvP and the constantly changing metagame.
I wish that PvE only people would give PvP more of a chance and PvP people would give PvE more of a chance. If you say that PvE is too easy and there is no strategy involved, I suggest you try your hand at DoA, or even Urgoz or the Deep. You certainly can't walk into any of those with an empty skill bar.
I wish everyone would take the game as it is, as a whole, and not divide it into two distinct segments.
However, I am very fond of the integration of PvE and PvP. You're upset that Europe has favor and you can't go to FoW? Head over to HA and give it a shot. Hell, you might even win the favor back. If Anet intended gw to be all about PvE they would not spend the time to make the beautiful and intricate environments that exist in the PvE world. If it was made for PvE, there would not be nearly as many skill balances as there are.
I love exploring random areas and just taking in the beauty of some areas. I particularly love the areas in Vabbi. On the same token, I love the competitive nature of PvP and the constantly changing metagame.
I wish that PvE only people would give PvP more of a chance and PvP people would give PvE more of a chance. If you say that PvE is too easy and there is no strategy involved, I suggest you try your hand at DoA, or even Urgoz or the Deep. You certainly can't walk into any of those with an empty skill bar.
I wish everyone would take the game as it is, as a whole, and not divide it into two distinct segments.
Sharn-Mes
Quote:
Originally Posted by thedork01
Honestly, I wish they had made you play through PvE once before you could make PvP characters, but I know a lot of people wouldn't like that, and alright.
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Nickhimself
This is one of the most controversial topics in GW. What's more important, PvE or PvP?
to me, it's PvE. But to many others, it's PvP.
In my opinion, the only real option to satisfy everyone, would be to seperate the two from each other in a way where PvE skills had different effects than PvP skills did. They're all the same skills / names, but different power levels between the two different gameplay types.
Where this would get confusing: Challenge Missions. Since they're easily accessible from PvE mapping, some people might zone into one with a good PvE build but a weak PvP build. Not a big deal, since you can change it...but still. It would anger some people.
It would take a while to split it all up / balance both sides...but I think it would satisfy everyone more than the current "omg this skill is useless in PvE but OP in PvP" crap we see.
to me, it's PvE. But to many others, it's PvP.
In my opinion, the only real option to satisfy everyone, would be to seperate the two from each other in a way where PvE skills had different effects than PvP skills did. They're all the same skills / names, but different power levels between the two different gameplay types.
Where this would get confusing: Challenge Missions. Since they're easily accessible from PvE mapping, some people might zone into one with a good PvE build but a weak PvP build. Not a big deal, since you can change it...but still. It would anger some people.
It would take a while to split it all up / balance both sides...but I think it would satisfy everyone more than the current "omg this skill is useless in PvE but OP in PvP" crap we see.
Vital
FFS just login and play the F'ing game...
By the time you are midway though your complaints about this nerf and that nerf - some hyper Clove Smoking nerd has already worked a way around all the nerfs you could ever complain about. Quit the QQ and try working on a solution.
I PvE and PvP...shit works out fine for me. Ive played in PvP tourneys and done 5 hour DoA 4 zone runs...I never thought once that either aspect of the game was taking a bite out of the other. In fact I have learned a great deal from both. I get build and counter ideas from PvE and I use PvP communication and strat to make hardcore PvE like DoA easy.
OP is whack...
By the time you are midway though your complaints about this nerf and that nerf - some hyper Clove Smoking nerd has already worked a way around all the nerfs you could ever complain about. Quit the QQ and try working on a solution.
I PvE and PvP...shit works out fine for me. Ive played in PvP tourneys and done 5 hour DoA 4 zone runs...I never thought once that either aspect of the game was taking a bite out of the other. In fact I have learned a great deal from both. I get build and counter ideas from PvE and I use PvP communication and strat to make hardcore PvE like DoA easy.
OP is whack...
eggs
Quote:
Originally Posted by Wasteland Squidget
In short, PvE is balanced for casual play, and PvP is balanced for competitive play. It has nothing to do with Arenanet's priorities and everything to do with the nature of the gametypes themselves.
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From what I know of another game that has 8 million subscribers they do have skill balances, but its not so massive that if you left for 6 months you would come back to a completely different game. Or find your favorite skill is now a bad joke. That game has its downfalls to be sure but I would imagine they didn't get to be that popular by alienating people. Anet seems to be a good company when it comes to responding to the community...it just takes time. I would like GW to continue to succeed and grow and I don't see how that will happen if they continue alienating their user base. If you go through and read many of the rants on this site of the misery of farmers and people who miss the good old days of UW 2 man 4 man teams you would see a pattern. Sometimes players just want to play and have fun doing the same old thing. New stuff is cool, but if such a huge portion of skills gets changed every PvP season it becomes then an obstacle and a hindrance.
SotiCoto
Quote:
Originally Posted by Winstar
Lets set brains aside, I like to think I enjoy problem solving as well.
PvP strategy is simply not more simplistic by any reasonable measure. Simple is fewer things to consider and keep track of. I.e I walk out of a portal and I know what monsters are there, what skills they use, what patorl route they walk. My skills were chosen specifically to be effective against that roaming mob. Its one simple puzzle that you simply repeat time and time again. |
Most of us PvE'ers here differentiate between areas... between our own chosen builds... between those we participate with (even if its just AI). Anyone who becomes too familiar with a particular experience (same area, same party, same skills) is either farming there... or is doing in 10 runs what they could have done in 1...
Quote:
In PvP you are faced in a single match with a multitude of puzzles that may differ from puzzles you faced in the past. You have different builds you may face in any GvG map, being able to figure out how they work on the fly, identify who the problem characters are for your team, who the most effective character on your team is for shutting them down. There are split tactics, who did they send to your base, what is the most approriate response. We're losing at the stand how can we adjust to tilt the game back into our favor? Those are just some general tactical decisions to make on top of the multitude of individual choices each player in the build must make given their role and information on the other team and the state of the game. General game awareness much be higher than in PvE. Team coordination is far more important than it is in PvE. I really can't see any measure on which PvP is simplisitc. |
On a more detailed level... yes it does take tactics... and all kinds of complicated judgements and whatnot. One shouldn't overlook however the fact that many judgements are split-second when it actually comes to the fight itself.... the complication is mostly in the preparation... You don't have to worry about sneaking past groups of enemies without triggering aggro as everyone has maps and know you're there. You don't have to worry so much about finding something elusive in a largely unfamiliar area... as what you need to find is out in the open.
Furthermore... even you'd have to admit that PvP tactics becomes a game of numbers and directions... Its a vector game. Those who are seriously into it would still feel the same way most likely even if it was a simplistic 16-bit game with coloured blips... It all becomes about the vectors... who gets the highest numbers and which way they go.
And then of course a call goes out to the casual PvP'ers who don't do any of that tactics stuff you talk about... and actually exist in quite huge numbers. They really are simple-minded.... often even moreso than PvE PuGs... I've seen what they're like in arena battle. Its just a matter of C > Space > Hammer numbers > C > Space > Hammer numbers.... They die, and then they charge back out and do it all over again. What funny creatures... ^_^
Now see..... I'm not hugely against PvP play. If you like that sorta stuff then good for you..... but I will always be defensive of those who start criticising the PvE in Guild Wars... Its vastly more entertaining than the tedious level-grind found in other MMORPGs...
Amity and Truth
*shrugs*
Having to adapt in PVE basically means, having to spend money. Many people don't have too much money and quite a lot moan about the amount of money you have to pay to unlock a single skill.
So when a Build gets killed by A-Net, it's mostly a question of suddenly having to spend more money on things. And basically it is not just one skill, it's a multitude of them to reshape a new build.
A PVP Player just stuffs in another build, no time lost, no money cost and gets ready to roll again.
But to be honest... AoE Update kills PVE more than ANY Skillbalance for PVP could ever do. The problem lies in the numbers, like I have stated in the thread which got closed in the Testweekend Section (instead of moving it, meh). There are almost 500 Enemies on some of the maps and more often then enough you have to fight through almost all of them. This was tedious and boring to start with, but now that the enemies run like chicken, its even worse.
It is not the problem of bringing speedbuffs and snares, it is the problem of having to chase down every single one of those enemies. Imagine a HA match versus 8 runners. I'm sure you would absolutely like it. Now multiply this match by 100 and you've got the same gaming experience as in PVE.
Fewer enemies and kiting behaviour = Perfect.
or
Keep enemy sizes and revoke AOE Update = Perfect.
But keeping the current amount of enemies AND having them kite like chickens on dope = Tedious and boring.
Having to adapt in PVE basically means, having to spend money. Many people don't have too much money and quite a lot moan about the amount of money you have to pay to unlock a single skill.
So when a Build gets killed by A-Net, it's mostly a question of suddenly having to spend more money on things. And basically it is not just one skill, it's a multitude of them to reshape a new build.
A PVP Player just stuffs in another build, no time lost, no money cost and gets ready to roll again.
But to be honest... AoE Update kills PVE more than ANY Skillbalance for PVP could ever do. The problem lies in the numbers, like I have stated in the thread which got closed in the Testweekend Section (instead of moving it, meh). There are almost 500 Enemies on some of the maps and more often then enough you have to fight through almost all of them. This was tedious and boring to start with, but now that the enemies run like chicken, its even worse.
It is not the problem of bringing speedbuffs and snares, it is the problem of having to chase down every single one of those enemies. Imagine a HA match versus 8 runners. I'm sure you would absolutely like it. Now multiply this match by 100 and you've got the same gaming experience as in PVE.
Fewer enemies and kiting behaviour = Perfect.
or
Keep enemy sizes and revoke AOE Update = Perfect.
But keeping the current amount of enemies AND having them kite like chickens on dope = Tedious and boring.
Gun Pierson
I'm a PvE player atm, but I played enough PvP to know that skill balance is needed there. Nevertheless Anet shouldn't nerf pve skills because of farming purposes and call it a pvp nerf. A perfect example of this is Shield of Absorption. You can interupt the spell now in pvp but with a 6-8 secs lasting time I expect we won't see that often. This is clearly a pve nerf but in the end you can still farm with it, it's just more annoying, once more. So what good does the nerf do except for putting more oil on the PvE fire?
Bastian
Quote:
Originally Posted by Vital
FFS just login and play the F'ing game...
By the time you are midway though your complaints about this nerf and that nerf - some hyper Clove Smoking nerd has already worked a way around all the nerfs you could ever complain about. Quit the QQ and try working on a solution. I PvE and PvP...shit works out fine for me. Ive played in PvP tourneys and done 5 hour DoA 4 zone runs...I never thought once that either aspect of the game was taking a bite out of the other. In fact I have learned a great deal from both. I get build and counter ideas from PvE and I use PvP communication and strat to make hardcore PvE like DoA easy. OP is whack... |
Love the part about the clove smoking nerd.
/agreed
bug_out
Quote:
Originally Posted by Vital
FFS just login and play the F'ing game...
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*sigh* Haven't we seen enough of the PvP vs PvE BS? Just go play the damn game!
gasmaskman
Quote:
They are already selling a PvP version of the game...but no PvE version... |
Relambrien
Quote:
Originally Posted by bug_out
QFT!
*sigh* Haven't we seen enough of the PvP vs PvE BS? Just go play the damn game! |
The game is what it is, learn to adapt to skill changes, discover new combinations that weren't thought of, etc. When I'm playing PvE I have a very fun time switching between a bunch of different builds; each is a different playstyle so it's something new each time. If a skill gets nerfed, I deal with it and adjust my build accordingly. I may not be able to do something as easily as before, but for the most part, it's still doable.
GourangaPizza
I'm curious, does the PvP version comes with only Prophecies content or what?
Anyway, I seldom see people who particapate only in Pvp right from the beginning. People who only Pve is very common.
Anyway, I seldom see people who particapate only in Pvp right from the beginning. People who only Pve is very common.
wynoski
To set a frame of reference...
I have beaten all three chapters,
I have minimal experience in the Elite areas (FOW, Tombs, Urgotz, etc)
I just unlocked the team arenas.
I have never done AB or GVG.
I do farm to improve my cast of charaters and to make money (quote PT Barnum here)
I feel sad that you have been using one Elite. I have about 85...as for the difficulty in capping...please, go look for Sandstorm or FOC.
The issue I have seen in PVE vs PVP is that people treat them very differently, and really they are not. Now that I have beat all three PVE chapters I have turned to helping people with missions and quests (for Gold). I have seen people get to the last mission with the same build and only 12 skills...if that is how you treat PVE, they yeah it can be crappy...
The same goes for PVP...I saw a thread where someone was complaining about MM in ABs...I am an excellent MM but have see dervish bosses and smiting monks wipe the army in less than 30 sec...to everything there is a counter punch..this game PVE and PVP is supposed to evolve.
With the additional heros, i am surprised there are not more team or hero builds on wiki. When I go out or play with one of my guilides, we deck out our heros to take on everything, or to counter a specific threat. It really cannot be any different than the PVP world.
A-net nerfed the AOE AI so instead of dual SS necros, we not can do FOC/SS spikes...the game evolves and it becomes fun...
Try branching out...I think about skill combos all the time...I am still working on that hero hench build to take on Rotscale and his entire mob with out dying or retreating...that's what makes this game great...
To sum up...I used to play the original bards tale (I'm not only old school, I'm Old) Stand up Space invaders is not some relic or piece of kitch...its called third grade..anyway...I don't play bards tale, or Civilization or even my PS2 because its the same everytime...the programming and all is static. I look forward to the skill balances...
Bring it on A-net...I may be 2-18 against the gate of pain mission, but i'll figure it out, and I will triumph.
I have beaten all three chapters,
I have minimal experience in the Elite areas (FOW, Tombs, Urgotz, etc)
I just unlocked the team arenas.
I have never done AB or GVG.
I do farm to improve my cast of charaters and to make money (quote PT Barnum here)
I feel sad that you have been using one Elite. I have about 85...as for the difficulty in capping...please, go look for Sandstorm or FOC.
The issue I have seen in PVE vs PVP is that people treat them very differently, and really they are not. Now that I have beat all three PVE chapters I have turned to helping people with missions and quests (for Gold). I have seen people get to the last mission with the same build and only 12 skills...if that is how you treat PVE, they yeah it can be crappy...
The same goes for PVP...I saw a thread where someone was complaining about MM in ABs...I am an excellent MM but have see dervish bosses and smiting monks wipe the army in less than 30 sec...to everything there is a counter punch..this game PVE and PVP is supposed to evolve.
With the additional heros, i am surprised there are not more team or hero builds on wiki. When I go out or play with one of my guilides, we deck out our heros to take on everything, or to counter a specific threat. It really cannot be any different than the PVP world.
A-net nerfed the AOE AI so instead of dual SS necros, we not can do FOC/SS spikes...the game evolves and it becomes fun...
Try branching out...I think about skill combos all the time...I am still working on that hero hench build to take on Rotscale and his entire mob with out dying or retreating...that's what makes this game great...
To sum up...I used to play the original bards tale (I'm not only old school, I'm Old) Stand up Space invaders is not some relic or piece of kitch...its called third grade..anyway...I don't play bards tale, or Civilization or even my PS2 because its the same everytime...the programming and all is static. I look forward to the skill balances...
Bring it on A-net...I may be 2-18 against the gate of pain mission, but i'll figure it out, and I will triumph.
Well99
Quote:
Originally Posted by gasmaskman
Um...they are, and it's $50 in the game. If you're talking about *JUST* PvE, why would ANYONE want to buy GW without: AB, RA, TA, HA, GvG, etc. they are an idiot.
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Also I see where some say they only bring a couple chrs thru the game.Well that is fine but some of us will take all out chrs thru.I like playing the different class thru the complete game.Did 4 in GWP.6 in GWF and will do 10 in NF.I do it because I can and it is what I enjoy.
I like making new builds for my chrs to deal with different areas with different classes.
I dont PVP because it holds no interest for me.I dont feel like using some gimmick build in a area where they dont even have degen to make you adapt to adverse environment.If that is what you like cool.Not my thing.
Skyy High
Quote:
Originally Posted by Winstar
There are basically 3 possible outcomes when a skill is changed,
1) It effects PvP but has little effect on PvE (Price of Pride) 2) It effects PvE but has little effect on PvP (Glads Defense) 3) It effects both (Searing Flames, RAO maybe, Shield of Absorb) 1 and 2 don't support the claim that PvP ruins PvE, yet it is clear that skill balance time at Anet takes into account PvE, and skill change in PvE isn't just an unfortunate aftereffect of PvP changes. So the real worry is 3, those skills that overlap. The general view of PvP players is that skill balance for PvP should take priority as the effect of overpowered skills have an extremely negative impact on PvP environments while in PvE it does little to effect playability. On top of this, in terms of competition for Anets attention in terms of game features, PvE has historically done much better. The only thing that PvP gets is a shoddy job of skill changing up until now. We both get the same new classes and skills, but ontop of that PvEers get a new story and mission line, new loot, new elite missions, heroes, new farming areas, etc etc.PvP player get a couple new halls for GvG. If you're worried about Anets attention, don't, you have it. Honestly, Str0b0 and others when you say you find PvP easy you seem to be talking about RA and AB and formats like this for the most part which are not reflective of the actual competative aspect of PvP, i.e. GvG and to some extent HA. I'm not trying to flame, but most PvE players seem generally oblivious to the world of actual competitive GW PvP and the importance of balancing that format for it to create a healthy playing envirionment. The situation is exactly the same as competative magic the gathering. At high levels of competetion creating a balanced format is important and for casual players to dictate what the DCI does for magic would be absurd. Likewise its absurd imo to say that PvE should be given priority in case 3. Honestly, half of my frustration with these discussions is that the above is not -in many cases- appreciated by PvE players who post. What is making PvE bad? Its not PvP. Take a look at 1) Clamping down on running and the openended nature of the game 2) Scatter effect on AI discourages farming methods 3) Same old formula repeated in basic gameplay is getting old. (missions etc) These are the big things that have made PvE less enjoyable and they were changes Anet made or choose not to make that had nothing to do with PvP. The real problem are not a couple overlapping skills that both groups use. |
As for PvP being more simplistic than PvE...bull. I blazed through NF PvE with the same set of 3 heros and 4 henchies, save Ruins of Morah, Gate of Madness, and Abaddon's Gate, because those missions don't really conform to the standard mob maps as the rest of the game. Try doing that in PvP (serious PvP). You can't with 99% of builds, and the 1% that you can pull it off with (Searing Flames) gets fixed so it's not so mindless.
Don't judge PvP by RA and TA...that's just for screwing around.
lennymon
Humorously enough, I saw Glads defense MUCH more in pvp this weekend than ever before. Instead of thinking of this as a nerf, just rethink how and when the skill could be useful. The skill changes for the weekend weren't permanent and and constructive comments on the changes obviously will help in the change forum, but from my opinion, this change wasn't as crazy or as bad as some. The lower recharge makes this a far more viable skill overall, yes it may need some tweaking but generally speaking unless one is solo farming this is going in the right direction I think.
Tactical-Dillusions
Anet should do what i suggested way back last year - add one new skill to each class every month.
When a particular build seems to be dominating the PvP side of the game, give another class something which can put pressure on that build.
Maybe even give a class that is rare in HoH a skill which could prove to be the new fotm.
People would look forward to the updates, knowing that their favourite build will not be touched, so that will keep the PvE crowd happy, and the PvP crowd will not be facing the same old builds all the time.
Just my two gold.
When a particular build seems to be dominating the PvP side of the game, give another class something which can put pressure on that build.
Maybe even give a class that is rare in HoH a skill which could prove to be the new fotm.
People would look forward to the updates, knowing that their favourite build will not be touched, so that will keep the PvE crowd happy, and the PvP crowd will not be facing the same old builds all the time.
Just my two gold.
Chewbacca Defense
I wish I could use Diversion on this thread. If someone posts within the next 6 seconds, this thread will be diversioned and no one should be able to post for the next 60 seconds.
Alfrond
Quote:
Originally Posted by gasmaskman
Um...they are, and it's $50 in the game. If you're talking about *JUST* PvE, why would ANYONE want to buy GW without: AB, RA, TA, HA, GvG, etc. they are an idiot.
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Narcism
I USED TO USE GLADS DEFENSE TOO BROTHA
now anet ruined my life and now I have to use elites like Triple Chop and actually kill mobs effectively.
now anet ruined my life and now I have to use elites like Triple Chop and actually kill mobs effectively.
Savio
Moderator note: While a discussion on what actual, competitive PvP is would be nice for those who don't understand higher-end PvP, it's not particularly relevant to this discussion. Please talk about it somewhere else if you must.
Warskull
Skill balance means next to nothing in PvE. You can take almost any 8 skills and get through PvE. Nerfs for the most part don't matter. If you were a glad's defense warrior you weren't so useful before. With the change you still aren't very useful. Really only buffs matter in the PvE area (they may buff a skill and cause monsters or bosses using it to become too powerful.) However monsters can be rebalanced in PvE to account for balance changes.
PvP, if a skill is imbalanced it will either be underpowered and become unused or overpowered and be abused. Skill balance has a massive effect on PvP gameplay and outside of the worst cases balance is rarely done for PvE.
The PvE motivated skill changes off the top of my head are:
Prot Bond
Minion change
Spirit Bond
Most PvE balance is done by AI adjustment and monster adjustment. Skill balance has to be extremely bad for it to break PvE.
PvP, if a skill is imbalanced it will either be underpowered and become unused or overpowered and be abused. Skill balance has a massive effect on PvP gameplay and outside of the worst cases balance is rarely done for PvE.
The PvE motivated skill changes off the top of my head are:
Prot Bond
Minion change
Spirit Bond
Most PvE balance is done by AI adjustment and monster adjustment. Skill balance has to be extremely bad for it to break PvE.
Str0b0
Once again I have to disagree with you saying it means next to nothing and that almost any 8 skills will do. That's absolutely not true. A skill balance doesn't have to break the game for it to affect the game. I am not saying that skill balances aren't important to PvP. They are. I understand this. They are more important to PvP. I know this as well. My point is that they matter to PvE as well and that when a skill in PvE becomes underpowered it hurts the game,maybe not to the breaking point but it hurts none the less.
Honestly when was the last time you got hit with a skill from a level 28 ele in PvP? If a critical healing skill to counter the insane level of damage gets nerfed it hurts us. By that same token high level monks and mesmers and other support type classes can dole out a much larger benefit to their party than anything you will face in PvP. It is not because of a lack of skill in PvP mind you but simply because of the mechanics of the game. Players will almost never be able to hit some of the attribute levels of monsters. PvP also affects monster AI. Prior to the last AI update spikes from monsters were unheard of, now they happen more often than a lot of us would like. This is because the AI has been set to a more PvP style of play. It makes it more challenging yes but it also means that nerfs and buffs will affect us more. A skill change doesn't have to be motivated by PvE to affect it. Just keep that in mind. We both use the same skill sets since they won't introduce an EQ like PvP mechanic with different skill effects for PvP and PvE.
Honestly when was the last time you got hit with a skill from a level 28 ele in PvP? If a critical healing skill to counter the insane level of damage gets nerfed it hurts us. By that same token high level monks and mesmers and other support type classes can dole out a much larger benefit to their party than anything you will face in PvP. It is not because of a lack of skill in PvP mind you but simply because of the mechanics of the game. Players will almost never be able to hit some of the attribute levels of monsters. PvP also affects monster AI. Prior to the last AI update spikes from monsters were unheard of, now they happen more often than a lot of us would like. This is because the AI has been set to a more PvP style of play. It makes it more challenging yes but it also means that nerfs and buffs will affect us more. A skill change doesn't have to be motivated by PvE to affect it. Just keep that in mind. We both use the same skill sets since they won't introduce an EQ like PvP mechanic with different skill effects for PvP and PvE.
Lonesamurai
Quote:
Originally Posted by Str0b0
Once again I have to disagree with you saying it means next to nothing and that almost any 8 skills will do. That's absolutely not true. A skill balance doesn't have to break the game for it to affect the game. I am not saying that skill balances aren't important to PvP. They are. I understand this. They are more important to PvP. I know this as well. My point is that they matter to PvE as well and that when a skill in PvE becomes underpowered it hurts the game,maybe not to the breaking point but it hurts none the less.
Honestly when was the last time you got hit with a skill from a level 28 ele in PvP? If a critical healing skill to counter the insane level of damage gets nerfed it hurts us. By that same token high level monks and mesmers and other support type classes can dole out a much larger benefit to their party than anything you will face in PvP. It is not because of a lack of skill in PvP mind you but simply because of the mechanics of the game. Players will almost never be able to hit some of the attribute levels of monsters. PvP also affects monster AI. Prior to the last AI update spikes from monsters were unheard of, now they happen more often than a lot of us would like. This is because the AI has been set to a more PvP style of play. It makes it more challenging yes but it also means that nerfs and buffs will affect us more. A skill change doesn't have to be motivated by PvE to affect it. Just keep that in mind. We both use the same skill sets since they won't introduce an EQ like PvP mechanic with different skill effects for PvP and PvE. |
Read up on a game before you buy it... Guild Wars is and always was originally balanced around pvp for competitive reasons...
You make it sound like your the only one nerfs affect... these changes affect Charr in the game as much as they affect you!
You don't hear Koss or Tahlkora whining the Evade has been removed from the game... You don't hear Rurik crying about being the worst NPC in a game ever... no, they get on with it, I get on with it and I play PVE with five skills, 2 cap sigs and a res sig on all 6 of my PvE characters...
Columbo
Quote:
Originally Posted by wynoski
To set a frame of reference...
I have beaten all three chapters, I have minimal experience in the Elite areas (FOW, Tombs, Urgotz, etc) I just unlocked the team arenas. I have never done AB or GVG. I do farm to improve my cast of charaters and to make money (quote PT Barnum here) I feel sad that you have been using one Elite. I have about 85...as for the difficulty in capping...please, go look for Sandstorm or FOC. |
I did not expect you all to pick out the one fact I mentioned Glad defence as a particular skill. It could have been any skill and you all still would pick on that point. As I said I have not posted here until now and have learned a lesson already. Do not mention any one particular skill or topic or you will get chewed to bit's by everyone on that one point. I also stated that I love PVE and PVP (Though I must say I myself am bored with going to HOH only to find myself against BS, Smite bunnies, SF, SB, Vimway, Iway, Blah blah blah). I understand how PVP players do love PVP but how they can say PVE is boring and there is no intelligence needed etc. When PVP has become more of a one skill set one play type game than PVE ever will be.
The point I was trying to make is the game needs to be made more fair for all people's way of playing. I think it is highly unfair that when a skill is changed for PVE it affect's PVP and visa versa. I also think it is unfair that in PVP build's their is little or no opening's for different class types if you don't fit in to the "Uber Build" that everyone is now running there. One good way for A-net to make PVP much more chalenging and enjoyable would be to make it so you can only have 1 type of any particular class in a group in order to enter. This would not only make it ballanced it would make it much more about what skills you take and how good you are with the class you are playing.
However PVP still does affect to PVE even to the point that in order to get GMC on certain places you have to enter PVP places even if you are not interested in doing so (Jade Qurry, Aspenwood, Original arena's in Tyria before battle island's). My point was not to seperate PVP and PVE players even more than they already seem to be. Both aspect's of the game are great but why any change to one can affect the other there will always be hostilities between those who like one or the other. And to me that is just not right at the end of the day we all have one thing in common we love GW as a game. And we are a huge community and the only way we can get changes made is if we all try to work together and agree or agree to disagree on things. That way A-net can listen to all it's followers and make changes for the better for all of us.
Columbo
Sry double posted
Str0b0
Quote:
Originally Posted by Lonesamurai
So you admit to being the worst PvE'er ever?
Read up on a game before you buy it... Guild Wars is and always was originally balanced around pvp for competitive reasons... You make it sound like your the only one nerfs affect... these changes affect Charr in the game as much as they affect you! You don't hear Koss or Tahlkora whining the Evade has been removed from the game... You don't hear Rurik crying about being the worst NPC in a game ever... no, they get on with it, I get on with it and I play PVE with five skills, 2 cap sigs and a res sig on all 6 of my PvE characters... |
Now I would like to add this. People like you, who are unable to address a situation without a jackassy comment leading into a discussion, are the reason why there is so much animosity on these boards, particularly between PvE and PvP. I suggest that a more diplomatic approach would serve you better in the future instead of opening with what could be construed as a blatant attempt at flaming or baiting. If we could all just address these issues civilly instead of like children then we could all enjoy not only the community here but the community in game that much more.
I agree with Columbo though. I personally would like to see an EQ system implemented into the game with differing effects for different environments. That is a skill functions one way for PvP purposes and it functions another way in PvE and you must set a switch on the skill in order to utilize it in the respective areas.
Narcism
If I can beat the game with henchies on a melee assassin.
That point ^ has been reached.
Quote:
PVE is boring and there is no intelligence needed etc. |
SodOffShotgun
Quote:
Originally Posted by Columbo
It apears that most people here did not really understand my original point and have just begun to turn my intellectual disscusion thread into PVP vs PVE flamewars.
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Chewbacca Defense
From Section 10 of the EULA:
The whole argument is a moot point. At the end of the day we all signed the EULA. NC Interactive can do what they want from the server side. Skill changes have nothing to do with PvP or PvE, but rather how NC Interactive wants to run their business.
If they decide to have skill changes, then they can. At least they have the courtesy to see what the community's opinion of the changes are.
For a game without any monthly fee, I think people have way too high expectations of it.
It is not the PvP or the PvE community that's holding the gun to NC Interactive's head to say "Thou Shalt Skill Change." It's the company's own desire. And how can you argue against that? You signed the EULA. Time to get reacquainted with it.
With that in mind, there is NO OBLIGATION for them to make a balanced game. Let alone require the user community's permission to implement any changes...
With that in mind, they are still nice enough to ask for our opinions. I think we have a good thing going and we shouldn't be arguing about PvE vs. PvP, but actually enjoying what we have until they shut down the servers.
Quote:
(c) NC Interactive has the right at any time for any reason or no reason to change and/or eliminate any aspect(s) of the Service as it sees fit in its sole discretion. |
If they decide to have skill changes, then they can. At least they have the courtesy to see what the community's opinion of the changes are.
For a game without any monthly fee, I think people have way too high expectations of it.
It is not the PvP or the PvE community that's holding the gun to NC Interactive's head to say "Thou Shalt Skill Change." It's the company's own desire. And how can you argue against that? You signed the EULA. Time to get reacquainted with it.
With that in mind, there is NO OBLIGATION for them to make a balanced game. Let alone require the user community's permission to implement any changes...
With that in mind, they are still nice enough to ask for our opinions. I think we have a good thing going and we shouldn't be arguing about PvE vs. PvP, but actually enjoying what we have until they shut down the servers.
Columbo
Quote:
Originally Posted by SodOffShotgun
What the heck did you expect when you make a thread about how "PVP is killing PVE?"
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It was not meant to be a direct whine oh PVP this blah blah but an in general point that the 2 different types of this game are affecting one another too much. Please do not get angry about this everyone It is not meant to be a war between two faction's. It is meant to be about both faction's coming to a conclusion that would benefit both sides equally and give all of us the game experience we want, love and paid good money for in the first place. The only reason it was posted as "PVP is killing PVE" is because the skill change affected my PVE way of playing. Had it affected something I did in PVP I probably would have put PVE is Killing PVP even though I absolutely love PVE also. Then all the PVE 'ers would have been annoyed and started to flame it's not what it's about flaming get's all of us to one place NOWHERE.
Loviatar
NOTE
this is not mostly PVE vs PVP.
after every so called *game killing nerf* from day 1 most of the loudest,most bitter, im quitting if they dont reverse this been from...............
hard core farmers
not the casual person playing the game for fun.
biggest recent example was when they thought inscriptions were going to cut their income.
speaking of income just how does an 11/12 hour a day farmer pay the real life bills and get at least 5-6 hours of sleep anyway?
this is not mostly PVE vs PVP.
after every so called *game killing nerf* from day 1 most of the loudest,most bitter, im quitting if they dont reverse this been from...............
hard core farmers
not the casual person playing the game for fun.
biggest recent example was when they thought inscriptions were going to cut their income.
speaking of income just how does an 11/12 hour a day farmer pay the real life bills and get at least 5-6 hours of sleep anyway?
Trevor Reznik
Dang, I was hoping this thread was about someone finally figuring out how to kill PvErs while they farmed/missioned. Ah well
Tortoise
Squidget said all there is to be said on the first page of this thread (Yet I'll still have my say!!) We should let it die now. Yes, it must suck if your favorite skills get nerfed because of PvP. I feel sorry for you. Fact remains that PvP can be completely destroyed by imbalanced skills whilst PvE only will suffer slightly. If salvaging PvP means they have to make some overpowered skills balanced then so be it.
Sacrifices are being made on both ends. Is it really fair to make PvP players pay for a full campaign just so they can use the skills? Do you realize that the only reason why a PvP edition of the game is so highly priced is because of PvE. Is it really fair PvEers get an entire new continent to explore every 6 months and PvPers have to do with 4 new guildhalls and Hero battles? Don't act as though Anet is catering solely to the PvPers because they aren't. Don't act as though PvE is being martyred for the greater glory of PvP. It isn't.
PvP is dead without skillbalances. PvE is dead without new content. Can we let it die now?
Sacrifices are being made on both ends. Is it really fair to make PvP players pay for a full campaign just so they can use the skills? Do you realize that the only reason why a PvP edition of the game is so highly priced is because of PvE. Is it really fair PvEers get an entire new continent to explore every 6 months and PvPers have to do with 4 new guildhalls and Hero battles? Don't act as though Anet is catering solely to the PvPers because they aren't. Don't act as though PvE is being martyred for the greater glory of PvP. It isn't.
PvP is dead without skillbalances. PvE is dead without new content. Can we let it die now?
crimsonfilms
Quote:
Originally Posted by SotiCoto
Most of us PvE'ers here differentiate between areas... between our own chosen builds... between those we participate with (even if its just AI). Anyone who becomes too familiar with a particular experience (same area, same party, same skills) is either farming there... or is doing in 10 runs what they could have done in 1...
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Quote:
One shouldn't overlook however the fact that many judgements are split-second when it actually comes to the fight itself.... the complication is mostly in the preparation... |
What do you do when the proper counter is not in your skillbar? In PvE - you try again. In PvP - you try to THINK of another way.
For example, setting up a catapult trap for a non predictable enemy (like those monsters in pre-searing) may actually involve no in game skill but all player skill.
The fact your said it is all preparation only solidifies the argument that SKILL BALANCING is very important to PvP.
Quote:
You don't have to worry about sneaking past groups of enemies without triggering aggro as everyone has maps and know you're there. You don't have to worry so much about finding something elusive in a largely unfamiliar area... as what you need to find is out in the open. |
Where is the advance mental skill needed there?
The biggest IRONY of ALL?
PEOPLE who complain the biggest about PvP are people who BARELY OR NEVER have played PvP (RA and AB dont count. They never did).
While the so called ELITEST PvPers have PvE characters that has finished all three chapters and probably capped all elites for their PvP ready PvE chars.
So basically, stop talking about things you have no clue about.