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Originally Posted by Avarre
These skills were equally imbalanced in PvE, the vast majority of PvE'ers are simply never on the other side of the impact of these skills to realize it.
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They are affected by it, but only peripherally, never directly. As in, you're passed over for groups more often with the broken characters around, if you're not playing one of those characters.
That isn't enforced nearly as harshly as getting beaten by those skills in PvP, though - it only really becomes relevant in harsh, high traffic areas where there's a lot of choice involved in who and what to bring in a group. I.E., for the Domain of Anguish, you only see a small subset of builds and professions being run, with groups taking those exclusively and everyone else not even bothering to show up there anymore. While in a random, midgame mission outpost (something like Jennur's Horde, or a chapter 2 mission) you're going to have groups taking anyone they can get.
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Originally Posted by Avarre
If the purpose of PvE is to wield your 'special PvE skills' to kill monsters, which wouldn't have to be introduced if the standard skills were balanced against enemies in the first place, what does that mean for all those thousands of other skills?
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That's really the worry I have about this as well. They created thousands of skills for Guild Wars, and while the balance is nowhere near what it could have been, all aspects of the game share a common thread - you pick the eight skills that you want to use for your build and try it against some challenge or another. Unlike other games in the genre, there are limitless combinations of builds that you could make or try, and twiddling with all of the different combinations to deal with different obstacles is part of the fun.
Contrast that with a small subset of "PvE skills" that are much better than all of the others, by design. That flies entirely in the face of the core design of Guild Wars, of build diversity and experimentation. That makes it a game with increasingly predetermined skillbars. I was not happy about the Realm of Torment effectively reducing everyone from 8 skills to 7 skills plus Lightbringer's Gaze, I think that was a huge blow to the foundation of the game. If the decision is to abandon that foundation in favor of more skills like Lightbringer's Gaze, then Guild Wars will have truly lost it's biggest selling point on merit.
Peace,
-CxE