Is Guild Wars (PvE and PvE) or (PvE or PvP)?

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

(NOTE: This topic is not about if PvE is better than PvP or visa versa. Don't turn this topic into it.)

The planned Soul Reaping nerf in the planned skill balance has once again set the PvE and PvP argument.

ArenaNet has always said that Guild Wars is both PvE and PvP. They've tried to blur the line between PvE and PvP through Factions' Competitve Missions and Alliance Battles...but those failed miserably at merging both.

Obviously, there's no difference between PvE skills and PvP skills (with the exception of PvE only skills, such as Sunspear Resurrection Signet, which obviously wouldn't work in PvP.)

That, however, creates problems. PvP only updates (as claimed by ArenaNet), including the upcoming SR nerf, have often ruined a class PvE-wise? May I present every single freaking Paragon change since January 2007?

It seems to me that ArenaNet is leaning toward a PvE or PvP game. The attitudes and feelings of both PvE and PvP comminities are vastly different (I don't think I need to cite examples). I don't think there's a common ground. At all.

ArenaNet also supports it. The upcoming PvE update and GWEN will feature PvE only skills. GW2 appears to be even more PvE focused than GW1. PvP-wise, it appears that is Izzy's territory, and only that. Who works on PvE at ArenaNet, anyways?

Your thoughts?

Grasping Darkness

Grasping Darkness

Banned

Join Date: Nov 2005

I agree and think that maybe game function should differ in pvp and pve and has been proved possible with the ability to change skill order in pve.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

It originally began as PvE and PvP, with PvE helping to lead into PvP, which was the unique factor of the game to a greater extent. However with a diversion from maintaining a balance in skill usage and balance in PvE and PvP, ANet has diverted from the previous path and segregated the game heavily to PvE or PvP.

Implementation of PvE-only skills (monster skills, lightbringer skills, etc) shows the failure of skill balance to cover both areas, which shows the additional problem of the failure to conceptualize both areas in synergy. If you have to create skills 'special' for PvE, what does that mean for the thousands of other skills that were meant to be 'balanced' for the game?

It's all a step back from the original idea of the game.

VitisVinifera

VitisVinifera

Banned

Join Date: Nov 2005

Northern California

HoTR

N/Me

Zinger, you've seen my thoughts on this.

IMO, to the pve player, these nerfs and changes seem arbitrary and sudden. I understand that balances and changes need to happen in pvp. But this is yet another example how the two need to be handled seperately. Back when it was just Prophecies, most of those (core) skills were pretty straight forward. Heal this much. Do this much damage. But with more supporting classes with conditional skills, the combinations become endless, and consequences in pvp unanticipated. So builds can exploit unintended outcomes. But then on the pve side, which is mostly static, it comes to this. And I'm not happy. All my best wishes to the pvp community, but I became tired long ago when their side brings down my side.

Yes, what's become of the Paragon is a shame. Why do I care if 8 player Paragons can stack their skills and hold HOH indefinitely? My pvp Paragon, before the serial ubernerfs, was as effective as my Warrior, Necro, etc.

lyra_song

lyra_song

Hell's Protector

Join Date: Oct 2005

R/Mo

I think GW has great potential to be a PvE and PvP game.

I think differences in attitudes and philosophy forces the two player types to butt heads and makes it difficult to find anything that the two would be willing to do together.

Hence you are given choices of what you want to do.

I feel that PvP based changes affecting PvE is justified because the affects are universal for both player types.


It would be more unfair to create a uber strong PvE Necromancer with pve only skills, only to have a gimped Necromancer in PvP.

Such a situation would create a very broken game design, since transitioning from Pve to Pvp and vice versa would not be natural in the usage of skills.

RSGashapon

RSGashapon

Krytan Explorer

Join Date: Nov 2006

Sol 3

R/

Permanently uncouple PvE from PvP entirely and the problem will [read: should] go away completely.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Quote:
Originally Posted by VitisVinifera
IMO, to the pve player, these nerfs and changes seem arbitrary and sudden.
I can't think of a single skill or concept change in PvE that was based in PvP yet unwarranted in PvE as well.

It has nothing to do with whether you play one side, and feel the other side is causing issues. It has to do with an understanding of the game as a whole, and how balance works. I think you meant to say 'to the closeminded player', because you can choose to not play PvP while still understanding how PvP and PvE integrate into forming the game.

Sure, when I purely PvE'ed, some of the changes annoyed me (AoE update). But I still understood that these changes were necessary for the state of the game - and that has less to do with seeing both sides of the game and more to do with understanding how a game of this type works.

Feminist Terrorist

Feminist Terrorist

Desert Nomad

Join Date: Nov 2005

Oh Noes! The 'burbs!

Perhaps it's time to make the break: separate PVE from PVP. Make it so that skills work one way in PVE and another way in PVP. For example, and I'm just throwing something out there, Balanced Stance could have a 10 sec. duration in PVE, but a 5 or 6 sec. duration in PVP. After all, many skills are being used differently in the two areas, so why not make them different?

Why should Avatar of Melandru, for example, be severely limited in PVE, where it's not being used in a competitive way, simply because it is being used in a competitive way in PVP?

As a PVE player, I don't like that the way I play my game is impacted by a style of game play I neither engage in nor have any plans to engage in. Maybe trying out a complete separation for a limited time might provide some solutions to this problem.

cellardweller

cellardweller

Likes naked dance offs

Join Date: Aug 2005

The Older Gamers [TOG]

If you play PvE or PvP you are missing out on half of this spectacular game.

Having seperate skill sets would create the onerous burden of having to memorise 2 descriptions for every skill and would definitely annoy every hybrid player.

The Ernada

Jungle Guide

Join Date: Nov 2006

Most times, I come across as a PVP only player when in fact I'm a hybrid player (Play both PVP and PVE almost equally) I really don't see a problem with PVE skills being affected by PVP. As Avarre said, I hardly ever see a nerf that wasnt warranted in PVE as well. And SR is definately broken in PVE as well.

I dont know what they plan on doing in GW2. If there is a separation of PVE and PVP then that's fine. I just dont expect the complaints of nerfs to ever stop though. Even in PVE only MMO's nerfs happen. And people still complain about them. And the thing is that people still go at each other blaming each other for the nerfs. (i.e. in COH before there was PVP, Tankers blamed Scrappers for their nerfs and vice versa)

The point is that separating PVE and PVP may soothe things for a bit, but there will still be nerfs and complaints about nerfs.

Mesmerman

Mesmerman

Academy Page

Join Date: Mar 2007

[Penis]

Me/N

Quote:
Originally Posted by Zinger314
The planned Soul Reaping nerf in the planned skill balance has once again set the PvE and PvP argument.
Citation needed.

tomcruisejr

tomcruisejr

Banned

Join Date: Apr 2005

Quote:
Originally Posted by Avarre
I can't think of a single skill or concept change in PvE that was based in PvP yet unwarranted in PvE as well.
Well how many PvErs are playing SB/Ri vs Mursaats and using ritualists to fuel a PvE necro/monk and necro/rt to heal their team mates doing thunderhead. If you see them in PvE send me a screen shot.

Almost all of the changes in game, sadly, are based on PvP balance. PvErs have their own world and they play according to their liking and yes, changes from PvP are unwarranted. How many PvErs cried when they nerfed IWAY? spirit spam? airspike? energy denial? No one but the players of those coz the usual PvE farming build was not iway, spirit spam, airspike and e denial.

When a.net plans to nerf one of the most sacred things in PvE, expect something like this to happen.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Quote:
Originally Posted by tomcruisejr
Well how many PvErs are playing SB/Ri vs Mursaats and using ritualists to fuel a PvE necro/monk and necro/healer doing thunderhead keep. If you see them in PvE send me a screen shot.
The changes were to Soul Reaping itself as a blanket nerf. Soul Reaping was broken in PvE as well, giving necromancers colossal energy management without any skill slots. What is your point?

The post you quoted was in reference to things that were heavily used in PvE and claimed to be 'nerfed for PvP reasons', not things that were irrelevant in PvE anyways - not a part of the discussion whatsoever.

tomcruisejr

tomcruisejr

Banned

Join Date: Apr 2005

Quote:
Originally Posted by Avarre
The changes were to Soul Reaping itself as a blanket nerf. Soul Reaping was broken in PvE as well, giving necromancers colossal energy management without any skill slots. What is your point?
Broken in PvE? Did the PvE monsters complain?

And who in PvE complains about soul reaping? And you tell us that,

"I can't think of a single skill or concept change in PvE that was based in PvP yet unwarranted in PvE as well."

LOL?

Firestone

Frost Gate Guardian

Join Date: Mar 2006

Singapore

POEA

Mo/N

Quote:
Originally Posted by The Ernada
... I really don't see a problem with PVE skills being affected by PVP. As Avarre said, I hardly ever see a nerf that wasnt warranted in PVE as well....

Eg.
Mesmer
Energy Surge -> AoE area changed to nearby

Paragon
Incoming -> 11 sec changed to 3 sec

Ranger
Dual Shot -> 4 sec changed to 10 sec

Ritualist
Shelter -> 15e changed to 25e ... spirit dies faster.

Monk
Zealot's Fire -> decreased dmg, lose 1 energy

Should I go on with the list?

Frankly speaking, by choosing to incorporate PVE and PVP together is just asking for trouble. PVE or PVP should be a better method. Its about consumer choice. The direction that ANET is going towards now is a better sense. Only PVE skills specifics.

After all, why should I change myself to suit the game, when I can change the game to suit myself?

I am a PVE person mainly. PVP occasionally. Why should my Paragon suffer because some idiots decide to go paraway?
Heck, I think if some idiots decided to make touch rangers for high end GVG and owns... I think rangers will be getting the nerf to expertise attribute now.


Side topic:
This is what I've thought of in another topic post


Remember how they are going to rework Soul Reaping mechanism?
Soul Reaping: now only provides Energy at a maximum rate of once every 5 seconds.

They should change all of Paragon's shouts / chants mechanism to this method.

Confused? Here's an example:

Example: Incoming
For 5...11 seconds, all party members within earshot take 50% less damage. This skill only affect party members at a rate of once every 20 seconds.

This way, chants cannot be spammed continously by different paragon since the skill will be nullified at the 2nd spam.

So, for the first Incoming chant, it will last 5 -11 seconds (and work). However, from the 12 to 20 seconds, spamming another Incoming chant from another Paragon will not work for the party members since it only work once per 20 seconds. This will effectively kill all the Paraway.

-------

Side note: The next online game I'm getting will not be based on skills adjustment due to PVP setting. Sick and tired of this.

LethalHands

Academy Page

Join Date: Feb 2006

Who would complain? Just because no one complains that the vending machine is giving M&M's for 50 cents instead of a dollar, doesn't mean the machine isn't broken. The owner of that machine is probably freakin' pissed off about it.

Rakeman

Banned

Join Date: Oct 2006

Quote:
Originally Posted by cellardweller
If you play PvE or PvP you are missing out on half of this spectacular game.

Having seperate skill sets would create the onerous burden of having to memorise 2 descriptions for every skill and would definitely annoy every hybrid player.
QFT! If you only want to play half, go ahead... but a lot of us enjoy everything about the game!

One of the best things about basing changes off of PvP is that it prevents any profession from completely dominating PvE (see WoW). If the professions are balanced AGAINST each other, they will be balanced when working WITH each other. Yes, this has backfired as exploits in PvP resulted in unnecessary changes for the PvE end that really screwed things up. I think it would be best for Anet to tackle the individual exploits as opposed to changing the functionality- for example:

Paragon teams too powerful: Instead of making Paragons worse, make their shouts and chants unable to effect other Paragons! The Paragon is still just as useful, but the exploit is destroyed.

Necromancers have too much energy: Instead of limiting the rate of energy, make Soul Reaping unaffected by spirits and maybe only half energy from minions. There, Soul Reaping serves the purpose it intended, and can't be exploited.

See, Anet currently solves most problems with the same answer: Make it weaker. Nerf it. Make it worse. They should try thinking outside the box- kill the exploit, not the skill/attribute/profession!

tomcruisejr

tomcruisejr

Banned

Join Date: Apr 2005

Quote:
Originally Posted by LethalHands
Who would complain? Just because no one complains that the vending machine is giving M&M's for 50 cents instead of a dollar, doesn't mean the machine isn't broken. The owner of that machine is probably freakin' pissed off about it.
Of course. That machine is broken. But tell us please exactly, in detail, with convincing reasons, how soul reaping is broken in PvE?

Effendi Westland

Effendi Westland

Wilds Pathfinder

Join Date: Dec 2005

Isle of the dead

[DVDF][LDS]

P/W

Quote:
Originally Posted by Avarre
The changes were to Soul Reaping itself as a blanket nerf. Soul Reaping was broken in PvE as well, giving necromancers colossal energy management without any skill slots. What is your point?
Broken in PvE?

So the way a class has functioned for 2 years is not the way the class was intended to function?

Quote:
which we believe will help Soul Reaping get closer to its intended function.
Why do I buy games from this company, takes them 2 years to fix something that was not used the way it was intended.

Catsohori

Catsohori

Ascalonian Squire

Join Date: Dec 2005

Shattered Eloquence [RoN]

R/N

Games need to have a difference if they are like Guild Wars in skill changes. PvP changes effect the balance between players against other players. Player against NPC is entirely different. PvE is meant to be played with you against the machine, and PvE builds area always different.

So yes, break them apart. Or make sure the balance is on both sides of the spectrum, that or accept that when Fury comes out GW may have a run for its PvP money.

M3lk0r

M3lk0r

Lion's Arch Merchant

Join Date: Jul 2005

R/Mo

Specific PvP based skill changes HARDLY effect normal PvE gameplay. yea sure, you may have to switch 1 skill here and 1 there, but it NEVER has an impact like skills do in PvP.
The only time PvE has a dramatic change is when PvE gameplay is changed, such as NPC AoE-fix or 55hp builds etc.
If you cannot think of a build or use for your prof efficiently, then you pretty much fail at GW.

PvE is already easy as it is, none of the PvP-oriented changes have done anything except hurt the EGO of PvE purists who cant stand the fact the devs have spent some time on somthing other than their never-ending wants.
Not that PvP purists are paragons of virtue (el oh el), but I felt like flaming, so there...

Bankai

Bankai

Desert Nomad

Join Date: Sep 2006

Bubblegum Dragons

Mo/E

Note: I haven't read the thread.

I have never seen a PvE team with both a necromancer and a spirit spammer in the same team. So 'spirits giving no energy' has zero influence on PvE.

VGJustice

VGJustice

Desert Nomad

Join Date: Jul 2005

Tyria, cappin' ur bosses

Boston Guild [BG]

R/W

I'm seeing a lot of people complaining about Necros losing a bit off the top of their Soul Reaping. I wonder how many of you have considered that maybe while A.Net originally wanted this in the game, they have come to realize that it is simply too powerful. To the PvP crowed, this means that the Necromancer is imbalanced with a greater energy management. To the PvE crowed, this simply makes the game easier (and I'd argue that it makes it too easy). A.Net nerfs the attribute to make it more realistic for PvP play and at the same time brings Necromancers down a peg in PvE play so that everyone has to pull their weight a little more.

And to be perfectly honest, I have no idea why you people are even mildly freaking out. This has been pretty broken for a long, long time.

RTSFirebat

RTSFirebat

The Humanoid Typhoon

Join Date: May 2005

UK

Servants of Fortuna [SoF]

R/

You can look at it in many ways, but Soul Reaping is broken and is being abused.

Energy Management is a important part of a any class within game, but the fact that Necro can have almost limitless energy to spam whatever they like is broken.

Only people who are upset are they ones who are abusing it and know they are.

tomcruisejr

tomcruisejr

Banned

Join Date: Apr 2005

Quote:
Originally Posted by RTSFirebat
You can look at it in many ways, but Soul Reaping is broken and is being abused.

Energy Management is a important part of a any class within game, but the fact that Necro can have almost limitless energy to spam whatever they like is broken.

Only people who are upset are they ones who are abusing it and know they are.
Take the 55 monk. Or the solo trappers. They clean everything from level 1 to level something monsters yet they're being untouched because no one in PvP complain about them.

It's not about broken or not broken skills/mechanic. It's about one side of the player base force feeding changes to the other side. That's what's happening. People just blindly say that SR is broken in PvE to justify the appropriate changes in PvP.

VGJustice

VGJustice

Desert Nomad

Join Date: Jul 2005

Tyria, cappin' ur bosses

Boston Guild [BG]

R/W

Yeah, let's look at the 55 monk. Didn't A.Net say that they didn't want to overnerf the 55 skills because of how it would effect PvP? And why would they nerf the skills of a solo trapper? Doesn't that take a tremendous amount of patience rather than simply imbalanced skills? How do you balance a skill for patience?

Surena

Surena

Krytan Explorer

Join Date: Mar 2007

N/Me

PvE was and is always playable, without any serious flaws, problems, hindrances. Even from the AoE change PvE never suffered, it only did for those who want to play with one hand do other stuff with the other or sleep while "accomplishing" things. Solo-Farming still is possible, I see plenty of people with shiny things and loads of gold. Are you trying to tell me it should still be easier when you can oneman high-level mobs?

PvE is still too easy because it's designed to let you win.

TheLichMonky

TheLichMonky

Frost Gate Guardian

Join Date: Apr 2007

Does it matter?

Im to good for guilds

I dont agree, this didnt affect pve that much

tomcruisejr

tomcruisejr

Banned

Join Date: Apr 2005

Quote:
Originally Posted by VGJustice
Yeah, let's look at the 55 monk. Didn't A.Net say that they didn't want to overnerf the 55 skills because of how it would effect PvP?
Yea because some of the skills in 55 are a staple in monk PvP builds, only indicating a bias for pvp.

Quote:
And why would they nerf the skills of a solo trapper? Doesn't that take a tremendous amount of patience rather than simply imbalanced skills? How do you balance a skill for patience?
I think stacking zillions of traps, blowing AIs up and picking up loots ALONE is a broken mechanic.

And Soul Reaping is not a skill.

VGJustice

VGJustice

Desert Nomad

Join Date: Jul 2005

Tyria, cappin' ur bosses

Boston Guild [BG]

R/W

Quote:
Originally Posted by tomcruisejr
Yea because some of the skills in 55 are a staple in monk PvP builds, only indicating a bias for pvp.
Or, maybe they see that Balance in PvP actually has a point where in PvE it's more a matter of being too powerful. Sure, 55 has been pretty powerful in its own right. And see how many monsters have been added to the game with enchantment stripping or attacks that bypass defenses?

Quote:
I think stacking zillions of traps, blowing AIs up and picking up loots ALONE is a broken mechanic.
And I don't see what can be done about that, since as I already stated, that's more of a patience of player than skills being imbalanced or overpowered. If anything, that's exploiting the weakness of the AI which is sorely in need of a buff.

Quote:
And Soul Reaping is not a skill.
Find where I said that that and I'll give you a cookie.

The Ernada

Jungle Guide

Join Date: Nov 2006

When most areas of PVE can be solo farmed, then you know PVE IS easy. Complaining about PVE nerfs and how it's ruined and how it's now hard is just funny.

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

Quote:
Originally Posted by The Ernada
When most areas of PVE can be solo farmed, then you know PVE IS easy. Complaining about PVE nerfs and how it's ruined and how it's now hard is just funny.
That is exactly the point. The SR "balance" is not done with PvE even remotely in mind. This change won't make PvE harder, or even more challenging. No. What it will do is make Necros an unwise choice in PvE, be it in a party, or just to play at all. Not because it's "too hard", but because it's just not effective, or not as effective than other classes.

This will most likely damage the class as a whole, rather than just a handful of skills, builds, or even an attribute line. The whole class. I'm gonna wait and see, as usual, before laying out my complete opinion, but I do feel this will not bode well for the PvE Necro.

linh

Wilds Pathfinder

Join Date: Jul 2005

Mo/

People complain not because it totally effects pve, but because it is a nerf. They haven't seen it in practice yet, but a nerf is always a reason to complain, simple as that.
Like 3252352 threads about AoE nerf, MM nerf and Warrior armor nerf ( Sup Absorb, shield, etc..) before, when updates come out everything is ok soon after that. So just wait for a bit and those threads will RIP.

The Ernada

Jungle Guide

Join Date: Nov 2006

Quote:
Originally Posted by arcanemacabre
That is exactly the point. The SR "balance" is not done with PvE even remotely in mind. This change won't make PvE harder, or even more challenging. No. What it will do is make Necros an unwise choice in PvE, be it in a party, or just to play at all. Not because it's "too hard", but because it's just not effective, or not as effective than other classes.

This will most likely damage the class as a whole, rather than just a handful of skills, builds, or even an attribute line. The whole class. I'm gonna wait and see, as usual, before laying out my complete opinion, but I do feel this will not bode well for the PvE Necro.
I tell you what. If the doomsayers are right and it totally makes the Necro useless in PVE, I'll join in the mob of righting the wrong. My point about PVE being easy is that almost ANY build/profession is effective in PVE.

Some builds or professions may be less effective than others. And some people will discriminate based on that. But there will always be SOMETHING that's less effective and always be discrimination. That's the PVE mindset though. Anything that isnt an uber killing machine is deemed as useless. Anything that reduces the killing power even just a fraction is deemed "destroying" PVE. I cant understand that mentality or think of any way to fix it.

And to put my post in context, I am a hybrid player. I'm not bashing PVE players because I'm an elitist PVP player.

LONGA

LONGA

Krytan Explorer

Join Date: Sep 2006

Thailand

Agot

N/

Funny thou when I go with hench and heroes in PvE doesnt seem to be differnt when skill changes applied.Only notice a few monster become less dangerouse like roaring ether in Vabbi.
Thats mean the skills arent broke when play as intened.Most cashual player wont be too serious about the skill changes anyway.

jummeth

Wilds Pathfinder

Join Date: Mar 2006

London

Diary of a Madman [SiKK]

For those people who think that SR was not broken. What other prof can spam 10-15 energy spells non stop at 2-3 second intervals without using any active energy management?

SR was broken broken for PvE as much as the AoE thing was broken. Now its fixed, people have forgotten about AoE nerf about 6 months after the nerf. SR will be fixed accordingly.

SR fix was needed badly in PvP though, although I'm not sure it has actually fully addressed the issue.

Kas

Frost Gate Guardian

Join Date: May 2005

This thread is heating up really quick and I assume once we reach the fourth page, we will have a full blown flamewar going on which will get closed on the sixth page.
All this anger and nerdrage alone should indicate that something is going awfully wrong, if such a simple topic as PVE and/or PVP is enough to continously kindle such wrath in the community.

This derives itself from the problem that Guildwars is schrizophrenic by definition. It's sold as a PVE Experience and once the sales are out, the PVE Part gets dropped like a hot potatoe and everything is suddenly catered towards the PVP Crowd. And then comes the next chapter, lo and behold... it's advertised as a PVE Game again! All the new things it has to offer are mainly for PVE. And once it is released A-Net does the Potatoe game again.

This is because A-Net has a tendency for extremes. Something is either black or white with nothing inbetween. A skill rebalance basically simply destroys the skill so it is not viable at all in no given scenario. From hero to zero in one single update. The same tendency is used for community support. One month it is entirely PVE with all those nice little (well when they actually come... whenver it may be) updates and comments. At the same time PVP is neglected and ignored for this period. And after that month, everything goes the other way around.

So, yes.
Guildwars and it's aspects are PVP or PVE. Useful or useless. Happiness or Frustration. And all of these things change in a slow pace according to what kind of extreme A-Net caters to this month.

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

I just have to pop in with a nice metaphor of the whole PvE and PvP thing:

Anet treats PvP like it's the supermodel you dream about while you're having sex with your wife (PvE). You can fantasize whoever you like, changing it at will, and in any setting you like, as long as it's good for you, but in the end, you're just ****ing your wife.

jummeth

Wilds Pathfinder

Join Date: Mar 2006

London

Diary of a Madman [SiKK]

Quote:
Originally Posted by Kas
This derives itself from the problem that Guildwars is schrizophrenic by definition. It's sold as a PVE Experience and once the sales are out, the PVE Part gets dropped like a hot potatoe and everything is suddenly catered towards the PVP Crowd. And then comes the next chapter, lo and behold... it's advertised as a PVE Game again! All the new things it has to offer are mainly for PVE. And once it is released A-Net does the Potatoe game again.
Actually GW is sold as a grindless competition driven game.

They even stressed the Competitive Online RPG and not MMORPG
With a level cap of 20 and PvP chars creation, its always biased towards highly replayable PvP content. For PvE, there are many better games than Guild Wars.

For PvP, GW has a niche... for now.

Kas

Frost Gate Guardian

Join Date: May 2005

Quote:
Originally Posted by jummeth
Actually GW is sold as a grindless competition driven game.
Actually... no.
It is described as such if you dig deep enough but on the surface, that which most people see and most magazines test, it's not advertised as such.