2007 skill nerf wishlist.
TheOneMephisto
I don't get why people get so angry at these proposed nerfs, as most of them really don't matter to PvE much at all. Lots of these skills are serious problems in PvP, but don't matter in PvE. How often do you have to sit there and wait for debilitating hexes to take effect when you could just use an ele to blow them all up? How often are paragons used as tanks (either way, they still have a shield + shouts + centurions for ridiculous armor)?
People should listen to Ensign more. Not only does he have one of the best understandings of game balance of any person that plays this game (including the devs) and has been playing the PvP game at the highest of levels for an extremely long time, he also apparently does play PvE.
A lot of people are just screaming ONOES NERF GO AWAY, but really, people, think about this stuff. Even in PvE, is the game really fun if you just grab super-powerful skills and dominate an monsters you meet? Doesn't high-level PvE exist solely so that you can take on a challenge that actually takes coordination and organization to beat? I had the impression that that was the point of stuff like the UW, FoW, Deep, Urgoz, etc, not so that you could go in there and just farm like crazy.
People should listen to Ensign more. Not only does he have one of the best understandings of game balance of any person that plays this game (including the devs) and has been playing the PvP game at the highest of levels for an extremely long time, he also apparently does play PvE.
A lot of people are just screaming ONOES NERF GO AWAY, but really, people, think about this stuff. Even in PvE, is the game really fun if you just grab super-powerful skills and dominate an monsters you meet? Doesn't high-level PvE exist solely so that you can take on a challenge that actually takes coordination and organization to beat? I had the impression that that was the point of stuff like the UW, FoW, Deep, Urgoz, etc, not so that you could go in there and just farm like crazy.
martialis
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Hard mode is way too easy.
Darth Kukulkan
From which right do simple mided players like you suggest any balance whch would be all but balanced ? none
clawofcrimson
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Originally Posted by holymasamune
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I don't get why people get so angry at these proposed nerfs, as most of them really don't matter to PvE much at all. Lots of these skills are serious problems in PvP, but don't matter in PvE. How often do you have to sit there and wait for debilitating hexes to take effect when you could just use an ele to blow them all up? How often are paragons used as tanks (either way, they still have a shield + shouts + centurions for ridiculous armor)?
People should listen to Ensign more. Not only does he have one of the best understandings of game balance of any person that plays this game (including the devs) and has been playing the PvP game at the highest of levels for an extremely long time, he also apparently does play PvE.
A lot of people are just screaming ONOES NERF GO AWAY, but really, people, think about this stuff. Even in PvE, is the game really fun if you just grab super-powerful skills and dominate an monsters you meet? Doesn't high-level PvE exist solely so that you can take on a challenge that actually takes coordination and organization to beat? I had the impression that that was the point of stuff like the UW, FoW, Deep, Urgoz, etc, not so that you could go in there and just farm like crazy.
Paragons could have had a very relevant and vital role in DOA were it not due to nerfs to defensive shouts... skills like [skill=text]"incoming!"[/skill] used to be good enough in pve to take a paragon in high end areas like DoA, but because of pvp balance this skill is ONLY effective with multiple copies on a all P/ team. And the true purpose of the skill is lost.
and so again pve'ers get the nerfed leftovers of 'overpowered' skills that are a direct result of PvP'ers EXPLOIT and ABUSE.. ...who clearly do not play the class/skills as they were intended.
...and why is GvG balance more important then the ability for any class to get a group in DoA??? More players spend more time in pve anyway. It's easy for a pvp'er to adapt and make a new class. But it's not as easy to see your favourite class, in which you have invested 100+hours and tons of gold to build, be completely raped of the few skills that make it viable and valuable in any group. I would say that effort should be spent to buff skills in the less used classes for this very reason.
People should listen to Ensign more. Not only does he have one of the best understandings of game balance of any person that plays this game (including the devs) and has been playing the PvP game at the highest of levels for an extremely long time, he also apparently does play PvE.
A lot of people are just screaming ONOES NERF GO AWAY, but really, people, think about this stuff. Even in PvE, is the game really fun if you just grab super-powerful skills and dominate an monsters you meet? Doesn't high-level PvE exist solely so that you can take on a challenge that actually takes coordination and organization to beat? I had the impression that that was the point of stuff like the UW, FoW, Deep, Urgoz, etc, not so that you could go in there and just farm like crazy.
Paragons could have had a very relevant and vital role in DOA were it not due to nerfs to defensive shouts... skills like [skill=text]"incoming!"[/skill] used to be good enough in pve to take a paragon in high end areas like DoA, but because of pvp balance this skill is ONLY effective with multiple copies on a all P/ team. And the true purpose of the skill is lost.
and so again pve'ers get the nerfed leftovers of 'overpowered' skills that are a direct result of PvP'ers EXPLOIT and ABUSE.. ...who clearly do not play the class/skills as they were intended.
...and why is GvG balance more important then the ability for any class to get a group in DoA??? More players spend more time in pve anyway. It's easy for a pvp'er to adapt and make a new class. But it's not as easy to see your favourite class, in which you have invested 100+hours and tons of gold to build, be completely raped of the few skills that make it viable and valuable in any group. I would say that effort should be spent to buff skills in the less used classes for this very reason.
Ensign
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Originally Posted by holymasamune
At this point I've done pretty much everything in PvE except Citadel - I've been looking for a group for that for around a month now on and off, but just end up running Foundry groups instead. If you're making one and need an Ele let me know.
Quote: Originally Posted by leeky baby I think there should be a removal for everything You can't make that practically true even if you can make it theoretically true. Is there removal in the game for RoF, for instance? Sure, it's an enchantment, and every once in a long while you'll be able to Shatter one, but for all practical purposes that's not removable. Instantaneous effects aren't removable either, and so forth.
Unremovable effects are fine as long as they are priced with their invulnerability to removal in mind. Generally that means weaker effects overall so that there isn't anything that must be removed, and higher costs for those effects. Skills that are uncounterable as well as unremovable (shouts for the most part) need an even higher premium. The game works fine with a subset of effects that can't be directly countered, it just gets ugly when those effects become predominant and the counter/removal game becomes less relevant.
Quote: Originally Posted by clawofcrimson the skills being targeted are some of the very few skills that are actually useful to the pve paragon. You're unneccessarily focusing on PvE there, as Paragons don't have a lot of useful effects in general. They're easily the profession with the highest percentage of fundamentally flawed, narrow garbage in the skillset that really can't ever be good in an interesting game. Aggressive Refrain and Go for the Eyes aren't just used on every PvE Paragon bar, they are used on every Paragon bar, period.
Quote: Originally Posted by clawofcrimson Paragons could have had a very relevant and vital role in DOA were it not due to nerfs to defensive shouts... You quite honestly could not be more wrong about this. I personally tried out a bunch of different strategies for DoA shortly after release, including some that made heavy usage out of Paragons and team-wide passive defenses in general. Even with the crazy state of a lot of passive defense back then, it simply wasn't enough to deal with the harshest areas of DoA - the Touch Necros in Stygian Veil; the cave in Ravenheart Gloom; the Dervish swarm in Foundry. You simply cannot defend a team against the brunt of those attacks. Those areas need to be bypassed with AI tricks; by either cornerblocking and tanking them with a ridiculously protted tank character to eliminate the damage, or by walking those mobs into huge trap bombs that ignore the mobs entirely.
Once you resign yourself to needing to do use those tricks to get past those encounters, the Paragon becomes an incredibly weak character. What good is party-wide defense when your defense is coming from a tank or wall of traps?
A lot of classes are excluded from DoA simply because those encounters are too harsh, and require a very narrow range of strategies to pass. For example Rangers are largely excluded from DoA because of the number pulls that require corner blocking to pass, which removes LoS and leaves them as 'trap or bust' characters. Things aren't neccessarily as narrow as the pick up community would have you think (a Paragon isn't neccessarily bad in Stygian Veil, where you can kite the touchers and brute force everything else with a good enough team...and could function in City of Torc'qua), but in general that zone is simply too harsh for much variation in builds or strategies - it's a design disaster because of it, and not terribly fun.
However, it is also the *only* zone with that problem. Paragons are a perfectly viable profession in every other zone of the game, including Fissure of Woe, the Underworld, the Deep, and Urgoz' Warren.
Quote: Originally Posted by clawofcrimson skills like [skill=text]"incoming!"[/skill] used to be good enough in pve to take a paragon in high end areas like DoA, but because of pvp balance this skill is ONLY effective with multiple copies on a all P/ team. And the true purpose of the skill is lost. Huh? What do you think the true purpose of "Incoming!" was? I really hope you aren't insinuating that "Incoming!" is good with multiple copies on an all Paragon team, because it isn't.
The point of "Incoming!" was to stop a spike of damage if you saw it coming in, be it an adrenal spike in PvE or a big AoE hit in PvE. The problem with the initial version of the skill was that it lasted so long that you didn't have to time it with the big hits to make it effective, you could just cycle multiple copies of the skill instead to always have it up. Hence, the duration kept being nerfed to make it a spike-only skill, until its current form which is a bit too weak (it needs to be 1...4 seconds to fill its purpose).
But even in its old state, "Incoming!" was never good enough to be worth a spot in DoA. 5-6 seconds of half damage on your tank every 20 seconds is a terrible waste of your elite. Nor were any of the other party-wide buffs: they're all pretty bad when they only affect one person.
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I don't claim to be an expert... but I have tried hard to bring paragons back into pve. The 'zomg nerfed again' reputation of the class has just recently been recovering, due in a small part to some hard work.
Originally Posted by clawofcrimson
and so again pve'ers get the nerfed leftovers of 'overpowered' skills that are a direct result of PvP'ers EXPLOIT and ABUSE.. ...who clearly do not play the class/skills as they were intended.
Since you're the expert on what Arena.net intended to do with the Paragon profession, perhaps you would be so kind as to enlighten me?
Since you're the expert on what Arena.net intended to do with the Paragon profession, perhaps you would be so kind as to enlighten me?Because I honestly do not understand what the PvE community that is so up in arms about the "PvP EXPLOIT AND ABUSE" of Paragon skills was doing with the profession that was so different. At least my PvE Paragons were rather similar to my PvP Paragons - a ton of passive defense and party-wide buffs, with a couple of spear attacks mixed in to up the damage. I believe the prototypical "PvE Paragons" forsook the spear entirely and just mashed on party-wide defensive buffs, effectively combining the passive defense of multiple PvP Paragons onto one character. Is that incorrect? If that's correct, what exactly is the big complaint? That those passive defensive skills, while overpowered in PvP, aren't overpowered in PvE? By what metric? As far as I can tell, the only skills that have been really exploited by massed Paragon teams are the Finales. Those go absolutely nuts in massed Paragon teams, and either have or should be recieving huge nerfs in the near future. No, those aren't going to remain viable on single Paragon teams, that simply can't be done without a huge reworking of those skills. But the only Finale that was relevant to PvE play was Energizing Finale, which was so ridiculously overpowered that it could outclass BiP with a single Paragon on the team. Maybe that's your point about nerfs ruining the Paragon for PvE. The old EF shout Paragons could have replaced the BiP Necro in DoA by mashing on his shouts with the ridiculous EF. But unlike PvP, where that's degenerate and broken, one skill giving the entire team infinite energy at no cost is balance in PvE, right? Quote:
you are right about that...poor example, but keep in mind that the paragon has received nothing but nerfs since its conception (aside from a few minor spear changes) and further nerfing is just putting more nails into the pve paragon coffin, and not because it is truly a bad class (I surely know this better than most). It desparately needs some well placed buffs.
Quote: Because I honestly do not understand what the PvE community that is so up in arms about the "PvP EXPLOIT AND ABUSE" of Paragon skills was doing with the profession that was so different. |
http://www.guildwarsguru.com/forum/s...php?t=10151254
...and I don't think that all paragon teams chaining 'incoming!' is exactly what was intended for the class. ...skills like 'incoming!' when they first were released, were useful to the single paragon as a filler elite, but as you said yourself, multiple copies were taken and chained. This is just one example. The "paragon LFG" has been hampered in the past because of the abuse of all the passive skills in all 'P/x' pvp teams. Would you still think these targeted skills needed adjustment if you only faced one paragon on each team??? I think not.
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The targeted skills (ala the Finales)? With the exception of Energizing Finale, no, they didn't need an adjustment with only one shouter in the build. They do need adjustment for more than one shouter, which I recommended - as far as I can remember, EF is the only Finale to have recieved a nerf so far.
Originally Posted by Ensign
As far as I can tell, the only skills that have been really exploited by massed Paragon teams are the Finales. Those go absolutely nuts in massed Paragon teams, and either have or should be recieving huge nerfs in the near future. No, those aren't going to remain viable on single Paragon teams, that simply can't be done without a huge reworking of those skills.
I agree... the finales need work. Maybe having them work similar to weapon spells? only one at a time?
Would you still think these targeted skills needed adjustment if you only faced one paragon on each team???
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That was the problem with the skill. It was designed an an anti-spike skill to put up as the damage was coming in, but it ended up lasting so long that simply mashing on the thing on recharge was a very effective anti-pressure mechanism. Now it is only usable as an anti-spike mechanism (and only at 12 Command, which is why it's bad). I'll go so far as to say that if Incoming is a viable skill for a majority of players in PvE, then it is way too good.
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The party wide healing and defensive buffs? Those are in need of nerfs, even with only one Paragon on a team.
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Quote: Originally Posted by clawofcrimson but single paragon on a team should be able to do at least the same thing as a Bip necro no? No, a Paragon should not be able to incidentally do the job that a dedicated BiP Necro can do.
Quote: Originally Posted by clawofcrimson these buffs would be extremmely important to the pve'ers out there. No, actually, they probably wouldn't be. None of them would affect the Paragon's PvE role, and that's what their real problem has always been. Teams just don't want what the Paragon offers. That's not going to be fixed by making them even better at jobs that few want them to do. They need their scope widened for that to happen, and the skillset simply does not support that.
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Originally Posted by Perfected Shadow
game balance is an illusion.
It is anything but an illusion. To those whom it is relevant, it is incredibly apparent and has huge impacts on gameplay. Just because you cannot see it or understand the consequences does not mean it does not exist. Quote:
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