Originally Posted by Riotgear
This post is probably going to scream "delete me!", but the thing to realize is that PvE "balance" is for the most part a joke. GW's skill set is simply too powerful and the monsters are too simple. That's why places like UW, one of the ultimate dungeons of the game, have been farmed bad by ridiculous builds like 55/SV.
PvE balance is easy. If monsters are too powerful after a skill tweak, you can just tweak their health points, or add or remove a couple spawns, and that's it. It tends to be made even easier by the fact that every fight is predictable, so there will always be some skill load-out that trumps it. Perhaps more importantly, there are numerous skills that only really bad players are affected by in PvP, but are the dominant factors in PvE balance if counter-balancing ever needs to be done. A good example would be Flashing Blades and Critical Defenses, which are of extremely questionable use in PvP, but are really the roots of Assassin viability in PvE. PvE balance should be an afterthought, because it is EASY to just bolt PvE balance changes on top of whatever the PvP balance is at the time without conflict. If something is too powerful in PvE, nobody complains, because it just makes killing stuff easier. The reverse is not true. If an ability becomes too strong in PvP, it makes a mess of everything, and adding some overpowered counter to it is far from ideal |
Well what do you guys think?