Quote:
|
Originally Posted by brian78wa
You have that completely backwords. Most of the stuff was done to protect PvP. The PvErs are the ones that suffered the brute of the skill balances because PvPers abused the hell out of skills.
|
Maybe instead of wanting everything to be gifted to you on a platter, you could, you know, try to actually work a little bit, for things? OH NO SOUL REAPING NERF! Do you not understand how incredibly broken SR was as a primary attribute when coupled with Spirits, or are you just being ignorant because you feel so utterly incompetant without a way to abuse things?
PS. UAX
PPS. Reconnects
Quote:
|
Originally Posted by GloryFox
I see this quote quite often from various long time posters.
Would someone please elaborate as I see ANet "balancing" quite often.
What is it that PvP players would like to see balanced that would revive PvP? Can someone clarify please?
I have an idea of what your are referring too but I'd like a hardcore PvP player to fully explain it with examples. As far as I can tell as long as there is a counter the game is balanced, please explain how PvP can be more balanced that would draw crowds of new players to PvP?
Are there too many skills & classes allowed for PvP? too few? How is PvP unbalanced?
|
Balance updates every 3~ months is not often enough. When things are ruining the entire foundation of high level PvP, they need to be fixed instantly, or the detrimental effect they will have will be servere. Just look at shortly after Nightfall was released. You had Paragons giving all Party members/NPC's like a bajillion armor, as well as a load of energy. You also had Avatar of Grenth Dervishes running around stopping any form of Prot.
Now you're seeing Melandru's, which has been there since I uninstalled, and still barely anything been done. Same with Aegis, pretty much all Paragon shouts/chants (note: this includes Shield's Up / Watch Yourself, even though they're Warrior skills). Ward Melee - all these passively defensive skills, where the balance cost on them is far too low for their effect,
and you can break such things by taking multiple copies, or throwing say, Ward, on an MoR Mesmer requiring even less of a spec than on an Elementalist, but the ability to permanently maintain it, which an Ele doesn't carry, plus the fact it's fast cast so almost impossible to interrupt without guess work.
Then you get things which are nuts in Tombs and Arenas, but aren't touched either. An time any skill gets out of line it nees to be dealt with. The problem is, it isn't. Skills get buffed to see more use, become a problem, and are left.
Quote:
|
Originally Posted by Graphik Desine
Solution: examine their builds in observe mode. tear apart what might devastate them the most and go from there. try coming up with builds on your own that could potentially be pure ownage against builds such as "spiritway" or "legoway." once you have found the weak spot, eat them alive. they won't see it coming. give those who play "overpowered builds" a run for their money instead of an easy roll.
|
Build Wars?
Also - 8 million fun seasons / infrequent skill balances / not following through on promises / useless ladder / poor AT system / no real rewards / imbalanced maps / imbalanced mechanics / Blockagons / Ritualists / Shadowstepping / Dervishes / ... the list goes on for a bit longer, but you get the idea...