Quote:
Originally Posted by Improvavel
...
|
Heroes are overpowered...you don't need to spend 15 min to form it. This is the inherent advantage heroes have that cannot be beaten no matter how good players are. Stuff like SF and PvE skills are not the answer because eventually ANet always caves in to the whining and nerfs them. In non speed clear scenarios, all those overpowered skills don't even save people that much time...SF is a glorified safe tanking skill in pug, and tanking takes even more time. Consumables cost money...and didn't you complain when I suggested paying in game gold per use for extra heroes? Not to mention heroes team can use consumables too.
That 15 min convenience is the thing that needs to be "balanced", then I could careless if people still choose heroes.
1) Improve group forming
-Doubtful...they already did a botched job the first time they tried with the party search thing. Not to mention resource intensive.
2) Limit Heroes
-What they're doing right now
3) Disincentives to use 7 heroes
-Pay to use or scale the drops downward like I suggested, hard to implement without complaints.
4) Incentives to group method 1: More "powerful" skills for human groups
-OMFG, Anet is ruining PvE, nerf those OP skills now, pugs are managing to finish non-endgame areas OMG.
5) Incentives to group method B: More drops for human groups
-OMFG, Anet is ruining the economy, why should those pugs get more drops when I'm doing as much work *cough* with my heroes.
Of course my preference had always been a mix of Option 1,4 and 5...too bad at the time of writing this post another "nerf SF to kill UWSC" thread popped up again.