Update: 13 Nov. 07
Faer
[skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill]
[skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill]
[skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill]
[skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill]
[skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill]
[skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill]
[email protected]
Anyway, nice changes all around. I can't name a change here that I dislike, though a couple of them sort of leave me wondering "And why did we do this, eh?". Soul Reaping finally got a fix that it has needed for a good while, and perhaps now it can be reworked to a suitable state so that people will stop QQing about it.
Actually, scratch that. People are going to QQ about Soul Reaping as long as it remains in the game. But if you remove it, then people will QQ even harder. Everybody around here just wants the silver platter, it seems.
On a final note, I lol'd irl at the pet change. Good change for PvP, doesn't really do anything to PvE except encourage more balanced approaches to some things instead of the standard B/P nonsense, and yet so many people are treating it like it's the end of GW. Lawlz.
[skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill]
[skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill]
[skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill]
[skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill]
[skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill]
[email protected]
Anyway, nice changes all around. I can't name a change here that I dislike, though a couple of them sort of leave me wondering "And why did we do this, eh?". Soul Reaping finally got a fix that it has needed for a good while, and perhaps now it can be reworked to a suitable state so that people will stop QQing about it.
Actually, scratch that. People are going to QQ about Soul Reaping as long as it remains in the game. But if you remove it, then people will QQ even harder. Everybody around here just wants the silver platter, it seems.
On a final note, I lol'd irl at the pet change. Good change for PvP, doesn't really do anything to PvE except encourage more balanced approaches to some things instead of the standard B/P nonsense, and yet so many people are treating it like it's the end of GW. Lawlz.
Avarre
Quote:
Originally Posted by CyberNigma
Well it seems you are on that path with me then. PvE is not about defeating AI. That's a shallow look at it. PvE in Guild Wars is about entering the world that ArenaNet created and losing yourself in it for entertainment. Part of it is defeating AI. Part of it is exploring (new concept to you I'm sure), part of it is accomplishing the quests (some are puzzles such as the baby bird mini, others are kill this or that, some are go there and deliver this). I took a group of players up to the Great Dwarf's Anvil one time to explain to them what it was and the lore behind it. Part of the PvE experience is going into the Jade Sea and seeing all kinds of manner of beasts frozen in the sea.
You don't get any of that and that's why you fall off the cliff of failure, even if it's alongside me as you say. ArenaNet spent so much of their resources on art, story (even hiring Jeff Grub if I remember correctly), characters, new pets, etc. To you it's about defeating AI. There's a gameplay mode in most games called The Grinder that can accomplish that. The game is nothing but numbers to many of you. That's why you can't see why people get pissed when the 'world' they play in, a virtual playground so-to-speak, gets shoved around because of number-crunchers and not-quite-twitch-and-not-quite-real-strategy-pvpers can't adapt to their side of the game. You say I fell into failure but you apparently live there. I'm pretty sure that ArenaNet would not consider all the effort they put into making the environment on the PvE side about defeating dumb AI. That can be done in an arena as well (Jade Arena, Challenge Missions). |
CyberNigma
Quote:
Originally Posted by lyra_song
I wish there could be PvP balances that dont piss off PvE players, but thats never going to happen.
However...i still stand by my opinion that pets leaving no corpses is a rather stupid decision. Its just so...unnatural. We've been playing under Anet's rules that fleshy creatures leave corpses. Suddenly turning around and making what seems like a purely arbitrary and biased exception is going to piss a lot of players off. Yes i understand that pets are being used as minion sources in PvP. I thought thats the reason your skills were disabled when your pet dies, so that simply letting your pet turn into a corpse makes you useless for a period of time. That is supposed to be the balance. Thats one of your costs. The pet brings damage, body blocking, and an exploitable corpse, at the cost of disabling skills, as well as taking up space on your skillbar. The removal of corpses from pet seems to me like just a cheap answer, instead of dealing with the mechanics as to why the tactic was imbalanced. |
I don't even exploit my warthog like that, but you shine a light on something more important. The fact that the other side of the fence is an afterthought here. It's like Izzy said, ok, let's do this quick fix for PvP. Hmm, what about PvE... bah, they always complain and it's pve, they'll adapt.
Except it seems to be a repeating case for them. over and over and over.
Spike
Hmm so if we as pve players can't over come something we are either not good enough players or our build is not good enough. YET If pvpers can't do the same the build has to be nerfed as its clearly not thier fault. "I guess thier just not as good players as us pve players are and need to be helped" PLEASE NOTE THE PREVIOUS SENTANCE WAS SARCASM.
Aslo if pvp is so damm important to GW and Anet that we have to have contant nerfs to the skills to keep it balanced why is it there so FEW people playing it? Why not once and for all seperate pvp and pve. Or maybe just maybe nerf pvp when it needs it and leave pve alone but I guess that would be to hard. Its not like anet does'nt know when we are playing pve and pvp now does it. Opps yes they do we have pve ONLY skills.
Aslo if pvp is so damm important to GW and Anet that we have to have contant nerfs to the skills to keep it balanced why is it there so FEW people playing it? Why not once and for all seperate pvp and pve. Or maybe just maybe nerf pvp when it needs it and leave pve alone but I guess that would be to hard. Its not like anet does'nt know when we are playing pve and pvp now does it. Opps yes they do we have pve ONLY skills.
Almighty Zi
Well, I was going to comment on the update but this is going to get lost within 8 to 10 pages of the same 5 people talking crap at one another.
For those that don't get the why skills are balanced, I wish Anet would create PvE missions where the monsters randomly pick (so you can't build to counter it) a broken build to play (necro thump, hexes, derv spike, sins jumping around instagibbing things and then recalling etc. etc.) - you would then perhaps appreciate why things are changed.
For those that don't get the why skills are balanced, I wish Anet would create PvE missions where the monsters randomly pick (so you can't build to counter it) a broken build to play (necro thump, hexes, derv spike, sins jumping around instagibbing things and then recalling etc. etc.) - you would then perhaps appreciate why things are changed.
Sekkira
Quote:
Originally Posted by Spike
Hmm so if we as pve players can't over come something we are either not good enough players or our build is not good enough. YET If pvpers can't do the same the build has to be nerfed as its clearly not thier fault.
Aslo if pvp is so damm important to GW and Anet that we have to have contant nerfs to the skills to keep it balanced why is it there so FEW people playing it? Why not once and for all seperate pvp and pve. Or maybe just maybe nerf pvp when it needs it and leave pve alone but I guess that would be to hard. Its not like anet does'nt know when we are playing pve and pvp now does it. Opps yes they do we have pve ONLY skills. |
craigrs84
Quote:
Originally Posted by Faer
[skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill]
[skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill] [skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill] [skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill] [skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill] [skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill][skill]Moebius Strike[/skill][skill]Death Blossom[/skill] [email protected] Anyway, nice changes all around. I can't name a change here that I dislike, though a couple of them sort of leave me wondering "And why did we do this, eh?". Soul Reaping finally got a fix that it has needed for a good while, and perhaps now it can be reworked to a suitable state so that people will stop QQing about it. |
Ec]-[oMaN
Quote:
Originally Posted by Almighty Zi
Well, I was going to comment on the update but this is going to get lost within 8 to 10 pages of the same 5 people talking crap at one another.
For those that don't get the why skills are balanced, I wish Anet would create PvE missions where the monsters randomly pick (so you can't build to counter it) a broken build to play (necro thump, hexes, derv spike, sins jumping around instagibbing things and then recalling etc. etc.) - you would then perhaps appreciate why things are changed. |
Anyways good update in my eyes.
CyberNigma
Quote:
Originally Posted by Avarre
And I expect next you're going to tell me how PvE skill balance, the topic of discussion relates to any of this?
|
Quote:
Originally Posted by Avarre
PvP as a whole is meant to provide a competitive platform for two or more teams on relatively even footing. Hence, the decided between the matches is skill (ideally) rather than other aspects. There will always be a winning team, and the winning team is usually the team that played better. When build becomes the deciding factor, it is important to try and ensure various skills and builds are even in terms of power.
PvE is meant for the players to defeat the AI. Nothing else. |
My post was clearly a response and counter to your incorrect statement. That's the problem right there. You have no idea. You just see PvEzzzzzzzzzzzzzzzzzzzz.
Besides, the actual topic of discussion was the Game Update on 11/13.
lyra_song
Quote:
Originally Posted by CyberNigma
Thank you..
I don't even exploit my warthog like that, but you shine a light on something more important. The fact that the other side of the fence is an afterthought here. It's like Izzy said, ok, let's do this quick fix for PvP. Hmm, what about PvE... bah, they always complain and it's pve, they'll adapt. Except it seems to be a repeating case for them. over and over and over. |
The changes to it have not been some lame exception patch, but rather a reworking of a whole attribute, encompassing players in PVE, PVP as well as the NPCs in the game.
This is not how i feel about the corpse exploitation change to player pets.
It doesnt solve the problem, which in the end, are the Necromancers.
--------------
Some questions, since im not a PvP expert.
- Do pet deaths affect overall Team Morale?
- Do pet deaths affect points in HA pvp modes?
- Do pets gain positive effect from morale boost in GvG?
Selket
why do pets not make corpses
how can i petition for a consume pet skill
this is the worst update ever
i hope this update gets reversed so i can start a consume pet petition
plz i rly need
how can i petition for a consume pet skill
this is the worst update ever
i hope this update gets reversed so i can start a consume pet petition
plz i rly need
Vinraith
Quote:
Originally Posted by Almighty Zi
For those that don't get the why skills are balanced, I wish Anet would create PvE missions where the monsters randomly pick (so you can't build to counter it) a broken build to play (necro thump, hexes, derv spike, sins jumping around instagibbing things and then recalling etc. etc.) - you would then perhaps appreciate why things are changed.
|
Lugosi
Quote:
Originally Posted by Avarre
There is a difference between adapting to a change in something overpowered, and therefore using something else instead to complete an area (PvE), and adapting to something overpowered by trying to find a way to defeat it (PvP).
The two forms of adapting are so incredibly different if you don't see that immediately I struggle to think how you manage to play the game without getting confused by moving targets. |
PvE:
If certain situations/areas/mobs seem to be overpowered in one or the other way, the players adapt to this by coming up with builds that are suitable to beat them (which is for example how the BP ranger for tombs got so popular).
Notice: the players adapted by coming up with a counter-build or a build that could overpower what they were facing (and correct me if I'm wrong, but...isn't that why we have tons of skills? To come up with a viable build against what we're trying to defeat?)
So here comes a nerf for something that was vital in the above build.
What happens? Ultimately, once again, another viable build will be found. And so on, and so on. Adaption once again.
PvP:
If certain builds seem to be overpowered in one or the other way, the players will try to adapt to this by coming up with builds that are suitable to beat them.
Oh wait, that was long ago. Let me rephrase it:
If certain builds seem to be overpowered in one or the other way, the players will try to make a point that a nerf is in need, because trying to counter (adapt) would be too much of a hassle.
So here comes the nerf for that "unbeatable overpowered uber-build", the people who complained are happy (and are all over the forums, telling the PvE people to adapt), while the teams that formerly used the "fotm"-build look for another build (so admittedly, *they* have to adapt at that point too).
Avarre
Quote:
Originally Posted by CyberNigma
You've got to be kidding me.
Evidently it was good enough for you to bring it up. I guess it wasn't good enough for me to counter your argument and explain what PvE really is. My post was clearly a response and counter to your incorrect statement. That's the problem right there. You have no idea. You just see PvEzzzzzzzzzzzzzzzzzzzz. Besides, the actual topic of discussion was the Game Update on 11/13. |
The other aspects of PvE are not relevant to the issue of balance, or balance allocation between PvE and PvP.
Your wall of text about sunshine, roleplay, and lore really isn't relevant at all.
CyberNigma
Quote:
Originally Posted by lyra_song
In particular, the SR affected all players, but I always felt that SR was VERY VERY powerful in PvE and PvP (i butted heads in the SR nerf threads with other PvE players), since its the only class that can store energy in outside sources for later use (minions and spirits).
The changes to it have not been some lame exception patch, but rather a reworking of a whole attribute, encompassing players in PVE, PVP as well as the NPCs in the game. This is not how i feel about the corpse exploitation change to player pets. It doesnt solve the problem, which in the end, are the Necromancers. -------------- Some questions, since im not a PvP expert. - Do pet deaths affect overall Team Morale? - Do pet deaths affect points in HA pvp modes? - Do pets gain positive effect from morale boost in GvG? |
I think the Fury guys got it right by catering to only one crowd. It's too late in the game to really change that now I suppose.
lyra_song
Quote:
Originally Posted by Lugosi
Ok, let me try to elaborate in a way that *you* get the idea too, without lowering myself to the level of your last sentence.
PvE: If certain situations/areas/mobs seem to be overpowered in one or the other way, the players adapt to this by coming up with builds that are suitable to beat them (which is for example how the BP ranger for tombs got so popular). Notice: the players adapted by coming up with a counter-build or a build that could overpower what they were facing (and correct me if I'm wrong, but...isn't that why we have tons of skills? To come up with a viable build against what we're trying to defeat?) So here comes a nerf for something that was vital in the above build. What happens? Ultimately, once again, another viable build will be found. And so on, and so on. Adaption once again. PvP: If certain builds seem to be overpowered in one or the other way, the players will try to adapt to this by coming up with builds that are suitable to beat them. Oh wait, that was long ago. Let me rephrase it: If certain builds seem to be overpowered in one or the other way, the players will try to make a point that a nerf is in need, because trying to counter (adapt) would be too much of a hassle. So here comes the nerf for that "unbeatable overpowered uber-build", the people who complained are happy (and are all over the forums, telling the PvE people to adapt), while the teams that formerly used the "fotm"-build look for another build (so admittedly, *they* have to adapt at that point too). |
The enemy builds never change. Eventually a perfect build to destroy them and counter all their strengths and exploits their weaknesses will be created.
After this happens, the monster builds do not change. There is no need to. PvE players are fine with this.
In PvP, the builds are overpowered not because the players do not adapt, but because they CANNOT adapt.
Some skills ARE better than others, and some skill combinations are better than most. When you are in an environment where a lot of players want to win win win, they will only play the most powerful builds. And since theres a limit to the number of powerful builds, it creates a very very very stale gameplay state. Players are forced into certain buids, and counter-builds and nothing else.
They lose the freedom to build how they want, and they certainly lose the ability to have fun since it becomes predictable and becomes a game based on build and not player skill.
While a stale gameplay state is fine for PvE, it cannot be the same for a competitive gaming environment.
This is the difference.
Ec]-[oMaN
Quote:
Originally Posted by Lugosi
PvP:
If certain builds seem to be overpowered in one or the other way, the players will try to adapt to this by coming up with builds that are suitable to beat them. Oh wait, that was long ago. Let me rephrase it: If certain builds seem to be overpowered in one or the other way, the players will try to make a point that a nerf is in need, because trying to counter (adapt) would be too much of a hassle. So here comes the nerf for that "unbeatable overpowered uber-build", the people who complained are happy (and are all over the forums, telling the PvE people to adapt), while the teams that formerly used the "fotm"-build look for another build (so admittedly, *they* have to adapt at that point too). |
Hyper Cutter
Quote:
Originally Posted by Almighty Zi
For those that don't get the why skills are balanced, I wish Anet would create PvE missions where the monsters randomly pick (so you can't build to counter it) a broken build to play (necro thump, hexes, derv spike, sins jumping around instagibbing things and then recalling etc. etc.) - you would then perhaps appreciate why things are changed.
|
Aerial Assault
Such a bullshit nerf to assassins...
Its bad enough they neutered BOTH kd attacks ... but WTF did Anet do to Expose Defense?
If youre gonna cut the duration by that much, FFS cut the spell cost and recharge then too.
I might as well play A/Mo SoJ sin ...
Its bad enough they neutered BOTH kd attacks ... but WTF did Anet do to Expose Defense?
If youre gonna cut the duration by that much, FFS cut the spell cost and recharge then too.
I might as well play A/Mo SoJ sin ...
Spike
Quote:
Originally Posted by Almighty Zi
For those that don't get the why skills are balanced, I wish Anet would create PvE missions where the monsters randomly pick (so you can't build to counter it) a broken build to play (necro thump, hexes, derv spike, sins jumping around instagibbing things and then recalling etc. etc.) - you would then perhaps appreciate why things are changed.
|
Milennin
Some freaking idiot removed the changes to Assassins on the Wiki page...
Edit; Never mind, they're back.XD
Edit; Never mind, they're back.XD
Sekkira
Quote:
Originally Posted by Spike
I do but clearly you don't or won't understand our side of things.
PVE skill balance DOES MATTER. If the game is too easy people will get bored and quit and if its to hard they will do the same so IT DOES MATTER |
CyberNigma
Quote:
Originally Posted by lyra_song
Lugosi, but you must understand, PvE is a STATIC game environment.
|
I've heard the reasons over the past few years why people I played with were leaving. Many of them really DID want a static environment, but the environment, and our actions within the environment have been constantly changing with ever skill 'balance' needed, not just for PvE but also for PvP. Monks used to stay and fight, then a change (PvE admittedly) made them run and never stop when you hit them, then they changed it back. That's a good PvE change but there have been many changes because of skil balances on the PvP side. If it was static then i think it would be a nice and peaceful place.
Aerial Assault
Quote:
Originally Posted by Full Metal X
You could like run a SP->Black mantis combo with trampling ox, still get your imba damage in and the kd.
|
Umm ... NO you cant. Maybe with jungle strike in between, but it's still BS. I usually replace jungle strike with something with more utility, now I'm almost forced to use just to have a mediocre combo.
Spike
Quote:
Originally Posted by BlackSephir
Huh, yet they're still playing with Ursanway o-o
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CyberNigma
Quote:
Originally Posted by Avarre
For the purpose of skill balance, all that matters is the killing aspect of PvE. PvE skills and mechanics are 'balanced' against each other, but the reason they are largely irrelevant is due to the fact the AI will always lose anyways, because it is meant to.
The other aspects of PvE are not relevant to the issue of balance, or balance allocation between PvE and PvP. Your wall of text about sunshine, roleplay, and lore really isn't relevant at all. |
The two should never have been mixed like this in the first place.
Since there aren't many skill balances needed for PvE in the near future (seeing as how the content has been released), separating all of the skills into a PvE version and PvP version may be a good idea, never to be re-integrated.
For people playing PvE, it won't be confusing because they will only really see their skills. For the PvP players, the same.
If you play both heavily, well I guess that's an added bonus to the game, keeping track which is which. As far as the devs, they'll really spend most of their time on the PvP side (since you say it needs the most balancing) and rarely on the PvE side.
In fact, without sides affecting the other side it should actually be easier for them to maintain.
arcanemacabre
Quote:
Originally Posted by Sekkira
Which is okay. As said before, you basically have a godmode switch you can use if you wish, no-one complains about how overpowered it is. Yet if pet corpses stop becoming exploitable?
THE WHOLE UNIVERSE IS GOING TO DIE |
Sekkira
Quote:
Originally Posted by arcanemacabre
reverse the pet corpse nerf.
|
Seriously. Give me one good reason this change was bad.
Note: Good = Accurate, Valid.
Avarre
Quote:
Originally Posted by strcpy
That is because Ursanway is only GodMode to those that are already running those areas. For the "casual" players (well, those that aren't already running through the elite areas - be they non-elite players or classes that can not get into the Holy Trinity groups) it is a way they can complete it with a few deaths. It still isn't anywhere close to a "kill all button" and saying that over and over only degrades your opinion with those that aren't believers.
|
Right?
You don't need to rely on 'organized trinity' groups to succeed.
arcanemacabre
Quote:
Originally Posted by Sekkira
Why?
Seriously. Give me one good reason this change was bad. Note: Good = Accurate, Valid. |
Aside from PvP exploitation, which has no bearing on the mechanic in PvE, why was this change necessary? There shouldn't need to be a reason given to revert the mechanic but rather a reason given to why the mechanic needed to be changed.
Spike
Quote:
Originally Posted by Sekkira
Which is okay. As said before, you basically have a godmode switch you can use if you wish, no-one complains about how overpowered it is. Yet if pet corpses stop becoming exploitable?
THE WHOLE UNIVERSE IS GOING TO DIE |
B) Your missing the WHOLE point. The reason that thier is such a fuss about the pets corpses is that it DOES NOT MAKE ANY SENSE. It also goes against what anet have said about pets since the game started. Also if thier is a PVP problem like iway then why not fixed it IN PVP like they did with giveing DP to pets ONLY in pvp. If they said this was to stop B/P teams overpowering tombs and other places then I can see and understand people being annoyed but at least it makes sense. Doing it this way DOES NOT. Aslo it yet another example of a vocal minority (ie pvpers) geting something nerfed that a majority of players in the game (IE pvers) use.
EPO Bot
I think a warior may finally see the tombs on the inside now. A good one that is.
blue.rellik
Quote:
Originally Posted by arcanemacabre
Already did, but I shall repeat. In areas where there are fewer to no corpses, it provides a body (or bodies in the case of multiple pets) that can be exploited. That in itself is not overpowered at all, and thus did not need a nerf, at least in PvE. Pet DP was added separately to PvP, and not applied to PvE, why is this not done the same way? As an added reason - it makes no sense and is a clunky solution.
Aside from PvP exploitation, which has no bearing on the mechanic in PvE, why was this change necessary? There shouldn't need to be a reason given to revert the mechanic but rather a reason given to why the mechanic needed to be changed. |
Sekkira
Quote:
Originally Posted by arcanemacabre
Already did, but I shall repeat. In areas where there are fewer to no corpses, it provides a body (or bodies in the case of multiple pets) that can be exploited. That in itself is not overpowered at all, and thus did not need a nerf, at least in PvE. Pet DP was added separately to PvP, and not applied to PvE, why is this not done the same way? As an added reason - it makes no sense and is a clunky solution.
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A MINION MASTER IS NOT VIABLE IN EVERY AREA. DEAL WITH IT.
Quote:
Originally Posted by arcanemacabre
Aside from PvP exploitation, which has no bearing on the mechanic in PvE, why was this change necessary? There shouldn't need to be a reason given to revert the mechanic but rather a reason given to why the mechanic needed to be changed.
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Sekkira
Quote:
Originally Posted by Spike
B) Your missing the WHOLE point. The reason that thier is such a fuss about the pets corpses is that it DOES NOT MAKE ANY SENSE. It also goes against what anet have said about pets since the game started. Also if thier is a PVP problem like iway then why not fixed it IN PVP like they did with giveing DP to pets ONLY in pvp. If they said this was to stop B/P teams overpowering tombs and other places then I can see and understand people being annoyed but at least it makes sense. Doing it this way DOES NOT. Aslo it yet another example of a vocal minority (ie pvpers) geting something nerfed that a majority of players in the game (IE pvers) use.
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Faer
Quote:
Originally Posted by arcanemacabre
reason given to why the mechanic needed to be changed.
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Quote:
Originally Posted by arcanemacabre
What?
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And that answers both questions. Maybe they will decide to make pets leave corpses in PvE. Maybe they won't. As for the moment, however, there is no "aside from PvP exploitation". It was being exploited. Fixes are being tested. That's how the cookie crumbles.
Shanaeri Rynale
Logically pets not leaving corpses makes little sense, why would'nt a fleshy animal leave a corpse? Maybe the ranger feels so bad about having it die it morally wont make a minion out of it - lol.
In all seriousness for PvE, Pets with no corpses is no biggy, neither is the soul reaping change. There are other builds that work besides B/P... I do get the feeling that Anet must want the cookie cutter masses to use that stupid bear skill instead tho
In all seriousness for PvE, Pets with no corpses is no biggy, neither is the soul reaping change. There are other builds that work besides B/P... I do get the feeling that Anet must want the cookie cutter masses to use that stupid bear skill instead tho
Sekkira
Quote:
Originally Posted by RhanoctJocosa
The pet corpse change has no effect on anything besides Sway in GvG and HA. Put one and two together. Just suck less.
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Steboy93
wtf on the pet corpse change...
Vinraith
Quote:
Originally Posted by Sekkira
Listen very carefully:
A MINION MASTER IS NOT VIABLE IN EVERY AREA. DEAL WITH IT. |