Nerfs are good.

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T
Toxage
Krytan Explorer
#81
Wow, use some common sense here.

Why nerfs are bad for dummies

Your average Guild Wars player, isn't intelligent. Your average Guild Wars player doesn't know you can customize weapons. Your average Guild Wars player doesn't know how to adapt. You can see these from the large number of coppy cats in HA or GvG or HB. You can see this in the large number of PvX builds coppy cats. Therefore when something gets nerfed your average player becomes upset, because that's all they are used to playing -the common cookie cutter builds - which are the ones nerfed. Upset customers are BAD FOR BUISNESS. This could hurt future sales. Less sales leds to less money. Less money leds to less people and less time for the development of games. Less money and people leds to a worse product.
Z
Zahr Dalsk
Grotto Attendant
#82
I would ONLY agree to nerfing being good if the Holy Trinity was brought down to the level the rest of us are at.
arcanemacabre
arcanemacabre
Grotto Attendant
#83
Quote:
Originally Posted by Yanman.be
Let's say there are 4 attribute lines:

Healing A = 10
Healing B = 10
Damage X =10
Damage Z =11


Z does more damage, so they nerf it: Z=10.
Does it matter now if A B X Z are nerfed to 9? or 4?

You could also go A=20 B=10 X=20 Z=10. Perfectly balanced, but everyone will be using A and X. In order to get more variety, they'll put everything on 10, rather than 20. Lowering stats is better than raising it. Why? That's another story.
You're forgetting a key point, here - Health and Energy does not change. So if everyone has 600 health, damage and healing skills are equivalently nerfed, you end up with deaths occurring less and less frequently, till they no longer occur at all. It really isn't rocket science, Yanman.

EDIT: The point is to balance skills around the mechanics, and sometimes to balance mechanics around other mechanics.
T
Toxage
Krytan Explorer
#84
Quote:
Originally Posted by Zahr Dalsk
I would ONLY agree to nerfing being good if the Holy Trinity was brought down to the level the rest of us are at.
I would only agree to nerfing if Paragons were brought down from being more powerful then God himself....

They're On Fire + There's Nothing To Fear + Save Yourselves + Focused Anger + Stand Your Ground = Balance to Arena Net.....
ensoriki
ensoriki
Forge Runner
#85
Quote:
Originally Posted by Yanman.be
Let's say there are 4 attribute lines:

Healing A = 10
Healing B = 10
Damage X =10
Damage Z =11


Z does more damage, so they nerf it: Z=10.
Does it matter now if A B X Z are nerfed to 9? or 4?

You could also go A=20 B=10 X=20 Z=10. Perfectly balanced, but everyone will be using A and X. In order to get more variety, they'll put everything on 10, rather than 20. Lowering stats is better than raising it. Why? That's another story.
Wait lemme get this straight

Healing A/B DamageX/Z Are not attribute points, but rather there strength in total correct? Thus they are all equally strong?

It somewhat matters and somewhat doesn't

If they were now balanced, and they were now all nerfed to be weaker, what it does is create a new effect. Battles last longer.

Your damage and healing are weaker which nullify each other. Your maximum hp however has not.

If the build's can barely kill because the damage they do pales in comparison to the minimum 480 hp= problem.

All those skills were nerfed, best damage skills max do 10 damage, best healing skills max heal 10 damage. Theres 480 hp, And Natural regen.
Theres a problem now. Thus Utility must come, that can stop healing or Damage, and provide effects to get past that so that you can slowly dwindle hp down.
The problem is if they nerf Utility now.

If you nerf utility, then even if A B X Z are balanced, the damage they all now do is low if there power out of /10 is all 4. With Utility nerfed to a power level of 4. Then its stale again. There is Utility, to stop... utility. Thus we have people who's hp would never go below 70% tops, unless they were being stupid.

Nerf's do matter, Even if all skills are balanced, countered well.

If there to weak to matter than who cares how balanced they are...there so weak it causes an imbalance. Your still only doing 10 damage to people with 480 hp...and then they can boost that up to 580 if they want. Maybe higher. Then Bam, what next Yan, doing 10 damage to try and destroy 580, but each 10 damage you do is healed evenly. You use utility to stop healing, but they have utility to stop you from shutting them down.

Its not just about power >.> Balance should be regulated through all of the games mechanic's.

And thus Just plain Skill nerf's doesn't cut it.

If what I said was jumbled up and confusing I can rephrase it.


Ah arcane you beat me to the punch, and did it nice and simple.

So even if you nerf game mechanics into relation with the other nerfs.

You did what you could've done by just properly balancing the skills.

You would have to nerf many mechanics (including degen)

And having lets say just 100 hp in regarding to the nerfs to damage and healing means that..damage must be doing about 2-3 damage >.> thats not very attractive to people and healing must be 2-3 aswell.
Yanman.be
Yanman.be
Banned
#86
They're equally strong, but how you (ab)use them makes the difference in winning or losing. It doesn't mean A heals the same amount of damage that X heals. It'll probably be a bit less, so deaths do occur. But you shouldn't focus on the correlation in se, but rather the fact that you can always nerf, but buffing stuff usually makes other skills more overpowered.


Nerfing doesn't make other stuff overpowered, usually.
Buffing can.
bungusmaximus
bungusmaximus
Forge Runner
#87
Quote:
Originally Posted by Yanman.be
I'll keep it short.

Nerfs are good.
Agreed, they keep the game interesting. GW is one of the best PvP games out there imho, would be a waste to squander that. PvE has the same creatures all the time, so I don't mind a shake-up at times. I lol'd at riverside earlier today, seems like even the mods have given up on moderating that :P.

Usually skills that get nerfed well are still good after a nerf anyway, more or less provig the nerf was a well deserved one (Crippling slash+enraging charge come in mind).
Quote:
Originally Posted by Yanman.be
Flame me.
Quote:
Originally Posted by Yanman.be
Instead, I can make a new, perhaps better "best" build, and prove my worth as best assassin ( and best assassin builder ) once again.


Sorry, but don't say you didn't have it coming...
arcanemacabre
arcanemacabre
Grotto Attendant
#88
Quote:
Originally Posted by Yanman.be
They're equally strong, but how you (ab)use them makes the difference in winning or losing. It doesn't mean A heals the same amount of damage that X heals. It'll probably be a bit less, so deaths do occur. But you shouldn't focus on the correlation in se, but rather the fact that you can always nerf, but buffing stuff usually makes other skills more overpowered.


Nerfing doesn't make other stuff overpowered, usually.
Buffing can.
Only nerfing skills, and no buffing, is only a good thing if you nerf the most powerful, and assume that the weakest are already balanced properly. Take Otyugh's Cry as a perfect example. If you were to leave it be, without its buff it was given, and you only nerfed skills, in order to balance them properly, you would have to nerf every skill in the game down to Otyugh's level.

By saying nerfs only, you assume there are no useless or underpowered skills at all. Yes, buffing can overpower a skill, but so can nerfing. If you nerf healing or protection or utility skills, but don't nerf damage-dealing, guess what you have: overpowered damage. It's all entirely about balance.
Hyprodimus Prime
Hyprodimus Prime
Krytan Explorer
#89
I dont think it's nerfing alone that improves the game. A dynamic game is a good game. A changing game makes the players rethink builds, strategies and change up their playing. A static game is a stable game, but also a boring game. People have to win and people have to lose. Losing is part of the game as much as winning is. Nerfs and buffs in the same way are important to this game.
ensoriki
ensoriki
Forge Runner
#90
Quote:
Originally Posted by yan
Talk.
Lets nerf our favourite Class Assassin so that it does not have any skills at all. Cannot use secondary skills
cannot recieve enchantments, cannot dual strike, cannot take chants, no effects from wards/environment
weapon spells don't work.

Go Make a build.

Exaggeration but the point still stands.
Snow Bunny
Snow Bunny
Alcoholic From Yale
#91
Ensoriki, Yan is one of the top players ever. Keep flaming him, he obviously doesn't know jack all...pfft

The assassin still hurts. It still puts more damage in 4 seconds than any other class in the game can.

Look, if it's from a pve standpoint, you still have infinite mobius thing.
If it's from a pvp standpoint, you'd agree that the mechanics of the assassin fundamentally damage the more tactical aspects of pvp play and thus should be handicapped in order to make it a less desirable if not overly dominating option.
Lady Raenef
Lady Raenef
Jungle Guide
#92
Unfortunately, nerfs also make certain skills invisible for a while. Just a matter of time, until someone creates a new 'BA' build to take down everyone. Then it gets spammed like wild fire, then we get more nerfs.
ensoriki
ensoriki
Forge Runner
#93
Quote:
Originally Posted by Snow Bunny
Ensoriki, Yan is one of the top players ever. Keep flaming him, he obviously doesn't know jack all...pfft

The assassin still hurts. It still puts more damage in 4 seconds than any other class in the game can.

Look, if it's from a pve standpoint, you still have infinite mobius thing.
If it's from a pvp standpoint, you'd agree that the mechanics of the assassin fundamentally damage the more tactical aspects of pvp play and thus should be handicapped in order to make it a less desirable if not overly dominating option.
I wasn't flaming him, or atleast I didn't intend to make it look like flames.

Im just saying, if all there is, is nerfs thats what you get.

Class's who can't do crap.

There has to be control.

The current assassin mechanics perhaps, but it could be changed. (pvp)"

And I doubt yan cares about anything I say >.> I doubt we've actually held a conversation between each other.

That is all.
Z
Zahr Dalsk
Grotto Attendant
#94
Quote:
Originally Posted by bungusmaximus


Sorry, but don't say you didn't have it coming...
There's a nice avatar *saves to computer and opens photoshop*

By the way, are there a lot of other games as nerf heavy as Guild Wars? Because, I mean, I thought the Fire Prism cap and the damage reduction of the Seer Council in Dawn of War: Dark Crusade was bad, but, heh, that was before I played Guild Wars, game of the weekly nerfs.
Redfeather1975
Redfeather1975
Forge Runner
#95
I don't like to generalize.
I'll just say nerfing synergies that fuel cheap ass builds is good.
Nerfing skills out of gameplay altogether is bad....in the long run it will make the game stale.

So each skill update I hopes to see the skill balancers figure out ways to blast cheap synergies rather than completely removing skills from the game.
Zeek Aran
Zeek Aran
Forge Runner
#96
Buffs are better than nerfs. Think of how many skills no one even looks at exist and just sit there, taking up space, or making their way onto a weak AI's skill bar. The more buffs these get, the more they are usable, the more variety, the better everything.
Jamison0071
Jamison0071
Lion's Arch Merchant
#97
Probably been mentioned before, but I don't mind nerfs when the skill is still useful afterwards, it isn't made into complete trash. See Shelter for details on how to destroy a skill.
Saphatorael
Saphatorael
Wilds Pathfinder
#98
Quote:
Originally Posted by ensoriki

Exaggeration but the point still stands.
Funny. You admit you use a slippery slope fallacy, and still use it as an argument?
cyberjanet
cyberjanet
Lion's Arch Merchant
#99
When they nerf a primary attribute, it means an entire profession becomes playable only as a secondary. I don't think that's good. Not at all.
Saphatorael
Saphatorael
Wilds Pathfinder
#100
Quote:
Originally Posted by ensoriki
Wait lemme get this straight

Healing A/B DamageX/Z Are not attribute points, but rather there strength in total correct? Thus they are all equally strong?

It somewhat matters and somewhat doesn't

If they were now balanced, and they were now all nerfed to be weaker, what it does is create a new effect. Battles last longer.

Your damage and healing are weaker which nullify each other. Your maximum hp however has not.

If the build's can barely kill because the damage they do pales in comparison to the minimum 480 hp= problem.

All those skills were nerfed, best damage skills max do 10 damage, best healing skills max heal 10 damage. Theres 480 hp, And Natural regen.
Theres a problem now. Thus Utility must come, that can stop healing or Damage, and provide effects to get past that so that you can slowly dwindle hp down.
The problem is if they nerf Utility now.

If you nerf utility, then even if A B X Z are balanced, the damage they all now do is low if there power out of /10 is all 4. With Utility nerfed to a power level of 4. Then its stale again. There is Utility, to stop... utility. Thus we have people who's hp would never go below 70% tops, unless they were being stupid.

Nerf's do matter, Even if all skills are balanced, countered well.

If there to weak to matter than who cares how balanced they are...there so weak it causes an imbalance. Your still only doing 10 damage to people with 480 hp...and then they can boost that up to 580 if they want. Maybe higher. Then Bam, what next Yan, doing 10 damage to try and destroy 580, but each 10 damage you do is healed evenly. You use utility to stop healing, but they have utility to stop you from shutting them down.

Its not just about power >.> Balance should be regulated through all of the games mechanic's.

And thus Just plain Skill nerf's doesn't cut it.

If what I said was jumbled up and confusing I can rephrase it.


So even if you nerf game mechanics into relation with the other nerfs.

You did what you could've done by just properly balancing the skills.

You would have to nerf many mechanics (including degen)

And having lets say just 100 hp in regarding to the nerfs to damage and healing means that..damage must be doing about 2-3 damage >.> thats not very attractive to people and healing must be 2-3 aswell.
Ensoriki, you're automatically assuming that each person on the team with a specific damage/healing output, goes for only one, unique target on the other team each, as if a match consists out of 8 1v1 fights...

There's something called spikes, I'm sure you've seen it at least, that a team coordinates a spike, for example a Warrior using Shock -> Eviscerate -> Executioner's Strike, with the midline Ele (a BSurger, for example) supplying a Lightning Orb + Lightning Strike, and if possible, maybe a quick Burning Arrow from a Ranger if he/she hasn't gone ganking.

It creates a surplus. the 10 becomes 20, 30, 40, or even more (through things as timing). Pressure would lower their capability to cope with the spike (say, dropping their healing capability from 10 to 6 due to a lack of energy, or crappy positioning with a knockdown from Horns of the Ox being the result (to bring an Assassin example in here)). If the team works together right the number/balance within the match itself will change the whole time, which is the direct result of the player's and his/her team's skill, and ability to adapt to whatever might be happening (e.g. split tactics, full gank, etc.).

PS: Snow Bunny, you're funny .
Yanman isn't that good at all. He leeroys into into the enemy base without selfheals and back-up. That one time he played sin in GvG with some people in a pugguild match, he had 45 DP after 6 minutes. I, the other sin, hadn't died at all. Lawdy.