yet another UB thread by the same crowd
i'm gonna keep saying this, UB is intended the way it is, its the consumables giving it its power
without even watching that video i'm going to assume they have consumables up, and i'm going to assume most people run consumables in high end areas.
when you run a set of EOTN consumables this is what you get:
+100 health
+10 energy
+10 armor
+1 attribute
+1 health regeneration
-5 dmg reduction
immunity to critical hits (the biggest bonus of all)
attack and move 25% faster
reduce and recharge skills 25% faster (where ursans power comes from)
+10 morale with increase health and energy
then you add cupcakes, pumpkin pies etc:
+100 health
+100 health
+100 health
+10 energy
25% reduce skill activation(yes it does stack with celerity)
its easy to get confused that UB is powerful, in reality its not, try running it without consumables, it will feel slow and compairable to say a SF nuker or other pve-only skills.
ontopic:
there are some other pve-only skills that need buffs like "winds"
Buff Sunspear/Kurzick skills to compete with Ursan Blessing?
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Originally Posted by snikerz
+100 health
+10 energy +10 armor +1 attribute +1 health regeneration -5 dmg reduction immunity to critical hits (the biggest bonus of all) attack and move 25% faster reduce and recharge skills 25% faster (where ursans power comes from) +10 morale with increase health and energy +100 health +100 health +100 health +10 energy 25% reduce skill activation(yes it does stack with celerity) |
But I really don't want this to turn into another "nerf UB" thread.
All I'm trying to propose is an alternative that would keep people using UB happy, all the while giving people who still wish to experiment with new builds the clearness of mind that we're being rewarded for "creativity" rather than simply turning into a bear and killing everything.
But in the end: meh. It doesn't even turn you into a bear.
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Originally Posted by snikerz
yet another UB thread by the same crowd
i'm gonna keep saying this, UB is intended the way it is, its the consumables giving it its power without even watching that video i'm going to assume they have consumables up, and i'm going to assume most people run consumables in high end areas. when you run a set of EOTN consumables this is what you get: +100 health +10 energy +10 armor +1 attribute +1 health regeneration -5 dmg reduction immunity to critical hits (the biggest bonus of all) attack and move 25% faster reduce and recharge skills 25% faster (where ursans power comes from) +10 morale with increase health and energy then you add cupcakes, pumpkin pies etc: +100 health +100 health +100 health +10 energy 25% reduce skill activation(yes it does stack with celerity) its easy to get confused that UB is powerful, in reality its not, try running it without consumables, it will feel slow and compairable to say a SF nuker or other pve-only skills. ontopic: there are some other pve-only skills that need buffs like "winds" |
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Originally Posted by Lagg
[LIST]"There's Nothing to Fear!" For 20 seconds, all Party Members within earshot take 25...50% less damage. Affected Party Members are healed for 50...100 Health when this Shout ends. (90% chance to fail with 4 Leadership or less) [15 En, no Cast, 20 Rech]
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Paragons are already imbalanced as it is... stop being so stupid..
There's nothing to fear
they're on fire
save yourselves
focused anger....
TA DA! Paragon = Invincibility
Interesting how Paragons can provide 70% reduction to the whole party with no consumables and this is BALANCED but yet some people use ursan blessing with CONSUMABLES and it is imbalanced? LOL at your logic
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Originally Posted by snikerz
i'm gonna keep saying this, UB is intended the way it is, its the consumables giving it its power
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I still believe removing all items and skills that have PvE-only restrictions, and properly designing PvE, would be the best solution.
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Originally Posted by Avarre
I still believe removing all items and skills that have PvE-only restrictions, and properly designing PvE, would be the best solution.
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Originally Posted by Avarre
Dervish Mysticism worked as intended when introduced. The problem is that there is no definite correlation between 'Anet's intention' and 'quality game balance'.
I still believe removing all items and skills that have PvE-only restrictions, and properly designing PvE, would be the best solution. |
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Originally Posted by Toxage
Umm... what lol
Paragons are already imbalanced as it is... stop being so stupid.. There's nothing to fear they're on fire save yourselves focused anger.... TA DA! Paragon = Invincibility Interesting how Paragons can provide 70% reduction to the whole party with no consumables and this is BALANCED but yet some people use ursan blessing with CONSUMABLES and it is imbalanced? LOL at your logic |
But please, buff the Lux/Kurz skills.
Double the time for SY.

g
The place of PvE only skills should be to fill a niche that while not strictly superior to non-PvE skills, would be overpowered when placed in a PvP context.
An example of a well designed PvE skill is Eternal Aura. In a long running PvP battle, the downtime of an avatar serves the purpose of restricting the duration for which a dervish can pressure an opposing team before giving them a break. In PvE however, this downtime doesn't affect a dervishes power at all as the dervish is able to wait out the downtime between groups. Eternal Aura fills the role of making PvE exploring smoother for an avatar dervish without increasing their overall power level.
By contrast skills like Save Yourselves, There's nothing to fear, cry of pain and ursan blessing (amongst many others) do nothing except provide strictly superior skills that lead to unchallenging pve and destruction of the skill>time precept. The correct solution to the bad pve skills is not to bring the others up to their level, but to reign them in so that they are on an equal footing with non-pve skills.
An example of a well designed PvE skill is Eternal Aura. In a long running PvP battle, the downtime of an avatar serves the purpose of restricting the duration for which a dervish can pressure an opposing team before giving them a break. In PvE however, this downtime doesn't affect a dervishes power at all as the dervish is able to wait out the downtime between groups. Eternal Aura fills the role of making PvE exploring smoother for an avatar dervish without increasing their overall power level.
By contrast skills like Save Yourselves, There's nothing to fear, cry of pain and ursan blessing (amongst many others) do nothing except provide strictly superior skills that lead to unchallenging pve and destruction of the skill>time precept. The correct solution to the bad pve skills is not to bring the others up to their level, but to reign them in so that they are on an equal footing with non-pve skills.
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Originally Posted by MisterB
That would be ideal. I hope they are working on this for GW2, but I think it is too late for GW with all the PvE-only stuff around.
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Originally Posted by Avarre
Dervish Mysticism worked as intended when introduced. The problem is that there is no definite correlation between 'Anet's intention' and 'quality game balance'.
I still believe removing all items and skills that have PvE-only restrictions, and properly designing PvE, would be the best solution. |
In other words, you want PvE to rely on PvP skill balances. The reason for PvE-only skills is so that most of them would be exempt from PvP skill-balances. Removing PvE-only skills is not the same as releasing PvE-only skills that are in-line with however they want to the PvE game to be played. If they think UB is overpowered then they can modfiy it. The chances of PVE-only skills requiring a nerf are much lower than other skills requiring a pvp nerf.
You sound more like a PvP player that is upset PvE players have something you don't. There is absolutely NO reason to remove PvE-only skills, except spite. If they are 'unbalanced' they can be balanced just like any other skill.
Even if UB and Ursanway is overpowered, you've got to look at the way it's effecting the PVE side of the game and then decide whether or not the skill should be nerfed.
Personally, I run with a regular Ursan group each weekend. We've accomplished the following:
UW Clearing
FoW Clearing
Full DoA Runs
Urgoz
Vanquishing
Everything I've listed above are very time consuming tasks. With Ursanway, we've been able to reduce the time it takes to complete these tasks. For example, we can do a 3 hour full DoA run (including Mallyx). As far as Fow, UW, Urgoz, and Vanquishing, these are things we are not doing over and over. Fow, UW clearing and Urgoz are something that we did for the HoM Statues, and Vanquishing was done for the title only.
Ursanway is not having a negative effect on the economy either. It has revived a dead DoA and has allowed many players to get gems and torment weapons that they otherwise would not have had an opportunity to get.
Ursanway has allowed PLAYERS, not PROFESSIONS to participate in elite areas of the game. Sins, Para's, Derv's, Ranger's, Mezzie's.... they all get in.
UB is just another skill out of 100's. If you choose not to use it, then equip some other elite on your skill bar.
Personally, I run with a regular Ursan group each weekend. We've accomplished the following:
UW Clearing
FoW Clearing
Full DoA Runs
Urgoz
Vanquishing
Everything I've listed above are very time consuming tasks. With Ursanway, we've been able to reduce the time it takes to complete these tasks. For example, we can do a 3 hour full DoA run (including Mallyx). As far as Fow, UW, Urgoz, and Vanquishing, these are things we are not doing over and over. Fow, UW clearing and Urgoz are something that we did for the HoM Statues, and Vanquishing was done for the title only.
Ursanway is not having a negative effect on the economy either. It has revived a dead DoA and has allowed many players to get gems and torment weapons that they otherwise would not have had an opportunity to get.
Ursanway has allowed PLAYERS, not PROFESSIONS to participate in elite areas of the game. Sins, Para's, Derv's, Ranger's, Mezzie's.... they all get in.
UB is just another skill out of 100's. If you choose not to use it, then equip some other elite on your skill bar.
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All Anet did is give us the Funny skill and said HAVE FUN WITH IT. and I have been LMAO ever since. |
Let's praise touch rangers as a fun PvP build, and glorify the PvP-ers that use it.
And yes, some people have been LFMAO over it, but quickly disappeared when NF was ZB was added.
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Originally Posted by CyberNigma
In other words, you want PvE to rely on PvP skill balances. The reason for PvE-only skills is so that most of them would be exempt from PvP skill-balances. Removing PvE-only skills is not the same as releasing PvE-only skills that are in-line with however they want to the PvE game to be played. If they think UB is overpowered then they can modfiy it. The chances of PVE-only skills requiring a nerf are much lower than other skills requiring a pvp nerf.
You sound more like a PvP player that is upset PvE players have something you don't. There is absolutely NO reason to remove PvE-only skills, except spite. If they are 'unbalanced' they can be balanced just like any other skill. |
If PvE was properly designed, with enemy groups that were designed around synergy rather than mass stats, then PvP balance would cease to be called such. It would simply become game balance, because the closer together the mechanics and group structure of PvE and PvP are, the less crossover effects of balances exist. Read that, and then read it again until you understand it. By introducing monster skills, area effects, PvE skills and so on, the game become split mechanically but still bound on levels which results in player dissatisfaction when skills are balanced. Either the game is completely split, or remains close together.
A purely PvE version of Guild Wars would be attractive to some people, but if I wanted a purely PvE game there are plenty of better options. Guild Wars' original appeal was in that it was a game built on skill, with both the PvE and PvP requiring group tactics, understanding, solid builds, and so on. There is not one PvE skill in this game that requires player skill for success. There is no understanding needed in a Paragon SY group. There is no need for a solid build when running Ursanway. By allowing these skills in the game, not only is the community split but one of the most unique factors of the game thrown away.
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