Quote:
Originally Posted by the_jos
Para with TNtF/SY imba?
I can list several other PvE only skills, even excluding Ursan, that are overpowered when used in the right build.
Consumables, same problem.
However, I think there was a reason for their introduction.
The problems were already present in Prophecies.
Teams were not accepting every professions (zomg a mesmer, fail).
Farming teams were always restrictive (warrior in ToPK, noob).
Then we got Factions with two new professions (zomg, sin wannabe tank, fail).
And two new elite areas (PUG teams with restrictive builds and professions).
And yes, we got NF, with the much nerfed para and dervish. And heroes ofc.
And some area called DoA were most PUG and guild builds would be Monk, Ele, Necro, Tank.
Then we got Hard Mode, which should not be very hard for the typical GWG reader, but has a lot of problems for others that don't know about forums or wiki.
I know several of those players and while they are enjoying the game, they even struggle on NM.
I don't care about PvE balance anymore (though I hope things will be better in GW2).
According to many, PUGs died a long time ago.
I do play with them now and then, but there is still a 50% fail chance.
With Ursanway and a decent leader this is reduced to 25%.
So from PUG perspective, there is no need to improve balance.
Then we have the problem of titles.
The introduction of titles presented a new problem.
X things to do in Y time.
Resulting in a lot of people playing their own schedule and joining only what they like. And only on the profession they want that title on.
And they want to do it fast with the least chance to fail, because the KoBD track requires a lot of maxed titles (=grind).
The combination of available professions, playing time and the least chance to fail results in the most optimal team being 2 or 3 human and the rest heroes. Titles + heroes changed GW to a solo game, imo.
Or one could go Ursanway, that works best with more humans.
With consumables + PvE skills, even the sub-optimal team builds have a reasonable chance of success.
Is that bad?
Yes, it is very bad. But it's not killing PvE.
It makes it worth again to team up with other humans, since they also have access to those overpowered skills. And heroes don't.
We are going to see some discrimination again, like "no Ursan, no access", but that's similar to "no B/P, no access".
But, unlike B/P, Ursan can be played with every profession. Welcome Sin and Mesmer.
Should some PvE skills be changed?
As long as PvE is not changed to something where a mesmer and a sin could add more value to a team than an additional nuker/warrior in at least 25% of the situations, I would say no.
That's where PvE is imbalanced in the first place.
I do see that SY could be changed so paragons would be on par with warriors on this one.
It's the total FA, FGJ, AR, SY combo that makes it overpowered. Could perhaps be solved by changing FGJ to a attribute linked skill (like +4 strength).
Amen.
Just loved reading this. Props to you, my friend.