3/6/08 update

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

Quote:
Originally Posted by N1ghtstalker
i think i'll play necro some more in PvP
[skill]wail of doom[/skill] here i come!
I know! Necro is the new Mesmer

xDusT II

Wilds Pathfinder

Join Date: Aug 2006

Melbourne

Quote:
Originally Posted by RhanoctJocosa
That, and I heard cover hexes own? (couldn't be bothered to find the original person)

Lots of changes but as usual only a few actually matter. Recharge on Guardian makes me sad
As well as removing the wrong hexes as they land etc.

ManMadeGod

ManMadeGod

Frost Gate Guardian

Join Date: Dec 2005

Quote:
Originally Posted by Mickey
All I can say is, Arcane Echo + Wail of Doom, goodbye Duncan.
Duncan has natural resistance.
Wail of Doom lasts 4 seconds at 16 Soul Reaping, so 2 seconds on Duncan only. Not worthy at all. Spoil Victor + SoS is better.

Iuris

Iuris

Forge Runner

Join Date: Nov 2006

Crazy ducks from the Forest

W/

PLEASE don't fix the Monster skill bug, just for a little little while! PLEASE!

I just want to give some of those /#$%(& a taste of their won medicine. Just this once! Pyroclastic shot, Corrupted dragon scale, Wurm bile, Crystal hibernation, Wave of torment...

Doesn't have to work well, just... payback.

I just wish I could use Twisting jaws on a dinosaur...

Scary

Scary

Krytan Explorer

Join Date: Sep 2007

Uhmmmm??

Limburgse Jagers [LJ]

N/

Again skill nerving... Positive/negative doesnt matter.
The only thing they can think of is how can we spend more time in nerving
skills.
Je...sssss They are like bunch civil servant always doin things you dont ask for.

Hyaon

Lion's Arch Merchant

Join Date: May 2005

P/W

Psychic Instability: this skill has been moved to the Fast Casting attribute; decreased casting time to .25 seconds; functionality changed to: "Interrupt target foe's action. If that action was a spell that foe is knocked down. (50% failure chance with Fast Casting 4 or less.)"

Well that's pretty much wrecked my kd build for aspen. Not happy at all, that's bringing up bad memories of SWG when the devs outright removed things from the game instead of merely adjusting. Thumbs down from me on that extreme change..

Shakkara

Shakkara

Krytan Explorer

Join Date: Oct 2006

W/

Dammit, they REALLY want to kill the motivation paragon eh?

Redfeather1975

Redfeather1975

Forge Runner

Join Date: Sep 2006

Apartment#306

Rhedd Asylum

Me/

There isn't one person balancing skills Longasc.
It's a group of people!
And if they stopped doing it, GW population is going to drop.
More people will quit from stale, unchanging gameplay than people who refuse to keep experimenting when things change.

Cacheelma

Cacheelma

Desert Nomad

Join Date: Jun 2005

The Ascalon Union

Me/Mo

Dynamic gameplay isn't equal to keep changing skills back and fourth.

Longasc: I wonder the exact same thing when I saw this week's Heal Party change. There's no new skills to worry about now. How long will it take for them to get it "right"?

How exactly do they balance skills? Shouldn't they set a standard "power level" for normal skills and another standard for elite skills and keep all skills at the standard level? This way, when a new skill come out, they just make sure the skill doesn't go too much below or above (at the standard would be the perfect place but...) the standard level and that's it. There'd be no need for them to keep changing old skills around when they're at the standard level already; the newer skills should be the "unbalanced" ones, not all of them.

That's how they do it in Magic the Gathering research & development (nowadays). Is it so much harder to do that GW's dev don't do it that way?

MtG's R&D team has like less than a year to playtest & balance a set of 150 cards+. Of course they make mistakes and let some overpowered cards slip out, but that happens like, once a year (if ever) and only in a set or two (out of 3-4 set of like 800 cards total) and only just a few cards.

It has been, what, nearly 3 years now for Prophecies, nearly 2 for Factions, more than 1 for Nightfall AND nearly 1 for EoTN (which has a lot less skills in it that it shouldn't matter much to begin with), yet they still haven't got it right. Are they really THAT incompetent?

zwei2stein

zwei2stein

Grotto Attendant

Join Date: Jun 2006

Europe

The German Order [GER]

N/

Quote:
Originally Posted by Cacheelma
Dynamic gameplay isn't equal to keep changing skills back and fourth.

Longasc: I wonder the exact same thing when I saw this week's Heal Party change. There's no new skills to worry about now. How long will it take for them to get it "right"?

How exactly do they balance skills? Shouldn't they set a standard "power level" for normal skills and another standard for elite skills and keep all skills at the standard level? This way, when a new skill come out, they just make sure the skill doesn't go too much below or above (at the standard would be the perfect place but...) the standard level and that's it. There'd be no need for them to keep changing old skills around when they're at the standard level already; the newer skills should be the "unbalanced" ones, not all of them.

That's how they do it in Magic the Gathering research & development (nowadays). Is it so much harder to do that GW's dev don't do it that way?

MtG's R&D team has like less than a year to playtest & balance a set of 150 cards+. Of course they make mistakes and let some overpowered cards slip out, but that happens like, once a year (if ever) and only in a set or two (out of 3-4 set of like 800 cards total) and only just a few cards.

It has been, what, nearly 3 years now for Prophecies, nearly 2 for Factions, more than 1 for Nightfall AND nearly 1 for EoTN (which has a lot less skills in it that it shouldn't matter much to begin with), yet they still haven't got it right. Are they really THAT incompetent?
There is huge problem in comboability: All skills can be equally powerful alone, but make certain combination and its imba. (That is reason why, i.e. 100b is elite skill. )

So you have to examine impact of every skill to all other skills. Thats kinda hard.

If you have lots of crap skills, you dont need to worry about them that much. You just nerf imba skill and KNOW people have only 2-3 options on replacing it. Hell, you can provide those options yourself.

It is like having sealed deck of ~150 skills total. You remove skill from deck by overnerf, you return it there by buff. And you only ever have to worry about 150 skills, not 1500. Its easy.

Longasc

Longasc

Forge Runner

Join Date: May 2005

Quote:
Originally Posted by Redfeather1975
And if they stopped doing it, GW population is going to drop. More people will quit from stale, unchanging gameplay than people who refuse to keep experimenting when things change.
Gameplay does not become better or worse, more exciting or makes one come back to play GW because skills get changed over and over.

I am not really in the mood to play GW anymore, as the PvE gameplay just became the standard usual grind exercise of most MMOs.

And PvP does not become more appealing or interesting because Izzy shuffled the cards for high-end GvG again.


I still hate the fact that he balances after the meta of the few 1% freaks that still like to PvP and really play in higher level pvp, they better improve the PvE game instead of fiddling around with skills based on the woes and gripes of a minority.

Splitisoda

Frost Gate Guardian

Join Date: Nov 2007

STALKER!

Not in One

N/A

Mind Blast and Rodjorts nerfed? RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO YEAH SEAKING!!

Cacheelma

Cacheelma

Desert Nomad

Join Date: Jun 2005

The Ascalon Union

Me/Mo

Quote:
Originally Posted by zwei2stein
There is huge problem in comboability: All skills can be equally powerful alone, but make certain combination and its imba. (That is reason why, i.e. 100b is elite skill. )

So you have to examine impact of every skill to all other skills. Thats kinda hard.

If you have lots of crap skills, you dont need to worry about them that much. You just nerf imba skill and KNOW people have only 2-3 options on replacing it. Hell, you can provide those options yourself.

It is like having sealed deck of ~150 skills total. You remove skill from deck by overnerf, you return it there by buff. And you only ever have to worry about 150 skills, not 1500. Its easy.
Magic the Gathering cards are also played with combinations (combo) in mind. Who plays with a single card, really?

And when MtG's R&D balance cards in each set, they have to think of limited play (seal deck in your example, and something else), Current T2 play (2 latest block + core set), AND also (but not limited to) Vintage format (all cards in MtG history. Hint: more than 1,500). They use banned & restricted rules for past mistakes (read: early MtG years). I don't think that's easy.

Did I mention they NEVER change cards' functionality (intentionally)? Some cards may change their functions, but that's due to rule changes. And that only happen like twice or so in the entire MtG 10+ years history.

I don't know if I've missed your point. But what were you trying to say when you say "it's easy"? That balancing GW's skills should be easy because there're not as many skills when compare with MtG's cards? If that's the case then I'd agree (which was also the point of my previous post).

zwei2stein

zwei2stein

Grotto Attendant

Join Date: Jun 2006

Europe

The German Order [GER]

N/

Quote:
Originally Posted by Cacheelma
I don't know if I've missed your point. But what were you trying to say when you say "it's easy"? That balancing GW's skills should be easy because there're not as many skills when compare with MtG's cards? If that's the case then I'd agree (which was also the point of my previous post).
Now, point is that by overnerfing and by having inherently bad skills total amount of skills which need to be considered when balancing can drastically change - by order of magnitude. And that makes it easy.

You see, as far as game balance is concerned, there are not 35 warrior elite skills. There are about 6. As far as balance is concerned most energy attacks on warrior do not exist ... And you never need to consider effects of Warriors cunning either ...

That simplifies process greatly.

Pandora's box

Pandora's box

Jungle Guide

Join Date: Apr 2005

Netherlands

Mo/W

Quote:
Originally Posted by Longasc
This might be attributed to the fact that their skill balancer has nothing else to do but to permanently balance skills. If he would stop doing it, he would be unemployed. He is usually best when he does nothing and does not show up for extended periods of time.
Lol, yes! I had exactly the same thoughts. Looks like Anet has too many employer's at the moment so they need to keep them busy until their contract ends. What other reason can their be to keep balancing old skills?

*Balance*; halve of the community will like it, the other halve will complain.
*do nothing*; halve of the community will complain, the other halve won't have a problem

Conclusion?

Abedeus

Abedeus

Grotto Attendant

Join Date: Jan 2007

Niflheim

R/

Quote:
Originally Posted by Taurucis
Look, Paragons got nerfed... well, I pretty much expected that. I think the Mending Refrain nerf was due to Ursan Roar, however.

Are you Ursan haters happy now?
I'm sure MR was nerfed because of idiots that refuse to use GodMode with their paragons and rather choose mediocre healing through chants.

RhanoctJocosa

RhanoctJocosa

Legendary Korean

Join Date: Aug 2006

The Benecia Renovatio [RenO]

W/

Mending Refrain nerf was due to Ursan Roar? Hahahaha.

I haven't played yet, but these updates look pretty good. Wail of Doom is OP like hell though.

Cacheelma

Cacheelma

Desert Nomad

Join Date: Jun 2005

The Ascalon Union

Me/Mo

Quote:
Originally Posted by zwei2stein
Now, point is that by overnerfing and by having inherently bad skills total amount of skills which need to be considered when balancing can drastically change - by order of magnitude. And that makes it easy.

You see, as far as game balance is concerned, there are not 35 warrior elite skills. There are about 6. As far as balance is concerned most energy attacks on warrior do not exist ... And you never need to consider effects of Warriors cunning either ...

That simplifies process greatly.
Yet we still have all these back-and-fourth changes in skills, why? When will they get it "right"?

Magikarp

Magikarp

Desert Nomad

Join Date: Nov 2007

[HAWK]

these are 90% typical trash updates making little to no effect on the real issues. paras, nerfed again,warriors get some junk buffs, and like always, you overpowered necros get yet another great buff..... sigh

Trub

Trub

Jungle Guide

Join Date: Mar 2006

Sitting in the guildhall, watching the wallows frolic.

Trinity of the ascended [SMS]+[Koss]+[TAM]=[ToA]

Quote:
Originally Posted by Cacheelma
Yet we still have all these back-and-fourth changes in skills, why? When will they get it "right"?
Hmmm..How to put this without starting a PvE vs. PvE thread...

The balancing 'back and forth' mostly comes from the need in PvP:
You get (cookie cutter as everyone seems to be calling it) builds exploding within the winners circles, and gameplay gets stale.
To shake things up a bit, and make game play more challenging, skills are nerfed, or buffed depending on the experimentation going on.
Many will complain, because a certain skill bar they were using since the dawn of time got 'nerfed', and many will celebrate, because they can see synergies in different skill/team combos.
So don't look at skill balancing as a bad thing...it's a wake up call to your brain to try something different..

Abedeus

Abedeus

Grotto Attendant

Join Date: Jan 2007

Niflheim

R/

Quote:
Originally Posted by Koudelka


I think I like this update after all.
*goes to cap Simple Thievery and interrupt something like Diamonshard Mist xd Or Crystal Hibernation, so I can tank Glint* xD

Cacheelma

Cacheelma

Desert Nomad

Join Date: Jun 2005

The Ascalon Union

Me/Mo

Quote:
Originally Posted by Ctb
There is no "right". Skill balances fix social 'problems', not technical problems. Everytime they switch something up they're nerfing down some sort of flavorplay, but it's only a matter of time until somebody else finds some new way to "exploit" the skill designs to dominate PvP for a little while.

You can't fix unbalanced skills because there's never going to be a perfect balance between players unless all the players have to use all the same things.

That's really all the "metagame" the PvPers hype up is: a race to find the handful of new builds that will annoy enough PvPers long enough to cry to ANET for another set of skill changes. In effect they're all working to stagnate their own play by focusing on a few new builds. It's really quite silly, IMHO, but to each their own (if only game companies would be smart enough to stop tying PvE and PvP skill behavior together... if only).
Wait, please help me understand this.

I used to think that this whole balance change thing is for PvP to reach the "balance" status (which is why I never complain about it as I kinda understand that for PvP to reflect players' skill, everything else should be "balanced"). Now you're telling me that's not the case, and that Anet make these changes simply to "change which skills PvP players should use at a given time"?!

If that's the case, I'd say PvE players have all the reasons in the world to complain, really.

Trub

Trub

Jungle Guide

Join Date: Mar 2006

Sitting in the guildhall, watching the wallows frolic.

Trinity of the ascended [SMS]+[Koss]+[TAM]=[ToA]

Quote:
Quoting my guildie about someone who "any1 selling assassin tomb"


Quote:
Follow an assassin around... he'll have a tomb soon enough.
LOL
Ok, I got my chuckle for the morning!
But hey, we have an ass'n in our guild that learned the synergies very very well...and our guild leader enjoys having him in our team for the fast destruction he can cause.

OT:
I didn't want to mention the 'blessings' in my previous post for obvious reasons...but I think you and I are on the same mind set..."Give the PvE kids their uber leet blessings for finding the hawt lewts' other than letting us play the way the game was originaly meant to be played....balanced skills for all.

But, that's just a wild guess on my part.

Gun Pierson

Gun Pierson

Forge Runner

Join Date: Feb 2006

Belgium

PIMP

Mo/

It's nice they finally added the weapons. I don't like the 'watch yourself' and 'heal party' nerf though. Same for another 'death pact signet' nerf. Sure I will adjust again, like I'm doing for 3 years now.

I have no problem that skills need to be balanced for pvp, but I do have a problem the pve base gets hit by doing this. Seperate the two, they're two different kind of games!

Pve is like playing golf, you just need to get the ball in the hole, everybody can do that. But how many times does one have to hit the ball to get it into the hole, that's the real question. PvP is more like soccer and other teamsports. Tiger woods is an elite player in golf, Ronaldino in soccer. It would be silly if they called eachother noobs and if they had to play with the same ball size for example.

Dronte

Dronte

Grotto Attendant

Join Date: Sep 2006

Watch yourself nerf and WoD change? Why??
Axe Rake and Axe Twist still useless!!

Others are nice, nerfs arent surprising after all (except WY and SP.. why make SP totally useless?)

Brayolnne

Brayolnne

Academy Page

Join Date: Jul 2005

I think part of the reason PvE players have a problem is because, simply stated, many of us do not have the aggressive playing style of PvP players. Nor do we have as much familiarity and comfort in min-maxing attributes/skills/equipment. Despite playing for nearly two thousand hours only one character has completed one campaign (yes, I own them all). The other time being spent chatting, assisting new players, AFK, etc (heck I'm playing right now).

Initially I was annoyed with the changes because they're changes. Not because I have any real idea of their impact on the game in general or me specifically. It was more like "Hey, I just found something that works! Now you want to change it?" It's not so much about whether the game needs balancing so much as us less aggressive players feel like we're finally catching up to all the Ubers we see in town.

Game re-balancing efforts are perpetual; stopping only when Anet finally decides to turn off the servers. I also realize that PvP players are going to drive the game more than PvE players. PvPers stress test attributes/skills/equipment combos in a manner that PvEers do not. The problem is that this game can never be balanced. Foremost because PvPers will simply create new combos. More importantly because the only way Anet can accomplish balancing the game is to create a new, cross-profession skill:

Skill/Spell/Attack/Hex/etc
Energy Cost: 1
Casting Time: 1
Recharge Time: 1

When used this inflicts/reduces/absorbs/prevents/heals/etc 1 point of damage. Unless it's a hex/condition/interrupt/knockdown/etc in which case it lasts for 1 second.

In other words - once everything means nothing. Because the game will stagnate at that point.

odly

Krytan Explorer

Join Date: Jan 2006

N/

Off topic, but

Quote:
Originally Posted by Taurucis
I beg to differ.....
I still think that the 100+ skills that never see the light of day (Dark Fury is one good example) need to get some serious tweaks or buffs.
Dark Fury is actually being used a lot in builds centered arround physical damage with paragons and warriors. When they have a (hero) orders spammer along he'll bring dark fury as well.

Here's an example : Racthoh's build

Scary

Scary

Krytan Explorer

Join Date: Sep 2007

Uhmmmm??

Limburgse Jagers [LJ]

N/

He said... Men indeed its stupid to nerve the skills again

Cacheelma

Cacheelma

Desert Nomad

Join Date: Jun 2005

The Ascalon Union

Me/Mo

So basically the whole thing is done not to "fix" the game (as I used to understand), but to shake things up for PvP players and prevent PvP games from becoming stagnated?

Really?

Then why has the PvP community died? I read the-guild-hall too and if you go there you will see that THAT community (which is supposed to be pvp community) has died a bleeding death. The main reason is because Anet keeps changing skills back and fourth and never get the skills to reach the "balance" state, which seems to be something they had wanted for a long time.

Then why do PvP players think that introducing new skills and new professions are bad things? Aren't they help prevent PvP games from becoming stagnated? They say new skills and new professions mess up the balanceness (or whatever the game has at the time) of the game and it's such a bad idea and will eventually kill the pvp games. Why and how?

Taurucis

Jungle Guide

Join Date: Jul 2006

The edge of reason

I don't play any more.

W/E

Alright, this goes to show how bad the Warrior tactics line was nerfed.

I just logged on to work on my skill capping, and my skill capping build is usually Ursan, Watch Yourself, Shields Up, Defensive Stance, Signet of Capture, Savage Slash, Healing Signet, and Sunspear Rebirth Signet... I have 2 empty spots in my bar. There are hardly any Tactics skills that do much anymore except for Desperation/Drunken Blow, Stances, Ripostes, and Healing Signet.

Don't tell me "l2adapt" when pretty much half an entire skill line just got shut down.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Yah! At last a damage skill with conditional energy gain for Air!

And it's great against martial weapon users!
Most my air builds are against those!

Blind them! Weaken them! Crack their armors, and than gain energy when they try to attack! Nice!

Inde

Site Contributor

Join Date: Dec 2004

Really, as much as I like coming to this thread and deleting out 50+ comments every time.. I have to repeat:

Any insult to an individual or the community as a whole will be deleted. Please stay on topic and contributing.

Trub

Trub

Jungle Guide

Join Date: Mar 2006

Sitting in the guildhall, watching the wallows frolic.

Trinity of the ascended [SMS]+[Koss]+[TAM]=[ToA]

But Inde...you have to admit...
The rock hard turd comment was priceless.

OT:
PvE and PvP will stay melded as one until GW2.
Then, we MAY see a seperation.
Until then..we roll with the punches, and get more creative with what we do have to work with on our skill bars (nerfed or not)

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

At an Insit.. Intis... a house.

Live Forever Or Die Trying [GLHF]

W/Me

I thought I was contributing?

So far no-one has offered any specifics on how their PvE build have been irreparably destroyed, as far as I can tell it is just generalized whining.

That PvP builds like D/A-spike have been destroyed is obvious, that was the whole point of the update, but I've yet to see anything about why the farmers are so upset beyond "I really liked that skill and now it's completely useless".
I've even asked twice in this thread what PvE builds, exactly, have been destroyed, but no takers.


EDIT: Maybe Assassin solo green farmer?

Taurucis

Jungle Guide

Join Date: Jul 2006

The edge of reason

I don't play any more.

W/E

Quote:
Originally Posted by Numa Pompilius
So far no-one has offered any specifics on how their PvE build have been irreparably destroyed, as far as I can tell it is just generalized whining.
I liked to use Siphon Speed as a catchall hex on my Assassin. I can't really do that anymore, because I put about 2-5 ranks into Deadly Arts and I was pretty much good to go for a while.. now, I can't use Siphon Speed, so I have to find something else that won't be as effective.

When I do skill capping I run Ursan with some defensive shouts from Tactics, WY and shields up got nerfed hard so I can't really run the defensive shouts anymore.

What's worse than the skill nerfs is that it's almost impossible to find any cohesive reason behind them. Why was Watch Yourself so bad? It was perfectly fine before this nerf, and the nerf before this, and the nerf before that one, and the one before that... Someone said it's been nerfed 9 times in a row.

Wildi

Krytan Explorer

Join Date: Mar 2006

PvE is the Metagame

Quote:
Originally Posted by Numa Pompilius
as far as I can tell it is just generalized whining
yeah because no one used mind blast/rodgort invocation, flame djinn's haste, mystic regeneration and what not in pve
awesome logic

Quote:
I've even asked twice in this thread what PvE builds, exactly, have been destroyed, but no takers.
I'm not surprised

Bryant Again

Bryant Again

Hall Hero

Join Date: Feb 2006

Quote:
Originally Posted by Taurucis
When I do skill capping I run Ursan with some defensive shouts from Tactics, WY and shields up got nerfed hard so I can't really run the defensive shouts anymore.
As I said earlier, you could drop WY and Sunspear Rebirth Signet for "Save Yourselves!" and Res signet.

Taurucis

Jungle Guide

Join Date: Jul 2006

The edge of reason

I don't play any more.

W/E

I'm capping in Cantha, with the lovely 2x damage bosses. With stuff like Elementalist or Ritualist bosses who can wipe out most of your party in a couple shots. Usually I'm sacrificing SRS for Pain Inverter, which means I can't bring save yourselves and I have to use Res signet instead. That would mean either Ursan has to go (which wouldn't be a good idea) or Pain Inverter has to go (Another bad idea) or Signet of Capture has to go (...)

Even if I'm not capping from bosses who do ridiculous amounts of damage, I always prefer a rez that can move the target to you (which is why I go /Mo for Rebirth if I can) because most of my GW'ing is spent with H/H, and my henchies aren't the best at running back to me when I rez them. I have saved myself many, many times from restarts by bringing SRS even when I could have used res sig.

The Way Out

The Way Out

Wilds Pathfinder

Join Date: Aug 2007

In my peanut brain

Zomg Zombies [OMG]

Mo/E

The PvE Monk is looking pretty lame now... *sigh*... if they nerf heal party again, I may start playing a Rit.

Stockholm

Stockholm

Desert Nomad

Join Date: Feb 2006

Censored

Censored

R/

Quote:
Originally Posted by Numa Pompilius
I thought I was contributing?

So far no-one has offered any specifics on how their PvE build have been irreparably destroyed, as far as I can tell it is just generalized whining.

That PvP builds like D/A-spike have been destroyed is obvious, that was the whole point of the update, but I've yet to see anything about why the farmers are so upset beyond "I really liked that skill and now it's completely useless".
I've even asked twice in this thread what PvE builds, exactly, have been destroyed, but no takers.


EDIT: Maybe Assassin solo green farmer?

It's not so much specific builds as the time it takes away from actual game play when you have to set up a new skill bar.
Some people who play for the casual fun, might not like to figure out a new skill bar when they have limited time to play (real life commitments and such), they rather spend that time actually playing the game.