Skill Updates: Should they keep PvE and PvP skill updates segregated?

Regulus X

Regulus X

Banned

Join Date: Oct 2007

N/A

D/W

Skill Updates: Should they keep PvE and PvP skill updates segregated?

IMO: If they do, it'll eliminate the conflict between the PvE/PvPer's in a nutshell. PvE and PvP have significant differences and thus, should have skills updated accordingly.

What's your opinion, GWars Community?
*Please stay on-topic and refrain from trolling/flaming.*

Shadowlance.

Academy Page

Join Date: Jan 2008

The Prophecy Of Life

R/P

I'd say keep the skill changes linked. Otherwise it will get too complicated and confusing as common skills start the same but eventually diverge and eventually have totally different functionality between the two game modes.

I agree it is frustrating for folks who primarily play PvE to have skills ruined by balances required only for PvP, but I've learned to live with it as a necessary evil and it's just part of the game.

Eldin

Eldin

Forge Runner

Join Date: Dec 2005

America. How about you, commie?

Fellows of Mythgar [FOM]

R/Mo

I would like them to keep them separate - many skills met their unjust nerfage due to PvP.

[skill]Penetrating Attack[/skill]
[skill]"I Will Avenge You!"[/skill]
[skill]Energizing Wind[/skill]

It'd be a big headache though, I doubt they will ever do it.

Shalban

Ascalonian Squire

Join Date: Mar 2006

No.

1. It will increase the adaptation time from PvE to PvP, which is already quite high.

2. I really don't understand the problem with skill balancing, regarding PvE. Is the game too hard? too easy? Because you can finish the main story in EOTN in less than a week.

3. There will always be conflicts between players. If you make different updates for each mode, people will start arguing why this skill was only nerfed/buffed on either A.

4. "URSAN r9++ LF 3 MORE URSAN 2 GO"

izzywish

izzywish

Frost Gate Guardian

Join Date: Mar 2007

Manchester, UK

Carpe Nocte [StN]

R/

I've thought about this one myself a lot too, especially after they nerfed LoD, I'm not a programmer myself, but I imagine they would have to assign every skill with two unique id codes to implement this. However there are too many examples to name where skills that work well in PvE, but just don't work in PvP, so I think it is a great idea if it is doable.

FlamingMetroid

FlamingMetroid

Jungle Guide

Join Date: Sep 2007

standing on your last control point, while the rest of your team is to busy killing mine

The Luminaries [Lumi]

A/

I've had the chance to ask Gaile Gray, and the segregation of skills to PvP and PvE separately is not possible in the current GW build. I'ld personally prefer this, as I play the assassin, and due to the extreme nerfage of their skills, the PvP nerfs aren't far away from spilling in to the PvE players' realm.

EmptySkull

EmptySkull

Lion's Arch Merchant

Join Date: Jul 2006

KaoS League

E/

Well my opinion is no, because is they have already done that with PvE only skills. And people complain about them being to overpowered, NERF!. Or "They are PvE only leave my skills alone".
Plus how much sense would it make for 2 skills named the same thing do different things?
It's done , just not the way you and countless others have asked. They have PvE only skills but they just don't share names with any global skills.

Phoenix Tears

Phoenix Tears

Desert Nomad

Join Date: Feb 2007

This should have been done so from the start on of GW ...
PvE and Pvp should have separeted skill balancings ...

50%+ of the pvp Skill balance updates have let the pve side suffer for them -.- and that sucks and has to find an end. Wen not anymore for GW1, then for GW2!!!

skanvak

Academy Page

Join Date: Feb 2007

La Maison des Drakkens

W/E

Definetly against (or make two game from the start). I am against any segregation. Actually I think the pve only to be stupid, if I can fight a monster with a skill I should be able to fight a player with it. Pvp should only be a way to test you skill against player but the two systems must share the same rules. That is part of the realistic aspect of game.

What you are asking is basicaly to have 2 different games. I don't want to play 2 games. I want to play a character that can go exploring and that can go fighting other player within the same universe/set of rules.

Beside : I am part of the NO MORE SKILL CHANGE group. Skill change should stay during the palytest part, period.

Savio

Savio

Teenager with attitude

Join Date: Jul 2005

Fifteen Over Fifty [Rare]

It's time for the weekly "split PvE and PVP" thread! Everyone loses except for the trolls!

Quote:
Originally Posted by skanvak
Skill change should stay during the palytest part, period.
I'd like to see you create strategic games that are perfectly balanced at release.

Tyla

Emo Goth Italics

Join Date: Sep 2006

No.
I like to rearrange and change my build after a nerf if the skills I use get hit in PvE -- It's one of the things that keeps me playing to be honest...

But Savio has a point in his post above mine....

Tamuril elansar

Tamuril elansar

Wilds Pathfinder

Join Date: Jul 2007

N/

against...

pve is really easy and even if your build gets stoned to death you take another build and own pve with that.

Tarun

Tarun

Technician's Corner Moderator

Join Date: Jan 2006

The TARDIS

http://www.lunarsoft.net/ http://forums.lunarsoft.net/

/signed

Make them just like the Polymock skills. Exact copies but only slightly different.

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

No, they shouldn't.

PvErs need to learn how to adapt. We have every skill in the game and overpowered PvE skills. Stop getting mad because your powerful skill got nerfed and use another skill to replace it. As long as you don't suck at the game, there should be no problem. I mean seriously, no skill nerf should drastically affect you. There are over a thousand skills in the game, replace the skill that got nerfed. You'll still have the ability to easily roll the AI.

Stockholm

Stockholm

Desert Nomad

Join Date: Feb 2006

Censored

Censored

R/

Let them have an ingame poll, on the login page, and let the majority decide.

Wild Karrde

Wild Karrde

Frost Gate Guardian

Join Date: Sep 2006

W/

Quote:
Originally Posted by Shalban
No.

1. It will increase the adaptation time from PvE to PvP, which is already quite high.

2. I really don't understand the problem with skill balancing, regarding PvE. Is the game too hard? too easy? Because you can finish the main story in EOTN in less than a week.

3. There will always be conflicts between players. If you make different updates for each mode, people will start arguing why this skill was only nerfed/buffed on either A.

4. "URSAN r9++ LF 3 MORE URSAN 2 GO"
QFT

All it would benefit is the farmers cause they cant adapt. They just go on whining till someone makes up another build to instablowshitup. While all other PvEers go on rolling enemy AI cause they dont just pout and whine

Kanyatta

Forge Runner

Join Date: Jun 2006

Guildless, pm me

R/Mo

I wish someone could riddle me this: Why do I always hear the same "Oh noez! The elitist PvPers got my skillz nurfed 4 PvE!!!!"

Seriously? Is PvE too hard for you? Anyone can complete any campaign in about 6 hours of playtime using H/H. I really don't see what the problem is.

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

Beating the dead horse again, but /signed anyway. Not because of balances "ruining PvE" as so many claim, but because it would be nice for PvE to have the full range of skill choices, and PvP skills to be balanced without breaking something in PvE (such as LoD needing to be replaced with WoH on Mhenlo).

Don't get me wrong, having 1, 5, or even 200 skills nerfed doesn't matter in PvE, it's true. We still have all them imba PvE skills, terrible AI, and the foresight of what the enemy is bringing all to our advantage. However, and I think this is the real issue, some skills get nerfed so much that they are no longer viable at all, such as "Watch Yourself!", "Incoming!", LoD, etc. Yeah, you can still use them, and it's not like you'll lose because hey, "it's PvE!" But the point is, no one is going to use them because there are simply better skills - these skills that are nerfed to oblivion are now simply replaced, and we ultimately have less skills to choose from.

This is most evident in skills/attributes that are underpowered in PvE simply because if they were increased in effectiveness at all, they would be overpowered in PvP. Good examples of this are life steal skills and Water magic. What's funny, is this works the other way around, too. Look at the Necro's Soul Reaping - imba in PvE, fairly balanced to almost useless in PvP. There's no way to balance that mechanic for both without making it function differently between PvP and PvE. Hell, look at almost any AoE nuke - they're all pretty useless in PvP, and almost a requirement in PvE.

cellardweller

cellardweller

Likes naked dance offs

Join Date: Aug 2005

The Older Gamers [TOG]

PvP balances keep PvE interesting. Stagnant skill bars leads to stagnant gameplay.

/not signed once more.

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

Quote:
Originally Posted by cellardweller
PvP balances keep PvE interesting. Stagnant skill bars leads to stagnant gameplay.
You should know I support skill changes as often as possible. I'm not saying the two should be split and then PvE never touched again. In fact, they should be almost randomly changed once split, to enforce new and exciting builds. Those who dislike change are dinosaurs anyway (if not in body, then in mind). But this is almost the exact same reason I support the split. Certain skills will never see much use (if at all) in PvE simply because they can't be made useful or else be overpowered in PvP.

RavagerOfDreams

RavagerOfDreams

Desert Nomad

Join Date: Dec 2007

somewhere over the rainbow....

A/

/notsigned

almost every skill that gets nerfed for pvp has a pve skill equivalent to take its place

watch yourself -> save yourself
flame Djjins haste -> Mindbender

Konig Des Todes

Konig Des Todes

Ooo, pretty flower

Join Date: Jan 2008

Citadel of the Decayed

The Archivists' Sanctum [Lore]

N/

Quote:
Originally Posted by Shalban
No.

1. It will increase the adaptation time from PvE to PvP, which is already quite high.

2. I really don't understand the problem with skill balancing, regarding PvE. Is the game too hard? too easy? Because you can finish the main story in EOTN in less than a week.

3. There will always be conflicts between players. If you make different updates for each mode, people will start arguing why this skill was only nerfed/buffed on either A.

4. "URSAN r9++ LF 3 MORE URSAN 2 GO"
1) It won't increase adaption time between the two if people start at both, and they are meant to be different anyways.

2) Don't use EN as an example of how short the game is, it is an expansion, it is suppose to be short. Also, people complain not because of the story line difficulty, but because it changes their builds, mainly for the elite areas and, o yeah, Hard Mode.

3) Yes there will always be conflicts, but this will reduce the amount. And why the skill was nerfed/buffed won't be a problem because people already know why skills are nerfed/buffed now.

4) No point in this, leave it out next time, not all PvEers use Ursan.

Quote:
Originally Posted by skanvak
Definetly against (or make two game from the start). I am against any segregation. Actually I think the pve only to be stupid, if I can fight a monster with a skill I should be able to fight a player with it. Pvp should only be a way to test you skill against player but the two systems must share the same rules. That is part of the realistic aspect of game.

What you are asking is basicaly to have 2 different games. I don't want to play 2 games. I want to play a character that can go exploring and that can go fighting other player within the same universe/set of rules.

Beside : I am part of the NO MORE SKILL CHANGE group. Skill change should stay during the palytest part, period.
Your actual argument, which I bolded, is the only real argument that I see against segregation that does not have a counter. And this is the only reason why I say there should be no separation. However, I do hate that people who PvP only harm people who PvE only or PvP and PvE. I hate my PvE builds getting nurfed because of a skill being overused in PvP. And as for your "Beside:" point, the actual game IS the play test part.

Now for not commenting on others. Of what I have noticed, many people are speaking in the defense of PvP. Mainly with "PvEers have to adapt" and stuff like that. I think that this would benefit PvPers as well as just PvEers, because skills that are used to over farm something in PvE get nurfed too, not as much I know but still get nurfed.

I say that what should be implemented are some PvP only skills so that people can stop QQing about PvEers getting non-profession skills which ruin the game and whatnot. A few skills being nurfed because of PvP, or vice versa, does get annoying, but being able to change skills is a good thing and allows for some fun in being able to make new builds that work. What I highly disagree with, is destroying whole professions, like mesmers. And no, Paragons were not slaughtered, just harmed majorly, just as necromancers were, but are now climbing back up.

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

/notsigned

It would become WAY to confusing after a few months of updates. How the heck are you suppsoed to keep track of 2 completely different set of 1000+ skills that have identical names.


The narrowminded people who bitch and can't adapt to a skill update would be NOTHING compared to the amount of complaining by people like me who don't want the skill system to become even MORE complicated (keep in mind they are making GW2 in part because GW1 is too "bloated').

Abedeus

Abedeus

Grotto Attendant

Join Date: Jan 2007

Niflheim

R/

Quote:
Originally Posted by cellardweller
PvP balances keep PvE interesting. Stagnant skill bars leads to stagnant gameplay.

/not signed once more.
So why Ursan isn't still nerfed? It's one freakin' skillbar x 5 + 3 monks -.-

Isileth

Isileth

Jungle Guide

Join Date: Apr 2006

R/W

I lean towards being against this.

The main reason being I worry if they are seperate then it would easily open the door for even more PvE skill like skills. PvE also needs to be balanced so that its challenging. And as other have said, if its to powerful to use against a player than its damn sure going to be overpowered against the weaker AI.

RedStar

RedStar

Wilds Pathfinder

Join Date: Jul 2007

_____________________ (\__/) (\__/) (\__/)Help (='.'=)(='.'=)(='.'=)Bunny (")_(")(")_(")(")_(")

[Bomb]

E/

/notsigned

The main reason is that it would be hard to keep track on each skills descriptions and what about buffs ? if a skill gets a buff in PvE, Pvpers may whine (or the other way around).

R.Shayne

Wilds Pathfinder

Join Date: Oct 2007

PvE only and don't mind the skill updates, just learn to roll with it. What I do mind is the Henchmen skill bars are rarely updated after we have a pvp skill change.

/Signed

I would still rather see the introduction of more pve skills only - give some life back to the paragon.

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

Quote:
Originally Posted by R.Shayne
PvE only and don't mind the skill updates, just learn to roll with it. What I do mind is the Henchmen skill bars are rarely updated after we have a pvp skill change.
So true. The Mhenlo/LoD change was the only one that ever happened, AFAIK. Maybe what we should have is a monthly contest for top GvG guilds, and let them design skillbars for all the henchmen in the game (obviously limited to the campaign they're in). Being monthly, it would constantly be updated as skills change. It could even come with advice from some of them on which combination of henchies they suggest (with skills that compliment each other).

This could be added in with the same update that allows henchmen into elite areas. Yeah, would be nice...

parathract

Pre-Searing Cadet

Join Date: Mar 2008

Nexus One

E/A

It is important to maintain balance in both PVP and PVE, and it is obvious that what may apply in PVP mode may not apply in PVE. Personally I think they do a good job of balancing as it is, which is very hard to begin with, you can not keep everyone happy after all. You also can not predict all the possible exploits available in PVE and PVP, the art of soloing in PVE for example. I think it is important to maintain balance, and I would look forward to seperation of pve and pvp skill balancing.

One thing I would like to see is Synergy bonuses and penalties when certain skills are on the same skill bar with each other. For example, say if someone can exploit a skill set to farm and solo, simply add a penalty when those major skills are with each other. Or when certain skills are not used often together, give a bonus, like reduced casting time or reduced energy cost. This could encourage fair and reasonable play instead of people just trying to exploit everything.

bhavv

bhavv

Furnace Stoker

Join Date: Sep 2006

Quote:
Originally Posted by Savio
I'd like to see you create strategic games that are perfectly balanced at release.

skanvak

Academy Page

Join Date: Feb 2007

La Maison des Drakkens

W/E

As that was first directed to me. Savio, I should say that after 25+ years of playing strategic game, I don't give a dime about perfect balancing. The best strategic game I ever played : Empire in Arms, is NOT balanced and that was make it interesting. But Mare Nostrum which is a totally balanced game is BORING.

So I care more about flavor than about good balancing. Beside for pvp, counter to all build exist (except bugs like the recent black aura exploit but it will be only 1 or 2 fix in a year).

bhavv

bhavv

Furnace Stoker

Join Date: Sep 2006

Quote:
Originally Posted by RavagerOfDreams
/notsigned

almost every skill that gets nerfed for pvp has a pve skill equivalent to take its place

watch yourself -> save yourself
flame Djjins haste -> Mindbender
Cant use PVE skills on heroes unfortunately.

I'm an Elly, I dont run around with WY or SY on me, I used to take WY on heroes.

LoD and WY nerfs are just RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOed up for PVE.

skanvak

Academy Page

Join Date: Feb 2007

La Maison des Drakkens

W/E

What does this "red engine go" mean? Couldn't you speak normally?
Same thing for QQ.

Targuil

Krytan Explorer

Join Date: Oct 2007

Tampere, Finland

Keep Dreaming [Yawn]

E/

Quote:
Originally Posted by skanvak
What does this "red engine go" mean? Couldn't you speak normally?
Same thing for QQ.
RED ENGINE GO comes when you try to swear and QQ means crying.

Savio

Savio

Teenager with attitude

Join Date: Jul 2005

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by bhavv
Yes, it was so perfectly balanced at release, they continued to update and balance it even further, making it even better than perfect balance.

Or maybe it wasn't balanced at release.

Quote:
Originally Posted by R.Shayne
I would still rather see the introduction of more pve skills only - give some life back to the paragon.
If people won't already take paragons with Ursan Blessing, "Save Yourselves!", and "There's Nothing to Fear!", there is no possible PvE skill that would make them do so.

Quote:
Originally Posted by skanvak
The best strategic game I ever played : Empire in Arms, is NOT balanced and that was make it interesting. But Mare Nostrum which is a totally balanced game is BORING.
Balance doesn't mean everyone is equal. Nor does it mean that everything can be countered.

CHannum

Frost Gate Guardian

Join Date: Dec 2007

W/E

Keep'em separate in this and EVERY game where there is a "single player" and PvP side because for the majority of players the two almost never meet. There's no reason why what a small group of player characters do against another small group of player characters should have any effect on choices of skill balance for a small team of player characters against hundreds of mobs and vice versa. The context the skills get used are completely different, player expectations are completely different, and the effect on the respective player base is completely different (i.e. a skill combo that proves nigh unbeatable in PvP is a problem for everybody not using said combo, a skill combo that lets somebody solo a difficult area with nice drops in PvE is brilliant ).

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

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

Live Forever Or Die Trying [GLHF]

W/Me

This is, what, the fourth? thread on this subjecti n a few days, and I'll say the same thing here as I've said there:

Ursan and the other ridiculously overpowered PvE-only skills are living proof why it's a GOOD THING that PvP rebalancing affects PvE, and why separating PvE from PvP is a BAD THING.

Learn to adapt. This is a dynamically changing game, get out of your comfort zone and learn to change your skillset and use more than one build.

Sleeper Service

Sleeper Service

Jungle Guide

Join Date: Dec 2005

CULT

Quote:
Originally Posted by Numa Pompilius
This is, what, the fourth? thread on this subjecti n a few days, and I'll say the same thing here as I've said there:

Ursan and the other ridiculously overpowered PvE-only skills are living proof why it's a GOOD THING that PvP rebalancing affects PvE, and why separating PvE from PvP is a BAD THING.

Learn to adapt. This is a dynamically changing game, get out of your comfort zone and learn to change your skillset and use more than one build.
Ursan and The other PVE skills are an Anet quick fix solution to the constant rebalancing that they apply on PVP, What if players do not want to play some bland classless toon (like bear) but rather their OWN class ? PVP induced nerfs do not affect mobs as strongly as they do players because there are more of them as well as being higher leveled, the total power differential makes these nerfs negligible to mobs and TREMENDOUS on PvEers.

ive said this many many many times (but i dunno it seems hard to grasp?) Balance is not the same in PVP and PVE.

On the other hand a skill like Ursan is just what the PVP "community" seems to be blaring out for these days, i mean...if everyone equipped it then it would all be about player skill no?
there you go, perfectly balanced pvp.

Get it now? skills like that are BORING, they are the very antithesis of what this game should be about.

I love this "learn to adapt" bs, PVP meta is nothing but a never ending stream of buffs and nerfs BECAUSE people just go for that FOTM and (except for a very select few) seem to be totally blinded by any possible counter or tactic that could be taken, choosing instead to patiently abuse those skills until Anet comes in and takes their toy away.


/Signed for a separation of skillsets. It was retarded to keep them together when the environment in which they are used is so radically different, its like expecting your car to be able to function correctly underwater for crying out loud.

miles

Academy Page

Join Date: May 2006

The Best Guild In The Game [Best]

N/

if they did this after a few updates they would have 2 completly different games, and the whole point of guildwars (originally) is to beat the pve, and than continue onto the pvp aspect of the game once you have learned the basic mechanics.

why does it matter if the skills are changed? is the pve really that much harder that you have to actually rework your bar and think about what you are doing? god forbid thinking in pve >.>

you are crying for "balance" in pve but its pretty obvious that there are certain things that are completly imbalanced by nature, for example, every pve skill... ever. al you have to do is look at the wiki and see the counterpart skills they suggest, and they are infinatly worse.

the complete split will never happen, the closest thing you will get is pve skills which has already happened.

BlackSephir

BlackSephir

Forge Runner

Join Date: Nov 2006

A/N

No, I like to see PvP community getting blamed for everything.
omg shadow walk nerf, fu pvp
omg 9/11 fu pvp