Skill balance, and the disparity it creates
Div
"Ohnoez thoz elitist PvPers gotz mi skills nurfed agian"
So that's pretty much the stereotypical joke used to laugh at party of the community who are completely clueless players who has no knowledge of how skill balance works and why skills are often not balanced around PvE. I'm not going to go into the special cases where PvE got their own nerfs (spirit bond, protective bond, etc.) and I definitely won't explain to clueless people why skill balance should revolve primarily around PvP.
However, I will discuss the effects these skill balances have on PvE.
That initial quote, though often coming from a naive person, has some basis. Obviously, by using the same set of skills, changes to one area is going to change another. When it's great that skills get buffed (WoH from 100->150), there's often an outrage if a skill gets just subsequently readjusted (WoH from 150->120), and even worse of one when a skill is plain nerfed.
While I am all for PvP balance and spicing things up with new builds in PvE, changing only the shared skills causes a problem: the buffed skills are often not enough to see play in top level PvE areas, while some nerfed skills may result in a weaker ability to farm those areas. It's possible to get new builds, but just with the current ones, you're undoubtedly going to be less effective.
But wait! What about those PvE-only skills? With the previous nerf of splinter weapon, a balanced team is "only" capable of hitting 3 adjacent targets with that skill. Imagine if it were to take another hit (which is likely) to reduce it to, say, the next 1..3..4 attacks. And now you compare it with the PvE-only skills that get untouched: SY, TNTF, EBS of honor, YMLaD, and the greatest of them all, Ursan blessing. You'll begin to notice a bigger and bigger disparity between being able to play a balanced PvE build with one that revolves primarily around PvE-only skills. As more and more skill balances take place and the shared skills become closer and closer to "average" utility, it means PvE-only skills become in comparison, much stronger.
Does this mean we should just screw PvP and not balance at all? No. Not only will it destroy any sort of competitive gameplay, it'll be boring, even for PvE. Sure, some might like running the same thing year after year for the same zone, but others get bored. Skill balance promotes the creation of new ideas, and that's good, at least in my opinion. But with the normalization of all the shared skills to mediocrity, people will be somewhat forced to use PvE-only skills to compete. Even as it is now, if you don't care about lameness, why wouldn't you run Ursan over ANY balanced template (yes, even SY, which falls under the PvE-only category).
As a consequence, the only way to resolve this disparity is to look at the state of the game, and balance PvE-only skills so that people aren't forced to rely on them to perform well. It's one thing to use them to be more effective. It's another to have to rely on them.
What does this come down to? Nerf Ursan
...and maybe balance some other goodies
Oh, and I decided this to write the dumbed down version for people with an iq of less than 60:
For those of you who are too stupid to read the whole thing and can only read one line, what I'm saying is not to just change PvE-only skills because of their absolute power. It needs to be changed based on its relative power to shared skills. For example, if today shared skills allow you to beat an area with 100 points of efficiency, and PvE-only skills boost that efficiency rating up to 120, then when those shared skills get toned down to only 60 points of efficiency, we should not leave PvE-only skill efficiency at 120. We should still make them stronger than regular skills, but not twice as strong (say, to 80 points of efficiency).
So that's pretty much the stereotypical joke used to laugh at party of the community who are completely clueless players who has no knowledge of how skill balance works and why skills are often not balanced around PvE. I'm not going to go into the special cases where PvE got their own nerfs (spirit bond, protective bond, etc.) and I definitely won't explain to clueless people why skill balance should revolve primarily around PvP.
However, I will discuss the effects these skill balances have on PvE.
That initial quote, though often coming from a naive person, has some basis. Obviously, by using the same set of skills, changes to one area is going to change another. When it's great that skills get buffed (WoH from 100->150), there's often an outrage if a skill gets just subsequently readjusted (WoH from 150->120), and even worse of one when a skill is plain nerfed.
While I am all for PvP balance and spicing things up with new builds in PvE, changing only the shared skills causes a problem: the buffed skills are often not enough to see play in top level PvE areas, while some nerfed skills may result in a weaker ability to farm those areas. It's possible to get new builds, but just with the current ones, you're undoubtedly going to be less effective.
But wait! What about those PvE-only skills? With the previous nerf of splinter weapon, a balanced team is "only" capable of hitting 3 adjacent targets with that skill. Imagine if it were to take another hit (which is likely) to reduce it to, say, the next 1..3..4 attacks. And now you compare it with the PvE-only skills that get untouched: SY, TNTF, EBS of honor, YMLaD, and the greatest of them all, Ursan blessing. You'll begin to notice a bigger and bigger disparity between being able to play a balanced PvE build with one that revolves primarily around PvE-only skills. As more and more skill balances take place and the shared skills become closer and closer to "average" utility, it means PvE-only skills become in comparison, much stronger.
Does this mean we should just screw PvP and not balance at all? No. Not only will it destroy any sort of competitive gameplay, it'll be boring, even for PvE. Sure, some might like running the same thing year after year for the same zone, but others get bored. Skill balance promotes the creation of new ideas, and that's good, at least in my opinion. But with the normalization of all the shared skills to mediocrity, people will be somewhat forced to use PvE-only skills to compete. Even as it is now, if you don't care about lameness, why wouldn't you run Ursan over ANY balanced template (yes, even SY, which falls under the PvE-only category).
As a consequence, the only way to resolve this disparity is to look at the state of the game, and balance PvE-only skills so that people aren't forced to rely on them to perform well. It's one thing to use them to be more effective. It's another to have to rely on them.
What does this come down to? Nerf Ursan
...and maybe balance some other goodies
Oh, and I decided this to write the dumbed down version for people with an iq of less than 60:
For those of you who are too stupid to read the whole thing and can only read one line, what I'm saying is not to just change PvE-only skills because of their absolute power. It needs to be changed based on its relative power to shared skills. For example, if today shared skills allow you to beat an area with 100 points of efficiency, and PvE-only skills boost that efficiency rating up to 120, then when those shared skills get toned down to only 60 points of efficiency, we should not leave PvE-only skill efficiency at 120. We should still make them stronger than regular skills, but not twice as strong (say, to 80 points of efficiency).
Div
Oh, did I mention I have super powers and trolling my thread may result in a ban?
Pyro maniac
So you really care about PvE?
Nice post and I agree.
Nice post and I agree.
jonnieboi05
oh, did i mention i truthfully and honestly didn't care?
i in no way "trolled your thread". i simply stated truth about the ending section of your post. ursan threads are getting annoying, it's time everyone accepts ursan for what it is, and that is: overpowered. so, complaining that it needs a nerf is something we need to finally realise won't happen (not anytime soon, if it ever does get nerfed). ursan is part of the game... if ANet didn't like it being there they would downsize it like others skills as they see fit. correct, no?
edit: about the "relying on pve-only skills to perfom well" part. i fully 100% DISAGREE. i do not rely on a single pve-only skill. in fact, i completely avoid them and i do prefectly well for myself. so, through my personal gaming experience, i find this one statement to be false. ^^
i in no way "trolled your thread". i simply stated truth about the ending section of your post. ursan threads are getting annoying, it's time everyone accepts ursan for what it is, and that is: overpowered. so, complaining that it needs a nerf is something we need to finally realise won't happen (not anytime soon, if it ever does get nerfed). ursan is part of the game... if ANet didn't like it being there they would downsize it like others skills as they see fit. correct, no?
edit: about the "relying on pve-only skills to perfom well" part. i fully 100% DISAGREE. i do not rely on a single pve-only skill. in fact, i completely avoid them and i do prefectly well for myself. so, through my personal gaming experience, i find this one statement to be false. ^^
~LeNa~
Alex the Great
.......wow, i thought i was gonna get something better than "Nerf Ursan" as a finisher.
I agree for the most part, but I would add that all buffs and nerfs should be scaled down (as in, no more buffing things insanly and no more nerfing inot oblivion)
edit: I'm all for an ursan nerf BTW, It just wont happen man!
I agree for the most part, but I would add that all buffs and nerfs should be scaled down (as in, no more buffing things insanly and no more nerfing inot oblivion)
edit: I'm all for an ursan nerf BTW, It just wont happen man!
[Morkai]
Quote:
Originally Posted by JonnieBoi05
i in no way "trolled your thread". i simply stated truth about the ending section of your post. ursan threads are getting annoying, it's time everyone accepts ursan for what it is, and that is: overpowered. so, complaining that it needs a nerf is something we need to finally realise won't happen (not anytime soon, if it ever does get nerfed). ursan is part of the game... if ANet didn't like it being there they would downsize it like others skills as they see fit. correct, no?
edit: about the "relying on pve-only skills to perfom well" part. i fully 100% DISAGREE. i do not rely on a single pve-only skill. in fact, i completely avoid them and i do prefectly well for myself. so, through my personal gaming experience, i find this one statement to be false. ^^
~LeNa~
Agreed. (To a full extent)
Pyro maniac
Quote:
Originally Posted by JonnieBoi05
Quote: Originally Posted by JonnieBoi05 it's time everyone accepts ursan for what it is, and that is: overpowered. so, complaining that it needs a nerf is something we need to finally realise won't happen (not anytime soon, if it ever does get nerfed). Just because there hasn't been a nerf yet, does it mean we can't discuss the effect of Ursan on PvE?
Quote: Originally Posted by JonnieBoi05
ursan is part of the game... if ANet didn't like it being there they would downsize it like others skills as they see fit. correct, no?
A lot of other balances that should be done by Anet haven't be made (yet). Does it mean the skills are fine then?
Even more amusing, most of them are _long time_ farmers who've already done thousands of smite runs and hundreds of CoF runs, so one would think they knew how their build works and have some skills in designing builds.
Originally Posted by upier
Quote:
I'm PvE only, and I don't think the game designers should care at all what farmers whine about. And, let's face it, the people whining after each and every skill balance, even when the skill balance doesn't affect them or is actually a buff, are farmers. Just farmers. And only farmers.
Originally Posted by JonnieBoi05
edit: about the "relying on pve-only skills to perfom well" part. i fully 100% DISAGREE. i do not rely on a single pve-only skill. in fact, i completely avoid them and i do prefectly well for myself. so, through my personal gaming experience, i find this one statement to be false. ^^
If you're not lying here, you're in the minority. However if you don't use/rely on PvE skills, why do you oppose and disagree to masamune?
Div
Quote:
Originally Posted by JonnieBoi05
in fact, i completely avoid them and i do prefectly well for myself. so, through my personal gaming experience, i find this one statement to be false.
Performing well is a relative term. I use it to compare with those who are using PvE-only skills. Any Joe Wammo can say their build is performing just fine, when in reality their build is horrible.
And about not talking about the nerf just because Anet hasn't done anything to it: Anet hasn't touched bspike for a long time, but because it has been repeatedly brought up with good arguments why it is bad for the game, they finally decide to make the right move and nerf it. So what you're saying is that if something's broken, don't even bother explaining that it needs to be fixed? People before haven't articulated the argument as well as they should, and is one of the reasons why it has been overlooked and just considered a rant. caeleth
I have to agree 100% on this one. The biggest problem is that it's becoming harder and harder for people NOT to run overpowered PvE skills, and they degenerate into using ONLY these skills. Now PvE skills are good, and I appreciate that people don't always have time for such and such and Ursan (and others) are good alternatives, but when people never see any reason to use other builds, the entire state of the game degenerates. People are no longer learning how evolve within the game, and it will eventually turn to boredom once they realize it's no longer fun but they don't know how to do anything else.
Squishy ftw
I agree on this.
Obviously overpowered skills like ursan, SY, TNTF should be nerfed. Add a SY/TNTF para to any party, no matter how bad, and they will be able to succeed in pretty much whatever it is they're doing. Skills like these should not exist, because it can stop people from ever running something else, something that might take skill, and force them to improve. And ursan, well..this skill is probably the most broken skill I've ever seen. Take 5 random people, have them throw 1 skill on their bar(UB), add 3 monks and they can complete pretty much everything that PvE can throw at you. This skill is not only seriously overpowered, but it takes away one of the biggest parts of guildwars: Making a build, adjusting to whatever it is you're going to face. Not to mention the fact that you can ignore blind, block, .. So yes, nerf please. Numa Pompilius
Quote:
Originally Posted by holymasamune
|
Even more amusing, most of them are _long time_ farmers who've already done thousands of smite runs and hundreds of CoF runs, so one would think they knew how their build works and have some skills in designing builds.
Quote:
Quote:
What does this come down to? Nerf Ursan
I would sooooo love to see that. The resulting shitstorm would be hilarious.
ogre_jd
Quote:
Originally Posted by Numa Pompilius
And, let's face it, the people whining after each and every skill balance, even when the skill balance doesn't affect them or is actually a buff, are farmers. Just farmers. And only farmers.
Not just farmers. *misses Tactics*
MisterT69
Yeah, it started off alright, made some good points, even though I had no idea what your point was, and then you had to bring up the U word. So another nerf ursan post, let's just throw that in to the collection of 1000+ other ursan complaints =P
Etrik
Let PvE skills remain overpowered. That's why they were implemented in the first place, so we can have slightly overpowered skills to play with, that don't ruin PvP.
And as a monk, there aren't that many PvE skills you can put on your bar - save maybe LoD and sometimes SS Rebirth Sig; but do you see me asking for a Brawling headbutt, or Drunken Stability, or any other PvE skill to be nerfed? No. So what if people like farming with Ursan? I, and I am quite sure many others, still prefer going out with 7 other people, running a fun and balanced build, and having a grand ol' time. Even if I could make my heroes run Ursan, I'd still H/H in HM with balanced builds, simply because it's more fun for me. Asking for an Ursan nerf is like asking for a collision detection nerf. Oh, woe is me, people run a bonder, 2 healers, a tank, and 4 nukers! That's not fun, and it's overpowered!!!1one Get over yourself, and if you don't want to be forced to run Ursan for farming, I suggest you find some friends who are capable of doing any area with a balanced build. upier
Problems:
1. Skill balance can ONLY revolve around PvP. To balance a skill we must not only look at the skill itself but also compare it to other skills and game rules. PvE breaks pretty much all the game rules. Thus if PvE should somehow influence the balancing process - the skill will NEVER be balanced. 2. When discussing gameplay - farming should never be used as any kind of example - outside of being an example of a totally broken gameplay. 3. In PvE the player needs to win. In PvP - both sides need to have an equal opportunity to win. That is why balance is needed in PvP - and that is why - nothing can be overpowered in PvE. 4. The introduction of competitive elements in PvE. It doesn't matter if team Z performs much better then my team. Team Z isn't in my instance. And as long as the game isn't "balanced" for the build Team Z is using - their actions don't concern me in the slightest. 5. Because PvE breaks so many rules and because the player NEEDS to win AND because I am not in competition with anyone in my game - we can not define balance in PvE thus nothing can be overpowered thus Ursan is fine as it is. Don't like it? Don't use it! Ursan isn't the problem here. The problem is that we are playing a degenerated form of PvE that enabled the existence of Ursan. Pyro maniac
Quote:
Originally Posted by upier
3. In PvE the good players need to win. In PvP - both sides need to have an equal opportunity to win. That is why balance is needed in PvP - and that is why - nothing can be overpowered in PvE. |
4. The introduction of competitive elements in PvE. It doesn't matter if team Z performs much better then my team. Team Z isn't in my instance. And as long as the game isn't "balanced" for the build Team Z is using - their actions don't concern me in the slightest.
If it can be done faster (and easier) it is tempting to do so.
You might ask how do I know you're bad? This:
Quote:
Combine that with the fact that the player NEEDS to win
More like, the bad players are crying that they suck and can't beat NM EoTN, so Anet has to give them huge handicap skills that allow completely horrible players to finish it. Personally, I am much more fond of the first time I fought through the droks run zones. It was normal mode, and even then it still took 4 hours. I struggled through it, often dying, but looking back, it was awesome that I beat it. Just a few days ago, I breezed through the zones again, vanquishing the whole thing in HM in 2 hours with overpowered PvE skills. If you're good or dedicated enough, you'll win regardless. Unfortunately, 99% of the player base don't care to be good; they just want the job done and will cry if they don't get it done.
You make it sound like without PvE-only skills, it's impossible to win. But it's not. Just ask all the people who got vanquishers before EoTN and before SY became the biggest thing.
1. an area
2. the whole game
3. random selection of areas
4...?
How about if the party Charges though the area? Taking down just the foes that need to be taken down to reach the minimum requirements to achieve the certain goal?
Quote:
Quote:
Unlike the general population here, I'm one of the least likely to need to rely on Ursan to get a group. If you don't believe me, that's fine, because frankly, that's what happens when you talk politics. There will always be a bunch of baseless, hypocritical people who disagree with ignorant claims.
Originally Posted by upier
5. Because PvE breaks so many rules and because the player NEEDS to win AND because I am not in competition with anyone in my game - we can not define balance in PvE thus nothing can be overpowered thus Ursan is fine as it is.
Don't like it? Don't use it! By your logic adding a skill of instawin isn't overpowered and wouldn't degenerate PvE, just because it can be left outside your skill bar. upier
Quote:
Originally Posted by Pyro maniac
If it can be done faster (and easier) it is tempting to do so.
By your logic adding a skill of instawin isn't overpowered and wouldn't degenerate PvE, just because it can be left outside your skill bar. Like I said at the end - PvE in it's current form is completely degenerated. And this is something that is constantly being overlooked. Because the players are presenting PvE in a form that should be (or better yet - in a form that player THINK it should be) - but it's a form that NEVER WAS and because it would take an insane amount of work - it NEVER WILL BE. So removing Ursan changes nothing - we are still left with foes that break all rules when it comes to casting speed, attack speed, amount of damage they do, the monster skills they use, their attribute points allocation, ... The game is as broken with Ursan as it would be without. The only difference is that the people who desire the use of a crunch - have it in the form of Ursan. And because that doesn't influence me in the slightest - I don't see a reasonable argument to go against it. Instawin buttons aren't preferred in a game that was well thought through. And that isn't something I'd describe GW PvE with. jonnieboi05
Quote:
Originally Posted by upier
And this is something that is constantly being overlooked. Because the players are presenting PvE in a form that should be (or better yet - in a form that player THINK it should be) - but it's a form that NEVER WAS and because it would take an insane amount of work - it NEVER WILL BE. So removing Ursan changes nothing - we are still left with foes that break all rules when it comes to casting speed, attack speed, amount of damage they do, the monster skills they use, their attribute points allocation, ... The game is as broken with Ursan as it would be without. The only difference is that the people who desire the use of a crunch - have it in the form of Ursan. And because that doesn't influence me in the slightest - I don't see a reasonable argument to go against it. Instawin buttons aren't preferred in a game that was well thought through. And that isn't something I'd describe GW PvE with. i really really agree with you on this. ~LeNa~
LightningHell
Damned computer had to shut down in the middle of a post...
I'm purely theorycrafting here, having not used PvE skills nor played the game for quite a while. The sole purpose of PvE skills is to let players toy with a new imbalanced skillset. Now, of course, this is common sense. However, the point I'd like to raise is that Guild Wars is pretty challenging, and these PvE skills serve to alleviate some of this challenge for newer players (oh, who am I kidding? ...), or in any case, less experienced/skilled players while still providing a source of enjoyment. Perhaps the creation of a new skillset, and an addition of a mode that goes without the usage of 'overpowered' PvE skills. Maybe a more interesting idea for a different skillset of PvE skills would be to find flexible effects that would undoubtedly raise havoc in PvP play, but still promote skillful play in PvE...but chances are such flexible effects would also be a welcome addition to PvP play. Or perhaps it could be a testing ground for new skill effects and the relative usability/'skillfulness' of such. The other problem which lies with this thread and various others dealing with PvE 'balance'...would be that while general PvE has absolutely no use for 'skill' balance, the imbalance of a skill is not insignificant. An oversimplified model of PvE balance mainly revolves around class balance and enemy balance. Class balance is to ensure that every character has an equal chance of success, i.e. every profession should, ideally, be of equal importance, none overshadowing the other. The other part of PvE balance would be a balance between player capabilities and enemy capabilities - put simply, the effectiveness of offense, defense (and disruption, as an afterthought) against the enemy; a good balance between these capabilities should provide for a challenging game that isn't impossible. Yes, there is no individual 'skill' balance (or at least the 'skill balance' as seen is mostly an illusion), as there is no opponent that will exploit that skill, and nobody would care if you would expoit that skill – it's PvE, after all, and people would probably congratulate you on finding such an 'innovative way to play the game' or whatnot. However, while there is no underlying 'skill' balance, such skill changes would change the class balance in PvE, and such 'skill' balance can drastically affect the balance of capabilities. Most of the ranting done over PvE skills are due to this imbalance of capabilities – namely, that the balance has been shifted to the 'overpowered' side, where gameplay becomes too easy. However, it must be taken into account that this balance is mainly subjective, and so one person's view may not equal another's. Quote:
Get over yourself, and if you don't want to be forced to run Ursan for farming, I suggest you find some friends who are capable of doing any area with a balanced build.
This is to the general populace, as well as a direct response to the quote. I'm pretty sure Masamune has plenty of friends who are 'capable of doing any area with a balanced build' - if not, go take a look at his credentials (guild tag). The creation of this thread is probably not to whine about Ursan because he's forced to run it. |
Two cents from an admittedly bad theorycrafter. P.S. To all those who talk about nerfs, a reminder: overpowered skills are infinitely more important than underpowered skills, as overpowered skills can define roles while underpowered skills cannot. nembool
Whilst I don't use Ursan (primarily cos my only character that has it is only Rank 2 Norn and an Elementalist), I can see the effect it has on high-end PvE.
Instead of nerfing Ursan, can I ask for a buff (or upwardly-focused balance) for both Raven and Volfen? I've always likened Volfen (particularly Volfen Pounce) to a wolf-pack type skill with great imagery of a team of Volfens using their enhanced speed to position themselves for a synchronised attack on an enemy. Great image but no-one uses Volfen, cos Ursan is better. Raven has some cools skills too, but lacks the weakening factor of Ursan Roar. Anyways, agree with the OP, but buff Raven/Volfen instead! Abedeus
Quote:
Originally Posted by nembool
Anyways, agree with the OP, but buff Raven/Volfen instead!
,,- I think we should change our name from Hell's Satans... We don't want to go to hell after all, right?
- Let's be Devil's Pawns!! - No, no, you see, it's about lowering the... - You know what we should be? Christ Punchers!! - ....'' You get it? It's about making PvE less about PvE-only skills and more about having SKILL. Every single game out there requires more skill than GW, even... I don't know, even Runescape. Winterclaw
Overall, I do agree that things have to be balanced around pvp. I don't mind when individual skills get nerfed, but when entire lines are reduced to uselessness, then I start having a problem. For example, let's say ANet decides fire magic is overpowered in PvP (random example) and nerfs the entire line so much that it is funtionally useless and no one really brings it anymore. For a pvper, no big deal as you can reroll. For the pvper, the classes and skills matter less than being effective and winning.
However for a pveer, making an entire line useless has some added consequences. Let's say I have a fire el with a 40/40 set, +energy set, and a staff with enchanting on it that I've been playing with in pve and pvp. Depending on how I got my items, I've just lost a little bit of money as now I have to salvage what I can and rebuy at least 3 items. So now I either have to farm collector items (takes time since loot nerf), hope some good golds drop for me (not likely) lay out ~15K for crafter items, not including the cost of one or two perfect salvage kits, or try to buy something off another player. Then I have to buy a new +1 hat in my new chosen element which can get expensive depending on the set it was in. IMO there should be a rule of thumb that there should be at least 4 generally useable skills in every line for both pvpers and pveers to use. If there is a nerf that takes you below that number you need to buff up a few skills to make up for that. Div
For those of you who are too stupid to read the whole thing and can only read one line, what I'm saying is not to just change PvE-only skills because of their absolute power. It needs to be changed based on its relative power to shared skills. For example, if today shared skills allow you to beat an area with 100 points of efficiency, and PvE-only skills boost that efficiency rating up to 120, then when those shared skills get toned down to only 60 points of efficiency, we should not leave PvE-only skill efficiency at 120. We should still make them stronger than regular skills, but not twice as strong (say, to 80 points of efficiency).
Originally Posted by Etrik
Quote: |
You might ask how do I know you're bad? This:
Quote:
To simplify, efficiency can be calculated based on goal completion time. I don't see how it's misleading.
Originally Posted by Etrik
And as a monk, there aren't that many PvE skills you can put on your bar - save maybe LoD and sometimes SS Rebirth Sig; but do you see me asking for a Brawling headbutt, or Drunken Stability, or any other PvE skill to be nerfed? No.
Seed of life? Selfless spirit? I am unstoppable? Those are much better examples of what a monk would take than trash like light of deldrimor and a rebirth sig.
Racthoh
"You Move Like A Dwarf!" is probably the most balanced PvE only skill there is. It would be too strong in PvP, however it has a useful application in almost every single PvE area as an instant interrupt + damage skill. At the same time if I don't have it on my bar I don't feel like I'm running a severely gimped build when compared to a skill like "Save Yourselves!".
Ursan Blessing and "Save Yourselves!" are undoubtedly the two most absurd skills in the game. The former allows the average player to coast through any zone encountering only some difficulties in hard mode elite zones while the latter provides an unstoppable blanket of defense. However Ursan Blessing is in an entire league of its own. There is simply no other combination of shared and PvE only skills that can compared to the strength of that one skill. You can get pretty close, but at the end of the day everything else is still inferior to run. upier
Quote:
Originally Posted by holymasamune
For those of you who are too stupid to read the whole thing and can only read one line, what I'm saying is not to just change PvE-only skills because of their absolute power. It needs to be changed based on its relative power to shared skills. For example, if today shared skills allow you to beat an area with 100 points of efficiency, and PvE-only skills boost that efficiency rating up to 120, then when those shared skills get toned down to only 60 points of efficiency, we should not leave PvE-only skill efficiency at 120. We should still make them stronger than regular skills, but not twice as strong (say, to 80 points of efficiency).
There are some issues here:
1. You achieved the certain efficiency rating by running a specific build. You then achieved a greater rating by replacing a few skills with PvE skills. The problem is that I don't see how we can define this rating outside of "greater". So your 100 vs 120 is completely misleading. We simply can not define how much better the PvE build is. 2. The second problem is when skills are changed. Unless we are running the SAME build - we can not compare the change in efficiency. And if we are running the same build - there is the risk of a different build being more efficient PLUS there is the issue of the PvE build consisting MOSTLY (the limit of 3 PvE only skills) out of shared skills and because of which it's efficiency ALSO drops (IF the efficiency of the shared build dropped). Which means that after a balance - we are back to square one - we can define what the most efficient shared build is - we can define what an a PvE build with greater efficiency is - but once again - we can not define how MUCH better it is nor can we define how the build compares to the build that was available before the balance. So the skills are changed and we are stuck with two options: 1. Because we can not define exactly how much they need to be altered they would end up being underpowered. 2. Because we can not define exactly how much they need to be altered they would end up being overpowered. Combine that with the fact that the player NEEDS to win AND that A.Net is lazy (as evidenced on numerous occasions and seen quite clearly in their inability to modify certain builds after a balance which left certain foes ineffective) - and we are left with one option that is better. And that option certainly doesn't include making skills underpowered (and that is made even worse by the fact that even skills that are overpowered in the traditional sense can be underpowered in PvE. Look at Winds for instance - the skill IS overpowered but not enough to warrant a slot - thus it is effectively underpowered). Terraban
The only problem I have with skill balances is the tendency to reduce strong skills to mediocre, and the hesitation to buff horrible skills into the below average stage.
Nerfing a build I use, but giving me new options and new builds - Fantastic. Nerfing a build I use, but not buffing any other skills to a usable level - Fail. Jenn
I used to be okay with skill balances. Sometimes they were justified, sometimes they were &@#$*(ing ridiculous, but nonetheless, it was more "worth it." Now I'm just annoyed that aNet caters to a PvP crowd that hardly exists anymore. I've been in some hybrid alliances where, if it were not for the PvE crowd, everything else would have crumbled. No, I don't think PvE is the be all and end all of this game, but I am frustrated that at this point in the game the same small crowd is given more of an ear than the larger one.
Having said that, I realize that PvE-only skills were an attempt on aNet's part to sort of even out the disparity between PvE and PvP, but sometimes... I just miss the good old days. I'm not really trying to make an "I hate PvP" or "I hate aNet" post, but rather simply, I miss the pre-PvE-only skills, and I miss the days where a balance felt more "just." Daring to touch on the topic of Ursan, I say this little bit: use it if you like. It has its time and place, and to those less able, or less patient people in PvE, this gives them a gateway to experience something they couldn't before. I'm tired of everyone complaining. Let everyone have their fun - I'm sorry if your stack of armbraces is worth half as much as it used to be, but to me, that is not as big as an expense as someone not experiencing this game in a new way. I am not too keen on Ursan, and I don't want to play with people who typically rely on that as their sole skill because it's their only key to success, but I realize there are others in the same boat as them that will empathize, and together, they will experience something new (like DoA, or hard mode). Conclusion: my post really had no point, except reminiscing and being neutral on Ursan... /useful *cough* phan
Ghehe ;
they should remove ursan from the game ; its as simple as that . Keithark
Skills have to be balanced (nerfed) for PvP...that is true. But sometimes it makes it so that one certain class is not any good (or at least not nearly as good) as an alternate class and therefore that person can't get in a pug. That is what makes PvE people mad lots of the time. That's what made me mad when I created a Paragon, beat all 3 chapters pimped it out with armor shields and spears then got 3/4 builds that I ran on it nerfed to nothingness. The nerfs had to be made for PvP sake and I understand that because I hated the blockway meta that DA created and paraspikes and such. But 1 paragon on a team in PvE that is not a Motigon or a Ursan will have hard time fingind group. I only PvE anymore if I am looking for a specific thing for one of my toons to PvP with but I miss playing my Paragon in PvE, it was lots of fun.
Terraban
Quote:
Originally Posted by Keithark
But 1 paragon on a team in PvE that is not a Motigon or a Ursan will have hard time fingind group.
I lawled
FoxBat
I'm not really convinced Ursan is the best thing ever. But it is a very strong build that has on its side, extreme versatility, and requiring no brains to play. Much easier than fine-tuning a warrior build that might be 5% more efficient for a particular area.
Ursan has however degenerated pug play. A balanced group snoring through the game with a SY paragon is infinitely better gameplay than 5-6 bears running amok, but that's all you can find in the elite areas. Because that skill succeeds even when players fail badly at coordination. It needs a serious hit for pugging to recover. As to your larger point, a bunch of the random PvP buffs (like turret rangers, or necro sacs) seem to benefit PvE even more, so I don't see an overall decline of shared skill power and effectiveness (well, unless you're a paragon). But I'll take any rational excuse to bring some semblance of balance to these PvE skills. Div
Quote:
Originally Posted by upier
1. You achieved the certain efficiency rating by running a specific build. You then achieved a greater rating by replacing a few skills with PvE skills. The problem is that I don't see how we can define this rating outside of "greater". So your 100 vs 120 is completely misleading. We simply can not define how much better the PvE build is. |
Quote:
You make it sound like without PvE-only skills, it's impossible to win. But it's not. Just ask all the people who got vanquishers before EoTN and before SY became the biggest thing.
Quote:
Define the goal here. I mean is that completing:
Originally Posted by FoxBat
As to your larger point, a bunch of the random PvP buffs (like turret rangers, or necro sacs) seem to benefit PvE even more, so I don't see an overall decline of shared skill power and effectiveness (well, unless you're a paragon). But I'll take any rational excuse to bring some semblance of balance to these PvE skills.
I agree completely that there is no overall decline of shared skill power and effectiveness. I think I should've rephrased it better: there is a decline in the best skills possible. Consider a basketball team. I will use 1-9 as their skill level, with 9 being highest. The players before had skills levels of 1, 2, 3, 4, 5, 6, 7, 8, 9. The players now have skill levels 3, 4, 4, 5, 5, 5, 6, 6, 7. The average skill level hasn't decreased (it's still 5), but if you can only take the top 5 players at any given time, the first set of players would be stronger (average 7 versus average 5.8).
FoxBat
Quote:
Originally Posted by holymasamune
I agree completely that there is no overall decline of shared skill power and effectiveness. I think I should've rephrased it better: there is a decline in the best skills possible.
That's a good point, but what I mean is that some of these random buffs may be pushing these skills to an 8 or so in PvE. For example, weakness was always one of the best melee shutdowns in the game, since mobs get their big domage from base damage, generally suck at condition removal, and don't know how to spread out. 1e Enfeebling blood just makes it moreso and splashable on non-necros.
Also, some skills are irrelevant in PvP but are an 8 or 9 in PvE due to synergy with PvE skills. (Hello Focused Anger/Dragon Slash...) You have a good point on how the game should be ideally balanced for PvE/PvP. But the latest adjustments show an attitude of "let's balance for PvP while not significantly destroying popular PvE builds." Examples: splinter buff with barrage nerf, weakness pushed to one energy. So even if PvP is approaching all 5s, PvE can still randomly see things shot up to 7 or 8, while 10 is remaining untouched. And it's questionable whether we want to knock shared skills down to say 3 in PvP just so they can be 5 in PvE. Like I said, I think it's good if some of the most extreme stupidities get hammered down, but trying to achieve actual balance in PvE at this point isn't really possible, even if PvP became perfectly balanced and all PvE skills were deleted. Nice even 5s in PvP don't necessarily equate to such in PvE, we'll still have things like Broadhead + Epidemic > entire mesmer class. Terraban
Quote:
Originally Posted by holymasamune
I agree completely that there is no overall decline of shared skill power and effectiveness. I think I should've rephrased it better: there is a decline in the best skills possible. Consider a basketball team. I will use 1-9 as their skill level, with 9 being highest. The players before had skills levels of 1, 2, 3, 4, 5, 6, 7, 8, 9. The players now have skill levels 3, 4, 4, 5, 5, 5, 6, 6, 7. The average skill level hasn't decreased (it's still 5), but if you can only take the top 5 players at any given time, the first set of players would be stronger (average 7 versus average 5.8).
The is the problem with Guild Wars balancing of skills.
We have: 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 8, 9 , 9 ,9 Then a skill balance comes out, an we have: 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 6, 7, 7, 8 Edit: PvE skills aren't any more balanced, most of them are horrible, and a few are extremely overpowered. Winterclaw
Quote:
Personally, I am much more fond of the first time I fought through the droks run zones.
Yeah, we need at least 1-2 THK difficulty missions in every game.
|
Yuhe Ji
I don't have a problem with all the nerfs out there. Some of them were obviously coming, such as Rodgort's Invocation with the 5 sec recharge and Ancestor's Rage. I just hate it when they nerf a skill to the point where it can't be used at all. WY! and Incoming! are examples. They just aren't useful anymore in PvE anymore. RI and Ancestor's Rage are still widely used though. They can serve their same purpose, maybe a little less efficiently, but they still work.
Tyla
Quote:
Originally Posted by Etrik
Let PvE skills remain overpowered. That's why they were implemented in the first place, so we can have slightly overpowered skills to play with, that don't ruin PvP.
And as a monk, there aren't that many PvE skills you can put on your bar - save maybe LoD and sometimes SS Rebirth Sig; but do you see me asking for a Brawling headbutt, or Drunken Stability, or any other PvE skill to be nerfed? No. So what if people like farming with Ursan? I, and I am quite sure many others, still prefer going out with 7 other people, running a fun and balanced build, and having a grand ol' time. Even if I could make my heroes run Ursan, I'd still H/H in HM with balanced builds, simply because it's more fun for me. Asking for an Ursan nerf is like asking for a collision detection nerf. Oh, woe is me, people run a bonder, 2 healers, a tank, and 4 nukers! That's not fun, and it's overpowered!!!1one Get over yourself, and if you don't want to be forced to run Ursan for farming, I suggest you find some friends who are capable of doing any area with a balanced build. Ursan isn't only used for farming. It's used for EVERYTHING by the majority of the PvE'ers. Divine is probably using the strongest argument against Ursan, mainly. He's hit the nail on the head. jonnieboi05
well, after reading the entire thread i still and do agree that save yourselves and "finish him" and you move like a dwarf are rather TOO useful. meh... i am happy with the way things are with the bar i run so it's ok to me. ^^
upier
Quote:
Originally Posted by holymasamune
|
1. an area
2. the whole game
3. random selection of areas
4...?
How about if the party Charges though the area? Taking down just the foes that need to be taken down to reach the minimum requirements to achieve the certain goal?
Quote:
Originally Posted by holymasamune
More like, the bad players are crying that they suck and can't beat NM EoTN, so Anet has to give them huge handicap skills that allow completely horrible players to finish it. Personally, I am much more fond of the first time I fought through the droks run zones. It was normal mode, and even then it still took 4 hours. I struggled through it, often dying, but looking back, it was awesome that I beat it. Just a few days ago, I breezed through the zones again, vanquishing the whole thing in HM in 2 hours with overpowered PvE skills. If you're good or dedicated enough, you'll win regardless. Unfortunately, 99% of the player base don't care to be good; they just want the job done and will cry if they don't get it done.
You make it sound like without PvE-only skills, it's impossible to win. But it's not. Just ask all the people who got vanquishers before EoTN and before SY became the biggest thing. And the problem with that is ...? A person currently has the option to: 1. become really good 2. be dedicated 3. use a crutch to complete an area. Each person decides how they want to play the game themselves. So why would we want to remove options and make something doable only in a specific way? To boost your e-peen? Because that's exactly how it sounds now. You seem to believe that others completing something in PvE diminishes your achievement. It doesn't. PvE isn't competitive. Zahr Dalsk
I entered this thread and abruptly realized I don't currently care about skill balances, or feel any resentment towards PvPers.
Maybe it's because I've lately stepped back into my harangue-the-masses, incite-political/ethical/religious-debate-in-random-towns personality with much less focus on actual playing beyond wandering around beating up RA scrubs or leeching off of SS/LB teams. Took long enough, anyhow, but I feel better for it, because now I can look at the skill changes and laugh properly. So I say unto ye, quit thy whining, for it is but PvE, and he who cannot manage PvE, doth truly suck at this game. |