Skill Balances moving forward - PvE/PvP
Magikarp
/agree with lyra_song.
Master Knightfall
Quote:
Originally Posted by Toxage
You could have just written that.
You need to learn to use more concise writing. I feel that this suggestion is horrible. Races should NOT get special abilities. Let's take a look at how World of Warcraft's racials turned out... If you want to be a Horde Main Tank you must roll a tauren for the stamina boost. If you want to PvP as a warrior on horde you must be an orc for stun resist. If you want to PvP as a warrior on alliance you must gnome for escape artist. Simply put racials are a horrible idea, racials create better races for certain aspects. A race should never be better than another at PvE or PvP all races should be equally as good. I don't want to lose to someone because I didn't roll X race for Y racial and they did. |
So, nope we don't need any racial ability bonuses in GW2 no matter how small or seemingly insignificant they may be. Someone somehow some place will figure out the best one by 1% and that will be enough to cause an uproar.
Numa Pompilius
Quote:
Originally Posted by JR
Nobody was suggesting that PvE only skills for GW2 should be as mindless as Ursan or SY!.
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Perhaps not in the release, but already in the very first expansion there will be something at least as mindless as Ursan or SY!.
Because they sell.
Magikarp
its so upsetting to see how easily only 2-3 skills, like sy, and ursan, wreck such a great game in so many aspects....
and moreso...
how many people continue to help them do that...
and moreso...
how many people continue to help them do that...
lyra_song
Some lame and completely made up predictions for GW2:
Norn - Bear Form increases armor temporarily, Ice magic resistance
Asura - Increased magical capabilities, Earth Magic resistance
Charr - Increased health, Increased Fire resistance
Sylvari - no clue
Norn - Bear Form increases armor temporarily, Ice magic resistance
Asura - Increased magical capabilities, Earth Magic resistance
Charr - Increased health, Increased Fire resistance
Sylvari - no clue
Longasc
GW needs to get away from the new and more powerful skills/spells attitude, it is more suited to "progressquest" type levelling games, and even those have to combat the dire consequences of this attitude.
I still think Ursan Blessing is going to drive people away, I still wonder that people did not already stop joining Ursan groups or give up on GW, not only because of Ursan stuff ofc.
The Bear takes away the game and just offers and easy solution for what would have needed some more effort before.
I still think Ursan Blessing is going to drive people away, I still wonder that people did not already stop joining Ursan groups or give up on GW, not only because of Ursan stuff ofc.
The Bear takes away the game and just offers and easy solution for what would have needed some more effort before.
Magikarp
Quote:
Originally Posted by lyra_song
Some lame and completely made up predictions for GW2:
Norn - Bear Form increases armor temporarily, Ice magic resistance Asura - Increased magical capabilities, Earth Magic resistance Charr - Increased health, Increased Fire resistance Sylvari - no clue |
norn-tanks
asura-mages
charr-GET OUT OF OUR GROUP!!!!!! YOU DONT HAVE A LEET RACE TO TANK OR SPELLCRAFT WITH NUBZOR!
pumpkin pie
how come skills cannot be "area specific" same skills, but when you enter a pvp area, the damages / requirements of energy (or what not) are different. Anet has to re-write the descriptionss in 2 sections when a skill is "area specific".
lyra_song
Quote:
Originally Posted by pumpkin pie
how come skills cannot be "area specific" same skills, but when you enter a pvp area, the damages / requirements of energy (or what not) are different. Anet has to re-write the descriptionss in 2 sections when a skill is "area specific".
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http://guildwarsguru.com/forum/showp...5&postcount=45
Quote:
Originally Posted by lyra_song
I really think this idea is good...it got buried, but its very simple and contextually important so im bumping it!
More examples with real skills. Im picking skills at random here. Avatar of Balthazar: Elite Form. For 10...74...90 seconds, you gain +40 armor, you move 33% faster, and your attacks deal holy damage. This Skill is disabled for 120 seconds. If you are not in pvp, your attacks also have 15% armor penetration. Thrill of Victory: Melee Attack. If this blow hits, and you have more Health than target foe you strike for +15...39...45 damage. If you are not in pvp and this attack is blocked, it recharges instantly. |
C2K
Quote:
Originally Posted by lyra_song
Sylvari - no clue
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pumpkin pie
Quote:
Originally Posted by lyra_song
Thats very similar to my idea...see the link on page 1 and my massive quote of it on page 3.
http://guildwarsguru.com/forum/showp...5&postcount=45 |
Toxage
Quote:
Originally Posted by JR
It's worth noting that there are *already* racial traits planned, such as the Norn ability to use bear form. An awful lot of people seem to be ignoring that.
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Or this just another thing to came to by using "common sense" and jumping to the ultimate conclusion?
Numa Pompilius
Quote:
Originally Posted by Longasc
GW needs to get away from the new and more powerful skills/spells attitude, it is more suited to "progressquest" type levelling games,
|
I suppose the reason my post was deleted was because I went on to say that in ANets, and a significant portion of the PvE communitys view, "PvE balancing" == "easy farming", but come on, who here doesn't already know that that's true?
I only play PvE, by the way.
I could ignore Ursan as I play alone and Ursan is only truly godlike when in groups, but I could not really ignore all the other overpowered skills. Headbutt, Vanguard Assassin, Pain Inverter, SY!...
I really tried, but gimping my own skillbar when I knew there were skills which made PvE a cakewalk... And yes, they break PvE.
No area is even remotely a challenge for a full human team with PvE skills, and should you still manage to find something the slightest bit difficult you can always pop some consumables.
Which is why I consider separating PvP balancing from PvE balancing a really horribly bad idea. The PvP balancing kept PvE honest.
Quote:
I still think Ursan Blessing is going to drive people away |
Dr Strangelove
Quote:
Originally Posted by Toxage
Source?
Or this just another thing to came to by using "common sense" and jumping to the ultimate conclusion? |
Toxage
Quote:
Originally Posted by Dr Strangelove
JR does seem to have a ton of insider information lately. I'm pretty sure he's not pulling stuff out of his ass, but I think I missed the post that explained where it's coming from. Are you alpha testing or somesuch now?
|
In previous threads I have asked him to provide his source, and he just provides some random bull. I.E I just know! or I used common sense!
Not to mention do you know how tight gaming companies keep the lid during alpha testing? Very tight.
Not to mention employees aren't suppose to discuss the game unless authorized.
JR
Quote:
Originally Posted by Toxage
Source?
Or this just another thing to came to by using "common sense" and jumping to the ultimate conclusion? |
Quote:
Different races will have different advantages and disadvantages, for example the Norn will be able to shapeshift into a half-bear half-human, with increased health and melee damage. It is presently not known what advantages other races will have. |
Quote:
Originally Posted by Toxage
He is pulling it out of his @55.
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Nightmares Hammer
Quote:
Originally Posted by lyra_song
Some lame and completely made up predictions for GW2:
Norn - Bear Form increases armor temporarily, Ice magic resistance Asura - Increased magical capabilities, Earth Magic resistance Charr - Increased health, Increased Fire resistance Sylvari - no clue |
BlackSephir
Oh gee, people wanted GW to remain one of a kind, special game, but it seems AN is more interested in making yet another L2/WoW/other typical MMO.
Thanks JR for even further destroying my hopes for GW2.
Thanks JR for even further destroying my hopes for GW2.
Toxage
Checked wiki nothing there.
http://img145.imageshack.us/my.php?image=liesqh1.jpg
Edit - Funny how I see something about it now! A couple minutes after I posted this. You edited wiki!
http://img145.imageshack.us/my.php?image=liesqh1.jpg
Edit - Funny how I see something about it now! A couple minutes after I posted this. You edited wiki!
Savio
Quote:
Originally Posted by Toxage
Checked wiki nothing there.
http://img145.imageshack.us/my.php?image=liesqh1.jpg Edit - Funny how I see something about it now! A couple minutes after I posted this. You edited wiki! |
http://wiki.guildwars.com/wiki/Speci...s/69.202.46.73
JR
Quote:
Originally Posted by Toxage
Checked wiki nothing there.
http://img145.imageshack.us/my.php?image=liesqh1.jpg Edit - Funny how I see something about it now! A couple minutes after I posted this. You edited wiki! |
Dr Strangelove
Quote:
Originally Posted by Savio
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Tyla
Quote:
Originally Posted by Savio
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Either way, I think it should be toggleable. My case is pretty much the same as Numa's, except I PvP.
the_jos
Quote:
Originally Posted by Numa Pompilius
In my first post, which apparently was too inflammatory, I said pretty much that. I've played GW since a week after release, and IMO the PvE skills is the worst idea in GW history. The PvE skills and the consumables broke the game.
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There are two main things that contribute.
First there was the profession exclusion in farming teams. That's been around for a long time now, as far as I know it dates back to SF and FoW/UW teams.
Second there is the way A-net made the game harder ever since the SF update. Increase the number of foes and their level.
This is what started the problem and not the PvE skills and consumables.
Then we got NF and those PvE skills did not really break the game.
And all of a sudden we got Hard Mode and that's where the trouble started to show more obvious.
It was just increased speeds and higher level foes.
Still doable with normal skills.
But there was one problem.
H&H or 2 human + hero teams gained great advantage when abusing the AI.
Just the speed increase to teaming was enormous. And a lot of things could be done H&H, creating a lot less teaming.
A-net had to do something and created some skills that would give teams benefit from teaming with humans.
The EotN PvE skills. Could not add them to normal skills because they would be overpowered.
And the had to be to encourage teaming.
This is what broke the game, not the skills themself
Sniper22
PvE is easy enough as it is, over 3 years i've spent most of my time in pve with a bit in pvp as well. Now I'm trying to really get into pvp and I can definitely see why these skills balances are happening. Sure I was a little disappointed when jagged bones and soul reaping was nerfed, as well as the minion count, but you know what, I got over it. Change is good. 10 minions is enough to own in pve anyway. You dont need ah SF skill that does 300+ dmg to beat pve. If you wanna slaughter something, go back to ascalon and kill lvl 8 char.
Separating pvp and pve is the worse idea ever and it would be wicked confusing as well. Some guy from pve might wanna come over to pvp and be like "wtf ... my pve woh heals the whole party for 400 hp and now pvp woh heals only one target for 200." Imagine that for hundreds of skills and trying to familiarize yourself with all of them and not get them mixed up. Separating pvp and pve will only screw up the people who play both, which is probably the majority of the people who play this game (I think).
Separating pvp and pve is the worse idea ever and it would be wicked confusing as well. Some guy from pve might wanna come over to pvp and be like "wtf ... my pve woh heals the whole party for 400 hp and now pvp woh heals only one target for 200." Imagine that for hundreds of skills and trying to familiarize yourself with all of them and not get them mixed up. Separating pvp and pve will only screw up the people who play both, which is probably the majority of the people who play this game (I think).
CyberNigma
Quote:
Originally Posted by zwei2stein
I think that you gravely underestimate need for balance in PvE.
IMBA stuff is fun, true, but that fun is short lived. You can only dslash mobs while chaining SY with said splinter and seed on you for so long. After while, you need change, or you burn out. Now, most players don't want to change, so you need something that keeps gameplay fresh and that forces them to change: Balance changes. And here comes PvP that suplies steady flow of them. ERGO, quality, long lasting, PvE needs interaction with quality PvP. |
Then again, the public seems to be happy with the former than the latter.. you see that in their acceptance of all these Holywood remakes... It's an attempt to produce more without being creative to actually produce more.
EDIT: Having said that, I wanted to side with you in that early one, a really broken skill really needs to be fixed. My comments are more along the lines of making changes well after something has been around for a while (to vary the game or what-not). The AoE change in PvE was one example. It should have either been fixed early, or it should have been left alone. Quite a few people left after that because it completely changed the way they played (and some people don't like change, they just like new).
Tyla
Quote:
Originally Posted by the_jos
This is what started the problem and not the PvE skills and consumables.
|
Unless I misread, I think that is an extremely bad way of putting it.
More difficulty is better.
Quote:
Then we got NF and those PvE skills did not really break the game. And all of a sudden we got Hard Mode and that's where the trouble started to show more obvious. |
Quote:
It was just increased speeds and higher level foes. Still doable with normal skills. But there was one problem. H&H or 2 human + hero teams gained great advantage when abusing the AI. Just the speed increase to teaming was enormous. And a lot of things could be done H&H, creating a lot less teaming. |
Not to mention Henchmen could already be used to rip PvE to shreads.
Reason: YOU are in their presence. One human player makes a huge difference, if the playerr isn't terribad.
Having more people was actually a benefit, IF they weren't as bad as the AI.
Quote:
A-net had to do something and created some skills that would give teams benefit from teaming with humans. The EotN PvE skills. Could not add them to normal skills because they would be overpowered. And the had to be to encourage teaming. |
Quote:
This is what broke the game, not the skills themself |
Same for game degeneration, such as things like RaO thumper, which take no skill to use and plays half-decent. Not to mention the brainlessness of the build gets so many people using it makes it boring for those who play for fun and not for farming fame ect.
Sleeper Service
Quote:
Originally Posted by Savio
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Numa Pompilius
Quote:
Originally Posted by Savio
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But I'm not, so I merely offer it as a suggestion to those who are.
Quote:
Originally Posted by the_jos
First there was the profession exclusion in farming teams.
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Hardmode is fine except for two things: that drops in normal mode are beyond horrible, and that Hardmode with consumables and PvE skills isn't hard at all.
Darkobra
Quote:
Originally Posted by Toxage
Checked wiki nothing there.
http://img145.imageshack.us/my.php?image=liesqh1.jpg Edit - Funny how I see something about it now! A couple minutes after I posted this. You edited wiki! |
Age
Quote:
The crux of the matter is this: Broken stuff in PvE is fun. Mowing through mobs on a D-Slash bar with Splinter Weapon being chained on you. Using Seed of Life to keep up your front line when dealing with a big agro... You get the picture. PvE is about playing out a story, feeling powerful, developing your character. It isn't hard to understand why seemingly unnecessary balance updates aimed at PvP can sting. Nobody likes the man interfering with their enjoyment. With the introduction of Nightfall ArenaNet recognised the disparity between the two, dealing with it through introducing PvE only skills. Suddenly PvE players could have their cake and eat it, without it crossing the border and breaking PvP. I believe up untill then ArenaNet were against further separating the two sides of the game by doing this. However, the friction being created between the two sides of the community was already pushing them apart, a large part of that caused by this very issue. The arguement heard over and over again (I used it myself a few times) was that skill balance simply didn't matter in PvE. It would always be easy, mobs would always be stupid, and wtf everyone uses Ursan anyway nub. From the perspective of a PvP player that is understandable, but the updates were still infringing on the core reason people play PvE; fun, as opposed to winning. I think the recent update was a step backwards in ArenaNet's approach. They realized they had to have some kind of compromise, but dealt with it in a way that simply ends up displeasing both crowds. The PvE players still have to deal with the changes, and the PvP players face knowing that they will be reverted. I was quite pleased with the actual changes, some of them have been a long time coming, but the planned reversion just makes no sense. Does PvP stop being a concern for ArenaNet after the last mAT? Is this a sign of things to come? Should we expect any more balance updates? Should Guild Wars 2 PvE players expect frequent updates and reversions that make little sense to them and just make their gaming less fun? All round it's quite worrying. This brings me to the point of this thread, which is how this is to be dealt with in the future of Guild Wars and in Guild Wars 2. The only way I can see this being dealt with in Guild Wars is simply to shift problem skills to being PvE only. Take Splinter Weapon as an example. Knowing that this particular skill is a favorite amongst PvE players, I would have been very sketchy about hitting it with a significant nerf. On the flip side it has been causing problems in PvP for a while now, so something had to be done. |
frojack
I don't see a real need for such measures as class specific attributes for example. While being a cool idea, there are easier ways of balancing things for both PvP and PvE: Dynamic skills.
Anet have already alluded to something like this already. Providing inherent differences at different levels for example (pvp level cap, unlimited PvE rings a bell?) could easily satisfy both communities.
At level 20, splinter for example, does what is does now. At level 100, it additionally does some other crap beyond standard number inflation. This could also migrate to cast times, cool downs, costs etc. with relative ease.
While there will no doubt be more elegant skill designs, I'm pretty sure this would side-step the matter almost entirely. My only real reservations are the possibility of confusion with more complicated skills, how lengthy a skill balance could become, and how complicated it could make pve in terms of enemies. Most of these are 'how long is a piece of string?' situations however...
The idea of non-committal changes is pretty poor form. Sends a lot of bad messages...
Anet have already alluded to something like this already. Providing inherent differences at different levels for example (pvp level cap, unlimited PvE rings a bell?) could easily satisfy both communities.
At level 20, splinter for example, does what is does now. At level 100, it additionally does some other crap beyond standard number inflation. This could also migrate to cast times, cool downs, costs etc. with relative ease.
While there will no doubt be more elegant skill designs, I'm pretty sure this would side-step the matter almost entirely. My only real reservations are the possibility of confusion with more complicated skills, how lengthy a skill balance could become, and how complicated it could make pve in terms of enemies. Most of these are 'how long is a piece of string?' situations however...
The idea of non-committal changes is pretty poor form. Sends a lot of bad messages...
Xx_Sorin_xX
This is just my opinion, but I hate racial specific abilities. I feel that they encourage you to pick a certain race for a certain class. A charr may get bonuses to weaponry and weaknesses to elemental damage like you say. But to me, if someone wants a charr priest, let them. Let the class have bonuses, not the race.
the_jos
Quote:
Originally Posted by Numa Pompilius
OK, it became more of a deal later, with the PvE titles (another really, really, bad idea)
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While I can see how A-net tries to keep people playing with those and deflate the economy the titles are just killers for a lot of teamplay.
BS like: "Sorry, can't do that because I've already done it and don't need for title anymore"
Quote:
Originally Posted by Tyla
So your claim is that making the game harder was what broke it?
Unless I misread, I think that is an extremely bad way of putting it. More difficulty is better. |
This has been talked over and over in for example the Mesmer forum.
Making it more difficult by this and not working on AI made tanking the preferred way to play for PUGs.
The anti-farming, agro breaking code was a good thing from AI perspective.
Too bad the PvE crowd could not handle it very well.
Quote:
NF actually did screw the game up. Mending Touch and Natural Stride are a prime example. I'm not sure on the full detail, but it was called the nightfall power creep for a reason. |
Quote:
I fail to understand this bit. The AI is stupid and always has been, including the H/H. Not to mention Henchmen could already be used to rip PvE to shreads. Having more people was actually a benefit, IF they weren't as bad as the AI. |
Playing with people is only better when you can team up with them in a time that is faster then completing something.
If I have to wait for 30-45 minutes to form a full human team or get that same team going with 2 humans and 6 heroes in 5 minutes, there is a 25-40 minute disadvantage for the human team.
Those long teaming times were already a problem in Gyala, Unwaking and Eternal Grove before the introducion of heroes and heroes were just a way to solve this problem.
Also, while heroes are stupid it's very easy to abuse them in PvE.
They have one enormous benefit, they react on instance.
Remember the Discord necro teams in GvG?
They showed the power of hero AI, meet the right conditions and they will react on that exact moment if the skills are ready.
This is why a 2 human + 6 heroes will always be preferable over 1 human + H&H.
Even 1 human + 6 heroes (entering with someone leaving right after) gives more benefit then H&H when the skills are aligned.
Quote:
Agreed here, but PvE skills were also given because of the NF power creep, because of the nerfing. Bad skill design is also a cause of the game-breaking. If a skill usable in PvE and PvP, and stupidly overpowered (SF during 6-man HA, for example), it deserves to be nerfed. |
If a skill is overpowered it needs to be tamed.
However, nerfing a skill based on PvP reasons is different then nerfing one on PvE reasons.
Remember the way A-net decided to make things harder? Higher levels and more foes. That's not what PvP is about.
If PvP would be like PvE I should be in a 10-12 human team when facing a good guild. Because my 'AI' is not as good as theirs. And my level should be raised to 30 and my attributes accordingly.
Sure, I can adapt and if I get better my level would need to decrease.
The paragon nerfs for PvP were fully understandable but the same nerfs did have a negative impact on the PvE paragon.
New profession, not that many experienced players and a completely different playing field.
It's a good PvE profession even without the PvE skills but functions best in a certain team build.
And those can only be made by highly organised groups, most likely guild or alliance. It's hard to get the full benefit from a paragon when playing with PUGs.
It's very easy to say that PvE skills are the problem when in fact they just part of an already broken gameplay.
A gameplay where limited AI (I know, it's very difficult to program) and fixed groups/spawning spots contribute to an environment where certain teams provide the most failsafe way to play. Tank & spank most of the time.
I know there are good reasons to keep fixed groups and this kind of AI in PvE.
Change it and people will get very upset. Because they can't think of any way to solve things if the foes are constantly changing.
PvE should not be a constant struggle, at least I think that was what some A-net developer said a while ago.
And even PvP follows a certain meta-game where the most common team builds are known.
Now we combine all this together.
PvE players who want to play safe and can't really handle change.
AI with very visible limitations.
Increased difficulty = more foes and higher level.
Even more difficulty? Environmental effects.
Now this leads to the ultimate PvE disaster: DoA.
The PUG way to play DoA?
Take a tank, nukers and healers. Some gimmic necro's to help the team.
Tank as many foes as possible and nuke them to oblivion.
No need to take out the monk with a decent tank, he'll just ball it into the group and it gets total shutdown from MS chain.
You want to try something else for DoA? Possible if you put a lot of effort into it. But that's since they changed Normal Mode so it does not have the environment settings anymore.
Before that? I'm not sure how many teams except the Kaiz team were able to play the entire environment.
I think it's good to have challenging areas in the game and even things that are almost impossible to do. Call them elite areas.
But base the challenge on player skill / game knowledge and not only on the ability to soak enemy damage and damage them more than they can heal.
JR
Quote:
Originally Posted by Age
I like this idea turning useable skills in PvP to PvE and revert them back to thier original state.I won't specualate on GW2 and just hope they get it right.JR is no Alpha tester never has or was or he woulldn't of been an ex mod on The Guru all the Alpha testers were on The Guild Hall.I was registered on TGH way before JR was.
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...and three months is hardly 'way before'.
Alex Morningstar
In my opinion, PvP and PvE should have been seperate skill sets from the start.
Hardcore players wouldn't have had much trouble keeping the two seperate in their heads because skill usage between PvP and PvE are already different strategies.
Hardcore players wouldn't have had much trouble keeping the two seperate in their heads because skill usage between PvP and PvE are already different strategies.
Age
Quote:
Originally Posted by JR
I was in alpha, fyi.
...and three months is hardly 'way before'. |
DreamWind
The more I think about this situation and read some of these posts, the more frustrated I get.
Now I know this thread is about moving forward and there is a lot of GW2 talk, but this is GW1. We live in the here and now and we should discuss what is happening now. There is a lot of balance discussion in this thread, but in my opinion, these recent changes from Anet have nothing to do with balance. If Anet is going to continue manage their games this way, I have no hope for the future of the series. Let me explain.
It seems like Anet has taken the policy of doing whatever it takes to not cause backlashes in the PvE community, regardless of the effects it has on their game.
The statement that all these changes are going to be reverted because of PvE purposes really blows my mind on so many levels. This policy is only made to prevent people complaining about the changes (which clearly hasn't worked). The scary thing is the changes hardly affect PvE whatsoever, and the biggest problem of all in PvE (Ursan) still exists.
Now once in a while I see a sprinkle of PvE players who post that they care about balance. They post that all classes should be equal. Well I hate to break it to you, but you are the big minority. The majority of PvE players HATE HATE when any nerf whatsoever takes place. This is evidenced in the hundreds of threads over the years (and I will pull many of them out if asked). You NEVER hear PvE players complaining about buffs, only nerfs. This is the exact reason Anet is hesitant to touch Ursan, because of the backlash it will cause.
And that is why these recent "we won't affect PvE" comments are beyond stupid. The heart of the matter is that this situation has NOTHING to do with balance, and everything to do with appeasing the majority.
Now I know this thread is about moving forward and there is a lot of GW2 talk, but this is GW1. We live in the here and now and we should discuss what is happening now. There is a lot of balance discussion in this thread, but in my opinion, these recent changes from Anet have nothing to do with balance. If Anet is going to continue manage their games this way, I have no hope for the future of the series. Let me explain.
It seems like Anet has taken the policy of doing whatever it takes to not cause backlashes in the PvE community, regardless of the effects it has on their game.
The statement that all these changes are going to be reverted because of PvE purposes really blows my mind on so many levels. This policy is only made to prevent people complaining about the changes (which clearly hasn't worked). The scary thing is the changes hardly affect PvE whatsoever, and the biggest problem of all in PvE (Ursan) still exists.
Now once in a while I see a sprinkle of PvE players who post that they care about balance. They post that all classes should be equal. Well I hate to break it to you, but you are the big minority. The majority of PvE players HATE HATE when any nerf whatsoever takes place. This is evidenced in the hundreds of threads over the years (and I will pull many of them out if asked). You NEVER hear PvE players complaining about buffs, only nerfs. This is the exact reason Anet is hesitant to touch Ursan, because of the backlash it will cause.
And that is why these recent "we won't affect PvE" comments are beyond stupid. The heart of the matter is that this situation has NOTHING to do with balance, and everything to do with appeasing the majority.
Carinae
The problem, in my opinion, is that there is no respect for PvE on Anets part. I love skill updates, and 99% of them are fine, even if it seriously affects some builds, it often makes others viable. When one door closes, another opens. This is VERY healthy for PvE.
However, there are some changes...and even LACK of changes... that clearly demonstrates that Anet doesn't give a rats ass about PvE. THAT'S why PvE is in trouble. It gets no actual maintenence. Skill/mechanic changes are made exculsively for their effect on PvP, and there is not even secondary consideration for their effect on PvE. I'm NOT saying that PvP changes shouldn't take priority, they should, but some actual consideration should be given for the effect on PvE.
Admittedly, Anet has a difficult job in balancing both sides fairly, however, I don't think PvE even occurs to them in the slightest, practically ever. And yet, that is their job. It's a hard job, but it's the one they chose. No changes should ever be purely driven by exasperation on Anets part, and yet it's happened.
The planned reversion doesn't indicate that there is growing respect for PvE, it actually indicates exasperation on their part... again. PvE NEEDS PVP SKILL BALANCES TO REMAIN HEALTHY. But it needs them to make sense and to NOT unnessecarily break things in PvE along the way.
No skill changes in PvE kills PvE. It stagnates and dies.
Stupid skill/mechanic changes kills BOTH sides.
Anet is demonstrating classic meltdown. The left hand doesn't know what the right hand is doing. I've heard this from both high-end PvP and PVE players. There is an apparent MAJOR lack of management at Anet.
That bodes very badly for Guild Wars.
However, there are some changes...and even LACK of changes... that clearly demonstrates that Anet doesn't give a rats ass about PvE. THAT'S why PvE is in trouble. It gets no actual maintenence. Skill/mechanic changes are made exculsively for their effect on PvP, and there is not even secondary consideration for their effect on PvE. I'm NOT saying that PvP changes shouldn't take priority, they should, but some actual consideration should be given for the effect on PvE.
Admittedly, Anet has a difficult job in balancing both sides fairly, however, I don't think PvE even occurs to them in the slightest, practically ever. And yet, that is their job. It's a hard job, but it's the one they chose. No changes should ever be purely driven by exasperation on Anets part, and yet it's happened.
The planned reversion doesn't indicate that there is growing respect for PvE, it actually indicates exasperation on their part... again. PvE NEEDS PVP SKILL BALANCES TO REMAIN HEALTHY. But it needs them to make sense and to NOT unnessecarily break things in PvE along the way.
No skill changes in PvE kills PvE. It stagnates and dies.
Stupid skill/mechanic changes kills BOTH sides.
Anet is demonstrating classic meltdown. The left hand doesn't know what the right hand is doing. I've heard this from both high-end PvP and PVE players. There is an apparent MAJOR lack of management at Anet.
That bodes very badly for Guild Wars.
Magikarp
Quote:
Originally Posted by Carinae Dragonblood
The problem, in my opinion, is that there is no respect for PvE on Anets part. I love skill updates, and 99% of them are fine, even if it seriously affects some builds, it often makes others viable. When one door closes, another opens. This is VERY healthy for PvE.
However, there are some changes...and even LACK of changes... that clearly demonstrates that Anet doesn't give a rats ass about PvE. THAT'S why PvE is in trouble. It gets no actual maintenence. Skill/mechanic changes are made exculsively for their effect on PvP, and there is not even secondary consideration for their effect on PvE. I'm NOT saying that PvP changes shouldn't take priority, they should, but some actual consideration should be given for the effect on PvE. Admittedly, Anet has a difficult job in balancing both sides fairly, however, I don't think PvE even occurs to them in the slightest, practically ever. And yet, that is their job. It's a hard job, but it's the one they chose. No changes should ever be purely driven by exasperation on Anets part, and yet it's happened. The planned reversion doesn't indicate that there is growing respect for PvE, it actually indicates exasperation on their part... again. PvE NEEDS PVP SKILL BALANCES TO REMAIN HEALTHY. But it needs them to make sense and to NOT unnessecarily break things in PvE along the way. No skill changes in PvE kills PvE. It stagnates and dies. Stupid skill/mechanic changes kills BOTH sides. Anet is demonstrating classic meltdown. The left hand doesn't know what the right hand is doing. I've heard this from both high-end PvP and PVE players. There is an apparent MAJOR lack of management at Anet. That bodes very badly for Guild Wars. |
this is pretty much what i've been trying to say since i saw this fiasco, but im sure more will listen to you seeing as you're a lot more popular on gwg than i am lol....
the diversity of the skill pool is getting too shallow, and anet looks for the pvp'ers to make all their minds up for them. this leads the entire communities input to be one sided, making a lopsided economy, player base, and overall gameplay experience.