Skill Balances moving forward - PvE/PvP

manitoba1073

manitoba1073

Desert Nomad

Join Date: Jan 2006

ManitobaShipyards Refit and Repair Station

(SFC)Star Fleet Command,(TDE)The Daggerfall elite,(SOoM)Secret order of Magi

Quote:
Originally Posted by Avarre
Changing your build to give you a different strategy against a known enemy is generally referred to as 'buildwars', and is the most basic form of countering.

Let me expand this; there are hard counters and soft counters. A soft counter is a skill that can be used to deal with a variety of enemy skills. An example is Diversion or Distracting Shot. These skills are commonly found in balanced builds as they are quite versatile. A hard counter is a skill that is useless in most battles but will completely wreck someone using a specific other skill. An example is Ignorance against Signet Mesmers, or Frigid Armor against Searing Flames.

Almost every skill has a hard counter to it. Buildwars, or changing one's build to deal with what you're going to face, usually involves adding hard counters against the enemy's build so as to be most effectively prepared for it, while impairing the ability to fight other builds not covered. A general example would be to run nrtranq against a hexway team.

Long story short, speccing your build against something is countering. It does not mean what you just countered with a rock vs scissors build was balanced.

To give a practical example, with [sad] we ran 5-hex. This build is ridiculously broken as most people who have fought it will agree. Our opponent, WASD, ran 2 LoD, 1 Divert Hexes, 2 HEV mesmers with shatter hex, and most chars with Hex Breaker. They won, does that make 5-hex not broken?

In summary, you are wrong Manitoba. Off you go.
It just means that they outplayed you by figuring what youd run. Sucks to be you now sit in ur corner and wait for your next turn.

It shows you were unwilling or un-prepared to meet resistence to ur own build. Once again go sit in your own corner and wait for the next match.

No where did I say anything about changing ones build so no that is not countering but changing the way you ccould have used the build is statergy so you are wrong.



Quote:
Originally Posted by Dr Strangelove
Because no matter what you do to those, they only work if you go against massed paragons. In the 75% of matches where you don't, that slot is completely useless.

Second, if a hard counter to your build exists, you can bet like hell you're bringing a counter of some kind to it - in the case of paraspike, it's expel hexes.



Pearing beforehand? What if I'm not hungry, or if my pear isn't ripe? You should really consider the current meta when proposing fruit-based solutions.
You should considering getting freshers pears.

If your bringing a skill and not a strategy that only works against 25% of your matches thats your own damn fault and not Anets to nerf others build so you can feel better.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Quote:
Originally Posted by manitoba1073
No where did I say anything about changing ones build so no that is not countering but changing the way you ccould have used the build is statergy so you are wrong.
Let's look at what you said, actually.

Quote:
Originally Posted by Savio
Changing your build to fight against a specific overpowered skill/build is, believe it or not, countering it.
To which you replied:
Quote:
Originally Posted by manitoba1073
No its omg 1 minute gasp ready for it. strategy. oh ahhh. please go back to school and stop pretending you know anything at all.
So yes, you were referring to changing builds.

Quote:
It shows you were unwilling or un-prepared to meet resistence to ur own build. Once again go sit in your own corner and wait for the next match.
Except you don't always know what you'll face. Meaning you can easily end up rock-paper-scissored by a crap guild running a build that directly counters yours, or a gimmick build that relies on opponents not having hard counters. See good guilds like EvIL that still lost to blood/ranger spike teams because of the build rather than the team.

Buildwars works both ways - not having counters to a one-dimensional gimmick, or bringing counters to hammer down a build. You should not have to bring hard counters in order to stand a fighting chance, but quite a few games are decided before the team even walks out of the Guild Hall. Look at the finals for the Winter tourney 2006 - PnH brought a build full of spike counters to hold back Celebrities' Eurospike. In the end, they just went for an even more broken spike because trying to counter something so incredibly high on the power scale was retarded.

Magikarp

Magikarp

Desert Nomad

Join Date: Nov 2007

[HAWK]

some of you seem like you're really getting the big picture of this whole downward spiral now....

i really hope anet cares to look at smart discussion like this..

Holly Herro

Holly Herro

Jungle Guide

Join Date: Dec 2005

Kangaroo-land.

Blades of the Dingo [AUST]

Lol.

Methinks they should remove ALL the skills except the core.

That'll be fun..

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Quote:
Originally Posted by Magikarp
i really hope anet cares to look at smart discussion like this..
Don't see why. They certainly weren't paying attention to it before.

Unless Ms. Regina turns out to be some sort of superhero representative...

Age

Age

Hall Hero

Join Date: Jul 2005

California Canada/BC

STG Administrator

Mo/

Give it up Mani we aren't balancing default and loadout shiplist here although if they understood that balance.They might have better idea of what you are talking about.

I wanted to make that earlier post as it was in my thought at the time and Regina was online.

manitoba1073

manitoba1073

Desert Nomad

Join Date: Jan 2006

ManitobaShipyards Refit and Repair Station

(SFC)Star Fleet Command,(TDE)The Daggerfall elite,(SOoM)Secret order of Magi

Quote:
Originally Posted by Age
Give it up Mani we aren't balancing default and loadout shiplist here although if they understood that balance.They might have better idea of what you are talking about.

I wanted to make that earlier post as it was in my thought at the time and Regina was online.
I know AGE they wouldnt know real balance even if it slapped them up the side of the head a few hundred times.


Avarre. At no point did I say that. I said about changing your strategy. Just because you cant see beyound that strategy means something else besides changing skills is not my fault or anets. Looks like you still have a few more things to be taught about PvP.

nugzta

Krytan Explorer

Join Date: Nov 2005

Obviously Manitoba doesnt know what he's talking about, he is simply giving his biased PvE point of view. The main difference between PvE and PvP is that one is predictable and the other is unknown.

I already pointed out it is easier to bring counter in PvE because the monsters always have the same skillbar. It doesnt matter if Shiro has overpowered Meditation of Reaper, people just wiki it how to beat Shiro and therefore people already anticipate to spec against him.

In PvP, you dont know what you are up against. Sure you can spec against the current FoTM but in the end it would be another gimmick and would get rolled by other teams running different builds. Anyone can run hard counter against R/D way which most the time can be found farming fame in HA Underworld. But at later stage, they would get rolled by balance groups because they are only prepared to fight against R/D way teams.

Therefore "Use the counter" argument is not valid in PvP but people always use that argument in every skill balance update thread for their PvE whining.

manitoba1073

manitoba1073

Desert Nomad

Join Date: Jan 2006

ManitobaShipyards Refit and Repair Station

(SFC)Star Fleet Command,(TDE)The Daggerfall elite,(SOoM)Secret order of Magi

Quote:
Originally Posted by nugzta
Obviously Manitoba doesnt know what he's talking about, he is simply giving his biased PvE point of view. The main difference between PvE and PvP is that one is predictable and the other is unknown.

I already pointed out it is easier to bring counter in PvE because the monsters always have the same skillbar. It doesnt matter if Shiro has overpowered Meditation of Reaper, people just wiki it how to beat Shiro and therefore people already anticipate to spec against him.

In PvP, you dont know what you are up against. Sure you can spec against the current FoTM but in the end it would be another gimmick and would get rolled by other teams running different builds. Anyone can run hard counter against R/D way which most the time can be found farming fame in HA Underworld. But at later stage, they would get rolled by balance groups because they are only prepared to fight against R/D way teams.

Therefore "Use the counter" argument is not valid in PvP but people always use that argument in every skill balance update thread for their PvE whining.
For accusing me of saying about using a counter, I didnt. The only ones who seem to not know what the hell they are talking about are the ones who is talking about counters. As Ive never said bring a counter skill. Since you guys cant seem to grasp the simple Ill say it again.

Changing your strategy, simple as that, doesnt mean change your skills. Change how you are using the skills you currently are using. There are different ways a single skill can be used in conjunction with strategy. BUt if you guys really knew PvP you should have known that, but like I also said before I guess Im giving to much credit to some people around here.

JoeKnowMo

JoeKnowMo

Jungle Guide

Join Date: Oct 2005

Wessst Siiide, USA

Mo/

Give an idiot enough rope and he'll hang himself.

Sab

Sab

Desert Nomad

Join Date: Dec 2005

Quote:
Originally Posted by manitoba1073
For accusing me of saying about using a counter, I didnt. The only ones who seem to not know what the hell they are talking about are the ones who is talking about counters. As Ive never said bring a counter skill. Since you guys cant seem to grasp the simple Ill say it again.

Changing your strategy, simple as that, doesnt mean change your skills. Change how you are using the skills you currently are using. There are different ways a single skill can be used in conjunction with strategy. BUt if you guys really knew PvP you should have known that, but like I also said before I guess Im giving to much credit to some people around here.
I'm pretty sure Gaile used the same argument in response to "games being decided before the gates open". She was horribly mistaken. Speaking of which, do you like pie?

DarkNecrid

Furnace Stoker

Join Date: Jul 2006

Quote:
Originally Posted by manitoba1073
For accusing me of saying about using a counter, I didnt. The only ones who seem to not know what the hell they are talking about are the ones who is talking about counters. As Ive never said bring a counter skill. Since you guys cant seem to grasp the simple Ill say it again.

Changing your strategy, simple as that, doesnt mean change your skills. Change how you are using the skills you currently are using. There are different ways a single skill can be used in conjunction with strategy. BUt if you guys really knew PvP you should have known that, but like I also said before I guess Im giving to much credit to some people around here.
Yeah, I can use Divert Hexes to...uh.......Divert Hexes...and....uh......Divert Hexes!

I can use Spear of Lightning to uh.....build adrenaline and deal light damage...and...ujh.....build adrenaline and deal light damage.

I can use Dark Pact to uh....deal big damage and..uh...deal big damage.

every skill has a single way to use it in itself, in a build, because every skill only has 1 description. the only way to change your strategy *is* to change your skills, and if you think any different then you don't even play PvP at all.

Fril Estelin

Fril Estelin

So Serious...

Join Date: Jan 2007

London

Nerfs Are [WHAK]

E/

Funnily, I was actually thinking of starting a similar thread, but with a very different twist: what is skill balance? (emphasis on the last word)

IMHO, we're far from the correct idea of what this means, as there're so many facets to many GW players and the community. And people adapt at different speed, because of the time they have to play the game and their playstyles. It's unfair to try to treat everyone on the same ground. And you don't balance NM, HM, GvG, and HA the same way. So overall in GW1, is there a need for something more, given the diversity of the problem?

In GW2, I'd like to see the dichotomy PvE/PvP disappear completely. Skills are just skills, and you can fight humans or AI with them (people may be smart, but AIs are fast, synchronised and very reactive to the set of programmed actions). Then balance would be brought into the equation by automated means on Anet's side, where they examine when players/teams win too easily on this or that part of the game, with statistics on the skills used (both by players and monsters, thus enabling an almost-automatic response. But imbalance should also be introduced to enable people to look for new ways to play and have a non-bland gameplay experience (being pwned is not a nice moment but you do get strong feelings and emotions, you remember what it feels like), maybe with more randomisation over the skills (this way, the skill balance can be a bit less visible). I'd even like to see gears/armors brought into the equation, but I think that NF inscriptions, HM and things like the BMP are already doing a good job. (then comes the question of how you balance the economy and it becomes a nightmare!)

IMHO, with GW2's linked instances, skills will become a little less of a problem, with the strategy (as in Factions) and storyline (as in favor) mixing seemlessly into everyone's experience. So it won't only be about your skillbar only, because the situation you're facing will be changing in an almost random fashion. May be we'll get evolving monsters and NPCs too: earning XP and getting new skills?

Master Knightfall

Banned

Join Date: Dec 2007

Quote:
See good guilds like EvIL that still lost to blood/ranger spike teams because of the build rather than the team.
This is the part I get tired of reading out of pvpers. If someone beats them all of a sudden it's not the players that beat them, but, only the skills they used on their bars. Not even considering that timing takes a skilled effort to do as well as agility of hand eye cordinations while playing any part of this game both pve and pvp. There's alwasy those with an excuse for losing and it's almost never applied to skill by their opponents, but, anything and everything that attempts to prove that they didn't lose to skill, but, only to gimmick builds or extinuating circumstances. Accept your defeat and your loss and your own pitiful builds and lack of skills instead of looking for excuses why there should never be any other skill sets except the ones you choose.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Quote:
Originally Posted by Master Knightfall
This is the part I get tired of reading out of pvpers. If someone beats them all of a sudden it's not the players that beat them, but, only the skills they used on their bars. Not even considering that timing takes a skilled effort to do as well as agility of hand eye cordinations while playing any part of this game both pve and pvp. There's alwasy those with an excuse for losing and it's almost never applied to skill by their opponents, but, anything and everything that attempts to prove that they didn't lose to skill, but, only to gimmick builds or extinuating circumstances. Accept your defeat and your loss and your own pitiful builds and lack of skills instead of looking for excuses why there should never be any other skill sets except the ones you choose.
And with this post, all of your Guild Wars credibility vanishes forever.

Akuma

Akuma

IRC W H O R E

Join Date: Feb 2006

Australian Trolling Crew HQ, rightful leader and administration

Yale University [Snow]

W/

Quote:
Originally Posted by Master Knightfall
This is the part I get tired of reading out of pvpers. If someone beats them all of a sudden it's not the players that beat them, but, only the skills they used on their bars. Not even considering that timing takes a skilled effort to do as well as agility of hand eye cordinations while playing any part of this game both pve and pvp. There's alwasy those with an excuse for losing and it's almost never applied to skill by their opponents, but, anything and everything that attempts to prove that they didn't lose to skill, but, only to gimmick builds or extinuating circumstances. Accept your defeat and your loss and your own pitiful builds and lack of skills instead of looking for excuses why there should never be any other skill sets except the ones you choose.

Crom The Pale

Crom The Pale

Furnace Stoker

Join Date: Nov 2006

Ageis Ascending

W/

PvE is about stability.
PvP is about diversity.

In one you learn from mistakes so you can build the perfect counter, and know that it will work anytime you come accross a foe using that same strategy. In the other you have no knowladge of whats coming so you need to build something that will work vs everything and hope you do not run into something completely unexpected that is the perfect counter to your build.

Balancing one will always imbalance the other as long as you only look at the skills. They have improved PvE through AI changes however there are a number of other ways they could improve the game without damaging PvP at all.

Having such things as Exhaustion work slightly different in PvE and PvP for example. PvP = 10energy loss, PvE = 5energy loss.

Minion caps could be set differently in PvP/PvE and in PvE hard mode as well.

Adjusting some skills so that they have a broder effect when used vs a non human fow, like [club of a thousand bears]. Imagine adding to Hexes, If target is non-human then 1-3 nearby foes are also effected.

They could also adjust what is concidered In The Area and Nearby and Ear Shot to create a better balance between how they work in the limited arena space vs the wide open places of PvE.

These are just ideas off the top of my head, but you can see there is a great deal of flexability they can utilize to balance the game outside of pure skill changes.

stale

stale

Academy Page

Join Date: Mar 2008

canada

Bong Wielding Maniacs

R/Mo

Quote:
Originally Posted by cyvil
I have learned to endure Ursan to achieve the only thing that really keeps me in GW. Without the mindless grind for titles, I would not tolerate the mindless grind of playing an Ursan "build." Ursan makes the grind go faster. Once through the title grind, I intend to "enjoy" other aspects of the game, possibly even more PvP, assuming I can figure out how to stay alive for more than 12 seconds.

If the titles rewarded play, rather than grind, it may be a different story. If titles were based on points for utilizing the core attribute wisely, or a particular skill type well, or exceptional use of conditions, hexes or interrupts rather than points towards a title track that improves all ready strong skills even more, I might feel less grind. That is a very convoluted sentece - how about, give me a title for interrupts, rather than for UB?

PvP vs PvE? I think that I have two main problems with the balances. The first is that a toon, on its own, can be made useless. I used to love my Paragon. Because of the balances in PvP, because of truly overpowered P teams, I cannot get my sole Paragon in a PvE group because of those same balances. That stinks. My Paragon does still have a purpose, he is currently full of mods from raptor farming. The other thing that I do not like is having to spend a bunch of time figuring out new builds. I do enjoy experimenting, but spending time creating builds takes away from time spent towards completing missions, vanquishes, etc. It is nice to be able to jump in and complete a little something in a half hour, without having to retool, not just my toon build, but the heroes that come along as well. Associated with this is the fact the the PvP community can change weapons and runes on a whim. Some of these balances mean that I have to spend gold on these items for my toon and heroes, money that would otherwise be spent on knocking a title out of the way.

There seems to be such a difference between the purpose of PvP and PvE that I often have to remind myself to look at it from the other perspective. This is diffeicult as I do not PvP (ask me to GvG sometime, easy points for you). PvP is, at least from my perspective, highly competitive. PvE is, for me, a time to lay back and unwind. PvP requires thought and, although I am capable of this, this is something I choose not to spend my time on. I think this is why I tend to resent the balances, although I am sure that many will be happy to tell me that this is not what I think, followed by a few random shift characters and then a kind explanation of what I should be thinking.
i do believe this is my favorite guru post in ages. possibly in all the time i've been playing gw... thank you!

you've managed to point out civilly what i normally wish to express by bashing someone's head against the wall till their brains ooze out their ears.

Sab

Sab

Desert Nomad

Join Date: Dec 2005

Quote:
Originally Posted by Crom The Pale
Balancing one will always imbalance the other as long as you only look at the skills. They have improved PvE through AI changes however there are a number of other ways they could improve the game without damaging PvP at all.

Having such things as Exhaustion work slightly different in PvE and PvP for example. PvP = 10energy loss, PvE = 5energy loss.

Minion caps could be set differently in PvP/PvE and in PvE hard mode as well.

Adjusting some skills so that they have a broder effect when used vs a non human fow, like [club of a thousand bears]. Imagine adding to Hexes, If target is non-human then 1-3 nearby foes are also effected.

They could also adjust what is concidered In The Area and Nearby and Ear Shot to create a better balance between how they work in the limited arena space vs the wide open places of PvE.

These are just ideas off the top of my head, but you can see there is a great deal of flexability they can utilize to balance the game outside of pure skill changes.
So, basically, PvE is currently too hard so you want your skills to be more powerful. Are you seriously suggesting that would be an improvement to PvE?

Zamochit

Zamochit

Furnace Stoker

Join Date: Jul 2006

N/A

No I believe that he means when balancing certain skills such as splinter weapon, you could utilise the fact that pve is ordinarily against non human foes. effectivly 'Nerfing' damage, recharge etc for pvp to maintain balance there, but keeping the skill the same in most cases in pve. For example.

[skill]splinter weapon[/skill]Weapon Spell. For 20 seconds, target ally has a Splinter Weapon. Target ally's next 1...4 attacks deal 5...41 damage to up to 3 adjacent foes.

Could become

[skill]splinter weapon[/skill]Weapon Spell. For 20 seconds, target ally has a Splinter Weapon. Target ally's next 1...4 attacks deal 5...41 damage to up to 3 adjacent human foes or ALL adjacent non-human foes.

Skills could have damage buffs against certain enemy types, that sort of thing (in the same way that Holy damage deals double damage to undead.) Im not saying its necessary but its something they could take into consideration for GW2

Sab

Sab

Desert Nomad

Join Date: Dec 2005

Quote:
Originally Posted by Zamochit
No I believe that he means when balancing certain skills such as splinter weapon, you could utilise the fact that pve is ordinarily against non human foes. effectivly 'Nerfing' damage, recharge etc for pvp to maintain balance there, but keeping the skill the same in most cases in pve. For example.

[skill]splinter weapon[/skill]Weapon Spell. For 20 seconds, target ally has a Splinter Weapon. Target ally's next 1...4 attacks deal 5...41 damage to up to 3 adjacent foes.

Could become

[skill]splinter weapon[/skill]Weapon Spell. For 20 seconds, target ally has a Splinter Weapon. Target ally's next 1...4 attacks deal 5...41 damage to up to 3 adjacent human foes or ALL adjacent non-human foes.

Skills could have damage buffs against certain enemy types, that sort of thing (in the same way that Holy damage deals double damage to undead.) Im not saying its necessary but its something they could take into consideration for GW2
Pre-nerf Splinter was an I Win button vs huge balled-up mobs. Now it's been toned down so Splinter doesn't completely overshadow every other reason to bring a Rit. I know you used it just as an example, but I still don't see why retaining overpowered skills or buffing skills unnecessarily is a good idea.

Magikarp

Magikarp

Desert Nomad

Join Date: Nov 2007

[HAWK]

Quote:
Originally Posted by Crom The Pale
PvE is about stability.
PvP is about diversity.

In one you learn from mistakes so you can build the perfect counter, and know that it will work anytime you come accross a foe using that same strategy. In the other you have no knowladge of whats coming so you need to build something that will work vs everything and hope you do not run into something completely unexpected that is the perfect counter to your build.

Balancing one will always imbalance the other as long as you only look at the skills. They have improved PvE through AI changes however there are a number of other ways they could improve the game without damaging PvP at all.

Having such things as Exhaustion work slightly different in PvE and PvP for example. PvP = 10energy loss, PvE = 5energy loss.

Minion caps could be set differently in PvP/PvE and in PvE hard mode as well.

Adjusting some skills so that they have a broder effect when used vs a non human fow, like [club of a thousand bears]. Imagine adding to Hexes, If target is non-human then 1-3 nearby foes are also effected.

They could also adjust what is concidered In The Area and Nearby and Ear Shot to create a better balance between how they work in the limited arena space vs the wide open places of PvE.

These are just ideas off the top of my head, but you can see there is a great deal of flexability they can utilize to balance the game outside of pure skill changes.
and in pve the sky is red, and in pvp the ground will be solid pewter. in pve the air will be jello, whereas in pvp th.....

yeah... thanks... novel idea, no thank you dude

Zamochit

Zamochit

Furnace Stoker

Join Date: Jul 2006

N/A

Quote:
Originally Posted by Sab
Pre-nerf Splinter was an I Win button vs huge balled-up mobs. Now it's been toned down so Splinter doesn't completely overshadow every other reason to bring a Rit. I know you used it just as an example, but I still don't see why retaining overpowered skills or buffing skills unnecessarily is a good idea.
You are right, perhapts I did make a mistake utilising splinter as the example, as it is so extreme, all I mean is that when 'balancing' skills for pvp which are not problematic in their current form in pve, they could almost split the skill by creating two slightly different effects. One against human foes (predominantly pvp) and one against non-human foes (pve) these effects would not be significantly different but rather minor damage or duration boosts for pve in relation to pvp.

I dont like the idea of making any of the actual game mechanics different between pvp and pve (exhaustion etc) but I do think that subtle skill damage and duration differences between pve and pvp are plausable.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Quote:
Originally Posted by Zamochit
You are right, perhapts I did make a mistake utilising splinter as the example, as it is so extreme, all I mean is that when 'balancing' skills for pvp which are not problematic in their current form in pve, they could almost split the skill by creating two alternate effects. One against human foes (predominantly pvp) and one against non-human foes (pve).
The implication of this, however, is that because the non-human effect has to be limited to pve, then it is obviously not going to be on the same level of balance as the general skills that don't have restrictions.

Which leads directly back here;
Quote:
Originally Posted by Sab
So, basically, PvE is currently too hard so you want your skills to be more powerful. Are you seriously suggesting that would be an improvement to PvE?

Zamochit

Zamochit

Furnace Stoker

Join Date: Jul 2006

N/A

I just dislike the current system with PVE only skills and would prefer if they did not find their way into Guildwars2. I feel that this 'crutch' has gone a long way towards the shift in PvE away from Skill>Time towards Time>Skill.

Grinding reputation points to access vastly overpowered skills, Three of which are on the majority of pve players bars has been bad for the game imho.

It is these skills which have created the biggest gulf between pve and pvp since guildwars conception. Any move away from this system for the next 'chapter' would be good.

Fril Estelin

Fril Estelin

So Serious...

Join Date: Jan 2007

London

Nerfs Are [WHAK]

E/

Quote:
Originally Posted by Fril Estelin
In GW2, I'd like to see the dichotomy PvE/PvP disappear completely. Skills are just skills, and you can fight humans or AI with them (people may be smart, but AIs are fast, synchronised and very reactive to the set of programmed actions). Then balance would be brought into the equation by automated means on Anet's side, where they examine when players/teams win too easily on this or that part of the game, with statistics on the skills used (both by players and monsters, thus enabling an almost-automatic response. But imbalance should also be introduced to enable people to look for new ways to play and have a non-bland gameplay experience (being pwned is not a nice moment but you do get strong feelings and emotions, you remember what it feels like), maybe with more randomisation over the skills (this way, the skill balance can be a bit less visible). I'd even like to see gears/armors brought into the equation, but I think that NF inscriptions, HM and things like the BMP are already doing a good job. (then comes the question of how you balance the economy and it becomes a nightmare!)

IMHO, with GW2's linked instances, skills will become a little less of a problem, with the strategy (as in Factions) and storyline (as in favor) mixing seemlessly into everyone's experience. So it won't only be about your skillbar only, because the situation you're facing will be changing in an almost random fashion. May be we'll get evolving monsters and NPCs too: earning XP and getting new skills?
I'd like to add an idea (because that's what this thread was all about): same skills for PvP and PvE styles of play in GW2 (but nothing like these denominations, I like zwei2stein's idea of no profession, just a skillbar), but balanced in a double-movement, first the PvP-balance and then PvE monster skills (possibly different from players so as to ease this double-balancing?) are nerfed/buffed so that the PvE player is not impact "too much" (possibly not at all for some parts of the game, but as highlighted before, breaking PvE once in a while brings refreshment and fun, and pushes player to adapt/evolve).

I hope there's still room for ideas, if not I just lost my time.

Clarissa F

Krytan Explorer

Join Date: Nov 2007

Fighters of the Shiverpeaks

Me/Mo

I thought they made it official. There will be a pvp part with arenas, a pve area, and a PVP world area. The five races will each have their own bonuses, nothing to make them imbalanced, just advantageous for certain situations. pure pvp/pve skill sets separate from each other will be the rule, as there will be separate pvp/pve servers.

Read up on the GW2 conversations from Jeff Strain et al.

JR

JR

Re:tired

Join Date: Nov 2005

W/

Quote:
Originally Posted by Clarissa F
I thought they made it official. There will be a pvp part with arenas, a pve area, and a PVP world area. The five races will each have their own bonuses, nothing to make them imbalanced, just advantageous for certain situations. pure pvp/pve skill sets separate from each other will be the rule, as there will be separate pvp/pve servers.

Read up on the GW2 conversations from Jeff Strain et al.
Got any links/quotes? Would be very interested to read that.

I did try and research what had been released so far before I made the thread, but there's a good chance I missed some stuff.

Crom The Pale

Crom The Pale

Furnace Stoker

Join Date: Nov 2006

Ageis Ascending

W/

Its not about making the game easier and its not like they havent already made some changes that only effect one.

Take pets for example, when they die in PvP your skill bar doesnt reset like it does in PvE.

If they keep changing the skills to balance with only PvP inmind then you wind up with them creating a PvE game that requires mobs to be smaller and run PvP style builds to give them balance as well.

If I wanted to fight a PvP battle vs AI I would play a different game. What I want is PvE, with large mobs of foes and super bosses. Not an easy walk in the park steamroll. Not ultra hard mode with one hit kill monster only skills.

PvE certainly needs to be challenging, but a challenge that can be overcome through learning what the foe does and preparing accordingly.

Keep in mind the game, PvE at least, should have 3 levels of challenge.

1) normal mode
2) hard mode
3) Elite dungeons

The highest AI and best skill bars/mob build should be reserved for the Elite Dungeons giving the End Game content some real challenge.
Normal mode SHOULD be easy and have over powered skills that let you steam roll foes with ease.
Hard Mode should be a level playing field between builds/parties and good AI.

Celestial_Kitsune

Celestial_Kitsune

Krytan Explorer

Join Date: Jun 2006

Me/

Quote:
Originally Posted by JR
Got any links/quotes? Would be very interested to read that.

I did try and research what had been released so far before I made the thread, but there's a good chance I missed some stuff.
Quote:
Originally Posted by Erik Flannum
We want races to really have a pretty big impact on the way characters play. For example, the Norns, who are the big, burly, half-giant Viking guys from up in the North, all have the ability to shape-shift into a were-bear form; giving them more health and making them stronger, that sort of thing.
Source

If I recall correctly, PvP and PvE will have separate skills, but I'll have to find the interviews to back it up.

Magikarp

Magikarp

Desert Nomad

Join Date: Nov 2007

[HAWK]

Quote:
Originally Posted by Celestial_Kitsune
Source

If I recall correctly, PvP and PvE will have separate skills, but I'll have to find the interviews to back it up.
meh.... (not towards you... towards that source post..)

Celestial_Kitsune

Celestial_Kitsune

Krytan Explorer

Join Date: Jun 2006

Me/

I think they are not going to create two functions for each skill in GW1 or GW2 given their vision:

Quote:
When you land in a new world, O'Brien explained, you don't want to have to read a bunch of skill descriptions, you want to run around and jump and swing, so that's what you'll be able to do in Guild Wars 2. It's meant to be a learn-by-doing sort of situation--rather than have overly complex skills that take an excessive amount of brain matter to understand, players will learn less complicated skills that they will be encouraged to test out in any situation they can think of. What happens if you use this skill while jumping, or that one while surrounded by monsters? Who knows? Give it a whirl and find out! Strain referred to it as "emergent complexity," and if it works the way they say it will, I shall personally send them each a fruit basket. Having a wide variety of skills in a game is great, but the amount of reading and memorizing you usually have to do to have even the most functional ability in an MMO is enough to drop me into a deep state of catatonia.
Source

Dr Strangelove

Dr Strangelove

Furnace Stoker

Join Date: Dec 2005

Wasting away again in Margaritaville

[HOTR]

Quote:
Originally Posted by Crom The Pale
PvE is about stability.
PvP is about diversity.
Flawed from the very beginning. An ideal skill balance in PvP minimizes the importance of build wars and maximizes the importance of player skills. This is why everyone gets nostalgic for the time near the end of Prophecies when everyone was running the same build. Guild Wars was an excellent way to show player skill, even if it wasn't diverse. By contrast, the beginning of Nightfall is generally perceived as the worst time for game balance, since junk like hexes, searing flames, paragons, and SP sins changed the game into a very diverse button-mashing fest.

An ideal balance in PvE gives people lots of new, diverse toys. This is why everyone is shiny happy and wonderful when a new chapter comes out, but complains when needed game balances pare down the number of viable builds, or when players find idealized builds and then refuse to change them. Stability isn't remotely important to PvE, since grave imbalances like ursan don't directly piss anyone off.

TL;DR version:

PvP = Balanced, competitive play
PvE = Shiny fun toys

Sab

Sab

Desert Nomad

Join Date: Dec 2005

Quote:
Originally Posted by Crom The Pale
Its not about making the game easier and its not like they havent already made some changes that only effect one.

Take pets for example, when they die in PvP your skill bar doesnt reset like it does in PvE.
While you may not be intending on making the game easier, that's exactly what will happen if you buff skills for PvE.

The rest of your post takes issue mainly with mob design. Enemies can be made harder or easier or more interesting without having to change the skills themselves - mob composition and skill bars can both be adapted as needed. If certain mobs need an additional layer of difficulty, monster-only skills can fill this gap.

As for normal mode being easy, it already is. Even more so if you use PvE skills.

Dr Strangelove

Dr Strangelove

Furnace Stoker

Join Date: Dec 2005

Wasting away again in Margaritaville

[HOTR]

Quote:
Originally Posted by Master Knightfall
This is the part I get tired of reading out of pvpers. If someone beats them all of a sudden it's not the players that beat them, but, only the skills they used on their bars.
It's both. In an ideal world, the ingame skills give you the medium by which to express your awesomeness.

For example, Mokone and Sab have kicked my ass in every streak I've had in TA this weekend. I hate them for it very much, but there's a good reason behind it. First, they picked builds that gave them the ability to respond to a wide variety of threats, especially those commonly found in TA. Second, they're better at the game than my friends and I.

Given that both of those items still work, I'd say the balance for TA is in a decent place, with the exception of shovespike.

Fug the Unwashed

Fug the Unwashed

Ascalonian Squire

Join Date: Apr 2008

E/

Why not drop the borders between PVE and PVE completely? All skills thrown into the mix with an adjustment to rank within the arenas so that say an R4 and R10 have the same bonus. Personally, I'd love to throw Pain Inverter at an E/Mo using Obsidian Flame.

Seriously, though...the division between PvE and PvP should have been (IMHO) snipped in the bud during development. The mere fact that the devs have given us PvE AND PvP-only characters creates the divide from day one. If the characters ALL had to begin the same way and acquire gear, skills and titles the same way, we wouldn't be in this pickle in the first place. I'm not in favor of either means of play more than the other, but I am for equity. To those ends, I would like to see ALL characters have to develope from lvl 0 to max by progressing through trials in the GW world. Arenas along the way until you are a full fledged max lvl...then you have earned the right to enter the elite arenas...if we all start the same, we are united by a common thread. Otherwise, we bitch about what the other side is doing until our fingers bleed with the OMFG!! keybanging through the forums. Too late to balance it now, so why try? If we all agree it's broken, then throw everything into the arenas and see what develops...

Red Sand

Red Sand

Lion's Arch Merchant

Join Date: Mar 2008

New England

Warriors of Wynd [WoW]

W/

I think introducing races with advantages and disadvantages leads to people only playing the "right" race for the "right" profession.

When you pick a profession or class (warrior) and you pick a race (wood elf) people look at you and want to know what you were thinking: Didn't you know that dwarves make the best warrior because they have the STR bonus? You are obviously are not smart enough to be in my group, let alone my guild.

It's called Min-Maxing, where the bonuses given by racial advantage tend to outweigh the desire to play a certain race outside of a certain profession.

Right now, with everyone human, you choose your professions based on what you want to do, not the bonuses that you can get. If we were to add other races, if one were to give inate abilities to other races, I would prefer that they be abilities that enhance *gasp* roleplay rather than gameplay.

around

around

Wilds Pathfinder

Join Date: May 2006

Aussie Trolling Crew - Diplomatic Embassy

I Have Three Pennies [Pnny] - forever in my heart <3

R/

Oh wow.

It's not often I say this, but manitoba you are beyond belief.

To add my views on the topic:

I think that, while it's desireable and nice to have a variety of options to pick from, buffing random skills such that they are useable/overpowered is not the way to go about it.

It's a bit like MtG. There's always a certain number of cards which are worth looking at and are 4-of in most decks of that colour, just like there are skills you would be a fool not to take (RoF and Frenzy). Then there are the cards that give your deck it's defining characteristics, like Dragonstorm or what have you, just as there are skills which you take depending on how you like to play (i.e. I like to play W/A with DDagger and dash, intead of shock).

Then there are the thousands of cards which have no use whatsoever.

While it would be nice to have every single card on a par, this won't happen. The game would get far too complex, and you'd get unforseen synergies that break the game (Steady Stance immediately springing to mind). Just look at Vintage or Extended, where the card pool is much greater and as a result decks are generally more powerful.

The main difference is, MtG is played 2-of-3, and you can change cards depending on what your opponent plays. However, GW is a one shot event-if you meet a spike guild you can't sideboard in CoF after 1 match to shut them down.

Hence, it's much better to just keep a core of usable skills instead of having a massive library.

I realize this has little or nothing to do with the topic, but that's just my 2 pence.

Magikarp

Magikarp

Desert Nomad

Join Date: Nov 2007

[HAWK]

Quote:
Originally Posted by spawnofebil
Oh wow.

It's not often I say this, but manitoba you are beyond belief.

To add my views on the topic:

I think that, while it's desireable and nice to have a variety of options to pick from, buffing random skills such that they are useable/overpowered is not the way to go about it.

It's a bit like MtG. There's always a certain number of cards which are worth looking at and are 4-of in most decks of that colour, just like there are skills you would be a fool not to take (RoF and Frenzy). Then there are the cards that give your deck it's defining characteristics, like Dragonstorm or what have you, just as there are skills which you take depending on how you like to play (i.e. I like to play W/A with DDagger and dash, intead of shock).

Then there are the thousands of cards which have no use whatsoever.

While it would be nice to have every single card on a par, this won't happen. The game would get far too complex, and you'd get unforseen synergies that break the game (Steady Stance immediately springing to mind). Just look at Vintage or Extended, where the card pool is much greater and as a result decks are generally more powerful.

The main difference is, MtG is played 2-of-3, and you can change cards depending on what your opponent plays. However, GW is a one shot event-if you meet a spike guild you can't sideboard in CoF after 1 match to shut them down.

Hence, it's much better to just keep a core of usable skills instead of having a massive library.

I realize this has little or nothing to do with the topic, but that's just my 2 pence.
whats funny is that this is on topic.

while i understand your analogy, the real fact of the matter is that MtG also has well over 6000+ MtG cards give or take, and about 400-500 are total, unusable trash. thats a far cry different from our 600+ skills, and only having about 100-120 good ones to choose from.

thats also between 10 professions, and thats only if you have all 4 games.

this is causing that stale, monotonous gameplay.. in both pve AND pvp.

Dr Strangelove

Dr Strangelove

Furnace Stoker

Join Date: Dec 2005

Wasting away again in Margaritaville

[HOTR]

Quote:
Originally Posted by Magikarp
while i understand your analogy, the real fact of the matter is that MtG also has well over 6000+ MtG cards give or take, and about 400-500 are total, unusable trash. thats a far cry different from our 600+ skills, and only having about 100-120 good ones to choose from.

thats also between 10 professions, and thats only if you have all 4 games.

this is causing that stale, monotonous gameplay.. in both pve AND pvp.
Despite its shortcomings compared to pen & paper and cards, Guild Wars really does have one of the most diverse skill systems in a video game. 600 skills, with 8 professions, all allowed a secondary profession makes for a mind-blowingly complex skill system.

You're correct that there are a lot of skills that aren't viable for general use. This is the single biggest conflict between PvE and PvP. PvP doesn't need a huge variety of skills, for the reasons spawnofebil mentioned above. PvE requires tons of fun stuff to play with, since new skills are essentially new content. It's unfixable with the current system, but I know GW2 will have a different system, so we'll see there.