PvP Mode

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cellardweller
cellardweller
Likes naked dance offs
#1
Prior to the recent update, use of gamebreaking skills and effects could be controlled by discussing what would and would not be used with your party members. With the recent anouncement that they would be leaving overpowered skills in PvE and balancing them only in PvP, this is no longer an option.

To remedy this, I'm proposing an additional controller that would put the game into "PvP Mode". This would be done by adding a check box to the party selection screen next to the hard mode/normal mode selectors and would operate independently of them as shown below.



The effects of this check box would be threefold:
1) PvE Only skills will be locked
2) Consumables will not be usable
3) PvP versions of dual effect skills will be used.

A necessary byproduct of this would be removing the PvE only status from signet of capture, but I think that would be a pretty popular change anyway.
T
Tyla
Emo Goth Italics
#2
/Signed.
I like skill balances making skills change and...stuff.

What's this doing in Sardelac?
poasiods
poasiods
Krytan Explorer
#3
Sardelac Sanitarium is the forum for posting suggestions. This thread is in the right place.

Maybe I misunderstood but isn't PvP mode only available in PvP and PvE mode in PvE?

Edit: Oh, nevermind, I understand. I personally feel that'd be rather pointless, however. If players want more challenge in their PvE modes, I say it'd be more reasonable to go Hardmode or simply do those elite missions or whatever. I don't think giving people ability to use 'nerfed' version of their normal skills would really ge anywhere.
T
Tyla
Emo Goth Italics
#4
Poasiods, it's a saying because at least 95% of the ideas spawned in Sardelac, are actually quite bad.

But this isn't really to make it harder, but to keep the skills the way you want them, updating and the same as PvP skills if you are a PvX player.
snaek
snaek
Forge Runner
#5
y bother to try to force ur play style onto others?

if u dun want to use pve skills, dun use em
likewise with consumables

pve/pvp versions however i spose can be personally toggled...
but not partywide

however i dun feel its needed

anet wont buff woh to heal 500hp
they're buffing skills like lod which r rarely used in pve
and when was the last time u used lod in pvp?
j
jiggles
Desert Nomad
#6
sure, solong as you dont get to keep any gold/titles/golds, infact anything from a pve enviroment. that makes it totally unfair on those who dont know/understand how to use pvp only skills as to those who would quite simply, be able to walk through anything.
snaek
snaek
Forge Runner
#7
Quote:
Originally Posted by jiggles
sure, solong as you dont get to keep any gold/titles/golds, infact anything from a pve enviroment. that makes it totally unfair on those who dont know/understand how to use pvp only skills as to those who would quite simply, be able to walk through anything.
lol yea...

instead of monsters dropping loot and gold
they give out balthazar faction

gives a whole new definition to "farming balth faction"
j
jiggles
Desert Nomad
#8
or just put it in the file in the dev's drawer known as 'stupid ideas'
P
PRNG
Academy Page
#9
Quote:
Originally Posted by cellardweller
Prior to the recent update, use of gamebreaking skills and effects could be controlled by discussing what would and would not be used with your party members. With the recent anouncement that they would be leaving overpowered skills in PvE and balancing them only in PvP, this is no longer an option.

To remedy this, I'm proposing an additional controller that would put the game into "PvP Mode". This would be done by adding a check box to the party selection screen next to the hard mode/normal mode selectors and would operate independently of them as shown below.

The effects of this check box would be threefold:
1) PvE Only skills will be locked
2) Consumables will not be usable
3) PvP versions of dual effect skills will be used.

A necessary byproduct of this would be removing the PvE only status from signet of capture, but I think that would be a pretty popular change anyway.
/signed
This actually sounds like an interesting option.

In regards to other people's comments about just not using PvE skills/consumables, that solves effects 1 & 2 in cellardweller's post, but the main issue is actually point 3: PvE versions of dual effect skills have no work around. By having a PvP mode, you can opt to use PvP versions of dual effect skills in PvE.
RedStar
RedStar
Wilds Pathfinder
#10
Why ?

Are you a masochist ?
Why do you want to play the game a harder and more time consuming way ?

Maybe for the feeling of achievement...but it would still be the same because it would be only fair that if you are in PvP Mode, the monsters should be in it too xD.
T
Tyla
Emo Goth Italics
#11
Red, the skills would be easier to remember, by far.
Some people don't have the memory to remember 2 sets of every skill in the game.

Just wondering, though. How exactly is it "forcing playstyles"? It's a checkbox therefore an option, which is good.
It's not like it's harming you in any way if you choose not to do it, as alot of PuG's will probably tick it off anyway.

And Snaek, LoD was used in PvP when it was 5/1/5, with around 80 heal. It was extremely passive and easy to use, and relieved pressure at a great extent.
K
Kook~NBK~
Grotto Attendant
#12
/not signed.

What makes a skill balanced in PvP doesn't make it balanced in PvE. The game dynamics of each type of play are very different and by incorporating this latest change to how skills work in each game type is A-Net's recognition of that fact. (I also think they're testing this in GW to see how it works for GW2)
M
Mewcatus
Academy Page
#13
I actually agree with the OP, let those PvX players have the PvP mode option, for them to get used to it.

Remember its an option, so pple can choose to use it. That in itself is fair already.

The only people against it are those who demand that others play the game they deem fit.
Artisan Archer
Artisan Archer
Wilds Pathfinder
#14
I can imagine that PvX players would get confused when they constantly would have to switch between two skill descriptions. Or for the PvE player who wants to do some PvP.
I think this is a good suggestion to not totally seperate PvE from PvP.

/signed
RedStar
RedStar
Wilds Pathfinder
#15
You are right Tyla, 2 description for the same skill is hard to remember for a PvX.

I am not against this idea, I just find it strange that you want a mode that will make the skill you use less efficient xD.
Stormlord Alex
Stormlord Alex
Grotto Attendant
#16
Quote:
Originally Posted by RedStar
I am not against this idea, I just find it strange that you want a mode that will make the skill you use less efficient xD.
some of us actually liked playing a game where overpowered skills were kept in check in both PvP and PvE.

/signed for a PvP-mode.
Skill balances are FUN
Solas
Solas
Desert Nomad
#17
/signed would be a nice alternative
Lourens
Lourens
Forge Runner
#18
/signed

sounds fun
Div
Div
I like yumy food!
#19
2 good suggestions in one day. This is unheard of.
m
mafia cyborg
Frost Gate Guardian
#20
/supersigned

i was gonna open the exact same thread.

it would also be cool if in pvp mode the MOBS would be groups REPLICATING some of the popular PVP BUILDS.....so that the pve can be some sort of tfraining ground for pvp.....and so that u r not just mindlessly spamming skills in pve but actually having some fun with using certain skill on appropriate opponents etc learning more about the game.


for example in 4/4 areas u would be facing up to mobs replicating some of the popular TA builds.

in 8/8 areas the GvsG builds (minus the flagger).

and as a reward for vanquishing a pvp mode area (with lets say 10 groups of pvp mobs) u get a zeishen key.