Okay, I've said this years ago, but it seems ANET is like 3 years behind the times. So I'll bring it up again.
I don't think the best way to divide PVE/PVP is to do different skill functions, I think they should do it via items.
For example: Each item has a "PVE only inscription" slot or two, let players put in certain tomes or new unique PVE skill gems or something like that so that the new weapons/shields/whatever will function like this:
PVP:
15^50 sword with a 10% fireball (lvl20) gem -> no change, functions the same as it does now.
PVE:
15^50 sword with a 10% fireball (lvl20) gem -> a 10% chance that a successful strike will release a level 20 fireball at your target.
Making PVE diablo-style would keep people way more interested than these silly title grinds. The skills would stay the same and you can balance for pvp all you want it will still have minimal effect on pve since you can just balance items around pve. There would literally be millions of combinations of skill-procing gems + skill usage. Want a death's knight's sword where 10% of your kills casts a blood of the master for your necro minions? Slap a BoTM gem into your slot. What about a Axe of blinding + Cyclone axe?
In effect, it makes PVP -> Skill based, PVE -> Item based. I know that last statement will make some people all riled up, but at the end of the day, a item based PVE would bring in costumers. For every customer that you lose due to "Oh, I'll QUIT if they make PVE item based, cuz it takes SOOO much SKILLZZZ" you'll gain 20 more that just wants to have fun, and at this stage of the game, what does ANET have to lose? Might as well try out different things and get feedback for GW2.
Better way to do PVP/PVE split
phoenixtech
Red Sonya
/not signed <~ is that 12 characters?
Mercury Angel
Itemization doesn't really work in GW as it is.
If Procs were strong enough to matter, the only people to take advantage of them are the attack-based classes, while spell casters are left in the dust.
Then you'd just get Hundred Blades, Barrage, and Dual Shot style builds to maximize their effectiveness.
There were actually some % chance to occur procs in the past, like the pet buffs for interruption and knockdown, but Anet has largely eliminated highly unpredictable and/or exploitable passives like that.
If Procs were strong enough to matter, the only people to take advantage of them are the attack-based classes, while spell casters are left in the dust.
Then you'd just get Hundred Blades, Barrage, and Dual Shot style builds to maximize their effectiveness.
There were actually some % chance to occur procs in the past, like the pet buffs for interruption and knockdown, but Anet has largely eliminated highly unpredictable and/or exploitable passives like that.
Tosha
Meh, if I want to go play Diablo2, Ill just reinstall it on my computer. I love GW just for the way it is
/notsigned
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RedStar
I may be dumb but aren't they dividing PvE/PvP skills functions so less (there will always be at least 1 person) persons QQ ?
/notsigned.
/notsigned.
miskav
Yeah, that's the reason mostly
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/not signed = 11 chars :P
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/not signed = 11 chars :P
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MithranArkanere
You don't seem to be talking about Guild Wars, sorry.
PvE should not be item based. That's not the difference.
PvP is more 'commando action'. With smaller groups and similar conditions.
PvE is more 'epic battle'. Were 8 players may have to face 400 enemies and the damage numbers may be bigger.
PvE should not be item based. That's not the difference.
PvP is more 'commando action'. With smaller groups and similar conditions.
PvE is more 'epic battle'. Were 8 players may have to face 400 enemies and the damage numbers may be bigger.