People have been asking for a PvE/PvP split since the game went live.
ArenaNet didn't listen to us; they just realized "Well, we have nothing to lose."
Anet listened to us didn't they?
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Originally Posted by Wild Karrde
They listened to the whiney farmers, cause they have the loudest voice. They didnt listen to anyone who actually knew what they were talking about.
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Protective Spirit has not received any form of nerf nor have the skills that power a 55 monk/55 necro/330 rit been rendered unusable. The solo farmers are doing just fine as skills stand now. The non-farmers (like you, probably) are the ones who have been whining.
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Originally Posted by Zahr Dalsk
Oh hi.
Protective Spirit has not received any form of nerf nor have the skills that power a 55 monk/55 necro/330 rit been rendered unusable. The solo farmers are doing just fine as skills stand now. The non-farmers (like you, probably) are the ones who have been whining. |
They are going to do what they are going to do because there is no other way to do so in GW1. Not because some people are against this or another agree with this.
What is not going to be different is FUNCTIONALITY of skills. If they change a certain functionality, the functionality will be changed for both PvP and PvE version of the skill.
Now does that affect gameplay?
NO.
In PvP people has 200 attribute points, and thuse their max damage and average attributes are mostly the same.
But in PvE, monsters may have more than 400 attribute points, so a skill that would give 20 armor and reduce 100 damage from an enemy attack to 75 damage, may have 40 in PvE and reduce a hit of 400 damage to 200?
In PvE you are not fighting in equal footage. NEVER. Monsters may have more Health, way more energy, more attributes, more skills, Monster skills, and Player just get PvE skills, and keep the same limitations as in PvE.
The only limiations hostile NPCs have in PvE is thir puny AI.
Since the measures are different, it's logical than some figures may perfectly be different.
What is not going to be different is FUNCTIONALITY of skills. If they change a certain functionality, the functionality will be changed for both PvP and PvE version of the skill.
Now does that affect gameplay?
NO.
In PvP people has 200 attribute points, and thuse their max damage and average attributes are mostly the same.
But in PvE, monsters may have more than 400 attribute points, so a skill that would give 20 armor and reduce 100 damage from an enemy attack to 75 damage, may have 40 in PvE and reduce a hit of 400 damage to 200?
In PvE you are not fighting in equal footage. NEVER. Monsters may have more Health, way more energy, more attributes, more skills, Monster skills, and Player just get PvE skills, and keep the same limitations as in PvE.
The only limiations hostile NPCs have in PvE is thir puny AI.
Since the measures are different, it's logical than some figures may perfectly be different.
It scares the hell out of me that Anet bows to the will of the community as easily and often as it does, since I think generally this community (in much the same way as the community for most online games) doesn't want what's best for the game. I give them a lot of credit for listening, I just wish they were a little wiser about what they act on.
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Originally Posted by SerenitySilverstar
Sorry but I still don't understand. PvE and PvP are two completely separate entities, so why should this be an issue?
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1) It's just stupid. Why should my LoD heal for less when I'm facing players compared to facing monsters.
2) It causes more confusion. With two different forms of skills, this forces people to remember both function for PvE and PvP and this could get confusing when switching between the two.
3) GW should not be two separate games. If anything anet should encourage people to play both. Both areas are fun and people are missing out if they don't do both. I don't have enough experience at the higher levels, but playing random arenas or alliance battles is fun when you aren't always facing hardcore pvp only people. Separating the two parts will almost force people to choose a side.
Now on to the topic....
So who did anet listen to? Not everyone was for this idea. GW Guru does not represent the entire GW community. Sometimes people are wrong.
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Originally Posted by MithranArkanere
They are going to do what they are going to do because there is no other way to do so in GW1. Not because some people are against this or another agree with this.
What is not going to be different is FUNCTIONALITY of skills. If they change a certain functionality, the functionality will be changed for both PvP and PvE version of the skill. Now does that affect gameplay? NO. In PvP people has 200 attribute points, and thuse their max damage and average attributes are mostly the same. But in PvE, monsters may have more than 400 attribute points, so a skill that would give 20 armor and reduce 100 damage from an enemy attack to 75 damage, may have 40 in PvE and reduce a hit of 400 damage to 200? In PvE you are not fighting in equal footage. NEVER. Monsters may have more Health, way more energy, more attributes, more skills, Monster skills, and Player just get PvE skills, and keep the same limitations as in PvE. The only limiations hostile NPCs have in PvE is thir puny AI. Since the measures are different, it's logical than some figures may perfectly be different. |
The reason monsters in PvE have stupidly high armour and crap is because they are a set AI, programed to do certain things a certain way, anyone with half a brain can manuipulate this to there advantage.
Oh, and need I mention ursan?
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Originally Posted by MithranArkanere
What is not going to be different is FUNCTIONALITY of skills. If they change a certain functionality, the functionality will be changed for both PvP and PvE version of the skill.
Now does that affect gameplay? NO. |
This is nothing but good news. That said I'll be happy when I see it done properly as in reverting many of the class aspects back to their un nerfed forms.
They can start by reverting the Ritualist Lord Build back to how it was pre nerfed status.
Second they can revert many of the Paragon Skills (Aggressive Refrain to start) back to their original Forms.
Then they can un nerf many of the Mesmer Inspiration & Monk Smite Skills they ruined.
They can start by reverting the Ritualist Lord Build back to how it was pre nerfed status.
Second they can revert many of the Paragon Skills (Aggressive Refrain to start) back to their original Forms.
Then they can un nerf many of the Mesmer Inspiration & Monk Smite Skills they ruined.

