Originally Posted by Deleet
Make it have a standard build with say 4 optional slots. These slots will be decided upon entry. Scan the group for similar skills (damage type, skill type) and then add some counters in the optional slots.
There are so many cool things ANet could do with challenging PvE, but they just don't. |
PvE skill reversion, what do you want to see?
BlackSephir
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Deleet
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Originally Posted by BlackSephir
It'd only result in our beloved casuals leaving the game and carebears crying for more, better pve skills.
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Nightmares Hammer
Quote:
Originally Posted by Deleet
Make it have a standard build with say 4 optional slots. These slots will be decided upon entry. Scan the group for similar skills (damage type, skill type) and then add some counters in the optional slots.
There are so many cool things ANet could do with challenging PvE, but they just don't. |
Deleet
Quote:
Originally Posted by Nightmares Hammer
The funny thing is, this could actually work. Lol.
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Another example. Group 1 is attempting to run a SF group in some HM area. The monsters respond by bringing [skill]Frigid Armor[/skill].
Or even better, make a global server that scans trends in player builds and automatically adjust the monsters skills to counter whatever the players are running.
The ultimate idea is to create an evolutionary algorithm. Add random mutations to monsters' builds, keep the new builds which perform better than the old builds. Rarely, do a large mutation, like a change of profession.
So many possibilities, so little done!
zwei2stein
Quote:
Originally Posted by Deleet
Of course.
Another example. Group 1 is attempting to run a SF group in some HM area. The monsters respond by bringing [skill]Frigid Armor[/skill]. Or even better, make a global server that scans trends in player builds and automatically adjust the monsters skills to counter whatever the players are running. The ultimate idea is to create an evolutionary algorithm. Add random mutations to monsters' builds, keep the new builds which perform better than the old builds. Rarely, do a large mutation, like a change of profession. So many possibilities, so little done! |
One thing is to add randomness to monsters so that players have to adapt runtime and stop running one-trick-pony builds, another thing is to give most monsters "i beat yoo!" skills.
Because if monsters became evolving they would eventually all get builds full of KDs, AOE spikes and snares which H/Hs and most players just can't handle.
I'd rather have monsters having several different builds that are given to them randomly and have random spawns.
For example:
White Mantle Ritualist
a) Mark of Subversion / Order of Pain / Vampiric Gaze / Well of the Profane
b) Mark of Subversion / Dark Fury / Life siphon / Well of Blood
c) Dark Bond / Strip Enchantment / Blood Ritual / Animate Bone Minions
d) Strip Enchantment / Mark of Subversion / Order of Pain / Well of Suffering
They all feel similar (so their RP feel is about same) and have similar capabilities but they have differences that you need to take into account when deciding about kill order (well, at least in HM). Also, if there are two in group, group can get more diverse skilsets (you don't want a) and b) in same group with couple of adrenaline based physicals. ... ). Nothing even remotely imba ... but enough to keep one guessing.
EmptySkull
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Originally Posted by GloryFox
Ritualist Channeling Blood Song moved back to communing. Communing Displacement reverted back to it’s original form. Shelter reverted back to it’s original form. Union reverted back to it’s original form. Xinrea’s weapon reverted back to it’s original form. Restoration No changes needed Spawning Power Ritual Lord reverted back to it’s original form. * Also drop the –50 hp penalty to all spirits for PvE leave it for PvP. |
mazey vorstagg
Actually I think pve is quite well balanced now for a team of H/H. NM is easy with H/H and a lvl 20 properly equipped however it is the right difficulty for leveling up, especially in proph. Only a few times does it feel boring then, and sometimes you can come close to wiping in a normal mode mission. Normal mode is just a tad too easy, but I think a little thing like raising monsters by1 lvl across the board could probably fix it.
Hard Mode I'd say is ok too. I've done most HM dungeons and a little bit of vanquishing and I'd say it's hard. I havn't done a dungeon without consumables, and Rragar's is impossible for me with my trusty heroes. So it's certainly not "too easy".
However, I'm just running straight up trinity builds. E.g: 2 monks, sabway, 1 warrior, ranger interrupter and ele. I've not tried ursan or even been in a full ursan team. I can imagine it makes like very easy.
But just because ursan makes life easy in pve for some people, that doesn't the whole of pve should be changed in reaction to one skill. Either change the skill, or don't change either. Leaving the people who want loot fast without a challenge to play ursan and the rest who enjoy the game to play normal builds.
On topic: pve affects of skills shouldn't need to be changed much at all. Perhaps splinter, perhaps some binding rituals, maybe LoD. Nothing else
Hard Mode I'd say is ok too. I've done most HM dungeons and a little bit of vanquishing and I'd say it's hard. I havn't done a dungeon without consumables, and Rragar's is impossible for me with my trusty heroes. So it's certainly not "too easy".
However, I'm just running straight up trinity builds. E.g: 2 monks, sabway, 1 warrior, ranger interrupter and ele. I've not tried ursan or even been in a full ursan team. I can imagine it makes like very easy.
But just because ursan makes life easy in pve for some people, that doesn't the whole of pve should be changed in reaction to one skill. Either change the skill, or don't change either. Leaving the people who want loot fast without a challenge to play ursan and the rest who enjoy the game to play normal builds.
On topic: pve affects of skills shouldn't need to be changed much at all. Perhaps splinter, perhaps some binding rituals, maybe LoD. Nothing else
trankle
Quote:
Originally Posted by Deleet
Or even better, make a global server that scans trends in player builds and automatically adjust the monsters skills to counter whatever the players are running.
The ultimate idea is to create an evolutionary algorithm. Add random mutations to monsters' builds, keep the new builds which perform better than the old builds. Rarely, do a large mutation, like a change of profession. So many possibilities, so little done! |
Rene Saliere
I only log into Guru to QQ about Ursan's Blessing. Has it been removed yet? I want to play GW again just as soon as it's gone.
Dr Strangelove
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Originally Posted by Rene Saliere
I only log into Guru to QQ about Ursan's Blessing. Has it been removed yet? I want to play GW again just as soon as it's gone.
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Tyla
Quote:
Originally Posted by Deleet
Of course.
Another example. Group 1 is attempting to run a SF group in some HM area. The monsters respond by bringing [skill]Frigid Armor[/skill]. Or even better, make a global server that scans trends in player builds and automatically adjust the monsters skills to counter whatever the players are running. The ultimate idea is to create an evolutionary algorithm. Add random mutations to monsters' builds, keep the new builds which perform better than the old builds. Rarely, do a large mutation, like a change of profession. So many possibilities, so little done! |
If you MAKE people require build diversity, you would also have to allow 7 heroes, because the bars of henchies are usually terribad and you would have to go for a guild group or an ugly PuG.
Forcing diversity would be a good thing, but you have to keep in mind certain parts of it.
Deleet
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Originally Posted by Tyla
I know PvE is easy, but COME ON!
If you MAKE people require build diversity, you would also have to allow 7 heroes, because the bars of henchies are usually terribad and you would have to go for a guild group or an ugly PuG. Forcing diversity would be a good thing, but you have to keep in mind certain parts of it. |
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Because if monsters became evolving they would eventually all get builds full of KDs, AOE spikes and snares which H/Hs and most players just can't handle. |
Tyla
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Originally Posted by Deleet
Sure. I'm all in for 7 heroes--even though it would kill the community even more. Playing alone is so boring. But again playing with retarded people is worse.
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It wouldn't really kill the community as PuG's will remain bad and Guilds will exist.
illidan009
HM IS supposed to be hard. That's way URSANWAY needs nerf...anyone that has enough time to grind to lvl 9 Norn could easily clear Mallyx even if they have no skills...
Esan
Quote:
Originally Posted by Tyla
If you MAKE people require build diversity, you would also have to allow 7 heroes, because the bars of henchies are usually terribad and you would have to go for a guild group or an ugly PuG.
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Even if you give mobs amazing general counter builds (think humility/blackout mesmer), they won't have a clue how to use the build effectively unless mob AI gets a serious redo. In fact, mob skills are already pretty decent in hard mode if only they knew anything about coordinating adren spikes, collapsing lines, switching targets on prot, kiting melee, etc., etc.
Turtle222
This is a chance for Anet to start with a clean slate. However, i suggest that they do some things that they were originally wanted to do. I.e. Make Mesmers useful in PVE through primary only.
this is the chance to be creative. go ahead anet, surprise us (pleasantly)
this is the chance to be creative. go ahead anet, surprise us (pleasantly)
Age
Quote:
Originally Posted by Deleet
Make it HM only. The 'carebears' can stay in NM.
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Star Gazer
ok, how about we make hard mode godlike, and if you dont kill the enemies in 3 seconds, game over. that sure does sound like fun to me!!
Age
I would say tweak both LoD not revert it give it stronger heal and less recharge than 10 and keep it at 1 sec. cast.It would be nice to see protective bond get tweaked some how more than it is now.I wouldn't mind some stances lasting 10 sec. or 7.
uby
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Originally Posted by Star Gazer
ok, how about we make hard mode godlike, and if you dont kill the enemies in 3 seconds, game over. that sure does sound like fun to me!!
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fenix
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Originally Posted by Star Gazer
ok, how about we make hard mode godlike, and if you dont kill the enemies in 3 seconds, game over. that sure does sound like fun to me!!
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They don't need to revert anything, I don't see why you're all posting up extravagant ideas for PvE changes...there's nothing needing changing. If you don't want to play Ursan, don't. If you don't want to run Paragons, don't. Everything else is balanced.
illidan009
Although Assassins still get used in PvP, it seems that they are not very popular in top tier PvP like GvG and stuff....maybe buff them a little?
Star Gazer
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Originally Posted by uby
we demand LUDICROUS mode!!
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Originally Posted by fenix
. If you don't want to play Ursan, don't. If you don't want to run Paragons, don't. Everything else is balanced.
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this thread has also gone way off topic. what happened to keeping it on topic, eh?
fenix
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Originally Posted by Star Gazer
i will sign that petition.
finally. someone who actually thinks about other people besides themselves! so some people dont play/like ursan. dont run it. refuse to group in it. leave your guild if you find your self among those running ursan. whatever it is, just let people play this damn game the way they want. PROTIP: if you want challenge in pve (lol, oxymoron), run HM with 3 heros. better yet, use henchies. theres your challenge. this thread has also gone way off topic. what happened to keeping it on topic, eh? |
Arkantos
Let's make both sides happy: For every PvE skill you use, your party gets x% (more % for using PvE elite skills) less drops . That way people who want a challenge don't lose anything, and people who use overpowered PvE skills get less drops due to the fact it's easier for them. PvE skills don't get touched. People who play with a greater challenge get a greater reward.
To keep this on topic, I wouldn't mind seeing LoD being usable (not reverted to old state).
To keep this on topic, I wouldn't mind seeing LoD being usable (not reverted to old state).
DarkNecrid
^good idea imo.
It's coming........
It's coming........
ogre_jd
Quote:
Originally Posted by uby
we demand LUDICROUS mode!!
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Star Gazer
Quote:
Originally Posted by Arkantos
Let's make both sides happy: For every PvE skill you use, your party gets x% (more % for using PvE elite skills) less drops . That way people who want a challenge don't lose anything, and people who use overpowered PvE skills get less drops due to the fact it's easier for them. PvE skills don't get touched. People who play with a greater challenge get a greater reward.
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uby
Quote:
Originally Posted by Arkantos
Let's make both sides happy: For every PvE skill you use, your party gets x% (more % for using PvE elite skills) less drops . That way people who want a challenge don't lose anything, and people who use overpowered PvE skills get less drops due to the fact it's easier for them. PvE skills don't get touched. People who play with a greater challenge get a greater reward.
To keep this on topic, I wouldn't mind seeing LoD being usable (not reverted to old state). |
ParanoidDenny
Well whatever they do i wish they'd hurry the no up!
mystical nessAL
I'd want to see more normal skills getting buffed, and ursan blessing getting the nerf of his life.
mystical nessAL
Quote:
Originally Posted by Arkantos
Let's make both sides happy: For every PvE skill you use, your party gets x% (more % for using PvE elite skills) less drops . That way people who want a challenge don't lose anything, and people who use overpowered PvE skills get less drops due to the fact it's easier for them. PvE skills don't get touched. People who play with a greater challenge get a greater reward.
To keep this on topic, I wouldn't mind seeing LoD being usable (not reverted to old state). |
Avarre
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Originally Posted by uby
then why not make an EASY mode with no drops at all ... all mobs have doubled cast time/halved attack rates/and slowed movement speeds.
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Kikuta
Among everything else that's been said, I seriously hope the un-funk the assassin skill 'Recall'. I was thinking up an awesome build designed for absolutely obliterating small to medium mobs in no time at all with that skill.
The idea was that there'd be a team tank that could keep itself alive for a while under moderate pressure; 6 elementalists with Shockwave, Crystal Wave, Tenai's Crystals and Recall; and a healing monk.
Team would prepare by having all the ele's cast Recall on the tank. Tank would then run off and agro, trying to group enemies as close to him as possible (casters included). Tank would call Grasping Earth when they're ready, and the elementalists would all cast Shadow of Haste, and stop maintaining Recall on the tank.
That'd be 6 elementalists suddenly flying into the middle of the fight, all of them casting Shockwave, Crystal Wave and Tenai's Crystals until they're either at 50% health, or Shadow of Haste ends (they would end Shadow of Haste with Dark Escape if in danger). Preferably, they'd cast Recall on the tank again before they disappeared.
I can only assume the ele's would kill almost everything in a ~20 second window before Shadow of Haste ended. Perhaps throw in an Ebon Battle Standard of Wisdom and such for hasty recharges, for more Shockwave spam?
Either way, REVERT RECALL FOR PvE!
The idea was that there'd be a team tank that could keep itself alive for a while under moderate pressure; 6 elementalists with Shockwave, Crystal Wave, Tenai's Crystals and Recall; and a healing monk.
Team would prepare by having all the ele's cast Recall on the tank. Tank would then run off and agro, trying to group enemies as close to him as possible (casters included). Tank would call Grasping Earth when they're ready, and the elementalists would all cast Shadow of Haste, and stop maintaining Recall on the tank.
That'd be 6 elementalists suddenly flying into the middle of the fight, all of them casting Shockwave, Crystal Wave and Tenai's Crystals until they're either at 50% health, or Shadow of Haste ends (they would end Shadow of Haste with Dark Escape if in danger). Preferably, they'd cast Recall on the tank again before they disappeared.
I can only assume the ele's would kill almost everything in a ~20 second window before Shadow of Haste ended. Perhaps throw in an Ebon Battle Standard of Wisdom and such for hasty recharges, for more Shockwave spam?
Either way, REVERT RECALL FOR PvE!
Enix
Take out the roving bands of 8 Mesmers, make balanced hordes, and give Mesmers some AoE damage.
Empathy & Backfire - Make these AoE and I will use a Mesmer in my H/H groups, instead of 2-3 Eles.
Would be nice to have some Illusion AoE, but degen is silly in high end PvE (with some specific exceptions).
I am sure Paras need some buff, but I never use them. Every other class seems balanced when PvE skills are taken into account. (Intesity could be buffed a bit - the recharge is way too long to make it useful enough to replace other skills IMO.)
For Eles, I would like the 4 Sec recharge back on Rot's Invoc. That was fun to spam.
Empathy & Backfire - Make these AoE and I will use a Mesmer in my H/H groups, instead of 2-3 Eles.
Would be nice to have some Illusion AoE, but degen is silly in high end PvE (with some specific exceptions).
I am sure Paras need some buff, but I never use them. Every other class seems balanced when PvE skills are taken into account. (Intesity could be buffed a bit - the recharge is way too long to make it useful enough to replace other skills IMO.)
For Eles, I would like the 4 Sec recharge back on Rot's Invoc. That was fun to spam.
Minus30
Quote:
Originally Posted by Deleet
Of course.
Another example. Group 1 is attempting to run a SF group in some HM area. The monsters respond by bringing [skill]Frigid Armor[/skill]. Or even better, make a global server that scans trends in player builds and automatically adjust the monsters skills to counter whatever the players are running. The ultimate idea is to create an evolutionary algorithm. Add random mutations to monsters' builds, keep the new builds which perform better than the old builds. Rarely, do a large mutation, like a change of profession. So many possibilities, so little done! |
The second Idea I might like, if done the right way without making the mobs overpowered. It should only like change a few skills, for example when the trend is heavy hexes, have the monks bring [Divert Hexes] or [Remove Hex], but combination of everything that is vs casters/hexes so the hex build would be entirely useless, only toned down to a less interesting level.
Then again, people would exploit the trend method by bring builds that counter the counter of the trend. (something which is done now already, so not per se bad)
Steps_Descending
1 change hasseriously bugged me : Watch Yourself!
It used to be maintainable, then they add the attack counter (was I the only one who used soldier stance for defence?). I know they will not change the mechanic , so at least give a (much) greater attack limit.
Take heart, young one. Last time they made us wait for skill purpose, we got 2 set of PvE skills instead of 1. This may be a pretty big and pretty interesting update.
It used to be maintainable, then they add the attack counter (was I the only one who used soldier stance for defence?). I know they will not change the mechanic , so at least give a (much) greater attack limit.
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Originally Posted by NoXiFy
"will be implemented this week" is a week 10days now? :S
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Lord High Pwner
Prot Bond