Quote:
Originally Posted by Bryant Again
Let's hope not.
All in all, the PvE skills make very little sense. If ANet wanted more people to see the elite areas, then they should've eased up on the difficulty in normal mode. Making hard mode more accessible was just the silly way to go.
If they were largely included to help increase the speed of acquiring titles, then lower the requirements of them. Don't dumb down the entire game for the sake of the HoM.
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First let's take a look at the PvE skills themself.
From my perspective, those were introduced because certain skills/professions were overpowered in PvP and needed a change.
But because of the way PvE works it also had a huge influence there.
That's the 'old' PvE skills, introduced about a year ago in NF and Factions.
Then there is the new set, the EotN.
That one can be split in roughly 3 sets.
First of all the vanguard set, making it easier to fight charr.
HM in a 4 man area was very restricted in builds, when I teamed up with 3 guildies for that we had to work out which build works best. Loading Sabway was much easier
Second there is the non-blessing skills.
A skill like PI is good, but really shines on foes who do AoE damage. If not it's just empathy.
A skill like Technobabble is good, 6 seconds AoE daze. But the energy requirement is high.
Finish Him/You move are very good skills when used right. Still they are not on my bar that often.
The overpowered skills in this range are the ones that shine in the hands of the experienced player and are ok for the new player.
Last there are the blessings.
Only one blessing seems to cause problems, Ursan.
The rest did not hit mainstream.
I can think of only one reason why A-net introduced the skills.
Profession discrimination. No problem when you have access to friends/guild, huge problem when you don't.
To make sure the skills would solve this it had to be on par with very strong builds. Still, UB alone is meh. The more human players you have the better.
And even then it's not that good. Put up some consumables and you know the difference.
It's not in the best interest of A-net to lower the title requirements.
Easy, they need people to be involved for at least another year.
And they think grind is a solution for that. Because it works in other games.
The PvE skills except the blessings did not dumb down the game.
The thing that does is consumables.
And the main thing that the blessings took away was team building.
Now you need only two builds and one of them is a single skill.
What it gave back is a good reason to play with humans again.
Let me explain that last one for a moment.
Before UB the most optimal team was not 8 humans, it was 2 humans and 6 heroes.
Not because heroes are better but because teaming up with 8 humans takes a lot more time and you have more risk of d/c or lag.
It's also easier to combine builds, with humans they might not have unlocked the required skills. If a hero lacks a certain skill, just have the other player load that hero...
Only situations that are too complex for heroes to handle would benefit from more human players.
Or highly organized teams. Which are not available for the average player.
I'm not sure why A-net introduced the consumables.
I can think of several reasons but they don't make a good picture.
From my point of view if you want to look at the dumbing down of the game the first thing to look at is consumables.
Take away those and watch unskilled teams fall apart even if they use PvE skills and blessings.