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Originally Posted by upier
You are asking me to defend THEIR point.
The question is wrong.
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"Your point" has been "they're doing this because they want to". Why do they want to? If you can't answer that, you don't have much of a point, since that's pretty much not what this discussion has been about. We've *known* that they want to - I mean shit, they put the stuff in the game! - but why, especially when it's been shown to be an unhealthy and bad idea?
Quote:
Originally Posted by upier
What's wrong with the fact that the subject that has the right to change it - did so?
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Because it changed for the worse.
Quote:
Originally Posted by upier
Yeah Ursan does all that.
Foes dealing damage that is the result of surpassing 16 in a selected attribute IS a gimmick.
And as long as gimmicks like that exist - players will be using gimmicks to counter that.
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You can't just make a game like GW, with thousands of possibles and choices, and expect it to stay health. You can't just leave it. You have to cater and care for it. What happened was that ANet thought that they could do this to PvE when, in fact, it follows along just as many if not more guidelines as PvP. The only difference is that in one you're never exactly sure what you're going up against, with a foe that adapts and pays attention to what you're doing. In the other, you have set challenges - walls, like I told you before - that always require a certain trick to jump over/around/through them.
And yes, this can provide a challenge: When you're dealing with more damage and tougher beasties, your weakness start to arise. You start to see where your build is weak, what's hitting you hard, what's wiping the group, what's bypassing the enchants/buffs, etc. When on a less stressful setting, you don't notice any of this as much. Your consequences are minimal and don't hinder your success, but when you apply them against tougher monsters is when you start to realize what you may be running isn't as effective as you thought it was.
In both PvE and PvP, you have to balance those gimmicks. But the problem is, as I just mentioned in the previous post, that monsters have to be applied with a different ruleset. Unless it's implemented
perfectly, in every sense of the word, the AI will just become lackluster. Even in some of the most sophisticated AI did they show patterns, and this always lead to the players victory. So what game designers present instead are puzzles in terms of stricter settings. And largely, it works. Largely, it's fun. But when you're *forced* to face such harsher circumstances is a bit more of a problem.
This is just how GW PvE is. You can't apply the same guidelines you use in PvP for PvE, since they are indeed two different games. But the same principles apply: some builds will always turn out better and simpler than others, and it's ANet's task to see them put in their place.
Fortunately, ANet is now starting to take note of what's happening to their game. Whether they get it right or not and understand why the direction their heading is not beneficial to the game remains to be seen.
But nonetheless, it's the first step of many.
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Originally Posted by kostolomac
A bit rearranging of monster groups and their skill bars , and minor buffs to skills to give more variable builds(in my past example it would mean that builds X and Y would be more on the same level) would be nice.
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Then you're build would just be broader in order to "counter more" - but that's a good thing. It's knowing how to compose your build for the area that leads to proper knowledge and skill in PvE. It relies on build>skill, but it's not always so easy to put together the perfect build.
But yes, having a whole area/mission focus mostly on a certain strength does indeed lead to favoring certain professions.