Creative idea for TA balance
Bohemian Rhapsody
Hello GwGuru people ,
While thinking on the GvG ladder I thought about a way to make TA more fun place to play by reducing the amount of people using so called "lame" builds.
Pleas give your honest opinion about it :
The idea of mine is to give less points (gladiator points and maybe faction as well) to the people who use builds that are easier to play like the current r/p,mesmer,necro or even shoveway (I think most people would agree that pressing the "1" key when spiking and then running away don't required so much strategy which is what I believe GW is about).
Its similar to GvG but here "high rank" is defined by playing harder builds to play, like hard mode in PVE which you get more bonuses there for facing harder enemies.
The amount of points given isn't the main point so I won't add it here.
What do you think ?
While thinking on the GvG ladder I thought about a way to make TA more fun place to play by reducing the amount of people using so called "lame" builds.
Pleas give your honest opinion about it :
The idea of mine is to give less points (gladiator points and maybe faction as well) to the people who use builds that are easier to play like the current r/p,mesmer,necro or even shoveway (I think most people would agree that pressing the "1" key when spiking and then running away don't required so much strategy which is what I believe GW is about).
Its similar to GvG but here "high rank" is defined by playing harder builds to play, like hard mode in PVE which you get more bonuses there for facing harder enemies.
The amount of points given isn't the main point so I won't add it here.
What do you think ?
Joe Fierce
i think that you're requesting a level of complexity that the current programming staff could never achieve, for example: how do you know a build is harder to beat automatically?
what happens when someone storms in there with a new gimmick they just made?
why not have programmers waste time on things that actually matter?
also, punishing someone for playing a "cheese" or as you put it "easier to play" build, goes against the entire way that guild wars is structured, and although i feel that sometimes i'm angry at mondocheesebuilds, i still don't wish for the player to be punished by it (less points) but rather for it to get nerfed, simply because i can see the reason why they would be running it:
"you can't argue with gets $h1t done" -dbaine
what happens when someone storms in there with a new gimmick they just made?
why not have programmers waste time on things that actually matter?
also, punishing someone for playing a "cheese" or as you put it "easier to play" build, goes against the entire way that guild wars is structured, and although i feel that sometimes i'm angry at mondocheesebuilds, i still don't wish for the player to be punished by it (less points) but rather for it to get nerfed, simply because i can see the reason why they would be running it:
"you can't argue with gets $h1t done" -dbaine
Taisayacho
It's an ok idea but almost impossible to implement.
Bohemian Rhapsody
Quote:
i think that you're requesting a level of complexity that the current programming staff could never achieve, for example: how do you know a build is harder to beat automatically?
what happens when someone storms in there with a new gimmick they just made? why not have programmers waste time on things that actually matter? also, punishing someone for playing a "cheese" or as you put it "easier to play" build, goes against the entire way that guild wars is structured, and although i feel that sometimes i'm angry at mondocheesebuilds, i still don't wish for the player to be punished by it (less points) but rather for it to get nerfed, simply because i can see the reason why they would be running it: "you can't argue with gets $h1t done" -dbaine |
I think that every person that play TA for 1 month knows which builds are easier to play , so I dont think its the main problem for the programers
Although if someone make a new build then no problem , he won't have any penalties unless it will become too "cheesy"
I didn't mean that the programers need to sit 24/7 and calculate which build is gonna be the new "lameway" , im just saying that instead of nerfing skills every month you can make them less worthwhile to play every week.
Divine Slaya
Quote:
I think that every person that play TA for 1 month knows which builds are easier to play , so I dont think its the main problem for the programers
|
It would be much easier to release a skill balance geared towards TA. There are many skills that are used in TA that are not used at all/often in other aspects of PvP.
Proff
Quote:
Hello GwGuru people ,
While thinking on the GvG ladder I thought about a way to make TA more fun place to play by reducing the amount of people using so called "lame" builds. Pleas give your honest opinion about it : The idea of mine is to give less points (gladiator points and maybe faction as well) to the people who use builds that are easier to play like the current r/p,mesmer,necro or even shoveway (I think most people would agree that pressing the "1" key when spiking and then running away don't required so much strategy which is what I believe GW is about). Its similar to GvG but here "high rank" is defined by playing harder builds to play, like hard mode in PVE which you get more bonuses there for facing harder enemies. The amount of points given isn't the main point so I won't add it here. What do you think ? |
the_deSKtructor
Quote:
Well you obviously aren't a programmer. Implementing such a feature would be considered a waste of time to Anet.
It would be much easier to release a skill balance geared towards TA. There are many skills that are used in TA that are not used at all/often in other aspects of PvP. |
Skye Marin
Impossible to implement, and doesn't actually solve anything.
Fallen Hunter
I think that this is a roundabout way of fixing a problem that needs to be addressed at the source. If a so-called "cheap" or "cookie-cutter" build is being used that exploits an aspect of the game to grant an unfair advantage, not based on skill, to the player, then that build needs to be nerfed. Despite this being hard to implement, if it were, it would just be shooting the messenger.
Master Ketsu
Its impossible to implement programmer-wise because deciding what "takes skill" and what "doesn't take skill" requires a level of cognition that current AI just doesn't have.
The real problem is that there are too many passive "cast and forget" skills out there that take little competence to use well and many skills that do require a high level of competence but when used well are no better than the skills that do not. Considering how the current skill balancer is someone who initially thought that raising black lotus strike to an 18 second recharge would help fix the 20 second recharging shadow prison build it is highly unlikely this problem will ever be fixed.
GG Gw1.
The real problem is that there are too many passive "cast and forget" skills out there that take little competence to use well and many skills that do require a high level of competence but when used well are no better than the skills that do not. Considering how the current skill balancer is someone who initially thought that raising black lotus strike to an 18 second recharge would help fix the 20 second recharging shadow prison build it is highly unlikely this problem will ever be fixed.
GG Gw1.
Bohemian Rhapsody
I agree with you all , if diving into this , it might not be easiest thing to implement , but im not suggesting to think about all the combination options and decide what is harder and what is easier to play , im suggesting to do really easy nerfs for really annoying builds.
Example :
In a single update , they'll make it that if a TA team playing with 3 monks , they will get glad points in the following manner :
5 wins - no glad points
10 wins - 1 glad points
20 wins - 2 glad points
etc ..
Really not hard to implement , and you can greet farewell shoveway
About the other builds it might be harder to solve , but my idea was that nerf-ing builds this way will make people think twice before playing 3 monks builds (any 3 monks builds is annoying , I would even say 2 monks builds).
Thanks for all the posts !
Oh by the way I am a proggramer
Example :
In a single update , they'll make it that if a TA team playing with 3 monks , they will get glad points in the following manner :
5 wins - no glad points
10 wins - 1 glad points
20 wins - 2 glad points
etc ..
Really not hard to implement , and you can greet farewell shoveway
About the other builds it might be harder to solve , but my idea was that nerf-ing builds this way will make people think twice before playing 3 monks builds (any 3 monks builds is annoying , I would even say 2 monks builds).
Thanks for all the posts !
Oh by the way I am a proggramer
Sir Pandra Pierva
HTML programming doesn't count
had to say it.
too long to implement and anet would never do it learn how to beat em
/not signed
had to say it.
too long to implement and anet would never do it learn how to beat em
/not signed