Now the real question is, does skill actually matter or did A-net intent to make GW a grinding game?
And how does this translate to GW2? |
GWs compared to games like WoW is a lot less grinding and a lot more tactical.
Improvavel
Now the real question is, does skill actually matter or did A-net intent to make GW a grinding game?
And how does this translate to GW2? |
Arkantos
Sorry but lol. Talking about PvE and balance is a farce. If you wanted PvE to be balanced, remove Duncan the Black's damage-return "skill". Make it so that spirits in Slaver's Exile can't overlap like they do BLATANTLY. Make it so PvE mobs have to follow the same rules as the players. Give them better AI. PvE skills only make it so that the players can stand a chance against these super-powered monster skills and inherent attributes and have fun with it. I don't think that constantly beating against a brick wall against a broken monster skill is very fun. If you remove PvE skills that make PvE fun again, remove the monster skills and imba inherent attributes that Anet felt were necessary to add "challenge" to the game.
I'll repeat my strong point: Pugs and inexperienced players don't "roll" elite areas. They hardly even complete them without serious issues. So your entire point is moot. |
pumpkin pie
the_jos
Quote:
GWs compared to games like WoW is a lot less grinding and a lot more tactical. |
Improvavel
Let me put it this way. I think that with some exceptions every player is able to get things done in PvE GW with only a few conditions (well, it's more complex but you understand where I'm heading):
1. Time 2. Some working brain cells 3. Advice from more experienced players Time not so much as infinite time, more time to get the required braincells to absorb information and learn what works and what doesn't. And more important, why things work or don't work. The advice from more experienced players is for speeding up the process. Teaming up with them or getting information you didn't have will help someone. Most of the usefull advice is on game mechanics, why things work or don't work. One gets experience by doing things, this is where someone needs to invest some time. This is briefly how (player) skill develops. Given that GW was intended to be a PvP game would surgest that A-net would put a little effort into (player) skill development. But with the PvE skills and consumables they did the opposite. Learning from failure? Not this 1337 tanking CoP assassin, I'm invincible. And I have this GWAMM title, so I'm just awesome. Now we fast forward to GW2, which I mentioned on purpose. We can have two situations there. First the one where 1337 warrior is having a very good time, because he's still invincible and awesome. Or the situation where he all of a sudden needs to develop a lot of skill, which he didn't need in the years he played GW1. And he keeps failing till he learned (if he ever does before he quits). Both situations would leave a fair part of the community unsatisfied. I really think A-net should start caring about player skill again instead of allowing mindless button smashing. Why? Because if they don't they'd better make GW2 a solo, off-line game in my opinion. When playing together skill matters. And in my opinion that's something A-net made some mistakes with. They focussed too much on the individual player and somewhat forgot that Guild Wars is supposed to be played as a team. And I'm not talking about forcing people to play together, but they didn't even come up with something better than an enhanced party search window. People have to resort on off-game resources to arrange events and such. But let's not talk about the past anymore, let's get back to skill changes and how they can be debuffed without destroying them |
Chunk
Jeydra
Improvavel
I'd also suggest further and nerf a few more skills. Right now PvP skills are all inferior to PvE skills, yet some skills are extremely good in PvE and weak in PvP. Assassin's Promise in particular springs to mind. I'd suggest a nerf to it, with a corresponding stronger version in PvP.
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Tyla
And so say all Elitist types. Oh my the numpties want to do Elite Area's.. and they want to use PvE skills.. sacrilege. Elitist types are all for cornering the 'elite' areas for themselves and themselves only.. if your a numpty who's never even set foot in an 'Elite' area... you are COMPLETE SH*T OUT OF LUCK.
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Originally Posted by Chunk
I'll tell u what I will do do if arena net followed ur advice and nerfed builds I use. I would quit playing before I would play with retarded pugs. You might hate ppl like me, but I am part of a large population in GW players who has had enough. I am tired of advertising GLF elementilist only to get 3 warriors and assassins trying to join my group. If people can't even read, why should I be forced to play with them.
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Hugh Manatee
I Jonas I
Shadow Form is different, it's like 55/600 is to monks as terra is to eles/mesmers and SF is to assasins as dolyak stance tanks is to warriors, as VwK is to rits, as eternal aura+dwana is to dervs ect. Each class has the ability to tank, and farm, it's just that the SF sin has the ability to hit more stuff then the others but up against the wrong mob or position yourself wrong and it's your ass.
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Lady Lozza
It's like these guys say, if they hit one gimmick they'll invent a new one, run that, till they get bored with the game, you can't browbeat players to run balanced untill it's worth it to run balanced. Make it WORTH running a balanced build, balanced the mobs so they have contingencies to kill gimick enchants like SF, 600/55, terras or can hit through it, and all of a sudden the cash per hour of the gimmicks drops and the balance goes up. THEN and only then can you start talking about reworking SF into a decent skill(like maybe make it like the new ether prism, make it make you invincible for a short time, but you deal 0 damage for the duration)
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Hugh Manatee
Arkantos
Also leave soul reaping alone, if they hit necroes any more they're going to be to PvE what mesmers once were.... |
A11Eur0
zwei2stein
And what if I want to vanquish from Rankor's to Beacon's and cap FoC on the way, and bring along 2-3 of my necro buddies to cap it with me while also working on their vanquishing? They'll suffer because of your hatred for yet another fun build that removes some of the grind from GW.
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BoondockSaint
Improvavel
I don't believe you understand what changes my soul reaping suggestion makes. The only thing it will be truly hurting is groups with 3+ necros. Single, and even dual necros are being buffed, if anything.
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the_jos
Test Me
For each point of Soul Reaping, you gain 1 Energy whenever a creature near you dies. You gain half of that energy when a spirit or minion dies. Your energy gain is divided by the number of necromancers in the party.
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bhavv
Tyla
Remove all PVE only skills, remove consumables, allow 7 heroes per party, PVE = Fix'd.
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the_jos
No it won't be. Removing PvE-only skills and consumables is a good idea, no lie, but allowing 7 heroes into a party is just stupid and contradicting with removng PvE only skills / consumables - heroes would be even more "delightful" to have in your party compared to real players. As it currently stands it's already possible to complete PvE with heroes, but players are a lesser to take in PuGs. PuGs do suck, but leaving it so that heroes / henchmen is still possible in PvE while making the PuG option more outward would be better for the teamwork area of the game.
PvE won't make a full recovery to decency again, but bringing it as close to that point as possible would be the best thing to do. |
Improvavel
No it won't be. Removing PvE-only skills and consumables is a good idea, no lie, but allowing 7 heroes into a party is just stupid and contradicting with removng PvE only skills / consumables - heroes would be even more "delightful" to have in your party compared to real players. As it currently stands it's already possible to complete PvE with heroes, but players are a lesser to take in PuGs. PuGs do suck, but leaving it so that heroes / henchmen is still possible in PvE while making the PuG option more outward would be better for the teamwork area of the game.
PvE won't make a full recovery to decency again, but bringing it as close to that point as possible would be the best thing to do. |
Age
the_jos
@ the_jos
Leave soul reaping alone. That nerf by the OP was intent at nerfing heroes, MY GOD HEROES!!!! GWs need henchies/heroes, because getting all the roles filled is time consuming. Imagine that if every time u wanted to play u had to get a 8 person party... Also don't see why if u are alone u should be playing crappy builds on half of ur team... |
Improvavel
I agree with you that GW needs heroes and henchies.
There are just too many empty outposts and players are spread all over 3 continents and an expansion. But now let's look at what the OP stated about them: "when playing solo is more effective than playing with others, there's a problem." Let's see why heroes are more effective and where they are less effective. To start with the latter, heroes can't read the battlefield, can't predict anything (though I've had some healer hench pre-prot me several times), can't split, stand in AoE damage. In general, they are 'stupid'. But with some micromanagement this ain't that bad. And one more disadvantage, heroes seem to like being on low energy. They keep spamming spells and skills. Now let's see what heroes are good at. They don't leave your party, they don't complain, they follow orders (and you), they don't draw unintended aggro without the player's mistake, they are very good at reacting on situations meaning that they will pump red bars up and use conditional skills when the condition is met. Furtermore, as you mentioned, heroes cut a lot of time from teaming. Now as the op stated, playing solo is more effective than playing with others. I don't fully agree on that, the most effective would be 2 humans + 6 heroes (and not 1 human, 3 heroes and 4 henchies) or a full human organised and experienced team. Why? The human team would be about as effective as heroes on the thing heroes are good at, doesn't have the disadvantages that heroes have and are far better on prioritizing their skill usage. The two human + 6 heroes is most optimal because it gives the benefit of full control over the team (assuming both players have unlocked all skills and can use the best runes/weapons available). And compared to the time it takes to organise a 'random' human party this combination is far superior. So my problem isn't exactly the OP's problem. 2 humans + heroes is more effective than true soloplay, so changing SR to achieve more people playing together isn't really making things better. However, I do think that SR gives both necro humans and necro heroes an unfair advantage at them moment. They have access to an unlimited pool of energy, which isn't bad for the necro skills, but allows spamming of non-necro skills that the class from which the skill originates can't spam. For example, if I want to run Heal Party in my team I can put it on a monk and he's drained after 3 casts. Put it on a necro and as long as stuff is dieing the necro will be able to spam. The same is true for many expensive monk spells. A couple of months ago I tried a very energy intense N/E build, because of stuff dieing all over the place the hero was almost allways able to cast on reload. Try that on an ele... And while the change the OP proposed would solve this, it does it the wrong way. If someone wants three of more necro's in his/her team, they should be fully effective as necro. But it shouldn't be that they are more effective filling the roles other classes were intended to, something that's currently the case. Furtermore, in most necro teams the more necro's you add, the less efficient the necro line will become. It's far better to use some necro skills your team needs and spec the rest on their secondary profession. It's easy to make an Icy Veins necro that is full Rt healing for the rest of the skills. And the team will benefit from both IV as the healing. This problem is mainly a heroes problem. Most human necro players will feel they are more efficient as necro as they are as hibrid or full specced secondary. Playing a N/Rt or N/Mo isn't the kind of play people play necro for. And it's exactly what hero necro's love to do. Move red bars up and use skills when conditions are met. And they can spam their skills, since they have unlimited energy. I think it's fair to at least consider a change to SR combined with the secondary profession. Someone else surgested capping the secondary on 9 for all professions (other thread), that's also a solution. And remember, when Sabway was invented people didn't have EotN PvE skills, so the build was powerfull back then and very able to do the job, but it's is far more powerfull today when the human player uses the right PvE skills. |
Captain Herbalife
Tyla
Captain Herbalife
Also, you say nerfing Soul Reaping is equivilant to removing Necros from the game. How does this even compare to removing them from the game?
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the_jos
As I stated before, maybe some of you who sit here and complain day after day should try logging into the game and helping those noobs that you all complain about. Help them learn to play. If your not part of the solution then you are part of the problem, and suggesting nerfs as being part of the solution is just not getting anywhere. And truthfully other than nerfing to be nerfing, what is the real point of nerfing in PvE?
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VinnyRidira
Athrun Feya
Shursh
Tyla
More recently, on the face of things, Cryway seemed to suddenly be taking over and crushing all elite areas - with all speed records slowly being claimed by cryway teams, guru claiming pugs and inexperiened people were shitting over the achievements of elitists who swore by a "superior" SY-dependant physicalway.
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PvE isn't meant to be entirely balanced - why else would skills be PvE only? |
Originally Posted by Captain Herbalife
I said instead of nerfing them just remove them.
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R.Shayne
Tyla
Read through the OP and several pages and all I am seeing is "QQ - I want my holy trinity back."
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You people complained about Ursan Blessing until it was nerfed into oblivion. The farmers adapted (within hours of the nerf going live), the casual players suffered, and you accomplished nothing. |
Instead of driving ANET customer away how about,
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Athrun Feya
I found this funny.
A heavy physical party isn't "dependant" on "Save Yourselves!", as it just needs someone subbing out - it's physical, not SYway or something. Cryway, on the other hand, has Cry took out and it's absolute crap. |
Tyla
I know my posts are slightly longer than what you're capable of reading Tyla, but I did go on to explain that both SY and CoP has suitable alturnatives. "CoP could easily be replaced by other AoE armor ignoring damage (RoJ, FoC, E-Surge - just to name a few)". I know it's hard for you to comment sensibly on the matter because of your lack of experience using caster-based builds (a lack of experience which you've quite effectively shown in many similar debates around guru).
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The idea behind the post was explaining that guru grief about cryway is not true to its actual ingame presence - how can something be deemed so gimmicky when there is only proof of a few people doing so well with it. Another point I made was that if CoP was an "insta-win" button, then why did it take over 6 months for anyone to pay attention? |
It's a balanced build, which means it doesn't rely on a single skill or mechanic to work. |
Why is "tank and spank" bad? What part of Obsidian Flesh tank + nukers made DoA easy? Anet invited us to use AoE damage and aggro control the moment they made elite mission mobs huge. Its seems illogical and stupid to kill them messily and 1 by 1, but to each their own I suppose. |
Inra
Read through the OP and several pages and all I am seeing is "QQ - I want my holy trinity back."
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