Wow, this thread.
CoPs current effect on the game:
-Pugging-
I've covered this a few times on similar threads, but in short, people try and people don't succeed.
A few days ago I spent a couple of hours playing with PuGs in Urgoz (not something I usually do, but it's rather nice to see people back in these after the faction reward was added!). We managed to get a team together, of course the perma had very little idea of what to do and, for that matter, neither did a number of casters (this does not make them nessecarily bad players, they could just be inexperienced). We wiped after 30 minutes of slow-pulls, leaks, bad spikes (from a combination of no hex/wrong target/no df/not enough damage/little communication from the tank). After about 2 and a half hours of attempted cryway PuGs the definate trend of failing pug cryway teams was apparent. I may explore PuG groups in other areas and see if this if this holds throughout.
Of course, in the ursan era, you could literally just pick up any pug and gogo complete an elite area most of the time. Big difference there.
-Speed clears-
Are not done by PuGs. Are done by organised guild/alliance groups who run these missions daily, with consumables and don't pick up drops or miss out chests in the aid of speed. As a consequence of their persistance in these elite areas, tactics have significantly improved (people know every corner of the elite areas) and so has skill level (knowing best escape root if something goes wrong, for example). Had we known then what we know now, runs could have been just as fast a year or two ago
(anything Shadow-Form related is an exception, shadow form allowed us to do something which wasn't possible before). Cryway is not the reason for the decrease in speed - many of the records on GWGuru are held by the same group of people.
-Economy-
Let's face it, CoP teams have had pretty much no impact. You only have to look at the price of Armbraces or Obsidian Shards (compared to, say, that of the ursan-era) and realise that there is a diminishing population of people in these elite areas still. Some players have horded large amounts of money, but that tends to happen anyway when you do the same elite area most days for 2/3 years consecutive-that is not an issue with Cry of Pain.
If cop were nerfed:
-The new cryway-
In guild wars, AoE armour ignoring damage isn't exactly hard to come by - in fact recent changes to skills like VoR and RoJ gives teams even more armour-ignoring alturnatives. Energy Surge, Feast of Corruption and RoJ all function in the same way as Cry of Pain (RoJ would still be viable, even with scatter, with a potent slow-down hex like Deep Freeze). None of these skills are exactly the same, but still form a foundation to build an AoE-spike build on.
Guild [agro] have already proved, by doing a run with no PvE-skills, that Cry of Pain has pretty minimal effects in The Deep as far as time is concerned (see
http://guildwarsguru.com/forum/showp...&postcount=262 ) and could do similarly for Urgoz, FoW, etc. What would impact more greatly (and already has started to with recent changes) are changes to Shadow Form. Do results like show that Energy Surge and Feast of Corruption also need to be nerfed?
Misc notes:
-Myway or the highway-
Some (well, possibly most) of the people who start threads about nerfing skills for caster-based (aka 'tank and spank') play mainly heavy physicals. Currently we have the option to go as a caster-base team, a physical based team, or some random hybrid. It's sad how hypocritial these players can be, insisting that the only "proper" type of gameplay is one using a physical/random team build. Why would anyone want to reduce the type of team builds you should play - what kind of person would force everyone to stick to a physical team? This leads me on to my next point.
-Tyla-
How can anyone take the views seriously of a person who has not played the game for quite a while, who has not witnessed the effects of cryway in the general community, who has never experienced a PuG cryway team, who speaks from no evident factual basis.
So many haters on GWGuru fall into a trap of this strange perceived view of cryway, where foes assemble themselves neatly into a ball around the main tank, with no effort whatsoever, and somehow PuGs can "123" and everything disappears within a few seconds. Now lets think about reality. In reality, when you're
pugging, you must have been involved in some kind of miracle if your pug perma manages to pull under an hour in Urgoz, for example. Every caster has to be ready and familiar with every spike, etc, etc.
Experienced guilds (even who don't usually play caster-based team builds) have tried this and found it not to be the perceived 123, looking through similar threads to this I can give the example of some members of LOD - I'm pretty confident that the change in their opinion on cryway over the last couple of months is down to experience using this build.
-Cons, cons, cons-
All speed clear records have been done with consumables. Maybe this and Shadow Form are actually bigger contributors to Elite area completion time reductions than a certain (replaceable) AoE armour ignoring spell.