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Originally Posted by Bryant Again
The large and general consensus here is that PvE skills have always been harmful to the game. It's not often discussed here because everything that's been said has been said to death. Then someone like you comes along.
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I think PvE-only skills are bad to the game too, not as much because of their effects, but because they require no attribute allocation and some not even require a specific profession. I just disagree, especially by the reasons given in this thread, that removing them will fix anything. I actually believe that just removing them will make the game worse, if only for the fact that making the game harder (and I don't see harder as a synonym of skillful) will cause frustration to some type of players, making them leave and giving a reputation of a desert to the game.
Additionally, you and others, grossly exaggerates the power of PvE-only skills, calling them auto-wins, when not all of them are or not even some of them are so, in all circumstances, and clearly 3 PvE-only sills won't make the game a auto-win for players that play alone, neither will 6 of the said PvE-only skills for players that play in duos.
24 or 36 of those, supported by a conset, on the other hand, will certainly change the game.
In another thread, regarding the balancing of Cry of Pain and shadow form, TAM alliance (I believe) showed that consets are actually the main power behind the unbelievable times full guild teams can get these days in elite areas in HM, by doing the deep hm in like 26 minutes (if I'm not mistaken) without Shadow form or obsidian flesh tank and not using any PvE-only skills at all.
I think, as I said multiple times in this thread, what they should have done was split the skills in PvE from the PvP because the stats in both games are quite different.
I also dislike monster only skills and environmental skills - those are just retarded ways of making monsters artificially harder.
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We're not trying to looking for something new to rally against. It's just that what's been said has been said, and ANet doesn't want to do anything about it. It's quite upsetting.
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I already said that either GW need a big revamp or it needs a new start. A big revamp is economically unattractive because GW way of making money, stand alone expansions, in a game like this, where the levels are capped, only adds more and more of the same content (most RPG add more and more of the same content too, but at least it gives you the sense you are progressing and not "ok lets do the noob missions of the new campaign").
If you were a designer from Guild Wars, what would you introduce for a new expansion?
Remember that you need to make money for more content, for servers and PvP tournaments.
It is my opinion, even if they fixed most of the design problems, they couldn't turn the game in to a profitable 6 months expansion release, without removing level cap and such.
There is only so much you can do to make the mobs stronger - C'mon, Mallyx is ridiculous! No conditions, no hexes, no enchantments... Retarded way of making a monster more challenging, if you ask me, much more related to figure a solution than any skill by the part of the player.
By skill, in GW, I consider the ability of a player to manage his resources (health, adrenaline, energy, etc), the ability to recognize what is the biggest threat to your team strategy (if you use a physical team, skills that shut physical characters down are a big threat, for example) and the enemy vulnerabilities and how to surpass their defenses.
The more the AI play and react different to players, the more those players will exploit inherent disadvantages of the AI programming over game mechanics, since the AI doesn't obey those mechanics.
Maybe, that single fact, that AI doesn't obey the game mechanics, is the main factor players don't have to learn them to beat the AI.
The other solution Anet have is completely disregard PvE, and make a PvP only game.
Instead of adding PvE campaigns for the players unlock stuff for PvP, they can instead create several types of PvP that will introduce the new players to the game.
I for example suggested in this thread, Random GvG, where players would be given a random build and a random team. Those teams would follow a pre-built template: 2 Monks, 1 or 2 warriors, 1 mesmer and so on, to give the team coherence instead of what you get in RA . I would select random GvG and I would be placed, for example, as the monk, with all items and build already given to me.
The question is if that kind of game would be profitable.
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Originally Posted by Bryant Again
/slap Bad!
Reread this please:
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First, I'm not talking just to you.
Second, you didn't answer my question, about if the only way for you to accept challenge is being rewarded for it afterward.
That seemed not a stupid question, but a pertinent one, since you say that not using PvE-only skills and consumables by your own will isn't a valid way to increase challenge, but that if Anet removes the PvE-only skills and consumables, the game will be challenging once again.
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Also: How come you've ignored DreamWind and I's posts from earlier that were in direct response to yours?
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I believe these forums are a place of freedom of speech (freedom encompasses rules too).
As so, I can disregard whoever I feel like (and in a thread like this, that once you return to it you have like 2-3 pages of huge posts it's quite easy to do so unintentionally or even deliberately to avoid turning this thread in a dialogue) , the same way you can disregard my post or my points, as you and Dreamwind like to do to my points when they don't please you.
More, I'm not going to discuss game design with someone that compares the use of a nuclear device on a human population with killing a monster, to give me a lecture on moral standards. Those individuals are so set on their beliefs, that I better not waste my time arguing with them.
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Originally Posted by Master Fuhon
I answered your question in post #612.
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You forgetting about the accumulative side effect of always analyzing all your impulses. Humans have quite an ingrained ability for violence and stupidity, so while games could indeed create a stimulus for thinking your impulses, games are also a nice place to get rid of residual violence and stupidity accumulated during day life. Turning games into places where you need to carefully consider all the consequences of their actions, creating an additional place where those violent and stupid impulses are created and stored, might not be a wise solutions.
It might be better having a person with god mode and 10 million damage attacks kill all the mobs of GW and then some more, draining all those violent impulses to controllable levels, than risking the collapse of a fellow human being impulse control system while he is in a public place surrounded by other human beings, after spending a night consider the most efficient way to chop down a huge purple gorilla to pieces.
One of these days I will have to hear your opinion about the influence of sexual urges and impulses regarding the obsession of acquiring quite ugly items, but viewed by the general populace as desirable, turning everyone in the same indistinguishable entities and if people like to express their individuality or are just slaves of pack mentality.