Quote:
Originally Posted by Gun Pierson
@ sneak: I follow you there, but at the same time I admit I use pve only skills and the most efficient builds too. It's just unnatural to gimp myself, or at least that's how it feels to me.
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In my opinion, for what it's worth, PvE skills are the least of the problem.
Skills are like tools. To get a certain task done, people might need some tools to do that. I would be a bad hairdresser without scissors or comb.
Couldn't build a house without hammer and screwdriver.
Now in Guild Wars, people don't start out with PvE skills. They start out creating a certain profession. And they could become craftsmen after a while. Mastering their tools and knowing how to perform their job with great skill.
When one of that tools is 'overpowered' it doesn't matter for a craftsman. He knows it is and uses it to his advantage. However, it doesn't mean that he can't use any other set of tools.
Now let's look at some of the more visible 'problems' in the game.
Perma-sin/Cryway/SY.
The perma-sin isn't a real problem at all in the 'sucking player' discussion.
If the perma-sin would be nerfed the game won't be flooded by bad assassins. Most players would find the next best tank and start learning to play that build.
Next one is Cryway. It's partly connected to the perma-sin, since the best way to play it would be Tank&Spank (T&S).
T&S has been around for ages now in PvE. It's a way of playing that works because of the way AI works. If CoP is nerfed people won't stop using T&S, they will find the next form of it.
T&S is a caused by the design of GW. I played Ooze Pit HM last evening with guildies and it's no fun having those earthquake and exploding Oozes all over the team. It's easier to ball them on some kind of tank and just nuke them away. We played balanced, so had some party wipes because at some points only two copies of PS were not sufficient....
Next to SY.
Going back to Ooze Pit, if we had a SY para/warrior we probably would have finished without any wipe. Maybe the E-surge/Spiritual Pain mesmers would have done some damage since it's armor-ignoring, but most of the damage would have been migrated. Make sure the the SY is protected and it should be easy.
Now the difference between T&S and SY is that T&S offers players a limited way of gaining experience while SY could actually be teaching players bad habbits. To put it into 'tools' perspective, T&S teaches players that there is only a limited set of skills and professions needed to achieve goals.
Tank/Nuker/Healer. We've seen that before in about every farming group in elite areas. Only exception was Ursan, but hey, those were tank and nuker combined in one player.
But SY teaches players that about any tool could work as long as they have a SY para or warrior.
The same with Consumables. They also teach players that almost anything will work as long as consumables are used.
However, SY, Cons, Cryway and perma-sin are 'advanced' problems.
The main problem lies far before this point.
It's people not learning and mastering their profession in the first place.
I've seen countless Ele players who could only play fire.
Warriors with combo's that don't work (for example Sever/Gash when no flesh foes in the areas). Monks who could only play a HB build.
It's not only the player's fault. Sever/Gash works in 90% of the game, so someone might not be knowing that it fails against certain foes.
Elementalists who team up with others will most likely be asked to take some fire build. And many elementalists can play that role rather well. Just don't ask them to run a warder or water snare. They lack skills or experience.
And HB monks... Well, that works in most part of the game. Just push red bars up. It's the best way to play till far into the game. And when it fails, we take a tank and PS and .....
Using PvE skills or consumables doesn't mean people are bad players.
They also make life a lot easier for experienced players.
It's only that those skills and items have the potential for teaching bad gameplay that makes them somewhat problematic.