That was in reply to this:
Quote:
Originally Posted by Reformed
How could it? Half the professions get no changes. Of those that do most are inconsequential and supposed to be buffs, I guess, except Necro which is an obvious nerf. The problem with Necros in PvE begins and ends with heroes. Rather than further gutting a primary with an even clunkier timer all that needs to be done is set a profession limit on party formation. No more 1+3 or 2+6 setups and it becomes a non-issue.
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Unless I misunderstood what you were saying there, such a change would prevent, say, a necro from joining a party that already had x necros.
Believe it or not, the purpose of the PvE/PvP split is actually to create
more balance. Certain skills are inherently more effective in PvP than in PvE (or vice versa). Let's consider a few examples:
The old AoG: Fine in PvE (actually, underpowered), but was very overpowered in PvP.
Anything that inflicts poison: The reason why this is so much less effective in PvE is because A) monsters don't have nearly as many factors reducing the effectiveness of direct damage and B) players in general deal more damage. The second part is the fault of the PvE/PvP skill split, but the first part is due to the differences between the two formats.
Protective Spirit: Essential in PvE, not nearly as much so in PvP.
And of course, SR: Fine in PvP, but in PvE gives insane amounts of energy.
The point I'm making is, a properly implemented PvE/PvP skill split is inherently more balanced than the alternative. Obviously, it hasn't been implemented properly (and has introduced more imbalances than it has fixed), but one way or another, it's here, and it doesn't look to be going away any time soon. So we might as well make use of it to do the one thing it's good for: accounting for imbalances arising from the differences between the two formats.