I'll get flamed but w/e...if it comes down to a choice of allocating resources to a profession that is nowhere near the bottom in PvE vs. new content this is basically a no-brainer. I have a really hard time feeling sorry for them when Eles suck so much worse "at their job", especially in HM, and are much older.
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Skill Update Speculation
Nekodesu
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Cuilan
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The only way to get near some decent dmg is to eat every damn sweet in this game
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Chthon
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There was zero claim to this effect. All I saw in that post was about the CLIENT.
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EVERY single skill in the game has to be indexed through by the client at certain times, regardless of if it's being used at present or not. A database is required to sort through all the icons, costs, types, profession/attribute affiliation, activation times and conditions, recharges, descriptions including dynamic numbers, targeting, activation range, and all graphical effects to be pre-loaded on zone load. When you hit your skill panel, when a player or a monster uses a skill, all of that has to be prepared for - every single player and NPC on every team, every monster existing and yet to be spawned. Maybe this is handled on bootup, maybe it's handled every time a zone is done, I don't know the specifics, but bottom line is the client has to be on top of all of this. Despite their streaming tech, they've had to push a client update out for every single skill tweak - alot has to be kept track of to minimize client-server communication and maximize prediction. |
(Actually, now that I think about it, it would be trivially easy to prune what loads by having the server query what's in the zone (static), what's in the quests in the zone (static), and what's on the player/hero/hench bars (static) and then tossing it off to the clients. Only downside is that it would create a vulnerability for a "I know my opponent's skillbar" hack along the same lines as the old D2 maphacks (server creates information the user shouldn't necessarily know yet, gives it to client, hack takes it from client and gives it to user). The fact that a-net hasn't bothered to do this implies to me that they don't see it as a serious performance issue.)
Ensign
MoI wasn't split because no one cares, and it isn't worth 5 minutes of someone's time to split it, let alone the amount of time it actually takes to make the change.
Yet apparently the community will bitch and whine about anything that moves skill power backwards no matter how irrelevant and trivial.
The biggest practical effect of this change is that less people will die to the Elementalist Construct in the future.
Yet apparently the community will bitch and whine about anything that moves skill power backwards no matter how irrelevant and trivial.
The biggest practical effect of this change is that less people will die to the Elementalist Construct in the future.
FoxBat
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Same point applies. I'll believe he knows what the client's up to when he provides specific references to verifiable issues with the things we can observe (the .dat and the packets), pops a contraband copy of the source code out of his backside, or proves himself to be one of the rare individuals who can read machine code.
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Sytherek
Can someone explain WHY the change to MoI is so bad?
If you have at least 8 Water Magic (9 is probably better), the recharge time is less than the duration -- so what's the problem?
If you have at least 8 Water Magic (9 is probably better), the recharge time is less than the duration -- so what's the problem?
Elnino
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Can someone explain WHY the change to MoI is so bad?
If you have at least 8 Water Magic (9 is probably better), the recharge time is less than the duration -- so what's the problem? |
The change to MoI was hardly even a nerf. Like you have said, it can still be easily maintained and there are ways to prevent it from being stripped.
Personally, I believe that MoI wasn't the skill that should have been nerfed. It's the water magic hexes which are the root of the problem. Freezing gust comes to mind here.
drkn
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Can someone explain WHY the change to MoI is so bad? |
Karate Jesus
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As much as i hate KJ sometimes, i also love him for the things he does for this community
And this: |
Anyway, thanks to the guys who helped inform the community of the final deadline (like Jake/Errant Venture) on the update. Sorry we missed it by a day.
I hope the dervish update is on time, and I'll try to share any news about it that I feel is appropriate for the forums.
DRGN
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Short version: meddling in one game format because of the other is wrong. It's not about the skill, it's about the principle. PvE and PvP need to be balanced independently - si non confectus, non reficat. Making unused skills even less useful only limits the non-broken skill pool available to players, eventually making players run the terribad broken builds not only because they're loleasy and steamrolling everything, but also there's no fun/useful alternative.
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ErrantVenture
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Short version: meddling in one game format because of the other is wrong. It's not about the skill, it's about the principle. PvE and PvP need to be balanced independently - si non confectus, non reficat. Making unused skills even less useful only limits the non-broken skill pool available to players, eventually making players run the terribad broken builds not only because they're loleasy and steamrolling everything, but also there's no fun/useful alternative.
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Sirius Bsns
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What you don't get is that creating a news skill takes literally hours (read 6-7+) for a developer. And every new skill that's added degrades the performance of the client (more skills = more lag, crashes, bugs, etc). So stuff your shitty principles, if a skill change doesn't break PvE or PvP, it doesn't get split. That way the client works better and the developers don't waste their time on pointless tasks.
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ErrantVenture
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There's always a way to fix and correct bugs, and I don't believe your statement about skill creation causing performance issues. Show proof, because I think that's just pure Bologna. Also, splitting a skill to allow PvE's version to remain strong enough for Hard Mode is not what I call "pointless", despite Anet possibly thinking in the same shade as you [because it's quite clear they didn't split some skills that evidently were already weak to begin with for HM in PvE]. Power Shot was also a random terrible nerf, a nerf caused only by GvG Ranger Spike abuse in PVP.
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In regards to the comment about MoI in PvE. No one has EVER used MoI in anything remotely resembling high end PvE. It's single target damage, and it gets reduced to nothing by HM armor levels. Water eles don't get used in speed clears, or even vanquishing because there are better options available. Even if there weren't: a difference of 15s in recharge means nothing in PvE as MoI is still maintainable. Stop coming up with lameass arguments that don't make sense.
Chthon
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What you don't get is that creating a news skill takes literally hours (read 6-7+) for a developer. And every new skill that's added degrades the performance of the client (more skills = more lag, crashes, bugs, etc). So stuff your shitty principles, if a skill change doesn't break PvE or PvP, it doesn't get split. That way the client works better and the developers don't waste their time on pointless tasks.
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ErrantVenture
As I said before, I don't have any proof other than what developers have told me and people I know in the TK. I don't have specifics on the degradation of the client's functionality but I know for sure that it takes inordinate amounts of time to modify skills because of the style in which the client was designed. There's nothing in writing that I can post in good conscience, though. But as my previous post explains, there's no reason for me to lie and there's no reason why Anet wouldn't just split EVERY skill if there wasn't some negative consequence to doing so.
Essence Snow
If that rationale holds water, then why not take skills, which are of no use to anyone, and use that "spot" to use for splitting skills that have use. Basically from what I'm hearing it's a space issue? There are plenty of skill which are not used by anyone b/c well let's face it .....they stink. It would stand to reason that since they perceive some skills unworthy of a split, and nerfing them so they'll see no use....Why not them just delete those skills' "content" and replace them with splits of skills which are worth it? There's no point in having skills which won't see use. The non splitting of nerfed skills gives the portrait of irrelavence to the space occupied by the trivial version.
Short of the long......delete crappy skills to make space for the warranted splts..if this client issue truely is the case.
Short of the long......delete crappy skills to make space for the warranted splts..if this client issue truely is the case.
reaper with no name
Because that would be equivalent to a skill change.
And those apparently take a long time because of the aforementioned client crappiness.
And those apparently take a long time because of the aforementioned client crappiness.
Xaft
you know, all this talk about space and stuff got me thinking. if it is true that every map has to load the different visual and/or actual effects of every skill at some point. wouldn't it make sense to make it so that all pve versions only load in pve maps, and all pvp versions only load on pvp maps?
that way the client is only having to process one version of the skill at one time. it would allow for all skills to be split with no issues since as of this moment the client is handling more than what it will if an update like this ever happened.
that way the client is only having to process one version of the skill at one time. it would allow for all skills to be split with no issues since as of this moment the client is handling more than what it will if an update like this ever happened.
drkn
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As has been mentioned multiple times before, this train of thought is exactly the cause of a good bit of the broken stuff you're decrying. Pretty sure we wouldn't have stuff perma Shadow Form or Ether Renewal if they would have been brought into PvP, and the overpowered PvE-only crap could have been dealt with from day one if it was going to be. I don't see why need a split for every single skill that gets altered in even the slightest way; if you're arguing an actual principle, then a one second increase in recharge warrants a split. |
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And every new skill that's added degrades the performance of the client (more skills = more lag, crashes, bugs, etc). |
Moreso, i haven't noticed any more lagging or any kind of 'degradation' after the mes update in May and it has introduced several new splits. Even if it does degrade the client, it's not felt by the user, unless maybe they have created 3000 new skills.
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What you don't get is that creating a news skill takes literally hours (read 6-7+) for a developer. |
Skye Marin
While I understand that splitting skills probably takes a lot of work because it was implemented well after the original game was released, and wasn't designed to take in every skill, I still prefer skills not to be split if possible.
In my brain, I'm currently storing number data about litterally thousands of skills. It's in there now, and likely won't be going away anytime soon. Along with that is also data about almost all previous skill incarnations, updates, functionality changes, and roughly the dates that they were implemented.
The devs choosing to not split a skill is great in many cases because, for people who play both PvP and PvE, you don't have to remember both versions.
Besides, if a skill is going to be split for PvE, they had better make it worthwhile, else it's a big "so what?". I know I'd rather have impressive, fun, and unique splits like most of the new Mesmer PvE skills, than a boring, useless -15 second recharge on a skill that needs to be 16 specced to be useful anyways.
On time, under budget, or bug free. Because budget is hard locked, the only thing that will speed the delivery of updates and reduce bugs is for the devs to simply not bite off more than they can chew.
In my brain, I'm currently storing number data about litterally thousands of skills. It's in there now, and likely won't be going away anytime soon. Along with that is also data about almost all previous skill incarnations, updates, functionality changes, and roughly the dates that they were implemented.
The devs choosing to not split a skill is great in many cases because, for people who play both PvP and PvE, you don't have to remember both versions.
Besides, if a skill is going to be split for PvE, they had better make it worthwhile, else it's a big "so what?". I know I'd rather have impressive, fun, and unique splits like most of the new Mesmer PvE skills, than a boring, useless -15 second recharge on a skill that needs to be 16 specced to be useful anyways.
On time, under budget, or bug free. Because budget is hard locked, the only thing that will speed the delivery of updates and reduce bugs is for the devs to simply not bite off more than they can chew.
Aljasha
aspi
Obey The Cat
Karate Jesus
I was under the assumption that it was common knowledge that splitting skills causes the client to degrade.
The TK'ers have been told it numerous times and the GvG community has regarded it as fact for quite a while.....
The TK'ers have been told it numerous times and the GvG community has regarded it as fact for quite a while.....
Fillyra
Do monster skills cause degradation too?
EDIT: Well, either way, I'm not implying to get rid of monster skills. I would like to know a bit more about some of these things though.
EDIT: Well, either way, I'm not implying to get rid of monster skills. I would like to know a bit more about some of these things though.
Sirius Bsns
Okay then, I guess we can start speculating for the next skill balance and content, due 3-6 months from now, or whenever GW2 comes out [whichever's greater]?
Lanier
ErrantVenture
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huh? I was under the impression that GW2 wasnt going to be out for a few more years at he minimum
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Every new skill added to the game causes the communications between the client and the server to become poorer. This includes monster skills, pve only skills, and split skills.
bhavv
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But there wasn't ever really a time when you needed a tank to succeed in PvE. People ran over Prophecies with 5 Warrior builds and have only sped up from there.
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PVE =/= running through prophecies on NM. Your reasoning here would be the same as comparing GVG to RA.
Also regarding other skills and the PVE / PVP split, skills in PVE do need to be seperately balanced to PVP ones because you arent fighting foes at the same level, or in the same numbers as what your team has. A lot of high end PVE sections are actually a whole lot more difficult than PVP is, and wouldnt be possible at all with the PVP versions of a lot of the skills.
Shadow Form is really the only skill that doesnt make any sense and shouldnt exist in PVE. As for ER prot bonding, even without a SC party build, its pretty much a must have for UW in HM due to how much damage enemy mobs inflict.
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Yet apparently the community will bitch and whine about anything that moves skill power backwards no matter how irrelevant and trivial. |
I agree with that. There wasnt anything wrong with MoI before, or after the update. Its a pretty weak elite when you compare it to all the others that are used in a team, it just makes the best choice if you plan on using a water elly with freezing gust, blurred vision, and other water hex spells.
Jeydra
You certainly don't need an ER Prot to clear the UW. If you're talking about Aatxes dealing 500 damage a hit, well, I've killed Aatxes in HM with just me + 3 heroes, and I didn't use an ER Ele. You certainly don't need to hold aggro in 4H either; you can just camp by the Reaper and kill all the incoming monsters ...
True enough, but with the PvE / PvP skill split then all the skills that are overpowered in PvE but not in PvP should be nerfed too yes? And there are a lot of those ...
Originally I wasn't against the PvE / PvP skill split, but then Silmor convinced me otherwise. It makes the game more complex, and it makes it harder for both PvE'ers and PvP'ers to get into the other arena. PvP'ers already need to contend with the hundreds of PvE-only skills like Ebon Vanguard Assassin Support, PvE'ers with the different PvP skills. Have you for example seen Ritualists using Signet of Spirits in PvP?
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To the PVE communities defense, the PVP versions of skills such as Heal Party and Aegis simply wouldnt work in PVE. There is a lot of relevance to pointlessly nerfing skills in PVE due to balancing them entirely from a PVP perspective, this was always the case in the past before the PVE / PVP skil split existed. |
Originally I wasn't against the PvE / PvP skill split, but then Silmor convinced me otherwise. It makes the game more complex, and it makes it harder for both PvE'ers and PvP'ers to get into the other arena. PvP'ers already need to contend with the hundreds of PvE-only skills like Ebon Vanguard Assassin Support, PvE'ers with the different PvP skills. Have you for example seen Ritualists using Signet of Spirits in PvP?
Morphy
HigherMinion
Shelter, Union, Displacement, Rt Lord/Soul Twist make ER redundant in pretty much every area of the game. Two Rit backline of spirits; one with Shelter and the other with Life/Rejuv. Easy heals.
Xenomortis
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you can just camp by the Reaper and kill all the incoming monsters ...
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Certainly it's risky - the only time I'd say you could reliably pull it off is with ER - one ER Ele camping the Reaper can keep him alive whilst your team deals with two of the horsemen and then you can engage the other two.
Fighting around the Reaper is just asking for trouble - splitting is better.
DeanBB
Continuing the off-topic discussion...
For UW, when our guild tackles the 4 horsemen we have the spirit spamming rit go out and place spirits in a spread out path to delay one side while everyone else hammers the other. By the time the "rit side" chews through all the spirits the enemies are weakened enough that finishing them off at the reaper is not a big deal.
So our "tank" is the spirits and there is somewhat of a split.
For UW, when our guild tackles the 4 horsemen we have the spirit spamming rit go out and place spirits in a spread out path to delay one side while everyone else hammers the other. By the time the "rit side" chews through all the spirits the enemies are weakened enough that finishing them off at the reaper is not a big deal.
So our "tank" is the spirits and there is somewhat of a split.
Dzjudz
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Scheduled (hopefully) before Christmas Dervish changes
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AoHM is basically bugged as it is (changes dmg to holy dmg and adds dmg instead of %dmg) and is one of the most if not the most OP dervish skill in the game. Every PvE Derv or scythe secondary (A/D, W/D, R/D) has this hotglued onto their bar if they have any clue what they are doing. And they want to buff it?
Karate Jesus
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Wait, what?
AoHM is basically bugged as it is (changes dmg to holy dmg and adds dmg instead of %dmg) and is one of the most if not the most OP dervish skill in the game. Every PvE Derv or scythe secondary (A/D, W/D, R/D) has this hotglued onto their bar if they have any clue what they are doing. And they want to buff it? |
Dzjudz
I get that none of this is final. But even the idea of buffing it sounds ridiculous. Just fix it (the two anomalies) or nerf it (tie it to mysticism) or even leave it as is.
jazilla
There will be some fun to be had for sure with "flash enchantments"+Extend Enchantments for sure. I can't wait!
reaper with no name
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Shelter, Union, Displacement, Rt Lord/Soul Twist make ER redundant in pretty much every area of the game. Two Rit backline of spirits; one with Shelter and the other with Life/Rejuv. Easy heals.
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Wait, what?
AoHM is basically bugged as it is (changes dmg to holy dmg and adds dmg instead of %dmg) and is one of the most if not the most OP dervish skill in the game. Every PvE Derv or scythe secondary (A/D, W/D, R/D) has this hotglued onto their bar if they have any clue what they are doing. And they want to buff it? |
But in any case, like it or not, this skill is inextricably tied to the worth of the scythe, just as Death Blossom is to daggers or SY is to Paragons. To nerf it without making the profession suck as a whole would require a total rework of it's mechanics (even more so than they are doing, assuming this update ever gets done). This would likely require far more resources than Anet is willing or possibly even able to devote to it.
Of course, what would be even better would be to nerf everything down to the point where overpowered skills like AoHM are no longer necessary for "balance" and then get rid of it. But that would be even harder.
Like the skill split, AoHM is here to stay. We might as well make use of it to attain some semblance of class balance.
WarcryOfTruth
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I'm not sure on that.
Certainly it's risky - the only time I'd say you could reliably pull it off is with ER - one ER Ele camping the Reaper can keep him alive whilst your team deals with two of the horsemen and then you can engage the other two. Fighting around the Reaper is just asking for trouble - splitting is better. |