Well, I'm glad to see we are at least beginning to understand in some respects.
Quote:
Originally Posted by Thomasuwoo
Looking back it doesn't seem I made myself clear. I don't belive you're right off target but I aslo don't belive your on the base either. I'm bringing forth my arguemnts because I belive that your proposed changes could be more of a hinderance then a help. I've been trying to explain why I feel that such changes are unnessary and how they might cause other problems elsewhere. My apoligies for not making this clear.
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I've never claimed that it wouldn't cause problems, I fully realize that a restructuring of the skills would require a great effort to rebalance the profession. However, I believe that where the skills are already unbalance the ranger in comparison to other professions, and I also feel that fairness and consistency can not be sacrificed for simplicity.
Quote:
Originally Posted by Thomasuwoo
I've stated this before but becuase you seem to insist that I am ignoring you I'll say it again. One the same logic so will Flurry, Frenzy, I will Avange you and beserkers stance. Just like tigers fury they work on all weapons. Wands and bows included. If you belive it's such a problem why not propose that while under the influanse of these skills you have more chance to miss with bow?
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Because I've never felt the skill should be changed, I felt it should be placed in a different attribute or removed completely. To be honest, Tiger's Fury was not a skill I originally had in mind when I brought up my proposals, it was only after it had been brought up by other posters that I realized it too fit the situation I was describing. Anyway, having a skill in ranger at all that would influence a melee weapon positively and a range weapon negatively seems a bit counter to what a ranger is, at least in this game, and would only better justify removing the skill.
Quote:
Originally Posted by Thomasuwoo
This 'inconsistance' in skills exsists elsewhere. What about Riposte? It's a skill that requires a sword but it's in tactics. Flourish is another skill that requires a sword but it's in strength.
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Quote:
Originally Posted by blackbird71
Strength and Tactics skills affect all a warrior's weapons equally(with a small exception of about 3 skills between both attributes which are weapon specific, even so, they are evenly divided, although I would argue that these few skills are also out of place, at least they are in the minority).
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Granted, those few skills are an inconsistency, which I already acknowledged. However, I feel that having 3 out of 38 skills (riposte, deadly riposte, dwarven battle stance, according to descriptions I've seen, Flourish has nothing to do with swords) be out of place is less to be concerned about than 7 out of 10 expertise skills being related to bows, and 6 out of 24 wilderness survival skills. I'm not saying the warrior fits
perfectly, I'm just saying that the ranger is more obviously out of the boudnaries than other professions.
Quote:
Originally Posted by Thomasuwoo
I will avenge you is a shout but it's not in tactics. Desperation blow and Thrill of victory are very powerfull attacks but are in tactics not stregth.
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This hasn't been about whether a skill is a shout, hex, enchantment, or stance, but about what the skill
does. Who ever claimed that all shouts must be in tactics? Not me, "I will avenge you" seems to be perfectly suited for strength by virtue of what it does, a great and sudden exertion to increase attack speed and renew your energy.
Quote:
Originally Posted by Thomasuwoo
And whether you want it to be related to game mechinics or not it is. If you change the trees these abilities are in you are going to change the mechanics.
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Once again, I understand that changing skills changed game mechanics, I just don't feel that preserving game mechanics justifies ignoring logic on such a blatant level. The game loses something when you do that, and skills can be arranged to where they fit and mechanics can be preserved, it would just take some work and creativity.
Quote:
Originally Posted by Thomasuwoo
The explination is game mechanics and balance. The only bow attack that is in wilderness survival is Posion arrow. Which common sense should suggest that your character is using his knowledge of the wilderness to coat his arrows with posion. The other preparations belong here because they aren't bow attacks per say. They are quickly preparing arrows before they are fired. Your character even does a little animation while he does this.
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Ok, the poison arrow argument does hold some merit, I can accept that. Still, in a game where in most cases, skills directly related to one attribute depend on that attribute, it feels out of place. Yes, there are tactics skills that affect swords, but they are not attacks, they are bonuses that can be active while using a sword. There are no sword, hammer, or axe attacks that are not connected to the respective skills. Ok, so the preparations could be argued in the same way, but then shouldn't they belong in the ranger's supporting attribute, expertise? Sorry, I still don't buy wilderness survival as a supporting attribute, two main attributes and two supporting attributes is spreading things a bit thin.
Quote:
Originally Posted by Thomasuwoo
One another note what about well of blood and well of power? They require corpse. Shouldn't they be linked to death magic?
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Of course they require a corpse, its a necromancer! You are so fond of definitions, necro=death. The point is, it doesn't have to do with
raising dead, that is the focus of death magic. If the necromancer is using the blood of a fallen victim to create a health or power source, that makes perfect sense, all a necromancer's powers revolve around death.
Quote:
Originally Posted by Thomasuwoo
Beast mastery isn't all about pet control. It is one of the major aspecs of it but where is it written that it must be linked only to pet control.
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Once again, you like breaking it down by words, Beast=animal, mastery=control. You can't maintain your favorite Tiger's Fury argument and not admit this, its one way or the other. But you're right, it's not all about animal
control, but it
is about enhancing your pet. With the exception of Tiger's Fury, any skill in beast mastery that does not directly and specifically affect
your pet, instead affects animals in general(including your pet), which makes perfect sense. Where is it written? Try page 88 of the game manual:
"
Beast Mastery improves your animal companion's basic attack damage, as well as skills that help to keep your companion from harm."
I don't think I could put it any plainer than that.
Quote:
Originally Posted by Thomasuwoo
Then what about spirt shackles and spirt of failure. Shouldn't they be in the domination tree by that logic? Since they aren't we can safely say that they are in the same boat as tigers fury. Completely unrealted to that skill tree.
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In the case of spirit of failure, the mesmer gains energy off of it, making it perfectly suited for inspiration. Spirit Shackles? Ok, I must have missed that one before, you're right, it does look more like domination. Once again, other professions may not fit
perfectly, but one out of place skill in an entire profession is less glaring of an inconsistency than the complete ranger class.
Quote:
Originally Posted by Thomasuwoo
Therefore by your proposed logic, the fact that moving them will weaken the inspiation tree and stretghen the domintation tree that is irralavent because they are completly and totaly unrelated to the corresponding atribute.
The problem with following this logic is that you wish to apply it only to the ranger tree. If you applied this to all classes they would suddenly become unblanced. I know I'm repeating myself but if you mess around with skills on the basic of logic you mess around with the game.
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And I'm repeating myself, I know it messes with the game, I just think it would be worth the effort to fix.
Quote:
Originally Posted by Thomasuwoo
Games and Logic do not go hand in hand.
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I think this statement only holds true for the game "Calvinball," and I don't know if you've ever tried playing that, but it is practically impossible
Ok, joking aside, games require logic, they thrive on logic. One of the oldest games in history, chess, is nothing but logic. To put it in more modern terms, if you are playing a first person shooter, and you fire a bullet, you expect it to go straight to your target. If instead it flies out 10 feet, spins 180 degrees, and returns to strike your character in the chest, you're probably not going to enjoy that game very much. Why? It defies logic and reason. If the game world doesn't make sense, it's not as involving or believable. Now, imagine that while you fire your "boomerang bullets," everyone else has bullets that shoot perfectly straight, and they come at you! Rules have to apply across the board. If you design a game system that applies to 5/6 of players, but require the remainder to use a different set of rules within the same system, that doesn't work.
Quote:
Originally Posted by Thomasuwoo
Oh shoot. Sorry blackbird you are dead right. I got this thread mixed up with another one. You never did state this.
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Ok, glad we got that cleared up, moving on...
Quote:
Originally Posted by Thomasuwoo
Just a quick note though, whether Tiger's Fury is put into expertise, Wilderness survival, marksmenship or even unlinked, my opinion that it will unbalance the beast mastery tree and the tree it moves to will still stand.
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Actually, I don't think Beast Mastery would miss Tiger's Fury that much, without it, it does exactly what it's supposed to, pet attacks and pet support. If you really think it's a problem, make a skill in its place to fill the hole.
Quote:
Originally Posted by Thomasuwoo
So you think I should just drop my argument due to peer group pressure? Sorry but I'm not a child, and I won't abandon my stance on the sole reason that at present I'm outnumbered. Besides, there are plenty of people who feel the same way as I do about this. Just becuase they haven't posted yet doesn't mean they exsist. If you started a poll only on having Tigers Fury moved/replaced and you'll see there are thoese that oppose it too.
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No, I wouldn't expect anyone to drop an argument on basis of numbers alone. I would like you to stop and think though that if so many others agree it is out of place, there just might be a valid reason to their argument. Instead of constantly bashing us over the head with the same argument in favor of keeping it where it is, why not at least consider what others have said instead of instantly dismissing it. It's not peer pressure to admit that an argument that manages to convince a larger number of people has some weight to it.
Quote:
Originally Posted by Thomasuwoo
So should we drop all the spirits in the beast mastery tree as well? I still belive that having a close affiliation with beasts and using that to go into an animal rage is sugnificant excuse to speed up your attacks. I mentioned this earlier in the post but I will repeat it here Beserkers stance takes your brute streght and uses it to speed up your attacks. As does I will avenge you. Both skills are in the stregth tree and increase your attack speed with a bow (Or any onther weapon.) Flurry and Frenzy also do the same thing, but are unlinked.
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Once again, the spirits in beast mastery affect
animals, not bows. An animal rage will not speed up bow attacks under any circumstances, what speeds up how fast you can knock, draw, aim, and loose arrows is your skill and dexterity, and of course, control under pressure. You seem to think this means that the 'rage' should then not be applied to bows, I see it as proof that beyond the name, there is no 'rage' involved in the skill.
Quote:
Originally Posted by Thomasuwoo
Your idea to replace the skill holds some merit though. Personnaly I'd prefer it to stay but if it can be replaced by a skill that involes my pet and is equally powerful (Maybe charm animal and comfort animal in the one skill with say a 60 seccond recast time) then maybe I could agree with you.
As above you could ask anet to apply a penalty to bows while atatcking faster.
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I could ask them, but then again, why have a ranger skill that penalizes bows without enhancing any other ranger ability? You want to change the mechanics of the skill, I want to change the name and associated attribute, or remove it all together. Differents solutions, similar result I suppose.
Quote:
Originally Posted by Thomasuwoo
One last thing, the universe of Guild Wars is hardly based on logic.
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Guild Wars is definetley set in a world of fantasy, where magic is real, the dead walk, piles of rocks fight, and bizarre creatures roam the wilds. If that is what you mean, sure, I can agree with that. But within this magical world, is it logical for an elementalist who learns more of control over fire to cast better fire skills? Is it not logical for a necromancer who learns power over the dead to be able to raise better undead minions? There is logic in the world of guild wars. You're so fond of citing game mechanics, well, mechanics of any sort are based on logic. It's there, accept it.
Quote:
Originally Posted by Thomasuwoo
So you accuse me of poor forum etiquite and then attack my person instead of the argument?
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I did not intend to attack your person, but rather your method of arguing, your tactics were poor and your reasoning flawed. These were not the tactics of someone secure in his position, or of someone open to other ideas. I was pointing out that if you maintained those tactics, the discussion would go nowhere, I'm glad we seem to have gotten past that.
Quote:
Originally Posted by Thomasuwoo
We are aguring with each other so we're both guilty to that. And without argument what would be the point of discussion? I have not been ignoring your arguments. I've been arguing with the foundations of your arguments. I've been offering information as to why things are the way they are.
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There's a difference between arguing a point for the intention to exchange information and viewpoints, and arguing for the sake of arguing. You seemed to enjoy opposing someone more than convincing or listening. To some extent, you have ignored my arguments. For example, if I claim that a skill is not where it needs to be because it is unrelated to its attribute, you make the claim that it should stay where it is because game mechanics require it. That's a fine statement, if it holds up, but what have you done? You said my conclusion is wrong, that the skill should be moved, but you never once explained how the skill is not related to the attribute I feel it should be connected to. That is what I mean by ignoring my argument. You disregard my supporting evidence as if it were never there. When you offer such evidence, I make an effort to counter it and show where it is flawed, and if I can not, I concede the point. I address each of the supporting pieces of your argument, if mine are inconvenient, you pretend I never made them.
Quote:
Originally Posted by Thomasuwoo
I have been trying to explain that the changes you supply would cuase more problems. I have not been simply ignoring your arguments and saying it's better that way. I've given reason for every one of my arguments.
I apologise again for not making this clearer in my inital post.
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Yes, you've given reasons, but you haven't contested my reasons, which means they are still valid reasons and my points still bear consideration.
Quote:
Originally Posted by Thomasuwoo
Because your counters haven't dismissed the flaw I pointed out in your argument. Which you then ignore and resume the same line of reasoning. Then you acusse me of doing this?
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What 'flaw' in my argument have you pointed out that I haven't had an explanation for? I seem to point out plenty of flaws in yours, but that doesn't stop you from using them, despite being unable to resupport your claims or remove the flaws.
Quote:
Originally Posted by Thomasuwoo
I have stasted why in every one of my posts. I have given an explination as to why I disagree with you in every one of my posts.
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I think I've started to go in circles here, but ok, you have stated
your reason for
your position in every one of your posts, and it has been the
same every time. You've given me your reasons for disagreeing, fine, but you've never said why my reasons are wrong, only my conclusions. I address your explanations and shown what I think is wrong with them, backed up with plenty of examples and evidence. If you are going to say I am wrong about something, you had better be able to go to the source, my supporting statements, not just offer an opposite view. That's only getting the job half done, you need
both for a coherent argument.
Quote:
Originally Posted by Thomasuwoo
Bare with me here please. Imagine for a seccond that sword was the only option for warriors. Now the ranger profession (With the expetion of beast mastery) look almost identicle in structure. Expertise = Stregth, Sword = Marksmanship, Tactics = Wilderness survival.
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But swords
aren't the only option for warriors, that's the point. I don't see Wilderness Survival as being equal to tactics, I see it as axes or hammers due to the ability to use another weapon, traps. Warriors have three weapons, axes, swords, hammers. Rangers have three, bows, traps, pets. Warriors have two supporting attributes, strength and tactics, rangers have one, expertise. Come to think of it, warriors are the only class with two supporting attributes. In fact, the argument could be made that tactics is not a "supporting" attribute, but a "defensive" attribute, it doesn't enhance attacks as much as strength does, and a lot of its skills provide defense or boosts to armor or health.
Quote:
Originally Posted by Thomasuwoo
Now if you belive the warrios are at an advantage because they can choose from three types of weapons let's set out an imaginary ranger that would look similar.
Expertise = Stregth, Longbow = Sword, Crossbow = axe, Knives = hammer. wilderness survival = tactics.
If this were the case the differnt current bow attacks would be spread out across 3 differnt atribute Diluting the ranger tree even further. You would have to choose one weapon and it's set of attacks and stick with it. Or spread your atributes over two weapons and switch between them.
I pointed this out before but there are 3 atributes effecting each of the warriors 3 weapons. The weapon skill (Sword, Axe or hammer,) Tactics and Stregth. Both have attacks and stances for the weapon you choose.
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Choose one weapon and stick with it? Isn't that what warrior does? Isn't that what other professions do? You're requiring something different of rangers than is required of others, and that is the core of my argument.
Quote:
Originally Posted by Thomasuwoo
On pets: Expertise does alot for pet attacks. it drops the energy cost of the attacks. When you combine high beast mastery and expertise you can use your pets attacks over and over. This works especialy well when you use the pet attack Feriosuis strike.
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I never said the expertise
attribute didn't affect pets, I said there were no expertise
skills that affected pets.
Quote:
Originally Posted by Thomasuwoo
On traps: Same deal. They have VERY high energy costs. Without expertise you can't do much else but palce traps because of lack of energy.
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Same deal as pets, there are no expertise
skills that affect traps.
Quote:
Originally Posted by Thomasuwoo
On both: Wilderness Survival and Beast mastery are mainly support trees.
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So now Beast Mastery is also a support tree? Do you realize that you've made ranger a profession with
one primary attribute and
three support trees, something no other profession has? Well, I can't say you did it, it was that way to begin with, and that's my
point!
Quote:
Originally Posted by Thomasuwoo
Such as earth and water magic on the elementalist. The both have ways of dealing direct damage but not as much as say the Marksmenship/fire magic trees.
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Earth and water magic are
not support trees, they do not directly enhance the skills of other attributes. You seem to think that "support" means anything that is not a direct attack. I suppose you consider healing a "support" tree. Yes, it does support other characters, but it doesn't support other attributes of the
same character, and that's what I mean when I talk about support. Yes, the skills in these attributes can be used in combination with the skills of other attributes for an enhanced effect, but that's different, there isn't an earth skill that says "gain 10 health for every fire spell you cast," The combinations are up to the players to determine and discover, they are not required to work in a single specific way.
Quote:
Originally Posted by Thomasuwoo
Pets and traps are mainly for support, not your sole offense. Also neither require you to equip an additional weapon. Unless in PvE in which you have to level up your chosen pet after capturing it.
When comparing the Warriors chosen weapon to the bow Wilderness Survival and Expertise are similar to Tactics and Stregth.
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Well, by that reasoning, all of an elementalist's skills, mesmer's, Necromancer's, and monk's skills must be support skills, because they don't require a weapon to be in your hand. Pets can be your primary offense, I've seen it done, they can be a very effective weapon. A bow in the hands of a ranger who uses all pet skills and has no marksmanship points is just as useful as a staff in the hands of an elementalist: the physical attacks are almost worthless, it's the enhancing attributes on the weapon you use to help your other skills.
Quote:
Originally Posted by Thomasuwoo
I did make the comparison. Stregth = Expertise, Weapon (Sword, Axe, Hammer) = Marksmanship. Tactics = Wilderness Survival. You don't have to use Wilderness Survival, Just as the Warrior doesn't have to use tactics.
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Strength is mostly comprised of skills that affect
all of a warriors other skills, not just one. Expertise is not. Wilderness survival and tactics are the same way. Even if the two attributes were truly "support" attributes as you claim, why do they then not support Beast Mastery? I'm sorry, but the analogy between ranger and warrior attributes has been stretched far beyond its limits.
Quote:
Originally Posted by Thomasuwoo
It drops the energy cost allowing you to use them more often and therefore be more effective with them so my analogy still has merit.
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Once again, skills not attributes.
Quote:
Originally Posted by Thomasuwoo
The warriors actually only have 3 by my ananlogy, (see above.)
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That's not an analogy, that's a presumption, what's more, it's a presumption that isn't true. An analogy relates one situation to another, you created a nonexistent situation. Warriors have five attributes. Unless you want to change your precious game mechanics so that they have three, that doesn't work.
Quote:
Originally Posted by Thomasuwoo
Yes, but all the other professions are spellcasters. Also the one supporting atribute is their primary so It's not avilable if this class is your secondary. Wilderness Survival is avalible to ranger secondaries. Just as tactics is avalible to warrior secondaries. The two non-spellcasters have support trees avaible to secondaries.
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Hmm, one supporting attribute is their primary, funny, sounds like expertise! Wilderness Survival is not a supporting attribute, or should not be, it has it's own unique method of attack, the problem is that attack is underrepresented in the attribute, and instead of coming up with more related skills, someone ran out of ideas, but had a lot of extra ideas for bows and decided to supplement their shorcommings in wilderness survival with some of these. That's the problem with wilderness survival as it now stands, its not a supporting attribute, its not a major attribute, its an attribute with an identity crisis, it can't make up its mind which one it is!
Quote:
Originally Posted by Thomasuwoo
On a similar line of logic Earth and Water magic could also be viewed as support trees, as can Insperational magic. So could Protection and Healing prayers making the necro the only class without a non-primary support tree.
Though each of his non-primary attributes have support abilities in them too.
Then again if you mean support as in "Complimenting your own attacks" and still not resorting to primaries, The elemntalists have their glyphs elemental attunement, The monks have thier smiting, The mesmers have their illusion and the necros have skills scattered across blood, death and curses. This also follows this line of logic.
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Once again, you misuse "support." These attributes and their related skills
do not have an equal enhancing effect on all their other skills!
Quote:
Originally Posted by Thomasuwoo
Just as experise effects all of the ranger skills (they all cost less.)
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Yes, but the expertise
skills are unbalanced, they need to affect all other skills equally, or they need to have a similar number of skills that specifically affect the other attributes' skills.
Quote:
Originally Posted by Thomasuwoo
Just as Stregth also effects all of the warrior skills (More penertration on skill atatcks)
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And strength skills affect a warrior's other skills equally (with the already stated exception)
Quote:
Originally Posted by Thomasuwoo
Just as Fast Casting will effect all of the Mesmer skills (They cast faster).
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Agreed.
Quote:
Originally Posted by Thomasuwoo
Just as Devine Favor will effect all of the Monk skills. (They'll heal a bit on top of thier usual effect.)
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Agreed, although I've played a monk and never quite understood divine favor....Great! You're getting me sidetracked again, stop that!
Quote:
Originally Posted by Thomasuwoo
The Necro's Soul Reaping is a bit less direct. Supoose it doesn't fit this mold.
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Soul Reaping is every bit as direct as expertise, it provides energy which is used by all other skills.
Quote:
Originally Posted by Thomasuwoo
Not all classes have this advantage. Necro's don't have a single skill linked to their primary atribute and Mesmers have only one (Which is elite.)
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At least the attributes still have a balanced effect on other skills. Or, maybe this is something else for the game to look into, how about some skills for those primaries? Anyway, another topic, another thread....
Quote:
Originally Posted by Thomasuwoo
Pets and traps aren't primary attack skills as I mentioned before. They are more supporting weapons. Like the Water and Earth trees for the elementalists. You can specalise in them for atatcking but without comnbining them with some of the other non offensive skills in the tree you'd be better off with a differnt tree.
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Do we have to go through this again? Pets are not supporting, they are a unique attack. Traps are not supporting, they are another unique attack/hindering action. Water is not supporting, it's defensive/hindering. Earth is not supporting, it's defensive. Sure you can specialize in them for attacking, that doesn't mean they would be your
only skills! That's why there
are supporitng attributes (except that expertise skills won't support these!), and that's why every character has a second profession!
Quote:
Originally Posted by Thomasuwoo
I mentioned before nither does soul reaping and the only fast casting skill that does is elite.Where does it say that this is a traps only skill?
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But you ignore the fact that expertise
does have skills that affect marksmanship, it either has to affect all the attributes or none of them, otherwise it's unbalanced and doesn't qualify as supporting, but rather as an extension of marksmanship.
Quote:
Originally Posted by Thomasuwoo
You said yourself earlier that there are no Fire skills that effect water. It's the same logic as to why Wilderness or Marksmanship effect pets.
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So which is it? Fire and water can't affect each other, but wilderness and marksmanship can, but wilderness and beasts can't? That's hypocritical, you can't have it both ways!
Quote:
Originally Posted by Thomasuwoo
Expertise as a primary effects them but not with skills as you've already pointed out. I'm not ignoring the fact that you can use Beast Mastery chances with a bow. That is certinly try but it does point out a flaw in your argument that each class follows a set mold. They do as a base but must (If not all) have expections. These exceptions once again bring us to the issue of game mechanics. If we put these skills in their atribute according to mold we'd break the current mechanics structure of guild wars.
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Yes, there
are exceptions! Very few exceptons though, one or two skills per class. The problem is that with a ranger, exceptions are the rule, not the rarity. Other professions may not be an absolute perfect fit in the mold, and they may need some changes as well, but they follow very closely. Rangers break the mold entirely. Changing these wouldn't break anything, it would make the game more true to its original intentions, choose a handful of attributes and choose carefully, because they each have very specific effects, and can be combined in thousands of ways. Oh wait, there is that pesky ranger, you don't have to choose from his attributes, because they all do the same thing! Oh, and to do one thing, you have to have all three! (ok, slight exaggeration, but you get the point)
Quote:
Originally Posted by Thomasuwoo
Unfortunatly Blackbird you can and in alot of cases you have to. It's the same with all games. You have to sacrfice some degree of logic to make them playable. The degree of logic that is sacrifced is left up to the developers. At present our characters don't eat, sleep, age (Beyond stats) and many other realastic fuctions are ignored. This is to make the game more playable.
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I'm not arguing that every game has to be an exact replica of real life, if I wanted that, I'd go buy "Sims" or something like that. Sure, you have to sacrifice a degree of logic. One of the things I enjoy most about guild wars is its simplicity. But the things you list aren't sacrificing logic, they are sacrificing realism. That's fine, it's a game, too much realism will bog it down, I agree. But you can't throw logic completely out the window, and that happens when a single class of character is held to a totally different standard than the others. I'm asking for the preservation of logic so far as it promotes consistency and fairness in the game, along with a reasonable degree of believability, and that can't be ignored.
Quote:
Originally Posted by Thomasuwoo
From all I've already responed in the post (Not the thread) so far I'd like to think I have established that all classes follow a General mold but all have exceptions to the general mold/rules. And the ranger calss is no exception to these exceptions.
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Well, we agree there is a general mold, I think where we disagree is on how well the ranger fits that mold compared to the other classes. You see exceptions in one class and figure that makes any exceptions in other classes ok. I'm not denying there are exceptions, I'm saying that the exceptions in the ranger class add up to a lot more than those in other classes, and that is unbalanced.
Quote:
Originally Posted by Thomasuwoo
Let's assume the primary point of a monk is to keep people alive. He doesn't put points into devine favor and Protection prayers. He would be less effective at keeping the team alive because he does not have points in Protection Prayers (Slowing down/Negating damage) and Devine Favor (His spells have an extra doese of healing attached to them.)
Let's assume the primary point of a ranger is to have powerful bow attacks. He doesn't put points into Expertise and Wilderness Survival. He would be less effective with his bow attacks because He didn't put points into Wilderness Survival (Increasing damage/Adding effects) and Expertise (therefore he wouldn't be able to use his attacks as often due to energy constraints.)
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The monk has a choice of three main objectives, to heal, to protect, or to deal direct damage. Keeping people alive is a fine objective for the class as a whole, or even for a character's combination of both classes, but each attribute has it's own objective. The objective of healing is to restore health. The objective of protection is to prevent damage or to discourage attacks on yourself or teammates. The purpose of smiting is to deal damage. The purpose of marksmanship is to make you more effective in how you shoot a bow. While raising protection will make you more effective at keeping people alive, it won't enhance your healing. By the same reasoning, raising wilderness survival should not improve your use of the bow. It should not increase the damage of the bow,
that's what marksmanship is for, hit your target more accurately with more force for more damage!
Quote:
Originally Posted by Thomasuwoo
By this logic Beast Mastery would be Akin to Smiting. We've still got the problem of there being the choice of puting points into beast mastery too for tigers fury that would increase your attack speed and therefore make you more effective with a bow.
But then couldn't the monk put points into Smiting Prayers and use Balthazars Aura or Sheild of Judgement to keep foes off his target therefore keeping the alive longer?
The problem with doing this in either situation is spreading out your atributes and skill bars across too many differnt skills.
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Still confusing attribute goals with overall character goals.
Quote:
Originally Posted by Thomasuwoo
Can you clarify what you mean by cheating the system in your next post please. Is this refering to each classes mold again? If we got rid of them altogether wouldn't that unbalance the game more?
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By cheating the system, I mean that puting the skills in an unrelated attribute is avoiding the issue of having skills that actually do what the attribute is supposed to do. It's avoiding the task of creating believable skills related to believable attributes. Instead of carefully considering what attribute related skills should be designed to make a balanced profession that works the same way as the other five, it feels like the ranger was the last profession worked on, deadlines were approaching, the game developers brainstormed a whole bunch of skills for the ranger, then realized, "hey, we've got waaaay to many bow attacks/enhancements to put them all in a marksmanship category. Should we scrap some and come up with more skills appropriate for the other attributes? Nah, no time, the game hits stores at the end of the month, just split the skills up into other attributes, no one will care." That's what I mean by cheating the system, it feels like the devs ignored their own system for the sake of convenience, not for enhancing game play. If this really happened, I have no idea, It's just what it feels like, and I have seen similar circumstances before when other games get pushed to the deadlines.
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Originally Posted by Thomasuwoo
Where have I simply stated in my responses that "No, this is wrong." Quote me on one. I doubt you'll find one beacuse you are drawing the "No, this is wrong" from my explination as to why I belive it is wrong.
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I've claimed certain skills belong in different attributes, you say they don't, as far as I can tell, that's saying I'm wrong. If I'm drawing it from your explanation as to why you belive it is wrong, doesn't the very fact that you have such an explanation indicate that you believe it is wrong? The problem is you don't often say why my explanation is not right.
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Originally Posted by Thomasuwoo
While I've only played PnP Dungeons and Dragons on very rare occations I used to run as Dungeon Master For Advanced Fighty Fantasy alot. So I have picked up a few PnP games before.
The previous game I spent most of my time on before this was Never Winter Nights. I played on an RP server know as Narfell. I stoped playing there because the number of players on the server during my hours has dropped from around 35 to 2. It's hard to roleplay in a arge world that is deviod of life so I started playing around on a few MMORPG's.
RPG's are my favorite type of game. in fact because of Guild Wars I've been negelcting them a bit latly.
My favorite RPG of all time is Planescape Torment. Now that was character immersion if you ever saw it. Never again has a game put you into a Role that played you as much as you played it.
I'll admit this: (and be proud of it) I play games too much. I've been playing them ever since I the NES days. The game that trully sealed my addiction was Battletoads on the NES. I haven't really stopped playing them since then. I do play the odd FPS but haven't stuck to any for any longer then I played Perfect Dark on the N64.
I consider myself a balanced gamer. I like to try many differnt types of gaming. As such I know there is a huge Gulf between the RPG and the MMORPG. The smallest I ever saw this Gulf was in Narfell. That was mainly because the DM's of the game kept exploits in check and brought the NPC's and monsters where the could to life.
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Well, I'm glad to hear you are an experienced rpg'er, personally, NWN has always been one of my favorites, can't wait to try D&D online. Play games too much? Guilty. Although, this ongoing discussion has managed to seriously cut down my play time lol, not that it's much better I guess, still not exactly doing much productive in that little place we call reality. Oh well, I guess I'll catch up later.
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Originally Posted by Thomasuwoo
I can agree with you there. Though once again changing where they are for whatever reason will upset the balance.
How about this as a solution?
Could there be a way to change the names of such skills without changing their effect? Maybe we could work out a way to change the descriptions of these skills without changing their effects? Then again this would confuse people already familiar with the game. Possibly.
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Confuse people already familiar with the game? Lol, you obviously never played Star Wars Galaxies, they had a habit of frequently changing the way the game worked, and yes, it was confusing, but people adapted and learned, and when the changes brought an actual improvement to either the feel of the game world or the play of the game mechanics, people welcomed the changes.
Of course any changes will upset the balance (although I argue that it's already unbalanced), any change has repercussions that should be dealt with. I'm not expecting an instant fix, I'd prefer it not to be, too often I've seen patches pushed before being completely thought out and tested, it turns the whole game into a massive beta test, not fun!
Change descriptions without changing effects? Might work in some cases, but whatever the description, if a skill improves bow effectiveness, isn't it still primarily a bow-related skill? Would not a rose by any other name smell as sweet? (agh, I can't believe I just quoted Shakespeare!) Try this, if you move all the bow skills to marksman, add a few more traps to wilderness survival, add a few different skills to expertise, and possibly replace Tiger's Fury with a similar pet related skill, have you really put that much out of balance? I think as long as the new skills aren't any more powerful than the ones they replace, it would pretty much be ok. The very nature of the game dictates that more skills in the game doesn't mean more skills for the character, he's still only bringing eight into battle, he just has more options, giving him the same flexibility in attribute combinations that other professsions have. It's really not a question of the number of skills available to the profession. As it is now, every profession and each attribute have vastly different numbers of associated skills, there is no standard of X skills per attribute or Y skills per profession, so what's a few more skills? I mean, right now wilderness survival has 24 skills and marksman has 13, tell me that's not unbalanced! If the six bow skills were moved and it were 19 and 18, would it really upset the game that much? I don't think so, it seems that it would actually work better than the present situation. Maybe I'm wrong, I have no way of testing it atm, but I think it's worth some thought.
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Originally Posted by Thomasuwoo
Ah, and there is the reason we're at each others throats like this! I see the balance amoung the classes and their combinations of skills and atributes as crucial to my enjoyment of the game. Where as you see the immersion of your character and the belivability of the world as crucial to yours.
I think we'll have to agree to disagree then. I play other games as well as RPG's and I don't really consider Guild Wars an RPG. I don't consider any MMORPG's as RPG's (With the almost exception of Never Winter Nights:Narfell but that could only support 60 players so I dpoubt it counts.) The reason being the Role in RPG (Role Playing Game) should be one you play. The Mechanics of the game should be seccond to making your role a belivable and immersive one. Once again I'd like to take this chance to name Planescape Tourment as the greatest RPG of all time in that respect.
When I picked up my Guild Wars box I didn't expect much in the way of lore. This was a game trying to prove to the other MMORPG's out there that fees wern't nessesary to keep the game going. I assumed that it was the mechanics of the game that was going to be it's primary focus. I got alot more lore then I expected. I loved the lore behind the Hall of Hereos on page 71-72 of book 1. But when it came down to the crunch Guild Wars was a game about it's mechanics, It's stragey. Lore came in at a definte seccond.
I don't think compromising it's mechanics for the sake of immersion is something Anet would consider.
That's My two cents. Just so you know I've throughly enjoyed writing this post and I hope we can come to some understanding or middle ground in reguards to this topic.
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Yep, that must be it. Any time I create a character, in any game, the wheels in my head start turning and my imagination takes off - who is this person? where are they from, what are they like, how do they act? I know mmorpg's aren't as character immersive as true rpgs, but in my immagination it works, whether I'm picking a color for my armor or squared off against four hydras and a contingent of charr, I'm acting as I think my character would react. Are they the type to stay in a hopeless fight to give companions a chance to escape? Or will they take the first opportunity to escape, rest, and come back again? I play each character differently, and that's where I find the fun in the game. Sure, it's fun to come up with tactics and strategies, don't get me wrong, 'Axis and Allies' and 'StarCraft' have always been among my favorites. But in a game like this, I temper my strategies and choose my skills according to the character's personality. Which is probably also why I don't really care for PvP in rpgs, I'm unwilling to sacrifice who my character is for that one, perfect build that everyone uses to death lol (to this day, I have not made a warrior monk, and I have no intention of doing so!).
Anyway, I think that at least on some level, we have reached somewhat of a middle ground on the issues. We still have a few other disagreements, but we may work them out. I just hope I don't end up writing another post this long, or I'll never get back in that game, and what happens with the rangers won't really matter then, will it?
Ah well, I suppose it has been fun, I guess we'll see how things play out from here. Until next time.