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Originally Posted by Shifty Geezer
As an PvEing Ele who'se reached the South Shivverpeaks for the first time, I feel like the recent AOE changes have hit me hard.
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We've heard this a lot, obviously. After playing around with the changes extensively I get the feeling that this is a common reaction because most Elementalist players have never learned how to do anything beyond dropping AoE 'storms' onto a huge mass of monsters standing around a tank.
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Originally Posted by Shifty Geezer
Meteor Storm takes a long time to cast. It's oft interrupted. If you do get it off, it was effective in locking down massed characters. Now monsters run out the way a costly and rare (in successfulness) spell has been rendered next to useless.
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You've had very different experiences with the skill than I have then. From what I can tell monsters don't flee a Meteor Shower *at all*, since the current version of the AI doesn't run until they've taken multiple hits. Even if they ran after the first hit, as they probably should, the skill would still be great, as it'd deal 100+ damage in an AoE, plus a knockdown that holds a bunch of enemies in place, plus a second hit and knockdown if they're impeded from running at all. I couldn't really test the AI against a Meteor Shower, though, as whatever mobs got caught in the Shower were usually dead shortly after the second hit. This was desert and shivverpeaks, though, they'd probably be a bit more durable in the Fire Islands / WaW.
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Originally Posted by Shifty Geezer
This and other changes are being made for the sake of balance; to remove overly powerful techniques and level the playing field.
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Is that why you think this change was made? That this was a deliberate attempt to 'nerf' certain characters?
Guild Wars is advertised as a strategy game, where player skill and experience is supposed to be the deciding factor. This ideal has been hard to implement in PvE because the primitive monster AI made PvE take about as much strategy as shooting fish in a barrel. This AI tweak certainly hasn't solved that - and it has its issues of its own - but it's a step towards making monsters behave intelligently.
What's so maddening is how AI expectations vary from genre to genre. If you come from a FPS or RTS background, you're used to good, adaptive AI being a *selling point* of a game. Enemies that will take cover and use terrain to their advantage? That's awesome. But in the 'RPG' genre good AI is taboo. Enemies are expected to beeline for the player, attack the non-threatening, unkillable 'tank', and sit there hacking away in mindless futility while the rest of the players execute them in turn. Even ancient, retarded dragons must stay true to the tired script of vegetatively attacking the paladin in front of them.
Why the difference? The goal. In a FPS or RTS, the goal is to overcome various obstacles and the gameplay is in the challenge of doing so. But in an RPG, the goal isn't completing objectives, but in harvesting loot from the killing fields. When making a RPG you aren't designing a strategy game, as much as a glorified slot machine with meteors instead of levers and orges instead of cherries.
Your players *are not* looking for a challenge. They're looking to zone out and watch the loot drops in hopes of hitting a jackpot.
This AI change is, perhaps, a sign of Guild Wars attempting to break that mold - as someone who was attracted to the game because it was supposed to be different, I find this encouraging.
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Originally Posted by Shifty Geezer
However, I suggest that this is counter-productive to gameplay.
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The exact opposite - this AI change is adding actual gameplay to Guild Wars PvE, and people do not want it.
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Originally Posted by Shifty Geezer
In a perfectly balanced game, for every attack there's a counter attack...Stalemate.
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I'll just take this as a sign that you've never been involved in any competition in your life as you clearly have no idea how it works.
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Originally Posted by Shifty Geezer
So when you realise now that Anet keep levelling the playing field in all areas except the opposition have a much bigger army, you realise that you're at an utter disadvantage!
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Only if you're functionally retarded.
In a PvE game it's not the monsters that counter you, it's you who counters the monsters. You know exactly what's coming. The mobs always use the same skills, and are almost always in the same place. You control the timing and potentially even the position of the engagement. The strategies they're going to use are known. In a balanced game, as you mentioned above, there's a counter for everything, and since you can bring whatever tools you want to destroy the opponent's strategy you have no excuse for losing outside of superior numbers. Superior numbers that, I might add, can usually be divided up and defeated easily with proper tactics.
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Originally Posted by Shifty Geezer
For me, the key point to GW was the variety of skills and choosing a selection that was more effective.
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How has this changed? The only difference is that now skills that were only effective because of AI exploits are now poor. That's it. It's still the same game, and if you're someone who enjoyed the strategic aspects, it's actually a *better* game.
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Originally Posted by Shifty Geezer
Knowing that ice elementals are weak to fire, you take fire spells and play that strength. If you're in an area where melee fighters mass on your warriors, you take Meteor Storm to flatten them. Some techniques that work well in some areas don't work in others, and the joy is thinking how to jiggle your build to accomodate the changes.
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You're joking. The strategy that everyone used was one 'gear tank' to hold the aggro, two monks to support him, and two fire nukers to bombard the masses of enemies around the tank. This was done regardless of resistances, classes, skills, or really just about anything. Meteor Shower wasn't a 'tactical choice to counter a strategy', it was a catch all, one stop, no think solution to absolutely every problem in the game, to the point of utter brainlessness. All this talk about jiggling your build is hand waving that has no basis in reality, because people were *not* changing their builds.
This discussion would be much more straightforward if people would stop lying to themselves and everyone else. This has nothing to do with strategy or tactics. The complaints are coming because people wanted to drop Meteor Showers on pack after pack of retarded cattle in the killing fields and pick up their loot, without having to think in the slightest. That the mobs don't march mindlessly to their deaths anymore is a colossal blow to their slot-machine gameplay, and they're complaining loudly because of it.
So let's cut the crap and get to the heart of the issue - do you want Guild Wars to be a strategy game, or do you want it to be a slot machine game?
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Originally Posted by Shifty Geezer
If Anet keep elliminating advantages and strengthening the enemy, they'll destroy all actual gameplay.
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You mean they'll add enough actual gameplay that the casino dwellers won't have any idea what to do.
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Originally Posted by Shifty Geezer
(why have no henchies got interrupts?! Why'd's the Necro neither Hex nor Summon?!)
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I don't know why they don't get interrupts, but they don't have hexes, enchantments, or summons, in general, because they want henchmen to fit seemlessly into teams. Necromancers do not want to be getting into corpse fights with Claude. They made a few exceptions, like Healing Breeze, but in general that's the case - no henchman will put a character of the same class at a disadvantage.
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Originally Posted by Shifty Geezer
we need there to be weaknesses of the enemy that we can find and exploit.
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You make this sound like people are having problems overcoming the obstacles in PvE already, when that's the furthest thing from the truth. People aren't trying to figure out how to beat an enemy, because that's usually trivial. They're trying to figure out how to beat a given enemy over and over and over again, as quickly as possible, and with as few players as they can get away with. Unfortunately reality is so far removed from your argument that it's downright laughable. If PvE in this game actually was a challenge, where you had to carefully select your team, your skills, your strategy, and your tactics to be able to complete a mission, I think it would be a lot more fun and rewarding. Too bad that's not the case.
Peace,
-CxE