PVE-only skills and PVP-only skills.
thirtypercent
i suggest implementation of pvp-only skills and pve-only skills. not only would this allow previously impossible skills to be made for pve and pvp, it would also help the devs in balancing the skills to cater to pvp and pve at the same time, which thus reduces the number of nerfs in the future.
for example:
PVE-only skills
Provoke (warrior skill)
Provokes a target enemy, forcing the target enemy to hit you for 10-25 seconds.
Charm Foe (ranger skill)
Charm target foe for 10-25 seconds. Charmed target foe acts like your pet. 65%-35% chance of failure.
Aura of Discretion (monk spell)
This enchantment reduces targets agro circle by 50%.
Elite:Shield of Invisibility (monk spell)
You cannot be targeted by enemies for 10-25 seconds. While running this enchantment, you cannot attack and move 25% slower.
so what do you think?
for example:
PVE-only skills
Provoke (warrior skill)
Provokes a target enemy, forcing the target enemy to hit you for 10-25 seconds.
Charm Foe (ranger skill)
Charm target foe for 10-25 seconds. Charmed target foe acts like your pet. 65%-35% chance of failure.
Aura of Discretion (monk spell)
This enchantment reduces targets agro circle by 50%.
Elite:Shield of Invisibility (monk spell)
You cannot be targeted by enemies for 10-25 seconds. While running this enchantment, you cannot attack and move 25% slower.
so what do you think?
CAT
I definately like the reducing agro circle, devs should definately be thinking out of the box if they want to impliment more skills.
What pvp skills would there be though?
What pvp skills would there be though?
Saba The Hobo
No You Won't!
All enemies in the area that are under the effect of I Will Avenge You! now have health degeneration instead of regeneration, and slowed attack speed instead of increased for 5-15 seconds.
--
Eh, Shield of Invisibility sounds like it could be spellbreaker + amity. Besides imagine how it would be abused in running..
I like the idea of PvE and PvP only skills, though.
thirtypercent
Quote:
Originally Posted by CAT
I definately like the reducing agro circle, devs should definately be thinking out of the box if they want to impliment more skills.
What pvp skills would there be though? |
Rayea
PvP and PvE only skills is a damn good idea
true, theres peeps that do both, but more people i meet play ether one or the other mostly.
i personaly paly no pvp...why? I SUCK
I know i suck, THEY know i suck, and when i suck, i dont have fun. so i stay out of the pvp section, simply so that players with more talent and who have fun playing against other people get the spot.
i cant think of any skills right now for ether, but i say it again, its a DAMN good idea.
any way to seperate both parties without it comming to bloodshed and tears is always a good idea
(edit...easiest way to fix the invisibility thing is to make it so that you cant target enemies, attack or cast spells other than heals, and that your movement is reduced to a slow walk through deep snow speed ^^..i imagine running under invisibility would take 2-3 times as long with that speed heheh)
true, theres peeps that do both, but more people i meet play ether one or the other mostly.
i personaly paly no pvp...why? I SUCK
I know i suck, THEY know i suck, and when i suck, i dont have fun. so i stay out of the pvp section, simply so that players with more talent and who have fun playing against other people get the spot.
i cant think of any skills right now for ether, but i say it again, its a DAMN good idea.
any way to seperate both parties without it comming to bloodshed and tears is always a good idea
(edit...easiest way to fix the invisibility thing is to make it so that you cant target enemies, attack or cast spells other than heals, and that your movement is reduced to a slow walk through deep snow speed ^^..i imagine running under invisibility would take 2-3 times as long with that speed heheh)
thirtypercent
yea.some skills were nerfed becos of the pvp/pve side, causing the other side to suffer which isnt fair.
Ristaron
It's an idea... but so is poo on toast.
thirtypercent
Quote:
Originally Posted by Ristaron
It's an idea... but so is poo on toast.
|
jesh
Quote:
Originally Posted by Ristaron
It's an idea... but so is poo on toast.
|
Aeon_Xin
Quote:
Originally Posted by Ristaron
It's an idea... but so is poo on toast.
|
Which is where this idea should go.
Point being, it's already been announced they're trying to make PvP and PvE as similar as possible.
thirtypercent
Quote:
Originally Posted by Aeon_Xin
Or putting toast where poo comes from.
Which is where this idea should go. Point being, it's already been announced they're trying to make PvP and PvE as similar as possible. |
Aeon_Xin
Quote:
Originally Posted by thirtypercent
i dont see why they shld make pvp and pve as similar as possible. it would be stupid to do so. and even if they want, they can make pve-only skills to be unlocked by pvping and pvp-only skills to be unlocked in pve.
|
Any nerfing done to one or the other, without regard for the other, will generally effect one in a bad way. If you keep the way fights go seperate from eachother, eventually you've got two different games on your hands.
One of their selling points was that PvP was entirely an Option, and they would lose a huge customer base if you HAD to PvP to unlock neat PvE things.
They also want to blend PvP with PVE so that if/when one of those people generally not confident enough in PvP decide to go in and try it, that it's not so different from PvE after all, which I think is pretty revolutionary, from the limited mmorpgs I've played or seen.
They're tying together those 2 potential buyer groups, instead of alienating one or another.
I'm not asking if you agree, but do you understand that theory now?
Note: I'm not speaking on behalf of Anet or anything, just stating my view, as adjusted by the limited official announcements I've seen.
arcanemacabre
I'm reviving this terribly old thread because I actually used search before posting! (hooray for me!)
That out of the way, I'm completely supporting this idea. With each chapter, the original classes at least will be getting new skills. This can be assumed. That said, there will be an insane amount of skills a few chapters down the road, which means an insane amount of constant tweaking and balancing. That's a lot of work that could be best spent elsewhere - on content.
That's the angle I'm coming from on this point. Why must we have such intimate correlations with PvP and PvE, when it's plainly split right from the beginning?
Right now, Ranger Pets have DP in PvP, but not in PvE (as far as I know). That is a balance issue solved by splitting the two worlds. More skills can be given greater use and adaptability by balancing seperately. As has been mentioned earlier in the thread, more unique skills, with wild effects can be introduced as well.
Some examples...
PvP-only skills: Skills that alter an opponent's GUI, such as drunken effects, and effects that alter skillbar placements, etc.
PvE-only skills: Skills that affect aggro (as have been mentioned), confuse monsters causing them to attack randomly, etc.
Basically, my point is, unless they plan on entirely merging PvP and PvE, they're shooting themselves in the foot balancing skills as if they are merged. Players will always play differently than monsters, so why not embrace that?
That out of the way, I'm completely supporting this idea. With each chapter, the original classes at least will be getting new skills. This can be assumed. That said, there will be an insane amount of skills a few chapters down the road, which means an insane amount of constant tweaking and balancing. That's a lot of work that could be best spent elsewhere - on content.
That's the angle I'm coming from on this point. Why must we have such intimate correlations with PvP and PvE, when it's plainly split right from the beginning?
Right now, Ranger Pets have DP in PvP, but not in PvE (as far as I know). That is a balance issue solved by splitting the two worlds. More skills can be given greater use and adaptability by balancing seperately. As has been mentioned earlier in the thread, more unique skills, with wild effects can be introduced as well.
Some examples...
PvP-only skills: Skills that alter an opponent's GUI, such as drunken effects, and effects that alter skillbar placements, etc.
PvE-only skills: Skills that affect aggro (as have been mentioned), confuse monsters causing them to attack randomly, etc.
Basically, my point is, unless they plan on entirely merging PvP and PvE, they're shooting themselves in the foot balancing skills as if they are merged. Players will always play differently than monsters, so why not embrace that?
Kit Engel
I don't agree with a division between the two types of skills. One thing I liked was the symmetry between PVE and PVP in terms of individual game mechanics. Having two different sets is like learning two different games, when it technically should be more or less the same. It's tough to balance in between, but it's a good idea.
Numa Pompilius
Quote:
Originally Posted by thirtypercent
i suggest implementation of pvp-only skills and pve-only skills.
|
/unsigned.
arcanemacabre
Quote:
Originally Posted by Numa Pompilius
Strongly disagree with the very premise.
/unsigned. |
Knightsaber Sith
/notsigned
If they are pvp only; then you can't unlock them with pve which you always could in the past. This seems to again splinter pve and pvp into almost seperate games as was argued by some people against the PUP's.
If they are pvp only; then you can't unlock them with pve which you always could in the past. This seems to again splinter pve and pvp into almost seperate games as was argued by some people against the PUP's.
kang
Celestial abilities are an example of how this would work. people are given extreme abilities which are immensely powerful and extremely unbalanced but there are extreme restrictions on them (eg making them need morale) which promoted people to THINK before using them....thus putting an element of stragety into PvE, something it soreley needs..... Basic tactics....no matter where you are, with enough Dps you can break through anything
Im hoping nightfall stops that..... I wanna see noobs being crushed under giant falling pilliars and yelling "OmG H4x I h4D PS oN"
Im hoping nightfall stops that..... I wanna see noobs being crushed under giant falling pilliars and yelling "OmG H4x I h4D PS oN"
WasAGuest
GW PvE needs different skill builds to keep it interesting and fun. This being said on the mob side of things as well as the players side.
Mobs with more unique "creature-only" skills would be wonderful. Imagine a warden hammer user being able to not simply knock the player down, but rather send them sailing back several feet by using a unique skill against the players. Or some sort of "odor" causing effect when you hit a "bug" that can't be countered and the players screen gets blurred and you are unable to cast. Things like this can't really be added untill counters or semi-counters to them are added. And those things wont be added because there is no place for an "anti-warden" skill or "anti-mob-whatever" skills in PvP.
To seperate the two skill sets would allow the devs to finally be able to add skills that are made to combat the creature types in PvE rather than building the creature types into PvP semi-balanced groups of utter boredom that you fight in Factions a million times over again.
Hopefully, with these PUPS now showing a small note of Anet seeing players want the games to be seperate, we will start to see this.
As a last note: We all are wanting the PvE to be more challenging. But how can a game set by skills be challenging when the skills are locked for balancing against another level 20 player instead of a level 28 mob group? The AI has to be dumbed down to compensate for it, therefore challenge is hampered. Just my opinion of course, but that's how I see it being made right now.
Mobs with more unique "creature-only" skills would be wonderful. Imagine a warden hammer user being able to not simply knock the player down, but rather send them sailing back several feet by using a unique skill against the players. Or some sort of "odor" causing effect when you hit a "bug" that can't be countered and the players screen gets blurred and you are unable to cast. Things like this can't really be added untill counters or semi-counters to them are added. And those things wont be added because there is no place for an "anti-warden" skill or "anti-mob-whatever" skills in PvP.
To seperate the two skill sets would allow the devs to finally be able to add skills that are made to combat the creature types in PvE rather than building the creature types into PvP semi-balanced groups of utter boredom that you fight in Factions a million times over again.
Hopefully, with these PUPS now showing a small note of Anet seeing players want the games to be seperate, we will start to see this.
As a last note: We all are wanting the PvE to be more challenging. But how can a game set by skills be challenging when the skills are locked for balancing against another level 20 player instead of a level 28 mob group? The AI has to be dumbed down to compensate for it, therefore challenge is hampered. Just my opinion of course, but that's how I see it being made right now.
Naga The Apocalypse
wat would be cool is if there were fish and other sea creatures that would attack people walking on the beaches and stuff, like huge monsters like the Luxon crabs and turtles.
Minus Sign
You get this...sortof. some skills and build designs are only useful in a Pve situation. Others are most useful in PvP.
The truth itself
No for the sake of balance.
It would make it two different games. Actually, i think they are different enough already.
It would make it two different games. Actually, i think they are different enough already.
xRustyx
Hi, I made a topic before and I was told to post in other threads. I am now following a moderator's instructions, so here goes.
Suggestion: PVE/PVP Variations of skills. Please read.
Hold up before you post WTF in quick reply. I know you’re probably thinking this is a stupid idea, right? Well let me explain why I think this is not so stupid. As you know, Skill Balances are an integral part of a MMO, especially Guild Wars where it is marketed as a “skill over time” game. We also know that GW was initially marketed as a competitive game with an emphasis on PvP. As time passed, Anet has shifted towards PvE, due to the simple fact it makes them money while PvP costs them money. (Free food and hungry gamers during tournaments, anyone?) PvP tournaments have been more publicity stunts than anything else, attracting crowds of interested onlookers, who might pick up GW at their local stores.
As a result of this shift, the PvP-side of game balance has been somewhat neglected (which is the more critical side as opposed to PVE game balances). The PvP community has moaned about long waits for balance patches, and the ‘metagame’ being a joke. And I’m inclined to agree with them. As you may or may not know, Izzy is basically the ninja PR for the PvP community. He has trouble balancing skills due to the fact he has to please both sides of the conversation, PVE AND PVP. Making skills separate would not only allow more freedom to skill balancers, but it would make their jobs much much easier, thus decreasing the time for us impatient gamers. Making separate variations of skills also allows PVE Monsters to do different things, and generally PVE will become more interesting and a “skill-based” affair. Afterall, right now PVE is easy as hell apart from Domain of Anguish. And it’s repetitive, since there’s no real challenge and rewards are just better looking items. (The gear aspect doesn’t actually affect gameplay that much, if you think about the modifiers on the gears.) Thus the move from GW PVE players to WoW. And don’t deny it hasn’t happened, I know dozens of PVP/PVERS that have moved to WoW simply because they know how to market a game to gamers more than Arena.net. No offense meant, tis the truth.
If you’ve played mainstream PvP, especially competitive GvG you would notice not many skills are used. As I’ve said before, PvP is ALL ABOUT game balance. In a game like GW where skills dictate the methods of winning or losing, skill balance are of the utmost importance. Due to these unused skills, they could be revamped for PVE usage, or PVP usage. This would mean the stale metagame would become more varied as players could choose other skills (methods). Afterall, why would you run what everyone expects you to run, when there are other balanced skills out there? The metagame is only stale due to overpowered skills. This is a competitive game, you play to win.
Would it be more work? Initially yes, it would be tons of work. But after the implementation, things will gradually become easier. Izzy would no longer have to spend tedious amounts of time on each skill in order to attempt a perfect nerf or buff, trying to please both sides of the crowd. I see nothing wrong with this logic, skills that are great for both PVE and PVP could be left untouched, while other skills that aren’t really being used could be changed differently for two very different gametypes.
I’d appreciate it if you posted /signed, or your opinions, and generate a lot of popularity on this thread. GW PvP community has been dying over the past few months, especially in the GvG area. GvG is regarded as the highest competitive form available in the PvP gametype, and I’d hate to see this community I love to just dwindle away. GW had amazing potential and it still does, all Anet have to do is make the right changes to achieve what gamers envisioned when they bought the product.
Suggestion: PVE/PVP Variations of skills. Please read.
Hold up before you post WTF in quick reply. I know you’re probably thinking this is a stupid idea, right? Well let me explain why I think this is not so stupid. As you know, Skill Balances are an integral part of a MMO, especially Guild Wars where it is marketed as a “skill over time” game. We also know that GW was initially marketed as a competitive game with an emphasis on PvP. As time passed, Anet has shifted towards PvE, due to the simple fact it makes them money while PvP costs them money. (Free food and hungry gamers during tournaments, anyone?) PvP tournaments have been more publicity stunts than anything else, attracting crowds of interested onlookers, who might pick up GW at their local stores.
As a result of this shift, the PvP-side of game balance has been somewhat neglected (which is the more critical side as opposed to PVE game balances). The PvP community has moaned about long waits for balance patches, and the ‘metagame’ being a joke. And I’m inclined to agree with them. As you may or may not know, Izzy is basically the ninja PR for the PvP community. He has trouble balancing skills due to the fact he has to please both sides of the conversation, PVE AND PVP. Making skills separate would not only allow more freedom to skill balancers, but it would make their jobs much much easier, thus decreasing the time for us impatient gamers. Making separate variations of skills also allows PVE Monsters to do different things, and generally PVE will become more interesting and a “skill-based” affair. Afterall, right now PVE is easy as hell apart from Domain of Anguish. And it’s repetitive, since there’s no real challenge and rewards are just better looking items. (The gear aspect doesn’t actually affect gameplay that much, if you think about the modifiers on the gears.) Thus the move from GW PVE players to WoW. And don’t deny it hasn’t happened, I know dozens of PVP/PVERS that have moved to WoW simply because they know how to market a game to gamers more than Arena.net. No offense meant, tis the truth.
If you’ve played mainstream PvP, especially competitive GvG you would notice not many skills are used. As I’ve said before, PvP is ALL ABOUT game balance. In a game like GW where skills dictate the methods of winning or losing, skill balance are of the utmost importance. Due to these unused skills, they could be revamped for PVE usage, or PVP usage. This would mean the stale metagame would become more varied as players could choose other skills (methods). Afterall, why would you run what everyone expects you to run, when there are other balanced skills out there? The metagame is only stale due to overpowered skills. This is a competitive game, you play to win.
Would it be more work? Initially yes, it would be tons of work. But after the implementation, things will gradually become easier. Izzy would no longer have to spend tedious amounts of time on each skill in order to attempt a perfect nerf or buff, trying to please both sides of the crowd. I see nothing wrong with this logic, skills that are great for both PVE and PVP could be left untouched, while other skills that aren’t really being used could be changed differently for two very different gametypes.
I’d appreciate it if you posted /signed, or your opinions, and generate a lot of popularity on this thread. GW PvP community has been dying over the past few months, especially in the GvG area. GvG is regarded as the highest competitive form available in the PvP gametype, and I’d hate to see this community I love to just dwindle away. GW had amazing potential and it still does, all Anet have to do is make the right changes to achieve what gamers envisioned when they bought the product.
Aeon_Xin
/unsigned with authority
Anet has made the decision from the beginning, PvP and PvE are going to be as close as you can get them, so that either type of player isn't alienated from doing the other.
That said, should be enough, but you people don't freaking comprehend anything you read, and/or think Anet needs to chage based on your oh so revolutionary idea.
You're not an original snowflake, stfu up.
Instead of whining your build has been nerfed, go out and perfect another, if you can't hack it, maybe you should try pbskids.org.
Anet has made the decision from the beginning, PvP and PvE are going to be as close as you can get them, so that either type of player isn't alienated from doing the other.
That said, should be enough, but you people don't freaking comprehend anything you read, and/or think Anet needs to chage based on your oh so revolutionary idea.
You're not an original snowflake, stfu up.
Instead of whining your build has been nerfed, go out and perfect another, if you can't hack it, maybe you should try pbskids.org.
Dougal Kronik
/signed
This is the one of the few options that Anet apparently has left to them. With more games coming out that offer more interesting PVE experiences, the PvP commuinity may find themselves alone, and they are not enough to keep Guild Wars alive.
This is the one of the few options that Anet apparently has left to them. With more games coming out that offer more interesting PVE experiences, the PvP commuinity may find themselves alone, and they are not enough to keep Guild Wars alive.
xRustyx
Quote:
Originally Posted by Aeon_Xin
/unsigned with authority
|
Quote:
Originally Posted by Aeon_Xin
Anet has made the decision from the beginning, PvP and PvE are going to be as close as you can get them, so that either type of player isn't alienated from doing the other.
|
Quote:
Originally Posted by Aeon_Xin
That said, should be enough, but you people don't freaking comprehend anything you read, and/or think Anet needs to chage based on your oh so revolutionary idea.
|
Quote:
Originally Posted by Aeon_Xin
You're not an original snowflake, stfu up.
|
Excuse me sir, but do you have the above instrument lodged in your ass?
Quote:
Originally Posted by Aeon_Xin
Instead of whining your build has been nerfed, go out and perfect another, if you can't hack it, maybe you should try pbskids.org.
|
IMMORTAlMITCH
Quote:
Originally Posted by Aeon_Xin
/unsigned with authority
Anet has made the decision from the beginning, PvP and PvE are going to be as close as you can get them, so that either type of player isn't alienated from doing the other. That said, should be enough, but you people don't freaking comprehend anything you read, and/or think Anet needs to chage based on your oh so revolutionary idea. You're not an original snowflake, stfu up. Instead of whining your build has been nerfed, go out and perfect another, if you can't hack it, maybe you should try pbskids.org. |
You don't seem to understand the point brought up by Rusty, Rusty actually ISNT complaining about nerfs, he's saying they're neccesary for game balance.
But don't worry, I understand how that might be hard to comprehend for a guy that doesn't know what the 'u' in stfu stands for..
Ps. /signed
lololololol
I'm all for it, not like they haven't done it a bit already.
They don't even need to come up with new skills, just change damages and cost.
Also, maybe they can hire someone to balance PvE so Izzy can actually do a real job balancing PvP.
They don't even need to come up with new skills, just change damages and cost.
Also, maybe they can hire someone to balance PvE so Izzy can actually do a real job balancing PvP.
thirtypercent
finally implemented
xRustyx
I think my previous post got deleted because it was mad gangsta, and y'all know I'm mad gangsta. So here is an educated reply: About time!
Hailey Anne
Bringing back a 2 year old post ftl?
Yosh
How many times has this thread been raised from the graveyard?
Vilaptca
They are implementing this soon. Not really a suggestion anymore.