Should Pve and pvp be balanced differently?

Should Pve and pvp be balanced differently?

in Profession Balance

Posted by: Lapiy.7160

Lapiy.7160

Currently classes are balanced the same across all modes and I feel this is a problem, It become alot hard to give a class what it needs for pve without breaking them in wvw or pvp or vis versa. One example would be condition dmg, the amount of dmg it does in pve is worthless but buffing to say crit based on your crit chance would break it in pvp and wvw. Nerfing can also effect classes, something Strong in pvp well nerf it but then in pve the class is much worse off and is never used. This can also go with classes traits ect, but what do you guys think?

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(edited by Lapiy.7160)

Should Pve and pvp be balanced differently?

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Posted by: jmt.8517

jmt.8517

short answer absolutely. long answer not going to comment

Should Pve and pvp be balanced differently?

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Posted by: Minion.9850

Minion.9850

Yes. PvE needs to be balanced around 5-man dungeon teams. Balancing for open world zergs is silly, and it’s not at all like Guild Wars where the idea was to initially segueway PvErs into PvP, but this is more generic MMO than GW was. However, even towards the end, Anet started splitting PvE/P skills, they just need to split a lot more than just skills here.

For example, a necromancer is possibly the worst class to take in dungeon parties, since DPS is typically the goal for all party members. Condition damage needs to be affected by vulnerability and should be able to crit. Bleeding is so weak in terms of DPS when you consider backstab thieves, rangers and warriors. Necromancers don’t aid their party AT ALL. plz fix.

Should Pve and pvp be balanced differently?

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Posted by: green plum.7514

green plum.7514

I have a dream of a game where PVE and PVP is played quite similarly; however, that would require a completely different game design. I think, there are two ways to go: either balance the game around tPvP and make PVE encounter mirror that game style in the way (such that a viable PvP spec can also dub as a viable PVE spec) or indeed balance them separately. Regarding everything else, I completely agree with Minion above.

In any case, the DPS-centric PVE gameplay needs to be changed. I have no idea how it can be done though (one way that comes to my mind is ensuring that EVERY – and I mean EVERY – spec has virtually the same DPS; what changes is type of support/control abilities and burst/sustain damage type).

(edited by green plum.7514)

Should Pve and pvp be balanced differently?

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Posted by: runeblade.7514

runeblade.7514

No, That is the lazy way to do it.

PvE is one-dimensional and It lacks depth. PvE should be more like PvP. Balancing on two different scales will not change it’s mediocrity but instead make more builds to fit the one-dimensional gameplay.

When PvE actually gets depth, then devs should split and balance differently.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Should Pve and pvp be balanced differently?

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Posted by: Rhyse.8179

Rhyse.8179

Yes.

nle;bbb (not long enough, blah blah blah)

PvP is fast paced combat against equal numbers of (potentially…) equal powered and intelligent opponents that act and react to your actions.

PvE is fast, medium, or slow paced combat against either larger numbers of weaker opponents (trash and world), or fewer numbers of stronger opponents (Bosses). Neither class of opponent is intelligent or reacts dynamically; advanced encounters rely heavily on scripting.

The two classes of gameplay are nothing alike. Balancing one on the other is impossible, no matter which side you start on.

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Should Pve and pvp be balanced differently?

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Posted by: Forzani.2584

Forzani.2584

short answer absolutely. long answer not going to comment

3 completely different games need to be balanced 3 different ways. No brainer.

When someone uses the word ‘Meta’, a kitten dies. Don’t do it.

Should Pve and pvp be balanced differently?

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Posted by: digiowl.9620

digiowl.9620

As long as the mobs are bags of health that is only there to be attrition-ed down, yes it needs to. Right now defensive gear is worthless in PVE thanks to mob design (big health pools, spiky damage), but improvements are held back because PVP has become all about bunkering.

Should Pve and pvp be balanced differently?

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Posted by: P Fun Daddy.1208

P Fun Daddy.1208

Yes. There is too much variation in effectiveness in skills for it to be feasible to keep all modes balanced without any separation in modes.
A prime example of this is Hundred Blades. An incredibly effective PvE skill which is vastly weaker in PvP.

Should Pve and pvp be balanced differently?

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Posted by: style.6173

style.6173

No. Because where does it end?

PvE? What type? Leveling, dungeons, fractals, living story events? All have different specs that work best
PvP? hot join vs solo queue vs tourny. Again different specs work best
WvW? Roaming, small ground, zerg? All have different specs.