ANet Out of Touch
Not all opinions are equal. PvPers who play at a high level for 8+ hours a day should be giving more input than Random Rabbit Rank on the forums.
I have no problems with devs working alongside important PvP community members to work on balance. In fact, I think it’s a good thing. When I saw that spreadsheet, I shared it with my guild as a “look! Don’t worry! This stuff is definitely getting handled” thing.
Also: not why Wildstar flopped.
www.getunicorned.com / northernshiverpeaks.org
For balace you should ask experienced players, and listening to the mass does not work. I work on game balancing for a very long time. When you ignore or override the competence carriers, to please the mass, then disaster follows long term.
But: You must not ignore the comunity! You must always listen to them and develop things they wish.
So the trick is to take the players input and build it with the knowledge of the best. If you only let the veterans work, the game will slowly rot, if you only let the comunity decide the game mechanic will break and you will loose players in “Shockwaves”.
OP, you need to understand that the game is balanced around pvp. Always has been, always will be.
PvErs have never liked it, but those of us that were around in GW1 know and understand that this is how Anet works. Yes, GW2 was (supposedly) designed as primarily a pve game; however, pvp has always been the scene in which Anet has catered to. Nothing wrong with that necessarily. As such, yes, they are going to take feedback from their top tier pvp players into heavy consideration when they do balancing. Those people eat, breathe, and sleep the classes they play. As such, they should actually offer some valuable input from a balance perspective.
Yes, Anet has said that they try to look at how a change will impact all game modes before implementing it; however, until they willing start splitting skills and balancing the modes individually, expect PvE balance to always take a back seat.
OP, you need to understand that the game is balanced around pvp. Always has been, always will be.
PvErs have never liked it, but those of us that were around in GW1 know and understand that this is how Anet works. Yes, GW2 was (supposedly) designed as primarily a pve game; however, pvp has always been the scene in which Anet has catered to. Nothing wrong with that necessarily. As such, yes, they are going to take feedback from their top tier pvp players into heavy consideration when they do balancing. Those people eat, breathe, and sleep the classes they play. As such, they should actually offer some valuable input from a balance perspective.
Yes, Anet has said that they try to look at how a change will impact all game modes before implementing it; however, until they willing start splitting skills and balancing the modes individually, expect PvE balance to always take a back seat.
Balance should be separated between pvp pve and wvw and we know they can do this BECAUSE THEY DID THIS IN GW1
Why is this game a step backwards I have no idea.
Does OP have a list of everyone who is doing the WvW beta or are they overreacting to one post from the new WvW commander that started a few months ago?
As stated, the hardcore PvP players have very good knowledge and experience with skills/traits compared to your average player. The same could be said for the dungeon speed clear players such as rT and DnT. They also tend to make more reasonable, realistic fix suggestions.
OP, you need to understand that the game is balanced around pvp. Always has been, always will be.
PvErs have never liked it, but those of us that were around in GW1 know and understand that this is how Anet works. Yes, GW2 was (supposedly) designed as primarily a pve game; however, pvp has always been the scene in which Anet has catered to. Nothing wrong with that necessarily. As such, yes, they are going to take feedback from their top tier pvp players into heavy consideration when they do balancing. Those people eat, breathe, and sleep the classes they play. As such, they should actually offer some valuable input from a balance perspective.
Yes, Anet has said that they try to look at how a change will impact all game modes before implementing it; however, until they willing start splitting skills and balancing the modes individually, expect PvE balance to always take a back seat.
Balance should be separated between pvp pve and wvw and we know they can do this BECAUSE THEY DID THIS IN GW1
Why is this game a step backwards I have no idea.
They didn’t split skills originally in GW1. Yes, as more skills started coming into the game, near the end they started to do some splitting, but for the vast majority of the skills they were not split. And they explained then, and now, why they don’t want to split skills, it complicates balancing and creates a greater work to load to do so (which, from a development point of view, I can understand that). It’s not really a matter of “can.”
I kinda agree with the OP about A-Net being out of touch. the biggest problem in WvW is most definitely Population / timezone imbalance, by far, leaps and bounds. A new map is also needed as even when fights are even its just stale. They are addressing the map, but that is the secondary issue. I don’t see anything about how HoT will improve life on the low tier servers, or any servers who do not have any off peak hours players. That is a problem.
Second, the goal of the balance patch was to make condis competetive in PvE. It is only a partial success. Necros have by far been on the bottom of the chain here, again, by a huge amount. They still are. Currently they are the 2nd worst condi PVE DPS in the game. Only condi mesmers are worse then necros. The other professions all received very nice buffs and are viable now. Condi Ele, Engi, Guard, War, thief, all do excellent. I do not know ranger since it is the only prof I am not interested in playing, but necros and mesmers have been left in the dust here. Necros literally do only half of what the next profession on this latter does, and mesmers another 1/3 or so lower then necros. It is right down rediculous how off the scale at the low end these 2 are.
Guild Wars 2 have enough hardcore players to make this game not flop like Wildstar. And just learn to live with Anet’s motto “PvP is King. PvE are Peasant”.
I kinda agree with the OP about A-Net being out of touch. the biggest problem in WvW is most definitely Population / timezone imbalance, by far, leaps and bounds. A new map is also needed as even when fights are even its just stale. They are addressing the map, but that is the secondary issue. I don’t see anything about how HoT will improve life on the low tier servers, or any servers who do not have any off peak hours players. That is a problem.
There’s really no fix in my opinion other than to scrap the existing system and start with something new. They are not going to punish off-peak hours players or players that favor a particular server.
My thought, which I have brought up in the past, would be to split people up into factions. Something similar to EotM but without the PvE karma train. The players on the winning faction get weeklong account bonuses such as MF, XP, or something that makes it worth it to win but isn’t too rewarding to overshadow other game modes. Points that factions make on each shard are tallied to determine the winner. They could also do WvW reward tracks where progression is rewarded by actively helping your faction win. This could also be used such that only those that have completed a track get the bonuses.
Not all opinions are equal. PvPers who play at a high level for 8+ hours a day should be giving more input than Random Rabbit Rank on the forums.
I have no problems with devs working alongside important PvP community members to work on balance. In fact, I think it’s a good thing. When I saw that spreadsheet, I shared it with my guild as a “look! Don’t worry! This stuff is definitely getting handled” thing.
Also: not why Wildstar flopped.
You cannot balance a game just for PvP there are 2 other game modes in the game!
[Skol]
OP, you need to understand that the game is balanced around pvp. Always has been, always will be.
PvErs have never liked it, but those of us that were around in GW1 know and understand that this is how Anet works. Yes, GW2 was (supposedly) designed as primarily a pve game; however, pvp has always been the scene in which Anet has catered to. Nothing wrong with that necessarily. As such, yes, they are going to take feedback from their top tier pvp players into heavy consideration when they do balancing. Those people eat, breathe, and sleep the classes they play. As such, they should actually offer some valuable input from a balance perspective.
Yes, Anet has said that they try to look at how a change will impact all game modes before implementing it; however, until they willing start splitting skills and balancing the modes individually, expect PvE balance to always take a back seat.
Balance should be separated between pvp pve and wvw and we know they can do this BECAUSE THEY DID THIS IN GW1
Why is this game a step backwards I have no idea.
They didn’t split skills originally in GW1. Yes, as more skills started coming into the game, near the end they started to do some splitting, but for the vast majority of the skills they were not split. And they explained then, and now, why they don’t want to split skills, it complicates balancing and creates a greater work to load to do so (which, from a development point of view, I can understand that). It’s not really a matter of “can.”
Yes it is. And this is exactly a step back in development. What’s more they are already noticing (again, wow) they can’t balance this game for one mode and make it work in another. They already changed confusion to work different in pvp and pve. I hope we will finally see common sense in balancing and balance stats will be split different between pvp wvw and pve
OP, you need to understand that the game is balanced around pvp. Always has been, always will be.
PvErs have never liked it, but those of us that were around in GW1 know and understand that this is how Anet works. Yes, GW2 was (supposedly) designed as primarily a pve game; however, pvp has always been the scene in which Anet has catered to. Nothing wrong with that necessarily. As such, yes, they are going to take feedback from their top tier pvp players into heavy consideration when they do balancing. Those people eat, breathe, and sleep the classes they play. As such, they should actually offer some valuable input from a balance perspective.
Yes, Anet has said that they try to look at how a change will impact all game modes before implementing it; however, until they willing start splitting skills and balancing the modes individually, expect PvE balance to always take a back seat.
Balance should be separated between pvp pve and wvw and we know they can do this BECAUSE THEY DID THIS IN GW1
Why is this game a step backwards I have no idea.
Agree 130%
There’s really no fix in my opinion other than to scrap the existing system and start with something new. They are not going to punish off-peak hours players or players that favor a particular server.
My thought, which I have brought up in the past, would be to split people up into factions. Something similar to EotM but without the PvE karma train. The players on the winning faction get weeklong account bonuses such as MF, XP, or something that makes it worth it to win but isn’t too rewarding to overshadow other game modes. Points that factions make on each shard are tallied to determine the winner. They could also do WvW reward tracks where progression is rewarded by actively helping your faction win. This could also be used such that only those that have completed a track get the bonuses.
I like the idea in general and think it would be worth exploring. However, I’ve italicized one portion of the idea. By this sentence, do you mean, “ANet could implement reward tracks where helping your faction win rewards one with WvW progression.”?
There’s really no fix in my opinion other than to scrap the existing system and start with something new. They are not going to punish off-peak hours players or players that favor a particular server.
My thought, which I have brought up in the past, would be to split people up into factions. Something similar to EotM but without the PvE karma train. The players on the winning faction get weeklong account bonuses such as MF, XP, or something that makes it worth it to win but isn’t too rewarding to overshadow other game modes. Points that factions make on each shard are tallied to determine the winner. They could also do WvW reward tracks where progression is rewarded by actively helping your faction win. This could also be used such that only those that have completed a track get the bonuses.
I like the idea in general and think it would be worth exploring. However, I’ve italicized one portion of the idea. By this sentence, do you mean, “ANet could implement reward tracks where helping your faction win rewards one with WvW progression.”?
I meant progression of the reward track itself. Like how in PvP you get a set amount based on win/loss and time in match. For the WvW, I was referring to objectives suchs as capturing/defending assets, escorting dolyaks, etc. What I was trying to do is make it so that you don’t have a bunch of people farming one particular thing and making it difficult for others to compete (think of the EBG JP before it got moved to their own instance). This way if there’s a flood of PvE players, they’re actually contributing which was an issue with the WvW Season 1 achievements.
OP, you need to understand that the game is balanced around pvp. Always has been, always will be.
PvErs have never liked it, but those of us that were around in GW1 know and understand that this is how Anet works. Yes, GW2 was (supposedly) designed as primarily a pve game; however, pvp has always been the scene in which Anet has catered to. Nothing wrong with that necessarily. As such, yes, they are going to take feedback from their top tier pvp players into heavy consideration when they do balancing. Those people eat, breathe, and sleep the classes they play. As such, they should actually offer some valuable input from a balance perspective.
Yes, Anet has said that they try to look at how a change will impact all game modes before implementing it; however, until they willing start splitting skills and balancing the modes individually, expect PvE balance to always take a back seat.
Balance should be separated between pvp pve and wvw and we know they can do this BECAUSE THEY DID THIS IN GW1
Why is this game a step backwards I have no idea.
They didn’t split skills originally in GW1. Yes, as more skills started coming into the game, near the end they started to do some splitting, but for the vast majority of the skills they were not split. And they explained then, and now, why they don’t want to split skills, it complicates balancing and creates a greater work to load to do so (which, from a development point of view, I can understand that). It’s not really a matter of “can.”
Yes it is. And this is exactly a step back in development. What’s more they are already noticing (again, wow) they can’t balance this game for one mode and make it work in another. They already changed confusion to work different in pvp and pve. I hope we will finally see common sense in balancing and balance stats will be split different between pvp wvw and pve
I’m going to point it out again – the vast majority of skills in GW1 were not split. And I will point out that we have had some skills split in GW2 (and reverted). So I will rephrase – It’s not a matter of “can they do it.” We know they can.
Its not exactly a step back in development, because they are about on par with what they did in GW1. They only split a skill if they feel that absolutely have to and have no other option. Even then, if they can reasonable re-merge the skill after additional iterations, they will.
Yes, they are seeing that certain things that work in pvp don’t necessarily work in pve. Personally, I don’t like the confusion change, I think it waters it down and reduces its strategic play. I would have much preferred to see an improvement to pve foes instead, making that condition more useful. As it stands, it’s still subpar because a portion of the damage requires your slow kitten foe to use a skill and given the current state of pve it’s probably going to die before it really has a chance.
Don’t get me wrong, I’d love to see them have a balance team for pve and another for pvp and split the skills accordingly; however, I am also realistic enough to understand that that is not going to happen.
So, as I said before. It’s not a matter of “can.”
OP, you need to understand that the game is balanced around pvp. Always has been, always will be.
PvErs have never liked it, but those of us that were around in GW1 know and understand that this is how Anet works. Yes, GW2 was (supposedly) designed as primarily a pve game; however, pvp has always been the scene in which Anet has catered to. Nothing wrong with that necessarily. As such, yes, they are going to take feedback from their top tier pvp players into heavy consideration when they do balancing. Those people eat, breathe, and sleep the classes they play. As such, they should actually offer some valuable input from a balance perspective.
Yes, Anet has said that they try to look at how a change will impact all game modes before implementing it; however, until they willing start splitting skills and balancing the modes individually, expect PvE balance to always take a back seat.
Balance should be separated between pvp pve and wvw and we know they can do this BECAUSE THEY DID THIS IN GW1
Why is this game a step backwards I have no idea.
They didn’t split skills originally in GW1. Yes, as more skills started coming into the game, near the end they started to do some splitting, but for the vast majority of the skills they were not split. And they explained then, and now, why they don’t want to split skills, it complicates balancing and creates a greater work to load to do so (which, from a development point of view, I can understand that). It’s not really a matter of “can.”
Yes it is. And this is exactly a step back in development. What’s more they are already noticing (again, wow) they can’t balance this game for one mode and make it work in another. They already changed confusion to work different in pvp and pve. I hope we will finally see common sense in balancing and balance stats will be split different between pvp wvw and pve
I’m going to point it out again – the vast majority of skills in GW1 were not split. And I will point out that we have had some skills split in GW2 (and reverted). So I will rephrase – It’s not a matter of “can they do it.” We know they can.
Its not exactly a step back in development, because they are about on par with what they did in GW1. They only split a skill if they feel that absolutely have to and have no other option. Even then, if they can reasonable re-merge the skill after additional iterations, they will.
Yes, they are seeing that certain things that work in pvp don’t necessarily work in pve. Personally, I don’t like the confusion change, I think it waters it down and reduces its strategic play. I would have much preferred to see an improvement to pve foes instead, making that condition more useful. As it stands, it’s still subpar because a portion of the damage requires your slow kitten foe to use a skill and given the current state of pve it’s probably going to die before it really has a chance.
Don’t get me wrong, I’d love to see them have a balance team for pve and another for pvp and split the skills accordingly; however, I am also realistic enough to understand that that is not going to happen.
So, as I said before. It’s not a matter of “can.”
It’s great we can share opinions on these forums, I think it’s great you have your own opinion, I’m not angry at you because you don’t agree with me. I’m still correct, but it’s good to have diversity in our community. Have a good day sir.
OP, you need to understand that the game is balanced around pvp. Always has been, always will be.
PvErs have never liked it, but those of us that were around in GW1 know and understand that this is how Anet works. Yes, GW2 was (supposedly) designed as primarily a pve game; however, pvp has always been the scene in which Anet has catered to. Nothing wrong with that necessarily. As such, yes, they are going to take feedback from their top tier pvp players into heavy consideration when they do balancing. Those people eat, breathe, and sleep the classes they play. As such, they should actually offer some valuable input from a balance perspective.
Yes, Anet has said that they try to look at how a change will impact all game modes before implementing it; however, until they willing start splitting skills and balancing the modes individually, expect PvE balance to always take a back seat.
Balance should be separated between pvp pve and wvw and we know they can do this BECAUSE THEY DID THIS IN GW1
Why is this game a step backwards I have no idea.
They didn’t split skills originally in GW1. Yes, as more skills started coming into the game, near the end they started to do some splitting, but for the vast majority of the skills they were not split. And they explained then, and now, why they don’t want to split skills, it complicates balancing and creates a greater work to load to do so (which, from a development point of view, I can understand that). It’s not really a matter of “can.”
Yes it is. And this is exactly a step back in development. What’s more they are already noticing (again, wow) they can’t balance this game for one mode and make it work in another. They already changed confusion to work different in pvp and pve. I hope we will finally see common sense in balancing and balance stats will be split different between pvp wvw and pve
I’m going to point it out again – the vast majority of skills in GW1 were not split. And I will point out that we have had some skills split in GW2 (and reverted). So I will rephrase – It’s not a matter of “can they do it.” We know they can.
Its not exactly a step back in development, because they are about on par with what they did in GW1. They only split a skill if they feel that absolutely have to and have no other option. Even then, if they can reasonable re-merge the skill after additional iterations, they will.
Yes, they are seeing that certain things that work in pvp don’t necessarily work in pve. Personally, I don’t like the confusion change, I think it waters it down and reduces its strategic play. I would have much preferred to see an improvement to pve foes instead, making that condition more useful. As it stands, it’s still subpar because a portion of the damage requires your slow kitten foe to use a skill and given the current state of pve it’s probably going to die before it really has a chance.
Don’t get me wrong, I’d love to see them have a balance team for pve and another for pvp and split the skills accordingly; however, I am also realistic enough to understand that that is not going to happen.
So, as I said before. It’s not a matter of “can.”
It’s great we can share opinions on these forums, I think it’s great you have your own opinion, I’m not angry at you because you don’t agree with me. I’m still correct, but it’s good to have diversity in our community. Have a good day sir.
Its interesting that you have zero arguments to refute my points, and opt instead for a very thinly veiled “I’m right and you’re wrong” response.
“I’m still correct” just lol