Idea for better PvE/PvP balance

Idea for better PvE/PvP balance

in Guild Wars 2 Discussion

Posted by: Steinpilz.5078

Steinpilz.5078

A friend of mine who plays engineer told me about a chance in the trait system that doesn’t allow him any more to throw his grenades from a 1 500 unit range.
As I don’t play engineer I had not noticed this, but it gave me an idea:
How would it be to separate the range of skills in PvE and PvP?

A-Net does not want to separate those game modes completely as they did in GW1, because they think it would be to complicated for the players when skills would function in different ways depending on the game mode.
But how about making 1 500 units the official PvE max-range and 1 200 units the official PvP max-range?
The skills would function in the same way, just the maximum range would differ.

Idea for better PvE/PvP balance

in Guild Wars 2 Discussion

Posted by: Ordin.9047

Ordin.9047

People have been begging anet to split skills for PVE/PVP since launch. It would be nice to have some classes that arent kitten in PVE, because of PVP.

Idea for better PvE/PvP balance

in Guild Wars 2 Discussion

Posted by: Tongku.5326

Tongku.5326

nades in PvE dont matter, and we have mortar now for 1500. While the mortar itself is low damage, the traited F5 skill is awesome and great utility at same time. I often use it to pull mobs to groups in dungeons etc. Its luckluster damage is also more then plenty to kill stuff in open world such like in SW which I farm on my engi.

Just dont see the need for PvE nades at 1500 range, kinda pointless.

Heavy Deedz – COSA – SF