Separate balance between modes
Good Luck getting their attention ^^
That will be too complicated, to both the developer and people who actually plays the game as a whole.
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Its been asked since Gw1, which imo worked way better for it, even with its issues GW1 had less hassles skills wise than here does..
I doubt arenanet will ever change core mechanics though.
That’s a very good idea and could save them time in the long run from rebalancing skills in every patch due to PvP issues. More builds would be effective in PvE = keeping players happy also
Though I doubt it will ever happen, since they can’t even make build templates.
That will be too complicated, to both the developer and people who actually plays the game as a whole.
I don’t understand how different damage numbers will be complicated to anyone playing the game or even the devs.
The damage numbers are already different in every single mode – PvP has lower stats, PvE you randomly get boons from other players like 25 stacks of might, 25 vuln on bosses, and WvW has power orbs that give +all stats.
Are any of those too complicated? No, they are not.
Every top MMO on the market is now doing different skills entirely for PvP and PvE, why can’t anet at least do different skill numbers?
It worked really well in GW1 imo, and it definitely wasn’t too difficult to understand for players. Every time you enter a PvP-related map in GW1 you get a chat log message telling you you’re in PvP and the skills that have changed for PvP have (PvP) in their skill name when you’re in a PvP area.
I’m sure there can be even more ways to remind people that the skills are split. But I agree, the lack of a split doesn’t make a more coherent game: it creates a situation where devs are trying to balance the issues in two or more game modes at once. If anything, instead of coherency, this creates conflict or mediocrity.
It worked in GW1 because the system was much simpler.
That will be too complicated, to both the developer and people who actually plays the game as a whole.
I mostly disagree…
GW1 worked extremely well with the skills split. The sheer number of skills in GW1 made balancing a nightmare!! But they coped well enough! People coped very well with it too and were appreciative.
In this game, we have far fewer skills, but the complication of WvW. So the system is more complex in GW2. However… I guess we can’t really deny that without a skill split, some skills are going to suffer in one game mode due to their efficacy in another.
It’s quite frustrating, especially as a PvE player, to see a skill nerfed because it’s OP in PvP… I really want there to be balance between the game modes, but whether that will happen is probably unlikely…
People aren’t idiots. I highly doubt it will be confusing for the player base at all.
Well some people are, but you know.
Can we please have separate balancing between modes? At the very least, just numbers(damage, healing, damage reduction)?
I’ve spent some time working in the gaming and mmo industry and it all comes down to available time and resources because there is never enough of either. This is a fact of life in any business. This of course includes man power, hiring more people isn’t always the solution either because quite frankly not everyone is a going to be a good fit (brains, ideas, ideological stuff) and training getting them up to speed is no small task at any company doing things at this level people really underestimate the kind of monumental task that is a lot of the time even internally at some companies.
There is currently a partial skill split but even if a full split would ever happen it sure as hell would not be a quick migration either. You could also expect every balance related patch to take at least twice as long to push out. IMHO Its definitely better to try and work out a happy medium the problem is finding that happy medium and at this point i’m wondering if the problem has to do with internal communication at some level.
The Dragon Hunter 20% nerf that was mentioned here in this thread to me also felt like a PvP knee jerk because they could blow up people that were bad (the kind that do not dodge or use any defensive skills etc..) with little to no effort and unfortunately they were all ready comparatively low dps before that nerf in PvE which put the pve focused DHs in a rather precarious situation if their guilds liked to min/max they went from being barely acceptable in some circumstances to no.
The Dragon Hunter 20% nerf that was mentioned here in this thread to me also felt like a PvP knee jerk because they could blow up people that were bad (the kind that do not dodge or use any defensive skills etc..) with little to no effort and unfortunately they were all ready comparatively low dps before that nerf in PvE which put the pve focused DHs in a rather precarious situation if their guilds liked to min/max they went from being barely acceptable in some circumstances to no.
Drake’s breath being nerfed so badly due to it being too strong in pvp(if it was rebuffed it wouldn’t be too strong now..)and thus making it a DPS loss over AUTOATTACKING is another good example of why balancing everything at the same time does not work. A cooldown channeled easily interrruptable purely damaging ability being a DPS loss of auto-attacking because it was nerfed due to PvP is absurd.