[Suggestion]Time to Split PVE from PVP

[Suggestion]Time to Split PVE from PVP

in Guild Wars 2 Discussion

Posted by: The Kape.3672

The Kape.3672

I suggest a different behave from abilities in PvE/PvP so that they could be adjusted on a per environment basis.

It worked in gw1 and other MMO´s should had brought this since day 1 honestly.
- Introduce new skills and traits spliting PvE/PvP
- Balance the game for each environment.
- Make PvE more about teamwork (Cordinated Dungeons larger Partys) eg: gw1 Underworld/The Deep/ Domain of Anguish/ Fissure of Woe)
- Make all classes to offer something to all group (PVE)
eg:
Necromancers in PvE should add some benefit for all group (for example a trait to make all team benefit from some special attack)
some ideas:
Curses
- Enfeeble – makes everyone while in melee deal weakness from their attacks.
Death Magic
- Virulence – Makes everyone apply all conditions kinds.
Blood Magic
- Order of Pain – to give Power to others.
Soul Reaping
- Life Draining – Ohters near you while in combat steal health from mobs.

Mesmers
- The concept of what they are offereing to team in pve is ok.
- The DPS for PvE compared to other classes should be rethinked to make it more equal and fair choice to take in group.

Engineers in PvE should add also some benefit for all group (for example a trait to make all team benefit from some special attack)
some ideas:
Fire Arms
Modified Amunition – change to make everyone near you do 2% dmg per each condition on mob.

PVE TRAITS / UTILITIES to Change or replace by something usefull

Elementalist

  • Glyph of renewal 160CD revive allies
  • For PVE when your down theres a trait to do something to mobs in my opinion should not exist and make something different about that for pve.
  • Trait One with air
    its not an optimal choice for PVE
  • All condition dmg is not good for PVE unless you add in the game Hexes degenerating HP and also change each boss with specific weakness making players use specific build and trait just to get it killed properly by using thoose specifications, over doing what we are used to do for 2 years, stack might, hit and slash.
  • Trait Healing to allies
    Dosent offer nothing to PVE we dont rely on healers in this game
  • Stop drop and roll
    Who is using this for PVE?
  • Arcane resurection
    Its not optimal for PVE
  • Windborn Dagger
    its not optimal for PVE we have signet of air which makes the same already and at least the signet blinds foes around the target mob.

Warrior

  • Bring Adrenaline system back to warrior for PVE and keep the new one for PVP.
  • Brawlers Recovery
    Not needed for PVE
  • Thrill of the Kill
    Dosent make sense atm since you loose adrenaline after leaving combat
  • Leg specialist
    who uses this in PVE?
  • Missle Deflection
    where should we use this?
  • Shields for PVE are not optimal.
  • Unsuspecting Foe
  • Burst Precision
  • Berserkers Might
    how does it compete with Berserker Power?
  • Short Temper
  • Great Fortitude
  • Restorative Strenght
    who is using this ?

Ranger

Make the Ranger in PvE more powerfull in melee and weaker at range and do the oposite for PvP like you guys just did in this patch.
All the traits for longbow/shortbow are not optimal for PvE.

  • Storm Spirit
    Not seeing anyone using it on PVE
  • Spike Trap
    utility and trait
  • Frost Trap
    Traps for PvE are not an optimal choice
  • Call Wurm
    Who is using this?
  • Trappers Expertise
  • Trap Potency
    Trap Traits not optimal for PvE
  • Natures Voice
    Who is using this?
  • Survival of the fittest
    Who is using this?
    Beastmastery for PvE needs some improovement to make it usefull choice to use instead any other options on traits.

Necromancer

Keep the necro like it is for PvP for now, but please make this class rise for PvE this class needs pve attention like i said at top post.

  • Parasitic Contagion
  • Path of Corruption
    Not optimal for PvE
  • Whitering Precision
    20sec CD change it for perma time for PvE
  • Blood is Power
    for PvE i would make this skill OP in terms of benefitting all group with fury and might buffs
  • Chilling Darkness
    1sec effect who uses this for PvE?
  • Blood Magic
  • Death Magic
  • Soul Reaping
    All of the traits needs to focus for PvE
  • Wells
    Reduce the CD from them and increase their effects for PvE

To make a necro minion master usefull in this game will need to change a lot to be worthy to use instead other possible options like in gw1 necros could summon an army from corpses making him a class to take in consideration for the group.

- You guys have all resources and tools to make players motivaded just need to implement it to make gw2 better game.

[WHAT] http://gw2what.shivtr.com
Your Home Hardcore PvE Guild focused in doing Speed/Record Runs & Guild Missions!

(edited by The Kape.3672)

[Suggestion]Time to Split PVE from PVP

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Posted by: Relshdan.6854

Relshdan.6854

that time happened long ago. almost every decision is based on PvP, and its almost always to the detriment of PvE/WvW,

they don’t separate them, because it would take more work than they want to do. the excuse that “its difficult for players to grasp that a skill acts differently in different modes” is simply an excuse.

they barely want to balance the current skills (twice a year)….no chance they would want to create twice the work.

Chaos Organ (Ele), Pistol Opera (Thief), Modular Man (Eng)
MARA (EU) Gunnar’s Hold

(edited by Relshdan.6854)

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Posted by: Purple Miku.7032

Purple Miku.7032

They have a completely different team than the one that worked on GW1.

A shame :/

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Posted by: The Kape.3672

The Kape.3672

I was expecting more feedback from the community.

[WHAT] http://gw2what.shivtr.com
Your Home Hardcore PvE Guild focused in doing Speed/Record Runs & Guild Missions!

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Posted by: Spiderbite.8049

Spiderbite.8049

I was expecting more feedback from the community.

because you already have your answer

almost every decision is based on PvP, and its almost always to the detriment of PvE/WvW,…

“No, I don’t.”

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Posted by: The Kape.3672

The Kape.3672

And what do you think we should do to make them change?
cus thats what im suggesting time to do something great for pve and pvp.

People should show them and remember them what we need in this game.

[WHAT] http://gw2what.shivtr.com
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Posted by: StinVec.3621

StinVec.3621

It has been requested and discussed by many players for a long time in many threads. I think people just know it isn’t worth the effort to discuss any longer, regardless of how desired or sensible it is, as ANet has not made the slightest interest in even considering changing things from how they are. As it won’t happen, I think we’ve just given up on the subject.

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Posted by: The Kape.3672

The Kape.3672

I believe they have the resources and tools to make it and the community shouldn´t stop fighting for this subject its an overall interest in the end.

[WHAT] http://gw2what.shivtr.com
Your Home Hardcore PvE Guild focused in doing Speed/Record Runs & Guild Missions!

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Posted by: nightwulf.1986

nightwulf.1986

they don’t separate them, because it would take more work than they want to do. the excuse that “its difficult for players to grasp that a skill acts differently in different modes” is simply an excuse.

May I remind you that some players complained non-stop that it was too difficult to navigate dry top simply because they were forced to jump from place to place. Not only that, if I’m remembering correctly, Anet has said on at least one occasion that they do focus testing and gather data on what turns people away from the game to inform design choices. As an example, they changed the trait point system in part as a response to certain players who only went 23 points into a trait line. What I’m hearing from you is that you believe all players are capable of being comfortable with and understanding skill splits between modes. I’d have to strongly disagree with that, if only because it assumes player skill and comprehension across many demographics is equal or close to it. Looking at forum player responses to content difficulty alone should inform your opinion of the variance in player ability.

They’ve said they are willing to split problematic skills for PVE and PVP, and they have done so already in certain cases. There is something to be said for having a unified skill set between modes. I still advocate that if people believe specific skills should be split, they should make a case for it.

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Posted by: Windu The Forbidden One.6045

Windu The Forbidden One.6045

As long as pvp/pve skills and traits are not seperated, there will never truly be balance. Many skills/traits/builds that work great in PvP suck in PvE and vice versa.

Dear A-net: Please nerf rock. Paper is fine
~Sincerely, Scissors

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Posted by: tigirius.9014

tigirius.9014

that time happened long ago. almost every decision is based on PvP, and its almost always to the detriment of PvE/WvW,

Actually no, the figures they use for WvW are directly different from those of PVE that’s #1. #2, they haven’t separated enough the skills and traits between the two and they can trust me they can. #3 other titles with far less money have completely revamped their systems to make major necessary changes to their games, and it’s worked for the best so the money thing isn’t a problem. and #4 they can actually do things the right way so that incidents like “kit refinement” never have to happen again.

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: The Kape.3672

The Kape.3672

So what changed after new patch affected thousands of players which all of them was rellying at FGS to do dungeons, and now PUGS dosent know how to do dungeons without the easy mode FGS. We did runs without FGS before new patch and calculated time loss and its not that much time loss if you have an organized group who have and work on tactics to make the runs faster.

Other thing i would like to update on the main topic is our utility skills and some of our traits, they simply are not optimal to use in many situations.

Us players need optimal choices on all skills, we need to make all of them worthy to use in specific situations or circunstances and some of them are not usefull.

About the traits its the same us as players should choose a specific trait for a specific situation or circunstance, and some of them are not usefull.

For PVP to make it even more interested if you split and focus skill utilities for pvp style us as players will benefit and the Devs will benefit making the game more challenging and competitive against other MMOS outthere will lure more players and money.

[WHAT] http://gw2what.shivtr.com
Your Home Hardcore PvE Guild focused in doing Speed/Record Runs & Guild Missions!

(edited by The Kape.3672)

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Posted by: Phoebe Ascension.8437

Phoebe Ascension.8437

They don’t care about this suggestion. Anet (and it’s proven by new character updates) want players to have an easy time. They said something along the lines of ‘if a skill does something drastically different in pve, then it would in pvp, then it will be confusing for the player, that’s part of why we can’t split skills. Looking at the extreme dull leveling now, they will definitely not follow the OP’s suggestion although I 100% agree.

Legendary weapons can be hidden now!
No excuse anymore for not giving ‘hide mounts’-option
No thanks to unidentified weapons.

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Posted by: SKATE.1394

SKATE.1394

We’ve suggested PvE/PvP split several times, they refuse to change anything outside of a couple of seconds of duration here and there.

I nearly quit the game when they released their first balance patch shuffling stunbreakers around like crazy because it completely changed the way a lot of my characters had played for more than 6 months time, and made some of them less effective in my preferred game mode of PvE.

The new warrior adrenaline changes are especially bad for PvE, because unlike PvP where you can spend a few minutes fighting the same player, in PvE trash mobs go down in seconds and are spread apart so thin that you’re consistently going out of combat all the time, and it makes the tiered adrenaline bonus traits almost entirely useless outside of sustained champion/legendary boss fights.

There’s no reason the adrenaline drain can’t be a PvP only change along with many of the other skill/trait nerfs for the sake of PvP “balance”, they just refuse to do it. And the fact they think they can even balance a D&D style RPG that essentially uses dice rolls for minimum – maximum damage values and critical hit chances is just… naive.

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Posted by: loseridoit.2756

loseridoit.2756

anet already seperating the two modes

http://wiki.guildwars2.com/wiki/%22Save_Yourselves!%22

I believe save yourself is split 10 seconds in pve and 5 seconds in pvp.

Anet is just not willing to change skills mechanically. It seems that they are unwilling to increase their workload by maintaining two different skills instead of one.

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Posted by: Seabreeze.8437

Seabreeze.8437

As long as pvp/pve skills and traits are not seperated, there will never truly be balance. Many skills/traits/builds that work great in PvP suck in PvE and vice versa.

^This. Windu pretty much summed it up right there.

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Posted by: loseridoit.2756

loseridoit.2756

There’s no reason the adrenaline drain can’t be a PvP only change along with many of the other skill/trait nerfs for the sake of PvP “balance”, they just refuse to do it. And the fact they think they can even balance a D&D style RPG that essentially uses dice rolls for minimum – maximum damage values and critical hit chances is just… naive.

You have to understand from a long term point of view.

When warrior get a buff, it will either pvp or pve only. Players from the opposite side will complain that anet is spending x cater that group y.

I wouldnt blame Anet. Once you diverge the two game modes enough. You literally double your work load. Technically, those 8 professions will literally became 16 different classes in terms of debugging.

There is an added headache of wvwvw which kinda needs pvp like traits

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Posted by: SKATE.1394

SKATE.1394

There’s no reason the adrenaline drain can’t be a PvP only change along with many of the other skill/trait nerfs for the sake of PvP “balance”, they just refuse to do it. And the fact they think they can even balance a D&D style RPG that essentially uses dice rolls for minimum – maximum damage values and critical hit chances is just… naive.

You have to understand from a long term point of view.

When warrior get a buff, it will either pvp or pve only. Players from the opposite side will complain that anet is spending x cater that group y.

I wouldnt blame Anet. Once you diverge the two game modes enough. You literally double your work load. Technically, those 8 professions will literally became 16 different classes in terms of debugging.

There is an added headache of wvwvw which kinda needs pvp like traits

Yeah and the whole point of PvE/PvP split is when one skill is stronger in one game mode than another, it won’t matter to anyone because it only affects them in the game mode they’re currently playing. No PvPer is gonna care if we can blow up Jormag for a few million damage in one greatsword swing as long as they feel the greatsword damage is within reason of other classes within PvP.

WvW doesn’t need to rely on sPvP like traits at all, that’s a zergfest game mode that’s all about strength in numbers and allows the use of ridiculously powerful nourishments, utilities, boosters, and siege weaponry that throw any sense of balance out of the window. It could use either the sPvP or PvE split and it wouldn’t matter at all, it’d still be 80 people headbutting into each other for doo doos and giggles.

And they’re 2 completely different game modes, so they should be treated as 16 different professions if they have to, but realistically the differences wouldn’t be nearly that drastic. Most games have done it, including GW1, if you care about the reputation and perceived quality of your game, it’s worth the extra effort to you to make each mode the most fun it can be.

(edited by SKATE.1394)

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Posted by: The Kape.3672

The Kape.3672

Today i was analyzing many aspects about traits and utilities and was thinking which change AN should do first?

Without consuming much time should focus just on reducing cooldowns from traits and utilities for pve.

For pvp keep the same ones guessing all of them right now are just focused for pvp already.

Its a great start if we get a new patch just with traits and utilities CD adjusted for PvE.

going to mention some of the traits/utilities should be adjusted for PvE:

Weapons CD should have a max time on cooldown fixed like auto attacks with minor CD then a middle and the strongest skill should

lower from 1 to 3sec
Medium from 6 to 12sec
Higher from 15 to 20sec

Underwater weapons has almost like what i mentioned above lower medium and higher cd more balanced to keep using skills we need this for land environment.

First Patch focused on traits/weapons/utilities CoolDowns

Guardian
Off hand weapons

  • Shield of Wrath 45cd
    Reduce the CD make it usable 2x per fight or make it rdy for each next encounter fight at least.
  • Ray of Judgement 25cd for 3sec heal/blind
    Reduce cd increase effects or time duration from skill
  • Shield of absorption 40cd
    Need to rethink this skill for pve where does this fit?
  • Shield of judgement 30cd for 5sec protection
    Reduce cd

Main Hand Weapons

  • Protectors Strike 15cd for a 3sec protection
    Either increase the protection duration or decrease the CD on the skill
  • Symbol of Faith 8cd for 1sec heal
    Increase the duration of the heal effect or replace it with other thing to add something to group.
  • Chains of Light 20cd 2sec imobilize
    Reduce CD and increase imobilize time

Two Handed Weapons

  • Empower 20cd for 10sec might
    Increase duration of might
  • Symbol of swiftness 15cd for 4sec speed
    Increase time duration on speed
  • Blinding Blades 30cd
  • Line of Warding 40cd
  • Ring of Warding
    Decrease CD

Utilities
Should have the same rule to have a lower medium and higher cd depending what that utility can offer as weaker medium and stronger to the group or player.
For utilities i would make
lower from 20 to 25sec
Medium from 30 to 35sec
Higher from 40 to 45sec
For elite skills i would make them between 60 to 90sec max

  • Prayer to Lyssa
  • Prayer to Kormir
    Who uses this?
  • Healing Breeze 40cd
    Dosent compete with other option to take in consideration to use.
  • Merciful intervention 50cd
  • Contemplation of Purity 60cd
  • Sanctuary 120cd
  • Hallowed Ground 80cd
  • Save yourselves 60cd
  • Retreat 60cd
  • Signet of Mercy 150cd
  • Shield of the avenger 60cd
  • Bow of Truth 60cd
    Reduce CD from this ones for PVE

Continuing

[WHAT] http://gw2what.shivtr.com
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(edited by The Kape.3672)