It's time to balance PvP apart from PvE/WvW
In my opinion, the devs are doing the right thing about having as few skill splits as possible. And it’s good to know that all the skill splits so far have been separated by number changes only.
In GW1, there was a crazy, unnecessary number of skill splits. Pvp splits that were still pointless in pvp, pve splits that were still pointess in pve, and even skills that were radically different depending on their format. To give one example, Signet of Spirits summons 3 spirits in pve, but for pvp it is an energy management skill instead. Outside of sharing the same name, they are pretty much two different skills that are locked to each mode. It’s ridiculous.
There are changes that can be done, that would nerf or buff a skill more in a format than in the other, due to the nature of how both formats work. It is possible to make skills balanced in both formats without skill splitting, and only when that is not possible, is that splits should be made. For example, confusion is splitted because enemies in pve attack at a much slower pace. It’s impossible to balance confusion without a split, or without a radical and unrealistic change to how pve enemies work.
I understand the value in as little splitting as possible. There is logic behind not having two skills with the same name in two different game modes. But the simple fact of the matter is that balance becomes far harder to achieve and especially damaging to PvP when you don’t even consider splitting it, even with something as simple as splitting numbers. The difference in game modes is just one aspect of how incredibly different both are. All they need to do is split numbers, not effect.
It’s a simple solution to a large problem that continues to plague balance and will do so until a-net changes the way they actually balance the game. The current system is asinine to say the least. It’s impossible to justify the quickness nerf in PvP outside of time warp. In PvE it’s slightly understandable. A mob doesn’t immediately hop on a frenzy warrior and one shot him. A player does. The differences are so vast that the blanket nerf to quickness, while arguably good in PvE, damages the warrior in PvP to the point that it is now unviable.
@$20 an hour! It’s worth it!
Barely a sacrifice? When I play my mesmer my team tells me not to run it because what I bring to the team in terms of DPS or survivability (build) is dependant on at least 2 skill slots available… On my guard Mercy signet I will bring if the team asks. Guards can counter interrupts with stand your ground… And if that is the case I will sacrifice hold the line… And it has worked wonders in team fights because they were able to stay alive longer than 15 seconds… and any of our one stun breaks is on a long CD so with our low mobility we cannot easily escape a fight we are losing other wise… And engis are very good with elixr R and can some times even insta res themselves… So IOL is marginally and very situational.
Engis can only insta-rez themselves with 2 thrown elixir Rs, something very hard to do. It can also be entirely countered by damage and poison. Signet of mercy is something no good guardian even considers running.
And a mesmers role in a team fight is minimal in comparison to other classes. Preventing a stomp instantly is HUGEEEEEEEEEEEEEEEE in a team fight and turns the tide 75% of the time. Their survivability and 1v1 potential are hampered by running it, but the support effect of it is just too good to pass up and almost all good mesmers will agree… The sacrifices for the benefit is little.
@$20 an hour! It’s worth it!
So a Mesmer HAS to bring IOL Portal and Timewarp post nerf? Where as other classes still have options to bring pretty much what ever they want as long as they don’t die… Doesn’t sound very fair to me and TBH my team has never required that of me they are already happy enough with portal and timewarp… And necro signet of undeath works better and also giving the necro three options to spec as necessary for their build. Battle standard works wonders because it not only fully resses allies but grants them boons as well… Signet of mercy is better because the passive effect increases healing and guardians are amazing at healing allies and this makes it better… Mesmers are kind of treated like utility machines instead of the full on GC bunker killers they can be or the nearly invincible bunkers they can be… And illusion of life is something mesmers bring to pacify teams on because of the myth that Mesmer has nothing better to place there… And survivability is already hard enough with the current spec that is run without IOL.
In fact, OP has touched a very sensitive part of GW2 pvp – % critical damage. It forces every non-condition spec to rush for precision and crit damage, since it has faaar to great impact on damage. Seriously, double, triple damage by one stat? Crits are the way to go, heck, they can’t be even considered as “crits”, since most of attacks are crits. With 80-100% crit chance it’s not even funny, seriously, we have almost NO way to prevent players from critting all the way or even reducing their crit chance/damage. In my honest opinion, critical damage should be reworked or deleted, to bring only little boosts (up to 30%, say so), mostly from traits. Instead, it should be reworked into something more balanced, like Armor/Boon(?) Penetration.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
In fact, OP has touched a very sensitive part of GW2 pvp – % critical damage. It forces every non-condition spec to rush for precision and crit damage, since it has faaar to great impact on damage. Seriously, double, triple damage by one stat? Crits are the way to go, heck, they can’t be even considered as “crits”, since most of attacks are crits. With 80-100% crit chance it’s not even funny, seriously, we have almost NO way to prevent players from critting all the way or even reducing their crit chance/damage. In my honest opinion, critical damage should be reworked or deleted, to bring only little boosts (up to 30%, say so), mostly from traits. Instead, it should be reworked into something more balanced, like Armor/Boon(?) Penetration.
This.
Double damage off one stat, before other modifiers are even in place is asinine. Thing ends up that if you aren’t critting or dealing conditions you’re wondering where your damage is at because Power itself is not any stronger than Toughness.
(edited by ensoriki.5789)
Critical damage should be the warrior mechanic. Solves the game balance
Critical damage should be the warrior mechanic. Solves the game balance
I think that solution would be a bit “jump the gun” but possible anyway.
On another note, I think we should focus on the topic (Balance split into PvE/WvW and PvP) so they won’t have an excuse for closing the thread
So you guys know, we already split some skills. And, what’s most pertinent to the current thread, we plan to do this even more.
When we first shipped, it was awesome to have a lot of the balance be the same between PvE/WvW/PvP. But, as you guys have really started to push the game types to their limits, classes and specs that work in one areas of the game are sometimes ineffectual in others.
Due to this, we’ll have to do more splitting of skills to better balance the various areas of the game.
TL:DR – We already do this, and we’ll be using it even more in order to balance the different areas of the game effectively.
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer
So you guys know, we already split some skills. And, what’s most pertinent to the current thread, we plan to do this even more.
When we first shipped, it was awesome to have a lot of the balance be the same between PvE/WvW/PvP. But, as you guys have really started to push the game types to their limits, classes and specs that work in one areas of the game are sometimes ineffectual in others.
Due to this, we’ll have to do more splitting of skills to better balance the various areas of the game.
TL:DR – We already do this, and we’ll be using it even more in order to balance the different areas of the game effectively.
Thnx Jon love your face love your soul.
This is good news. +1
So you guys know, we already split some skills. And, what’s most pertinent to the current thread, we plan to do this even more.
When we first shipped, it was awesome to have a lot of the balance be the same between PvE/WvW/PvP. But, as you guys have really started to push the game types to their limits, classes and specs that work in one areas of the game are sometimes ineffectual in others.
Due to this, we’ll have to do more splitting of skills to better balance the various areas of the game.
TL:DR – We already do this, and we’ll be using it even more in order to balance the different areas of the game effectively.
Thanks for the good news, it’s really needed.
Jon,
Your game balance is already top notch. Keep tweaking and balancing with a scalpel and not a sledgehammer.
So you guys know, we already split some skills. And, what’s most pertinent to the current thread, we plan to do this even more.
When we first shipped, it was awesome to have a lot of the balance be the same between PvE/WvW/PvP. But, as you guys have really started to push the game types to their limits, classes and specs that work in one areas of the game are sometimes ineffectual in others.
Due to this, we’ll have to do more splitting of skills to better balance the various areas of the game.
TL:DR – We already do this, and we’ll be using it even more in order to balance the different areas of the game effectively.
This…. this is excellent news.
But what would make me really happy would be a split of PvE and WvW, at least partially.
(edited by Geikamir.6329)
So you guys know, we already split some skills. And, what’s most pertinent to the current thread, we plan to do this even more.
When we first shipped, it was awesome to have a lot of the balance be the same between PvE/WvW/PvP. But, as you guys have really started to push the game types to their limits, classes and specs that work in one areas of the game are sometimes ineffectual in others.
Due to this, we’ll have to do more splitting of skills to better balance the various areas of the game.
TL:DR – We already do this, and we’ll be using it even more in order to balance the different areas of the game effectively.
In that case when do we PvE thieves get our 3s revealed debuff back?
http://www.youtube.com/user/randomfightfan/videos?view=0&flow=grid
So you guys know, we already split some skills. And, what’s most pertinent to the current thread, we plan to do this even more.
When we first shipped, it was awesome to have a lot of the balance be the same between PvE/WvW/PvP. But, as you guys have really started to push the game types to their limits, classes and specs that work in one areas of the game are sometimes ineffectual in others.
Due to this, we’ll have to do more splitting of skills to better balance the various areas of the game.
TL:DR – We already do this, and we’ll be using it even more in order to balance the different areas of the game effectively.
In that case when do we PvE thieves get our 3s revealed debuff back?
The debuff is very needed in WvW, so I doubt it.
Jon i too love your face love your soul.
Jon,
Your game balance is already top notch. Keep tweaking and balancing with a scalpel and not a sledgehammer.
Says everyone who is not a warrior.
As Allie said, we want to be careful to balance their WvW/PvE potential against their PvP potential, and then inside of PvP, we have to be careful to watch how they perform at high ranks vs. low ranks.
This is a scary idea that I’ve heard bounced around quite a bit from the devs. To be perfectly blunt, it’s also a pretty stupid idea.
To say that PvP and PvE/WvW are different is a complete understatement. The goals, gearing and playerbase are so vastly different that to balance 8 classes around both sides of the mists is impossible. It cannot be repeated enough. BALANCING AROUND BOTH PVP AND PVE IS IMPOSSIBLE, WE WILL NEVER BE SATISFIED IF YOU CONTINUE THIS TREND!
Take for example, gearing. In WvW I can get a ridiculous 120% crit damage with full zerkers and two ascended rings. That’s not even the max you can get. That is quite literally double the amount of crit damage I’m able to get in the mists. In addition, with runes of altruism, I can maintain 20-25 stacks of might to get a ridiculous 3400 power, 120% crit damage and 65% crit. Are you kittening kidding me? How are you going to balance around THAT when I can only get 3k power and 30% crit damage and 50% crit in my glassiest build in the mists. It literally hits half as hard.
Those are hard numbers. It’s also only one of the very many differences that the devs seem oblivious of. The least of which is how completely rabid the playerbase of PvP is in comparison to the lackadaisical semi-casuals in PvE (not to seem insulting, I know that PvE has its hardcore players as well, there are just a relatively low proportion of them in comparison to PvP)
One of the largest differences lies in the fact that the needs of PvP balance are far different than the needs of PvE balance. In PvP, winning revolves around time. How quickly one person moves from one point to the next is, in my opinion, THE factor that makes eles overpowered in the current meta because no other class is able to fill that roll. Speed and time are huge factors that don’t exist as major balance issues in PvE, so how do you balance both? You also have to deal with the fact that this is an attrition based game with each individual player dealing with their own health pool and rarely with that of their team. You do not whittle down a boss mob like you do another set of 5 players. To balance around both ideas just boggles the mind.
Balance indifference’s will never bother a PvE’er as much as a PvP’er. A PvP player is always trying to win at the cost of another players loss. That’s the definition of PvP. When a PvPer loses to another player running what he considers imbalanced it is far more stress inducing than when a PvE’er notices that class Y does more damage and stays alive longer than him. It is continually rubbed in the face of the PvPer watching his team get destroyed by what he perceives as imbalance and therefore requires a more sensitive and frequent approach. While I’m not touting the much talked about whack-a-mole method, I’m pointing out that inaction in the field of balance will kitten off the PvPer much, MUCH more than the PvEer.
TL;DR The reason why people are so kitten off about balance in PvP, the reason why hoards of loyal players quit, who repeatedly say guild wars has one of the best combat systems in any mmo, and cite balance issues, the reason why you’ll never, ever, ever ever ever ever ever ever EVER have a thriving PvP game is because of your inane insistence that PvE and PvP MUST be the same.
The simple reality is that they are not the same.
My take has been the same from the beginning…
The health pool for pvp is wrong – so very wrong.
When you are going against a player, all should have to work to kill another player, but some of us are just going down under one single hit and being “downed” rather than getting any chance to use real skills – judgement calls on which skill to use rather than just mashing keys and hoping the warrior or guardian or thief doesn’t down you before you can get a skill off.
spvp health pools are wrong – always have been – raise the pvp health pools.
(edited by atheria.2837)
So you guys know, we already split some skills. And, what’s most pertinent to the current thread, we plan to do this even more.
When we first shipped, it was awesome to have a lot of the balance be the same between PvE/WvW/PvP. But, as you guys have really started to push the game types to their limits, classes and specs that work in one areas of the game are sometimes ineffectual in others.
Due to this, we’ll have to do more splitting of skills to better balance the various areas of the game.
TL:DR – We already do this, and we’ll be using it even more in order to balance the different areas of the game effectively.
Still not getting the message… the health pools are FAR too small in spvp…
Guardian downs you before you can get a skill off? What spec is that?
Thieves maybe with burst, everyone else uses condi damage lately.
The health pool for pvp is wrong – so very wrong.
When you are going against a player, all should have to work to kill another player, but some of us are just going down under one single hit and being “downed” rather than getting any chance to use real skills – judgement calls on which skill to use rather than just mashing keys and hoping the warrior or guardian or thief doesn’t down you before you can get a skill off.
spvp health pools are wrong – always have been – raise the pvp health pools.
Uhm, I disagree.
Just increasing the overall health would make the game even tankier than it already is… how is that supposed to make the meta more interesting?
If you are “down under one single hit”, you should reconsider your gear/utility skills/playstyle.
This is good news. +1
hm. i disagree… for me it’s a reason to further avoid sPvP.
introducing new skills and discarding others for sPvP would be much better for me. like this i just get totally confused about how which skill works depending on where i am.
This is good news. +1
hm. i disagree… for me it’s a reason to further avoid sPvP.
introducing new skills and discarding others for sPvP would be much better for me. like this i just get totally confused about how which skill works depending on where i am.
I think they won’t change skillz to a whole different level. They probably just change numbers in it.
Uhm, I disagree.
Just increasing the overall health would make the game even tankier than it already is… how is that supposed to make the meta more interesting?
If you are “down under one single hit”, you should reconsider your gear/utility skills/playstyle.
so in few words, reroll bunker or burster like all
was so happy when they did this in gw1 even if they rendered some skills completly useless in pvp, i look at you http://wiki.guildwars.com/wiki/Smiter%27s_Boon_
So you guys know, we already split some skills. And, what’s most pertinent to the current thread, we plan to do this even more.
When we first shipped, it was awesome to have a lot of the balance be the same between PvE/WvW/PvP. But, as you guys have really started to push the game types to their limits, classes and specs that work in one areas of the game are sometimes ineffectual in others.
Due to this, we’ll have to do more splitting of skills to better balance the various areas of the game.
TL:DR – We already do this, and we’ll be using it even more in order to balance the different areas of the game effectively.
Please, don’t do the same you did with GW1, where some skill splits were so drastic, that they effectively became two different kind of skills for each of their format. That was horrible. So far, all skill splits have dealt with numerical differences only. I hope it keeps going that way.
So you guys know, we already split some skills. And, what’s most pertinent to the current thread, we plan to do this even more.
When we first shipped, it was awesome to have a lot of the balance be the same between PvE/WvW/PvP. But, as you guys have really started to push the game types to their limits, classes and specs that work in one areas of the game are sometimes ineffectual in others.
Due to this, we’ll have to do more splitting of skills to better balance the various areas of the game.
TL:DR – We already do this, and we’ll be using it even more in order to balance the different areas of the game effectively.
Please, don’t do the same you did with GW1, where some skill splits were so drastic, that they effectively became two different kind of skills for each of their format. That was horrible. So far, all skill splits have dealt with numerical differences only. I hope it keeps going that way.
Please don’t compare GW1 to GW2. It’s a different gameplay. As in GW1 skillz only need little changes due to PvP and PvE was nearly on the same level, in GW2 PvE/WvW/PvP couldn’t be more different. E.G.: Warrior “best” class in PvE, “worst” class in PvP. Or vice versa with the elementalist. Also RTL is something in PvE that doesn’t really matter, but becomes in PvP one of the key-skillz.
So in a sentence: It’s absolutely needed to seperate skillz between these modes.
What I would love to see is a new NPC in the Mists with whom I could talk and see a list of skills that are different, with the information of how they are different in PvP vs. PvE. As a new PvP player, it would be really disorienting if my PvE skills don’t seem to be working as expected all because of some change that is never made obvious to me.
Fort Aspenwood
Please don’t compare GW1 to GW2. It’s a different gameplay. As in GW1 skillz only need little changes due to PvP and PvE was nearly on the same level, in GW2 PvE/WvW/PvP couldn’t be more different. E.G.: Warrior “best” class in PvE, “worst” class in PvP. Or vice versa with the elementalist. Also RTL is something in PvE that doesn’t really matter, but becomes in PvP one of the key-skillz.
So in a sentence: It’s absolutely needed to seperate skillz between these modes.
I think you didn’t quite understand my point. I was saying that skill splitting shouldn’t be radical between different game modes. This has little to do with the game where it happens (be it gw1, gw2 or any other game), and more to do with the phylosophy behind skill splitting.
Also, GW1’s pve gameplay was radically more different than its pvp version, and one of the big reasons for that was exactly the radical skill splitting that ocurred in that game (another reason was the overpowered attribute skills that only existed in pve). Some of the skill splitting in GW1 literally transformed some skills in one format to completely different skills in another format. For example, spirit turret ritualists in pve use an elite skill that summons as many as three spirits to their arsenal; that same skill in pvp does not summons three spirits, it gives to the player energy instead. This is a radical difference.
BTW, gw1 also had strong builds in pve that sucked in pvp, or viceversa. Mindshock elementalists are meta in pvp, and are terrible in pve. Minionbomber necromancers are in the opposite situation. The entire Paragon profession is currently overpowered in pve (for a single build available to players only), and underpowered for most (all?) pvp modes.
(edited by DiogoSilva.7089)
I preferred if Anet would keep it simple, splitting abilities on all professions will be a mess… unlike ppl believes, splitting abilities will bring confusion and will be harder to balance / track the abilities performances since it is NOT the same ability in PvE and PvP, it will be 2 separate abilities. Now imagine that on all professions on multiple abilities…
As it been done on other games but not at this extent, normally its one specific ability from 1 specific class/profession, not all…
just my 2 cents
Edit: I did not play GW
(edited by Volrath.1473)
I preferred if Anet would keep it simple, splitting abilities on all professions will be a mess… unlike ppl believes, splitting abilities will bring confusion and will be harder to balance / track the abilities performances since it is NOT the same ability in PvE and PvP, it will be 2 separate abilities. Now imagine that on all professions on multiple abilities…
As it been done on other games but not at this extent, normally its one specific ability from 1 specific class/profession, not all…
just my 2 cents
Edit: I did not play GW
pve 110% wep damage pvp 80% wep damage….things of that nature….same skill scale differently for pvp etc. Trait ‘x’ reduces x wep set cd by 20% and in pvp applies chill or something like that….imo it really isnt hard to grasp.
Just read your skills before you enter combat. It is not like they would completely rework a skill and make it a different ability. The difference would be say recharge times or damage multipliers.
The class balance is good but what about stat scaling am I the only one that thinks a full dps build should be able to match a full tank build considering that pvt and pvh have no synergistic affects.
Masters in Geek Mythology
YOU ARE NOT THE INVENTOR OF WORDS!!! lol
So you guys know, we already split some skills. And, what’s most pertinent to the current thread, we plan to do this even more.
When we first shipped, it was awesome to have a lot of the balance be the same between PvE/WvW/PvP. But, as you guys have really started to push the game types to their limits, classes and specs that work in one areas of the game are sometimes ineffectual in others.
Due to this, we’ll have to do more splitting of skills to better balance the various areas of the game.
TL:DR – We already do this, and we’ll be using it even more in order to balance the different areas of the game effectively.
Are you finally going to give wvw separate balance from pve, or just keep pretending spvp is the only place people want competitive pvp and ignore balance in wvw?
Maguuma
So you guys know, we already split some skills. And, what’s most pertinent to the current thread, we plan to do this even more.
When we first shipped, it was awesome to have a lot of the balance be the same between PvE/WvW/PvP. But, as you guys have really started to push the game types to their limits, classes and specs that work in one areas of the game are sometimes ineffectual in others.
Due to this, we’ll have to do more splitting of skills to better balance the various areas of the game.
TL:DR – We already do this, and we’ll be using it even more in order to balance the different areas of the game effectively.
Are you finally going to give wvw separate balance from pve, or just keep pretending spvp is the only place people want competitive pvp and ignore balance in wvw?
there isn’t any competitive play in tpvp atm ,
to many times premade groups face soloQ groups = 85% predetermined who will win the match.
This means the MMR they just implemented isn’t worth anything to.
So tpvp/spvp might have a bit better balance around the characters , it totally failed at matchmaking.
Honestly I’d rather the split be PvE vs WvW/sPvP. The half damage for confusion in sPvP was a needed nerf, but now in WvW…
Please, don’t do the same you did with GW1, where some skill splits were so drastic, that they effectively became two different kind of skills for each of their format. That was horrible. So far, all skill splits have dealt with numerical differences only. I hope it keeps going that way.
The change to Kit Refinement damaged A LOT of Engineers and has turned the class folder into one huge identity crisis. They effectively threw away perfectly suitable PvE builds all because they wanted to re-balance the Grenade Kit in PvP.
I’m sorry but I’m tired of seeing nerfs to my favorite class in PvE/WvW because of an area of the game I almost never play. If they want sPvP to be a legitimate e-sport, it needs the type of clinical precision in their balancing that is not only not necessary in PvE/WvW but totally kills the enjoyment of them.
I loved using the Elixir Gun with its double Super Elixirs—and so did my groups. It was one of the few areas where the Engineer truly shined. And these days I find myself rolling my Guardian into dungeons these days instead.
Just look at the Engineer folder. Spend just 20 seconds looking through the first few pages of threads and tell me that this way of balancing seriously works.
People there just don’t know what to do with themselves anymore; the psychology of the class is so fragile right now when it comes to PvE, all the while they keep telling us that turrets should be a part of the meta even though they explode when a boss literally breathes on them in PvE.
(edited by Phineas Poe.3018)
Again, I’m not talking against splits. I’m talking against radical splits. It’s one thing to have the same skill or trait have different numbers between each game mode, and another thing to have a skill or trait that works completely different in each game mode.
P.S. Maybe this is the perfect opportunity for devs to increase the HP to all minions/ turrets/ etc for pve-only.
Thanks for more splits and please improve the pve versions.
I think the common consensus here is as follows:
Great! Splitting skills for each game type for GW2 is a good thing to do.
Just… don’t split the utility and mechanic of each skill, only the numbers.
It’s one thing to have the same skill or trait have different numbers between each game mode, and another thing to have a skill or trait that works completely different in each game mode.
Except when we have our skills/traits working completely different because of PvP balancing. They didn’t just change a few values or modified Kit Refinement. They deleted it and made a new one. Multi-kit builds were nerfed in PvE.
Because of PvP balance.
Can’t you see how that is frustrating?
It’s one thing to have the same skill or trait have different numbers between each game mode, and another thing to have a skill or trait that works completely different in each game mode.
Except when we have our skills/traits working completely different because of PvP balancing. They didn’t just change a few values or modified Kit Refinement. They deleted it and made a new one. Multi-kit builds were nerfed in PvE.
Because of PvP balance.
Can’t you see how that is frustrating?
Since this is the pvp forums noone is going to care how pve suffers… :/ Because for the most part people here just seem to ignore the other parts of this game.
Lack of features and infrastructure has been its undoing since day one, not balance.
I agree with this. My impression was always that between dodging and superior awareness/experience the better players tend to win. Of course this doesn’t apply when 10 good players are in the same match, but I’d imagine everyone with the aforementioned perception of balance hasn’t had too much / any experience with high tier premade vs high tier premade – let’s be honest, there aren’t that many high tier players.
That said, it’s obvious that pve and wvw considerations for pvp don’t make sense. The master nerd pvers still run 4 warriors and one guardian for their dungeon farms, does this mean that warriors will be nerfed further? Let’s hope not.
If nothing else, numbers can be changed for pvp only. Wvw already has consumables + ascended items which results in far greater stats than pvp already, so it really doesn’t make a difference. Maybe that approach doesn’t work for everything, but reducing things here and there can be bandaids for balance until they decide they’ve found a good rework. What would the big deal be in making frenzy deal slightly less damage and 100b casting slightly faster in pvp? Nobody would notice.
I believe you are as correct as the people who are speaking in favor of the splitting of wvw from pvp/tvp – there are even more issues but we have to tackle this elephant one bite at a time… right?
I think so. Start a thread – your issue is another that needs attention – it’s one of several that are competing for all of our attention when we are in the game…
In that case when do we PvE thieves get our 3s revealed debuff back?
Maybe so. We’re debating it.
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer
A couple things:
- For PvE/PvP/WvW, we know that those are 3 different playstyles, we don’t just lump PvE and WvW together.
- For those afraid of drastic differences between the game types – we’re not doing this. We’re mostly just splitting #’s (damage, healing, recharge, durations, etc.). Our old philosophy holds – once you learn a class in one area of the game, that knowledge should transfer to other areas of the game.
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer
Do ittttttttttttttttt
How do you pronounce your name?
A couple things:
- For PvE/PvP/WvW, we know that those are 3 different playstyles, we don’t just lump PvE and WvW together.
- For those afraid of drastic differences between the game types – we’re not doing this. We’re mostly just splitting #’s (damage, healing, recharge, durations, etc.). Our old philosophy holds – once you learn a class in one area of the game, that knowledge should transfer to other areas of the game.
Pretty hard to argue with that.
Keep up the good work. Any ETA on that FAQ on leaderboards and Matchmaking?
A couple things:
- For PvE/PvP/WvW, we know that those are 3 different playstyles, we don’t just lump PvE and WvW together.
- For those afraid of drastic differences between the game types – we’re not doing this. We’re mostly just splitting #’s (damage, healing, recharge, durations, etc.). Our old philosophy holds – once you learn a class in one area of the game, that knowledge should transfer to other areas of the game.
Will PvE and WvW ever get different skill versions? Like for confusion and such.
A couple things:
- For PvE/PvP/WvW, we know that those are 3 different playstyles, we don’t just lump PvE and WvW together.
- For those afraid of drastic differences between the game types – we’re not doing this. We’re mostly just splitting #’s (damage, healing, recharge, durations, etc.). Our old philosophy holds – once you learn a class in one area of the game, that knowledge should transfer to other areas of the game.
The only thing you can do then is to start to seriously buff those things ( be them traits/weapons/u-skills/elite) that are not only underused, but also seriously underpowered and sometimes just plainly useless.
Thief traps/signets ( basically every U-skills that are not Shadowstep/Shadow Refuge/ Assassin Signet and MAYBE Blinding Powder and Ambush Trap) Sword, OH dagger, overall all traits aside few good ones,
Engi turrets, gadgets, elixir gun
Necro minions, spectarl skills, corruptions aside corrupt boon and epidemic, signets
Ele fire and earth trait line, signets, glyphs, conjures,
etc. etc.
are all examples of very underused/underpowered stuff.
I can ( and i’m sure we all can) agree with your ideas of not splitting too much in order to keep profession feel in every area of the game, but some stuff ( MOST STUFF with some profession) simply doesn’t work at all or is underperforming.
That’s the main reason why the meta is stale, and has been for 5 months.