Please SPLIT sPVP and PVE skills

Please SPLIT sPVP and PVE skills

in PvP

Posted by: Hunter.4783

Hunter.4783

You guys did the same thing in GW1 and it worked fine. I don’t understand why the same approach is not being taken here as well.

The latest example being the nerf to Mallyx which is very reasonable in sPVP but complete TRASHES the legend in PVE. The whole point of even using+traiting mallyx was to control the condi spam on lvl 70+ fractals.

Now it will just be a boring passive 10% stat boost when you are stacked on quickness and shiro is redundant. No one will ever bother with the corruption trait, or the legend itself in 99% of scenarios.

Please Anet, PVE balance is completely different from the sPVP one. Nerfing 1 OP class in sPVP will generally completely nerfs it in PVE, and vice versa. with splitting skills you suddenly get a lot more room to play around with balance.

Please consider splitting skills/traits for the upcoming January iteration

Please SPLIT sPVP and PVE skills

in PvP

Posted by: Agemnon.4608

Agemnon.4608

Then just use something else in PvE. I say this completely seriously and unironically when I say that PvP balance is more important than PvE balance because PvP is player versus player, meaning at least two players bring a set of advantage to the table and fight each other, or a big group of players. If a couple of abilities break the gamemode then it isn’t fun for anyone and class mechanics carry a person and can serve as a substitution for skill if sufficiently broken. In PvE it doesn’t really matter, just buff or nerf difficulty according to net nerf/buff from PvP or better yet like the title suggests separate the balances.

Skills and traitlines would be the same only the numbers would be different, and that’s good enough. Instead of a 4 second AoE CC (great for PvE where mobs can have way more HP than players) make it 1.5 seconds in PvP for example. Cooldown time and stun duration are the most important things to separate, maybe even nerfing trap radius or increasing node sizes so a guardian doesn’t get free decap progress when you’re defending a node and have stability on a long CD.