Splitting Game Balance
As far as im concerned a Split in balancing would help a great deal. I mean first of all they already took initial steps in separating PvP from PvE in the sense your gear doesnt matter and everyone has access to Amulets instead.
Separating Balance would also help make things easier on the Balancing Teams imo because they wouldnt have to worry about changing things too drastically in the other modes which they seem afraid of currently.
And while we’re on the “Teams” Apparently the game does have “Teams” Dedicated to just PvP, just WvW, or just PvE Balance changes which in the current system I cant imagine works out very well…
3 way split is ideal. However, I recall an AN staff member dismissing this idea because it introduces too much overhead for AN to manage.
Understandable, but this trend can not continue. I recommend reallocating budget from unsuccessful areas to staff more developers in charge with balance.
You know what those “unsuccessful areas” are.
I’m not sure everyone’s fantasy of splitting would help balancing at all; professions skills aren’t balanced based on comparisons to other professions so split or not, people will still have similar complaints.
Frankly, they aren’t able to balance with no splitting; what makes anyone believe that splitting 2 or 3 times would accomplish anything?
I think the problem with splitting is that they don’t just balance THE ENTIRE GAME! around PvP’s balance in the first place being, the only place it truly matters to have balance between players. (outside of viability, and role picks.)
If viability for a Raid or Frac would be affected due to changes to a class in PvP, then you can alter the Raid or Frac to match the nerfs. Then no one could complain… Except the devs.
“Maybe I was the illusion all along!”
If viability for a Raid or Frac would be affected due to changes to a class in PvP, then you can alter the Raid or Frac to match the nerfs. Then no one could complain… Except the devs.
This is why I never understood PvE players complaining about PvP balance. In an ideal world, PvE encounters should be tweaked, I’m sure the mobs won’t complain. I’d like to see a split between PvP and WvW.
In other news, Wow gets a split balance, so yeah, it can be done – even if they’re small changes.
If viability for a Raid or Frac would be affected due to changes to a class in PvP, then you can alter the Raid or Frac to match the nerfs. Then no one could complain… Except the devs.
How is this even supposed to work?
Any change to PvE will affect everyone and do nothing to address any imbalance caused by nerfs/buffs.
Suppose class A does 20% more condition dps than class B in raids. What is Anet supposed to do to fix this? Make the boss take 20% more damage from class B, and only class B, as compensation?
If viability for a Raid or Frac would be affected due to changes to a class in PvP, then you can alter the Raid or Frac to match the nerfs. Then no one could complain… Except the devs.
How is this even supposed to work?
Any change to PvE will affect everyone and do nothing to address any imbalance caused by nerfs/buffs.
Suppose class A does 20% more condition dps than class B in raids. What is Anet supposed to do to fix this? Make the boss take 20% more damage from class B, and only class B, as compensation?
Off topic, but you bring up flaws of PvE. It’s all about DPS and proper rotation of skills. Boss attacks are non-threatening and engagements are boring. “Strategy” boils down to tacked on “stages” in each boss fight to artificially make combat seem interesting. (or exploits)
If viability for a Raid or Frac would be affected due to changes to a class in PvP, then you can alter the Raid or Frac to match the nerfs. Then no one could complain… Except the devs.
How is this even supposed to work?
Any change to PvE will affect everyone and do nothing to address any imbalance caused by nerfs/buffs.
Suppose class A does 20% more condition dps than class B in raids. What is Anet supposed to do to fix this? Make the boss take 20% more damage from class B, and only class B, as compensation?
Off topic, but you bring up flaws of PvE. It’s all about DPS and proper rotation of skills. Boss attacks are non-threatening and engagements are boring. “Strategy” boils down to tacked on “stages” in each boss fight to artificially make combat seem interesting. (or exploits)
Honestly you will still run into the same problem in other games when it comes to picking the “best” healers or tanks. The difference is that most other games start with rigid roles and makes classes to fill them somewhat containing the ripple effect balance changes will have. A Bard in FF14 or a Hunter in WoW only needs to compete with other dps classes, not the entirety of the class roster.
As someone who has invested a serious amount of time into making balance concepts for this game:
I believe it is literally impossible to balance all three gamemodes at once.
It is already incredibly hard to do it for PvP only (srsly, if you didnt try to consider every skill, not just the ones you dont like, you have no idea how much work it actually is)
But making good changes in PvP in consideration on their impact in PvE…no way.
I would also like to add, that they actually did change effects for certain gamemodes only.
For example:
https://wiki.guildwars2.com/wiki/Smoke_field
Stealth duration not affected by Meld with Shadows in SPvP.
I just dont get why they were able to see the need for such few effects, but not for the game as whole.
Changing things like mechanics, cooldowns, … can be confusing when jumping between game modes and I totally get why they avoid it.
Tweaking some damage numbers and scaling coefficients between game modes, however, allows for a much better overall balance without barely causing any problem.