To put and end to the wheel of nerfs

To put and end to the wheel of nerfs

in Warrior

Posted by: kyubi.3620

kyubi.3620

Everyone scream at the nerf the moment something wich in pve would be anodine is broken in pvp and gets itself fixed by Anet. What most forgot but some remember is that in guild wars 1 class skills had defrent effect in pve then they had in pvp.

Why would Arena net simply not give two separate effect for every trait and skill in gw2 instead of constantly nerfing stuff in pve because it was to strong in pvp that way we could have——

Better minion master and beast master in pve with actualy real damage (pet damage was reduced by 50% because it was sick in pvp.. why did you had to do it in pve as well to begin with???)

Turret enginer that doesnt suck (enginer turrets builds have been destroyed and remade so many time its close to unplayable nowaday)

Other variety of warrior running around something else then the dumb greatsword build (lets be honest we all run GS or Axe because they are the only actual viable build at the moment but id realy like to see full bow, rifle, sword shield, mace warrior around too but if they increase those weapon damage or speed to make people more interested into them i bet GS wouldnt be as much used anymore)

Elementalist who actualy single school spec (arcane is the only things people play)

Mesmer who actualy play something else then shatter (break break break)

And everyone in the darn pvp would stop constantly QQing because you could nerf or buff up anything with impunity without ruining the whole game. What do you think of it?

Crystal Desert, The Darknest Community P.E.T.A.
BM: I want to present you my lovely jingle bear mia
If pet had voices: Mommy, I did it! :3

(edited by kyubi.3620)

To put and end to the wheel of nerfs

in Warrior

Posted by: Padrion.7382

Padrion.7382

What do you think of it?

I already disliked that approach back in WoW were the problem was way more apparent. The solution is not do develop two different games within the the same client but to bring both parts of the game more in line.

To put and end to the wheel of nerfs

in Warrior

Posted by: Assassin X.8573

Assassin X.8573

it actually worked great in gw1, they should do it in gw2.

but, the problem here is wvw. since its a mix of pve and pvp. its not so easy to seperate those like it is from strictly pve and strictly spvp.

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To put and end to the wheel of nerfs

in Warrior

Posted by: kyubi.3620

kyubi.3620

What do you think of it?

I already disliked that approach back in WoW were the problem was way more apparent. The solution is not do develop two different games within the the same client but to bring both parts of the game more in line.

likely wont be possible because stuff wich are broken or appear broken in pvp (aka the thousand complaint healing signet im not saying it is but people constantly cry about it) are actualy important buff in pve and that nerfing one always damage the other. The same way introducing new change to pve may ruin the pvp (mesmer healing signet?). Its just an endless wheel of nerf and buff wich most of the time ends up with everyone sucking a little more every patch that gets in (take a look at enginer).

If they separated the pvp skill effect from the pve skill effect some mechanics wich would be to OP to be implimented in pvp could be implimented back in pve aka better hammer damage (Ranger for instance in guild wars 1 was forced to bring charm anymal in pvp to have a pet at all while in pve you only ned heal as one or the mend pet spell to carry your pet in, this would save you a slot wich could be used to deal more damage or make the thing better. Warrior also had that kind of change to his shout and stance while dervish was 10 time more tanky in pve then it was in PVP and paragon could actualy run Paraheal in pve while behing forced to a more active damage roll in pvp)

WvW should just be using the spell effect from pvp for that purpose. They did it to ranger pets HP (25k in pve 14k in WvW) so they certainly could do it to our spells and trait effect

I shouldnt be effraid of my build behing nerfed just because some kid in pvp is sick of getting killed by a warrior who actualy knows how to use his weapon… next thing we know theil nerf axe or 2h sword damage because we hit to hard? Preposterous.

Crystal Desert, The Darknest Community P.E.T.A.
BM: I want to present you my lovely jingle bear mia
If pet had voices: Mommy, I did it! :3

(edited by kyubi.3620)

To put and end to the wheel of nerfs

in Warrior

Posted by: Kontrolle.3514

Kontrolle.3514

As you see on the almost nonexistant feedback on this topic, no one really no one cares about balance in pve because its irrelevant.

What? You dont think so? Ok so we have to ask anet for more specefic pve nerfs to the warrior to bring them on a level where the rest of the game is ok?

99% of the pve content can be done without using the weapon swap button and most warriors do exactly this. They camp GS all the time. The nerfs this patch adressed to hammer stunlock builds which no-one uses in pve anyway.

I give you the decent and friendly advise to stop making pve related balance topics.
Espacially as a warrior which totally broken and out of balance in pve.

(edited by Kontrolle.3514)

To put and end to the wheel of nerfs

in Warrior

Posted by: Padrion.7382

Padrion.7382

.
If they separated the pvp skill effect from the pve skill effect some mechanics wich would be to OP to be implimented in pvp could be implimented back in pve aka better hammer damage

On the other hand: if there were more enemies in pve that could and should be stunned or interrupted, hammer would be viable without adjusted damage. For example mobs that otherwise try to actively evade your hundred blades or attempt to stomp players in downed state.