May 12, 2008, 11:11 PM // 23:11
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#21
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Debbie Downer
Join Date: May 2006
Profession: N/Me
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People have been asking for a PvE/PvP split since the game went live.
ArenaNet didn't listen to us; they just realized "Well, we have nothing to lose."
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May 12, 2008, 11:14 PM // 23:14
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#22
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Grotto Attendant
Join Date: Aug 2007
Location: Canada
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Quote:
Originally Posted by Wild Karrde
They listened to the whiney farmers, cause they have the loudest voice. They didnt listen to anyone who actually knew what they were talking about.
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Oh hi.
Protective Spirit has not received any form of nerf nor have the skills that power a 55 monk/55 necro/330 rit been rendered unusable. The solo farmers are doing just fine as skills stand now. The non-farmers (like you, probably) are the ones who have been whining.
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May 12, 2008, 11:16 PM // 23:16
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#23
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Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
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Quote:
Originally Posted by Zahr Dalsk
Oh hi.
Protective Spirit has not received any form of nerf nor have the skills that power a 55 monk/55 necro/330 rit been rendered unusable. The solo farmers are doing just fine as skills stand now. The non-farmers (like you, probably) are the ones who have been whining.
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Because doing anything to Prot Spirit would destroy a skill that is working as it's intended to work. How is Prot Spirit not working as the description says it should?
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May 12, 2008, 11:17 PM // 23:17
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#24
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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They are going to do what they are going to do because there is no other way to do so in GW1. Not because some people are against this or another agree with this.
What is not going to be different is FUNCTIONALITY of skills. If they change a certain functionality, the functionality will be changed for both PvP and PvE version of the skill.
Now does that affect gameplay?
NO.
In PvP people has 200 attribute points, and thuse their max damage and average attributes are mostly the same.
But in PvE, monsters may have more than 400 attribute points, so a skill that would give 20 armor and reduce 100 damage from an enemy attack to 75 damage, may have 40 in PvE and reduce a hit of 400 damage to 200?
In PvE you are not fighting in equal footage. NEVER. Monsters may have more Health, way more energy, more attributes, more skills, Monster skills, and Player just get PvE skills, and keep the same limitations as in PvE.
The only limiations hostile NPCs have in PvE is thir puny AI.
Since the measures are different, it's logical than some figures may perfectly be different.
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May 12, 2008, 11:18 PM // 23:18
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#25
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Jungle Guide
Join Date: Mar 2006
Location: Sitting in the guildhall, watching the wallows frolic.
Guild: Trinity of the ascended [SMS]+[Koss]+[TAM]=[ToA]
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Quote:
Please refrain from aggressive behaviour, squeeze a soft toy if you wish to vent some rage
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*Grabs an ecto, squeeeeeeeeeeeeeeeez*
ANet has always listened to the players...it's the sifting thru all the crap to get to the good ideas that took so long.
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May 12, 2008, 11:20 PM // 23:20
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#26
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Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
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Quote:
Originally Posted by Trub
*Grabs an ecto, squeeeeeeeeeeeeeeeez*
ANet has always listened to the players...it's the sifting thru all the crap to get to the good ideas that took so long.
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they should keep sifting, because a lot of crap still makes it through.
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May 12, 2008, 11:20 PM // 23:20
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#27
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Forge Runner
Join Date: Nov 2006
Profession: A/N
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Define "us".
Because I don't feel like AN has listened to me.
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May 12, 2008, 11:20 PM // 23:20
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#28
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Forge Runner
Join Date: Feb 2007
Location: Las Vegas
Guild: Enraged Whiny Carebears [oR]
Profession: W/E
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The CONCEPT of this idea is freaking great and long overdue. We have to see what changes are made when this concept is actually implemented to see whether it's truly a good move or not, though.
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May 12, 2008, 11:21 PM // 23:21
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#29
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Jungle Guide
Join Date: Mar 2006
Location: Sitting in the guildhall, watching the wallows frolic.
Guild: Trinity of the ascended [SMS]+[Koss]+[TAM]=[ToA]
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Quote:
Originally Posted by Yichi
they should keep sifting, because a lot of crap still makes it through.
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LOL..Yichi!!!!!<3
Hopefully..they have been hiring more peoples for thier Dev teams...more sifters.. make for a cleaner game..
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May 12, 2008, 11:22 PM // 23:22
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#30
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Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
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Quote:
Originally Posted by Trub
LOL..Yichi!!!!!<3
Hopefully..they have been hiring more peoples for thier Dev teams...more sifters.. make for a cleaner game..
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If they would just hire someone with common sense, id settle for that...
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May 12, 2008, 11:24 PM // 23:24
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#31
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Frost Gate Guardian
Join Date: Jan 2006
Location: USA
Profession: Mo/
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So Anet listens after all.... only took them THREE YEARS to start doing it. They mentioned only a handful of skills will be split. So I estimate by the time they get around to the rest, GW3 or maybe GW4 will be out.
PvE and PvP skills should have been separated since day one.
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May 12, 2008, 11:31 PM // 23:31
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#32
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Desert Nomad
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It scares the hell out of me that Anet bows to the will of the community as easily and often as it does, since I think generally this community (in much the same way as the community for most online games) doesn't want what's best for the game. I give them a lot of credit for listening, I just wish they were a little wiser about what they act on.
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May 12, 2008, 11:33 PM // 23:33
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#33
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Alcoholic From Yale
Join Date: Jul 2007
Guild: Strong Foreign Policy [sFp]
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ANet caved in to the demands of shitty players with a shitty mindset towards this game. Anet did not listen to players with any knowledge of what's good for this game, PvE or PvP.
So yes, ANet listened to the vast majority. But the majority is almost always wrong.
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May 12, 2008, 11:34 PM // 23:34
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#34
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Wilds Pathfinder
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Quote:
Originally Posted by SerenitySilverstar
Sorry but I still don't understand. PvE and PvP are two completely separate entities, so why should this be an issue?
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See thats the thing; they aren't for some people. Guild Wars is one game. PvP and PvE are just two different parts of it. Separating the two by this update separates the two parts even more which the people who do both don't want. So...
1) It's just stupid. Why should my LoD heal for less when I'm facing players compared to facing monsters.
2) It causes more confusion. With two different forms of skills, this forces people to remember both function for PvE and PvP and this could get confusing when switching between the two.
3) GW should not be two separate games. If anything anet should encourage people to play both. Both areas are fun and people are missing out if they don't do both. I don't have enough experience at the higher levels, but playing random arenas or alliance battles is fun when you aren't always facing hardcore pvp only people. Separating the two parts will almost force people to choose a side.
Now on to the topic....
So who did anet listen to? Not everyone was for this idea. GW Guru does not represent the entire GW community. Sometimes people are wrong.
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May 12, 2008, 11:38 PM // 23:38
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#35
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Forge Runner
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Quote:
Originally Posted by Zinger314
People have been asking for a PvE/PvP split since the game went live.
ArenaNet didn't listen to us; they just realized "Well, we have nothing to lose."
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What he said..
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May 12, 2008, 11:41 PM // 23:41
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#36
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Lion's Arch Merchant
Join Date: Dec 2006
Location: New Zealand FTW
Guild: Ex Talionis [Law]
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Quote:
Originally Posted by MithranArkanere
They are going to do what they are going to do because there is no other way to do so in GW1. Not because some people are against this or another agree with this.
What is not going to be different is FUNCTIONALITY of skills. If they change a certain functionality, the functionality will be changed for both PvP and PvE version of the skill.
Now does that affect gameplay?
NO.
In PvP people has 200 attribute points, and thuse their max damage and average attributes are mostly the same.
But in PvE, monsters may have more than 400 attribute points, so a skill that would give 20 armor and reduce 100 damage from an enemy attack to 75 damage, may have 40 in PvE and reduce a hit of 400 damage to 200?
In PvE you are not fighting in equal footage. NEVER. Monsters may have more Health, way more energy, more attributes, more skills, Monster skills, and Player just get PvE skills, and keep the same limitations as in PvE.
The only limiations hostile NPCs have in PvE is thir puny AI.
Since the measures are different, it's logical than some figures may perfectly be different.
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Anyone who complains that skills need buffed for PvE is just plain useless.
The reason monsters in PvE have stupidly high armour and crap is because they are a set AI, programed to do certain things a certain way, anyone with half a brain can manuipulate this to there advantage.
Oh, and need I mention ursan?
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May 12, 2008, 11:46 PM // 23:46
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#37
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Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
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Quote:
Originally Posted by MithranArkanere
What is not going to be different is FUNCTIONALITY of skills. If they change a certain functionality, the functionality will be changed for both PvP and PvE version of the skill.
Now does that affect gameplay?
NO.
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changing output or effectiveness of a skill is changing the functionality of said skill, so in short, you're wrong.
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May 12, 2008, 11:51 PM // 23:51
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#38
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Wilds Pathfinder
Join Date: Jan 2006
Location: Elona
Guild: Clan Eternal Legion
Profession: D/W
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Perhaps they are experimenting before this gets implemented into GW2 ? With PAX about 3 months away for GW2 showing why make drastic changes unless its just an experiment.
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May 12, 2008, 11:58 PM // 23:58
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#39
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Desert Nomad
Join Date: Jan 2006
Location: Good ol' USA, where everyone else wants to be
Guild: Now Plays World of Warcraft on Whisperwind
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This is nothing but good news. That said I'll be happy when I see it done properly as in reverting many of the class aspects back to their un nerfed forms.
They can start by reverting the Ritualist Lord Build back to how it was pre nerfed status.
Second they can revert many of the Paragon Skills (Aggressive Refrain to start) back to their original Forms.
Then they can un nerf many of the Mesmer Inspiration & Monk Smite Skills they ruined.
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May 13, 2008, 12:03 AM // 00:03
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#40
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Krytan Explorer
Join Date: Sep 2006
Location: Dead Isle
Guild: Farmers Of Woe [FoW]
Profession: W/
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yea i've been lookin for this update for a while.
I had been askin for the change and suggesting the method and now it's finally happened?
It'll be nice to see stances and most of the BAD nerfs reverted...
/signed
Yea they listened. result = Happy
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