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Old Jan 09, 2007, 11:40 PM // 23:40   #21
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In PvP, an overpowered skill, I will be using Searing Flames as my example, isn't possible to avoid. Everyone will be using it, which will make the aspect of pvp quite boring. In a perfect world, not everyone would run Searing Flames elementalist spike teams, I'm sure alot of players have been trying other things, but found themselves overpowered by the SF teams. Some have beaten SF teams, but generally found it boring to face nothing but SF teams. Due to this, SF teams basically ruined HA, most of them were heroway teams, with only one real player. That's been fixed now, since you need 4 humans minimum.

I see above it is claimed that RaO is outclassing warriors in pvp damage wise. Let me suggest another way of thinking about it; RaO is a pressure build, Warriors are spikers nowadays.

As an experienced player of both PvE and PvP, my opinion is that skill balance changes are needed. It's easy to moan about your fav PvE skill getting less effective, but, in the end, it's easy to find another skill to do the same job in PvE. You're only bashing a bunch of npcs anyway, right? However, in PvP, you fight, not silly AI, but real people, they can think just like you! You need more effective ways and plans to beat them than you will need in PvE.

Personally, I remember the Eviscerate nerf well, was my fav skill of all time. It was an ace skill in both PvP and PvE, a very high hitter in PvP. It was nerfed, I believe, because Decapitate was meant to be the replacement, and it's a very nice replacement, you just have to swap the spike skill order around a bit.


But, to the point; PvE'ers should respect it when skills that ruin PvP are made less effective, and PvP'ers should do the same when skills that make PvE "too easy" are "fixed".

Probably the most attention drawing PvE beneficial skill nerfed lately was spirit bond, which made 55 monking easy. Now that's replaced sufficiently by SoA. See? SB nerf seemed like the end of the world for some, now they're happily using SoA. There's always going to be another way and another skill.
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Old Jan 09, 2007, 11:53 PM // 23:53   #22
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In Everquest 2 the developers played a smart move.

We have a description window of the spell with a little checkbox in it.
When you check the box the skill description changes from the PVE skills effects to the PVP skills effects.
That's right! They had two skill effects, including cost, recharge, damage, ect for both PVE and PVP.

Maybe Anet should try to implement that idea at some point in the future?
It was a very smart move in EQ2.
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Old Jan 10, 2007, 12:03 AM // 00:03   #23
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I started playing almost a year ago, with my necro. The first "nerf" I ever experienced was the minion limit, and it was a huge hit to me, since I loved playing MM. That first moment when I realized what happened, I was outraged. I started to give up MMing all together and looked to go cap some other elites, like SS, and try out different builds.

Then it hit me... Aha! This is exactly the point to "nerfs" and skill changes. I had been so blinded by an obviously overpowered build, that I never wanted to try anything else - it would seriously gimp me, and I would no longer be as effective. Now, MM would drop in power, but would actually be on-par with other necro builds, offering several options instead of just one super option.

Since then, I learned how to cope with a 10-minion limit, still able to have a powerful MM build, while still being able to use other builds without loss of power. I also learned the value of skill changes, as they offer up new build options. Simply put, skills need to be changed to avoid overuse and staleness.
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Old Jan 10, 2007, 01:06 AM // 01:06   #24
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Devs should focus less on whats too powerful and focus on fixing the skills that dont work. That PvP can't come up with an incorporated counter to overused builds only tells me that the metagame is stale.

Quote:
Originally Posted by Grolubao
Hi all!
I've always been a core PvE player.. Recently I've been playing competitive GvG.. I'm totally tired of people playing the same builds over and over again.
.. go on with the nerfs!
I will translate:

"Hi all.
I'm new to GvG and I'm totaly tired of getting owned by the same build over and over again because I don't know how to counter it. Plz go on with the nerfs!"
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Old Jan 10, 2007, 01:43 AM // 01:43   #25
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The only problem with this is once you get 1 or 2 good builds going go pvp it is already out of date much like todays PCs.You buy a PC today and is not as much as what you paid for it once you get it home as it is out of date.You stat working on a good build now by the time the balanceing is done it is out of date.The sole reason skills get balanced is because of thier use in pvp.there are some that were balanced(nerfed) in pve because of we all know why.

I would do some GvG with MY Guild but it is not easy recruiting these days as to leavers and some that really aren't interested in your guild and they don't give your guild a chance.They start thier own and have no idea about the game or mechanics behind it.

Last edited by Age; Jan 10, 2007 at 01:49 AM // 01:49..
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Old Jan 10, 2007, 01:48 AM // 01:48   #26
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You are correct on why they skill balance BUT... don't link skill balance with Nerf (Skill balance != Nerf). Otherwise, I welcome skill balance as a new way to play builds and the game as a whole. Brings up new builds and kills old one! Which is great and refreshing!!
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Old Jan 10, 2007, 01:50 AM // 01:50   #27
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Quote:
Originally Posted by Redfeather1975
In Everquest 2 the developers played a smart move.

We have a description window of the spell with a little checkbox in it.
When you check the box the skill description changes from the PVE skills effects to the PVP skills effects.
That's right! They had two skill effects, including cost, recharge, damage, ect for both PVE and PVP.

Maybe Anet should try to implement that idea at some point in the future?
It was a very smart move in EQ2.
The difference in scaling between a PC and npc in EQ2 is so absurdly different, the comparison is not very valid. You do not fight anything in GW that is individually tougher than the PC on a exponential level, then expect the same skills tailored to fight those exponentially tougher opponents to be fair against other players. Basically the design team at SoE looked at the "play at pvp" approach FFXI did and put a twist on it, because in that game you have the same kind of scaling, but you do not have the toggle. You could also argue at their total failure for balance in EQ1 driving that decision as well, but the parity between EQ2 and FFXI is rather close to be considered a conincendence in some areas.

The difference is, you arent getting instant killed by single opponents (or nearly instant) in GW, while it is a very real possibility in other online games like EQ2. There are combinations in GW that will single kill a target in a short timeframe, but never in 1 hit from 1 character (unless of course its enchantment removal vs vengence unyielding or a 55 hp character vs blood, but those are rather absurd situations to begin with).
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Old Jan 10, 2007, 02:18 AM // 02:18   #28
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Quote:
Originally Posted by Wildi
Devs should focus less on whats too powerful and focus on fixing the skills that dont work. That PvP can't come up with an incorporated counter to overused builds only tells me that the metagame is stale.


I will translate:

"Hi all.
I'm new to GvG and I'm totaly tired of getting owned by the same build over and over again because I don't know how to counter it. Plz go on with the nerfs!"
Actually it doesn`t need any translation . It IS boring as hell facing the same 2 builds in about 95% of all gvg matches (in our guilds case: eurospike and dt-splitbuild).

Our guild (Ultio Atrox [uAx]) currently has more wins than ever before and that`s only because our build is very strong vs eurospike and due to the fact that about 70% of our matches are against guilds that play this build.

Nevertheless we are all waiting for the skill update and we want it as soon as possible -hoping anet will be able to get the pvp balance back in track.
Facing the same 2 builds every day in gvg after gvg after gvg really takes the fun out of it even if you win most of the matches.

I want to see more variety in gvg, more viable builds and get surprised by the builds we have to fight.

ATM it`s more like: "Oh, Burning/Jade Isle must be eurospike" and "Ok, Frozen Isle - bet it`s dt-split"

Some of our members don`t gvg at all anymore until skill update and the tournaments are released.
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Old Jan 10, 2007, 02:22 AM // 02:22   #29
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Quote:
Originally Posted by FoxBat
SoA outclassing every other prot spell and making 55/135 invcimonks easier than ever is bad for PvE too.
I fail to see how having a solo build that can tank unlimited numbers of enemies is overpowering to PvE? Sure it may seem rediculous, but it's no like the monsters are getting annoyed, seeing how they're the only ones that have to deal with it.

And don't give me any of that "farmers drive up prices" bs. Farmers actually cause prices to be lower, because otherwise, there would be a much smaller supply.

I think many of you fail to see that skill changes help to keep the game from being; "use these 8 skills and you can kill anything." So they changed your favourite build. Make a new one, or fix your build so that it works again.
Personally, I have been changing my necromancers build every once in a while. Not because the skills get changed, but because I decide to try a new combination. And so far, most of my changes have been for the better.
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Old Jan 10, 2007, 02:42 AM // 02:42   #30
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Quote:
Originally Posted by Azagoth
I too don't understand why just because a few numptys in PvP moan about a skill being 'overpowered' we who play PvE have to suffer the nerfbat (or skill balancing as it's called). I mean, what's the use in having a PvE element if all they do is nerf useful PvE skills to pander to the moanings of a few PvP players?

Simple fact is, if you don't like a skill in PvP then don't use it or just learn to live with it.
It's unfortunate that you don't understand how this game works. However, I shouldn't have to suffer for it. When I win I want to have a genuine feeling that I outplayed my opponent, and similarly, when I lose I want to know that the other team outplayed mine, not won by abusing some broken skills.

Perhaps you should consider "living with it" before you suggest that others do so.
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Old Jan 10, 2007, 05:29 AM // 05:29   #31
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Quote:
Originally Posted by B Ephekt

Perhaps you should consider "living with it" before you suggest that others do so.
A bit rich considering you how consistently expect PvE players to "learn to adapt" instead of putting the responsiblity on the PvP side of things. I really dont see why you should treat PvE any less than you would PvP.

Perhaps YOU should first consider how to adapt in PvP before agreeing that nerfing the skill in PvE is a good idea. How's about that for putting the boot on the other foot?
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Old Jan 10, 2007, 05:44 AM // 05:44   #32
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Expecting players to adapt to overpowered skills is stupid, expecting players to adapt when skills get balanced is quite reasonable. If this game is to continue to foster a competitive environment where player skill actually matters, then balance is needed.
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Old Jan 10, 2007, 05:48 AM // 05:48   #33
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Bottomline is that complaining about nerfed skills in PVE is silly. PVE is easy and almost any old skill will work well against them because players are supposed to be thinking intelligent beings against a predictable, inflexible A.I. opponent.


It's far far far far easier to adapt in PVE given any skills overpowered or underpowered. It's not the case in PVP where your opponents are actual thinking human beings that can take advantage of overpowered skills. So stop complaining about skills being nerfed in PVE.
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Old Jan 10, 2007, 05:52 AM // 05:52   #34
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Quote:
Originally Posted by oinkers
A bit rich considering you how consistently expect PvE players to "learn to adapt" instead of putting the responsiblity on the PvP side of things. I really dont see why you should treat PvE any less than you would PvP.

Perhaps YOU should first consider how to adapt in PvP before agreeing that nerfing the skill in PvE is a good idea. How's about that for putting the boot on the other foot?
Most PvE players don't adapt because it doesn't really change their gameplay. In the end, you can kill almost everything with half-assed builds. The relative strengths of skills is only important to the powergamers, or more accurately the farmers, which is a significantly smaller portion of the PvE community. They want to use the best skills to farm, which is usually also the overpowered skills. If it's only overpowered in PvE, Arenanet doesn't care. If it's also overpowered in PvP or is extremely overpowered in PvE, Arenanet nerfs it, in which case farmers whine for a little bit before jumping onto the next overpowered farming build. (After the nerfing of Prot Bond, it took literally minutes for people to switch to Prot Spirit. The farmers complaining on the forums were the ones who hadn't gotten the memo.)

PvP doesn't have the option to adapt to overpowered skills when it becomes an "either you play this build or you play to counter it" situation. Metagames revolving around a handful of imbalanced skills aren't fun. When Arenanet has to decide between continual boredom to most players in PvP or a temporary frustration to some players in PvE, there's not much of a debate.
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Old Jan 10, 2007, 06:31 AM // 06:31   #35
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Quote:
Originally Posted by Wildi
"Hi all.
I'm new to GvG and I'm totaly tired of getting owned by the same build over and over again because I don't know how to counter it. Plz go on with the nerfs!"
I wonder, do you play PvP at all? RA doesn't count.

Just because people want gameplay fixed so that you don't run into the same build with different people 25 times in a row doesn't mean that they can't beat it. I, and the people that I play with, know full well how to beat, for example, searing flames. We do it flawlessly all the time. The problem is that it's boring as hell. As much as I like winning, faction, and fame, I'm not about to be excited that I'm pwning a bunch of eles in the face for the 15 millionth time because they suck far, far too much to come up with a better build.
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Old Jan 10, 2007, 06:41 AM // 06:41   #36
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It's been almost 3 months since the new skills have been up, right? It's about time they release the final season balance, because we already see what is too much and what is still nothing in competitive play. I fail to see why people think pvp changes will kill pve, but I am glad the topic poster could see why they are needed in pvp. Gosh, I am also tired of eurospike, and if adapting is just be prepared for it, it's just wrong. Keep just in mind that we have some skills in mind that everyone is complaining/pointing out. After the changes are hopefully made, there will come another skills on the table that people gave no attention to. Skill changes and skill balances (I'm not sure if the first can be the last) serve to keep the game fresh and prevent it to turn into a one way win. I have yet to see what HA will become, but I am loving just the fact that it is changing.
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Old Jan 10, 2007, 06:54 AM // 06:54   #37
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Hey noobs that think all anet does is nerf your little pve skills, here's news for you:

http://www.guildwarsguru.com/forum/s...98#post2427498
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Old Jan 10, 2007, 07:02 AM // 07:02   #38
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Quote:
Originally Posted by Grolubao
The only thing that I don't really appreciate is the grind that is needed in the ladder. Let's hope that with the tournaments things change a bit.
You're calling a competetive ladder a grind? ha
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Old Jan 10, 2007, 08:21 AM // 08:21   #39
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As a primary PvE player who dabbles in PvP, every move to separate the two reduces my overall enjoyment of the game.

I'm pretty peeved about the PvE-only skills, actually. The fact that ANet doesn't trust their own system enough to make Rebirth Signet an ordinary skill (with the same drawbacks as the original Rebirth, say) is downright saddening.

(And, incidentally, I greatly appreciate skill balancing as it affects PvE. In the long term, it's only increased my enjoyment of the game. Plus hey, at worst it has positive effects on the economy...)
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Old Jan 10, 2007, 09:18 AM // 09:18   #40
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Skill balance to balance the game is one thing. The nerfs to skills that are not even used in PvP is another story. Protective bond still pisses me off. Anets war on the "Chinese farmer" is where MANY of the nerfs come from not in the interest of a level PvP playing field.
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