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Old Mar 21, 2005, 12:01 AM // 00:01   #1
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Default PvP characters versus Roleplaying Characters

From this last BWE it seems to me that PvP only characters are weaker and underdeveloped compared to Roleplaying Characters. I haven't gotten a RP character to 20 yet, but when I compare the pvp characters health to my RP characters health it seems that if I would build a RP character to 20 and use him for pvp he would be a lot better than my pvp character. Can anyone give me some more information??? If the pvp characters are infact weaker and underdeveloped compared to the RP characters that I can build to 20 and pvp with I really need to know so I can choose my character for release!!!! PLEASE HELP!
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Old Mar 21, 2005, 12:26 AM // 00:26   #2
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from what i have read if you want to add more skills to a premade pvp you will have to collect them with a pve

so you might wish to create just the character (pve) that you will be using in the first place
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Old Mar 21, 2005, 12:37 AM // 00:37   #3
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Last weekend, they were somewhat weaker. This weekend, they are identical...basically.

Last weekend you had 1 suit of armor, you didn't get to choose, and it wasn't BAD but it wasn't the "best" (85 +10 or 80 +20) armor you could get. This weekend, you can pick from the "best" armor, so that is no longer an issue.

Last weekend you could only select from pre-designed templates and couldn't customize your skills; this weekend you can.

A role playing character is hardly any better this weekend. From what I have seen, you can even use existing runes and upgrades from PVE characters on your PVP ones. The only thing you can't do is use something like a Dragon Sword on your PVP character.

For most people, a PVP character will be much better than their PVE character in the arena simply because they got rid of the SKILL CHARM TRADER and CRAFTER. This really pissed me off, I don't know why they did it, but it means that for some skills the only way I know of to get them this weekend is to make a PVP character and check the "unlock all skills" box.

Getting rid of the skills charms was a bad decision in my opinion. I'm still trying to understand WHY they did it. How do you get Final Thrust for your sword warrior? How do you get healing seed for your monk? There are some skills I would never make a guy without and now it appears that there is no way to get them?
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Old Mar 21, 2005, 12:51 AM // 00:51   #4
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Quote:
Originally Posted by RealityDesign
Getting rid of the skills charms was a bad decision in my opinion. I'm still trying to understand WHY they did it. How do you get Final Thrust for your sword warrior? How do you get healing seed for your monk? There are some skills I would never make a guy without and now it appears that there is no way to get them?
Come release, everything will be available from bosses/trainers, and word is that charms will no longer exist in any form. Why the devs took them out this weekend, I'm not exactly sure, but they're probably just moving things closer to what it will look like come release, even if that leaves some things unattainable due to locked out content.
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Old Mar 21, 2005, 02:42 AM // 02:42   #5
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Quote:
Originally Posted by Pharalon
Come release, everything will be available from bosses/trainers, and word is that charms will no longer exist in any form. Why the devs took them out this weekend, I'm not exactly sure, but they're probably just moving things closer to what it will look like come release, even if that leaves some things unattainable due to locked out content.
if a skill is still listed come retail there will probably be a way to get it

i think those were taken out to make it an individual undertaking rather than a guild sharing out skills to members on a we need someone to have this skill here it is no need for you to work for it basis
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Old Mar 21, 2005, 10:39 AM // 10:39   #6
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They removed the skill charm system this weekend, but they increased the availability of skills from trainers. We don't have all the updates in on the site yet, but hopefully it'll all be done in the next couple days. I think they made it so pretty much every skill is accessable now via Signet of Capture or from skill trainers- we'll have to see once all the info gets sorted and updated.

They allowed people to create characters that can use any skill for the weekend event, but that option will be out come release. In order to use a skill on a custom PvP character, you'll have to unlock it via obtaining it on an RP character first. The same goes with runes and weapon upgrades. However, there's no fundamental difference between PvP and RP characters- they will have the same amount of health, energy, and attribute points, and will be able to have similar equipment and skills. The big point of the PvP characters is to allow people to make a new character to fill a roll in a team build without spending days or weeks leveling up that character and getting the skills and equipment that they need for it- instead, assuming they've unlocked everything they need, they can create the character in a couple of minutes rather than a couple of weeks.
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Old Mar 21, 2005, 05:55 PM // 17:55   #7
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Quote:
Originally Posted by Freyas
In order to use a skill on a custom PvP character, you'll have to unlock it via obtaining it on an RP character first.
If that's the case they really need to add more character slots then, at least 6. I don't see how you can get all the skills you want if you only have (at most) 3 other characters to take from.
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Old Mar 21, 2005, 06:19 PM // 18:19   #8
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Once it's unlocked, it's unlocked. You don't need to keep that character to keep it unlocked. If you're a mostly PvP player, get all the skills unlocked for two profession on one character, then delete it and make the next one. You won't need to keep a bunch of PvP characters around either, just a single favorite as you will be able to make any PvP you like with your unlocked abilities and items in a few minutes.

Which makes me think... We need a "memo pad" for PvP Only characters where we can save/edit/delete and choose personal build sets on creation, kind of like our own personal "pre-made PvP" list.
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Old Mar 21, 2005, 09:30 PM // 21:30   #9
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I noticed in gladiators arena, i couldn't party with my friend, i had to go with random people. If they made it like Role-Playing characters i would have played PvP.
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Old Mar 21, 2005, 10:25 PM // 22:25   #10
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There will be PvP in the roleplaying realm in which you can team with whomever you want, or with your guild, correct? Some type of arena(s)?

Will there be 1 on 1 singular pvp options?
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Old Mar 21, 2005, 10:30 PM // 22:30   #11
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Today, 02:25 PM #10
Hirum
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There will be PvP in the roleplaying realm in which you can team with whomever you want, or with your guild, correct? Some type of arena(s)?


no

a roleplay character can do pvp only in a pvp area

no pvp in rp areas
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Old Mar 21, 2005, 10:47 PM // 22:47   #12
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Sorry, I guess I didnt phrase that correctly. I really just wanted to clarify that PvP will be available in the roleplaying realm, whether it be in a different zone, instance, or city. It isnt neccessary to be on the PvP realm to PvP is it.

Will I be able to use my roleplaying (hand-made) character for PvP. As it would be much more satisfying.
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Old Mar 21, 2005, 10:49 PM // 22:49   #13
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you can use your roleplay character for pvp IN a pvp area only

aside from designated pvp areas there is no pvp

no pvp in rp areas

Last edited by Loviatar; Mar 21, 2005 at 10:52 PM // 22:52..
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Old Mar 21, 2005, 11:13 PM // 23:13   #14
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I noticed that RP characters only get 5 attribute points per level, while PvP gets 10. Is there a reason for this?
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Old Mar 21, 2005, 11:26 PM // 23:26   #15
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Nik: at lvl 20 both have 200 attribute points. They ramp up after 14/15.

About deleting characters or making 3 characters just to unlock skills -
FF36 -> http://www.guildwars.com/community/f...iday-bwe5.html

Quote:
There's some concern about spending a lot of time with a roleplaying character and then finding that the profession choices aren't exactly the right mix for the individual player. Is this something that will or can be addressed?

Players soon – not this BWE, but soon – will have the opportunity to change secondary professions. In addition to the experimentation that you're allowed in Kingdom of Ascalon, where you can give every secondary profession a "trial run," you can now amend your character after you have reached Ascension. This means that a character into whom you've invested a goodly amount of time will be one that can be changed, rather than started anew. You don't need to recast, you can simply reconfigure by a method that is tied to the upper-level story of Guild Wars. It's like doing a re-spec, but better.

Another nice thing, according to one of our game designers, James Phinney, is that when you do choose a new secondary profession, you will keep all the skills that you have acquired with your other choices. So, if you selected Elementalist as a secondary profession when you first created the character, then changed to a Mesmer secondary, if in the future you decide to revisit the Elementalist again, you'll be stocked with all the skills that the character had on board before moving to that new profession.

The bottom line is that you could have a primary character who has experimented with all five available secondary professions. That character will likely have good stock of skills in each of those lines. In fact, that character could have every skill in each of the five available secondaries. The character then, in ways not yet to be revealed, will be able to shift to a different secondary and take advantage of a long history of roleplaying character development.
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Old Mar 22, 2005, 06:55 AM // 06:55   #16
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Quote:
Originally Posted by RealityDesign
Getting rid of the skills charms was a bad decision in my opinion. I'm still trying to understand WHY they did it. How do you get Final Thrust for your sword warrior? How do you get healing seed for your monk? There are some skills I would never make a guy without and now it appears that there is no way to get them?
Final Thrust was available in either The Temple of Ages, Maguuma Stade, or Quarrell Falls. I can't tell for sure as all three Trainers had something I wanted but I'm pretty sure it was Quarrell Falls.
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Old Mar 22, 2005, 03:36 PM // 15:36   #17
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I'm not quite sure I agree 100% with the current system. I like the idea of "unlocking" but a few adjustments need to be made. Either allow us to unlock skills from other professions, or add a lot more character slots. I do not find it acceptable to have to delete or respec a character just to unlock more skills because I get very attatched to my characters and I'm sure I'm not the only one. Also, there should be SOME incentive to use a RP character instead of a insta-20 PvP character, even after you've unlocked all the skills. Perhaps make the characters a little bit stronger or only allow RP characters to participate in "official" ranked battles. That way you could play your PvP character to have fun and test builds, but if you really wanted to be a part of the "real PvP" you'd have to put a little work in your character first. I mean, it would stop guilds from simply rerolling their characters on a whim. It's not like it takes long to go from level 1 to 20, I don't see what the problem is.

-Virt
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Old Mar 22, 2005, 08:42 PM // 20:42   #18
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Quote:
Originally Posted by Virtuoso
I'm not quite sure I agree 100% with the current system. I like the idea of "unlocking" but a few adjustments need to be made. Either allow us to unlock skills from other professions, or add a lot more character slots. I do not find it acceptable to have to delete or respec a character just to unlock more skills because I get very attatched to my characters and I'm sure I'm not the only one. Also, there should be SOME incentive to use a RP character instead of a insta-20 PvP character, even after you've unlocked all the skills. Perhaps make the characters a little bit stronger or only allow RP characters to participate in "official" ranked battles. That way you could play your PvP character to have fun and test builds, but if you really wanted to be a part of the "real PvP" you'd have to put a little work in your character first. I mean, it would stop guilds from simply rerolling their characters on a whim. It's not like it takes long to go from level 1 to 20, I don't see what the problem is.

-Virt
Sorry Virt but I'd agree wtih you except I'm a firm believer in everyone's game. Some people purely want to play the game for PvP reasons and shouldn't be at a disadvantage (I do agree on maybe making a seperate ladder for PvE characters or something of the like). But if you think of it like you are (and I am a PvE'er), then PvP could turn around and say that PvP should have an advantage because that is what they made their character for and someone who just plays PvE shouldn't be allowed the same stats. Fair is fair though.

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Old Mar 22, 2005, 09:01 PM // 21:01   #19
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Quote:
Originally Posted by Virtuoso
I'm not quite sure I agree 100% with the current system. I like the idea of "unlocking" but a few adjustments need to be made. Either allow us to unlock skills from other professions, or add a lot more character slots.
I can't find the source, but Arena stated that on "Ascention" you can change your secondary class. As many times as you'd like. Essentially, that means that one character can learn (and thus unlock) every skill in the game. Cool beans, ey?
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Old Mar 22, 2005, 09:12 PM // 21:12   #20
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here it is

Another nice thing, according to one of our game designers, James Phinney, is that when you do choose a new secondary profession, you will keep all the skills that you have acquired with your other choices. So, if you selected Elementalist as a secondary profession when you first created the character, then changed to a Mesmer secondary, if in the future you decide to revisit the Elementalist again, you'll be stocked with all the skills that the character had on board before moving to that new profession.

The bottom line is that you could have a primary character who has experimented with all five available secondary professions. That character will likely have good stock of skills in each of those lines. In fact, that character could have every skill in each of the five available secondaries. The character then, in ways not yet to be revealed, will be able to shift to a different secondary and take advantage of a long history of roleplaying character development.
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