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Old Feb 04, 2007, 05:07 PM // 17:07   #1
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Default Split the game for PvE and PvP

The only way to finally balance the game out is to split it in two.

The PvE maps / missions / quests / builds, or anything else PvE related would all have the same skills in the game that are currently there. Skills would be balanced for fair and fun PvE play without worrying that it might make something very un-balanced in PvP.

The same would go for PvP.

The moment you go from Kamadan to Random Arena (for example) all of the text on your skills would change (where viable) and you would have to switch your build to play effectively.

Granted, not every skill requires a seperate playstyle definition, but no one can disagree that some skills are completely useless in PvE and almost overpowered in PvP. For reasons like this, it's almost impossible to get a happy medium without severly pissing one side of the game off.


Yes, it would take a little getting used to, but really, how hard is it to make a

Conditions / Pressure (PvE)
and
Conditions / Pressure (PvP)
build template?

Seriously, I don't understand why the game isn't like this already. That way, we wouldn't have these skill nerfs that make something else way better for PvP but way worse for PvE, only creating more crap to be changed around and starting the clock before the first round of "OMFG WHY?" posts start showing up on forums.


That's just my small suggestion, you don't need to agree but I think it would make for a better overall gaming experience. Especially since this game is like Democrats and Republicans up in here. PVE IS FOR FAGS! NO! PVP IS FOR FAGS!! NO U! NO U!!! PvPlicans and PvEocrats
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Old Feb 04, 2007, 05:15 PM // 17:15   #2
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(ibtl, lol)

Some people think this is a good idea, some people think it's bad. I like the idea of having two separate games in one, but i don't think it will happen.
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Old Feb 04, 2007, 05:43 PM // 17:43   #3
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It would take too much work for Anet and for the players. /notsigned
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Old Feb 04, 2007, 05:45 PM // 17:45   #4
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How will it be too much work for the players?

/signed slightly, because although I saw this as something necessary to happen it'll depend on the next "chapter" or w/e Anet plans to release.
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Old Feb 04, 2007, 06:15 PM // 18:15   #5
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/agree it just seems logical in my opinion. with the situation now its just impossible to make both sides happy.
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Old Feb 04, 2007, 06:19 PM // 18:19   #6
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It is a good idea beacuse most of crapy skills can be turn in to something, and that will lead to greater number of usefull builds.
And about "too much work for Anet", that is not our problem.

/signed
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Old Feb 04, 2007, 06:26 PM // 18:26   #7
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I sure hope this won't happen.

I'm mostly PvE'r with occasional PvP thrown in. As it is now, when I see an enemy use a skill, I know exactly what it does. Doesn't matter if it's in PvE or PvP, thus making it very easy to switch between playing the two modes.

Now if these two would be separated, the skills would confuse the hell out of me when I'd start thinking what they did on this side of the game in a heat of the battle. With making it two different games, I most likely wouldn't be playing both anymore and I don't think one side alone would keep me that interested in the game.
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Old Feb 04, 2007, 06:31 PM // 18:31   #8
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Quote:
Granted, not every skill requires a seperate playstyle definition, but no one can disagree that some skills are completely useless in PvE and almost overpowered in PvP. For reasons like this, it's almost impossible to get a happy medium without severly pissing one side of the game off.
This is NOT the problem.

Useless skills don't get used. Period. And if one skill is useless in PvE and gets nerfed in PvP, nobody cares.

The whining about all of this comes simply because too many fail to accept that GW is a game that rewards choice of builds. Learning to run SF/GG spammer does not give anyone the right to complain because GG got an increased recharge time. There's 1000+ mroe skills out there.

Overpowered skills in PvE: Prot spirit, Spellbreaker, Shield of absorption, SV/AV, BiP, SoJ, SS, all minion skills, meteor shower, and so on...

Leaving them as they are for pvp, but reducing their effects by 2-6 times wouldn't make PvEers any happier. All those skills make PvE completely worthless with regards to difficulty. So in order to maintain balance, they'd need to be balance against PvE mobs. Which means they'd need to be cut down in strength by a factor of two.
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Old Feb 04, 2007, 06:38 PM // 18:38   #9
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/unsigned

This goes against what Anet has been working towards from the start.
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Old Feb 04, 2007, 09:29 PM // 21:29   #10
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Quote:
Originally Posted by Aeon_Xin
/unsigned

This goes against what Anet has been working towards from the start.
This thread is a suggestion resulting because Arena Net cannot accomplish what they're working towards. 2 years and they haven't sewn PvE and PvP together seamlessly so everybody is happy. At some point you have to say "well it was a great idea, but I don't think we're at the point where others will accept it."

Because to make it all work together... that's not something that Arena Net can implement via code. It's something the players have to WANT, and they really don't. PvP players feel they're inherently better and more important (generalization) and so skills should be balanced for them so nothing is overpowered. PvE players feel like the game was made specifically for them since "hey look, I can kill creatures", so skills should be balanced to make it fun for them.

The two sides are constantly trying to put up a better argument as why ArenaNet should balance for them, and not "the other side." Does that really sound like PvE and PvP are co-existing happily?
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Old Feb 04, 2007, 09:33 PM // 21:33   #11
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Search: pve pvp

Divide PvE and PvP Skills

Closed.
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People are stupid.
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