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Old Jan 05, 2007, 03:39 AM // 03:39   #21
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Originally Posted by Paperfly

(c) Skills that are more effective in PvE than in PvP (such as the entire Death line) can still see niche play in one of the several PvP formats - I hear Minion Masters are some good in Alliance Battles, f'rinstance.
Niche? Every second team in HA is fueled by Jagged Bones.
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Old Jan 05, 2007, 07:00 AM // 07:00   #22
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The article that introduced the mass-banning of pretty much every relevant Affinity card is a fascinating read for Guild Wars players, by the way - he basically breaks down and admits that it's a case of market forces being more powerful than strict power concerns (a comparable case for us would be Searing Flames, though it's nowhere near that bad yet!).
great read, and at the bottom, a relevant poll to competitive gameplay. I wish other companies could learn from WoTC *cough*.
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Old Jan 05, 2007, 09:12 AM // 09:12   #23
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Originally Posted by Paperfly
Incidentally, people didn't leave MtG during Mirrodin because the power was too high, they left because the same deck dominated for too long and people were getting bored. There was actually an unquestionably more powerful deck than Affinity doing the rounds at one point ("Elf and Nail", untill Skullclamp got banned)!
The deck even dominated Extended, 1.5, and T2. It was in every single format and beating everything. If that's not overpowered I don't know what is.

We all knew skullclamp was going to be banned. They were discussing banning that one before the set even came out

It just shows a very real situation that happened in MTG that is happening in to GW right now. We don't have 1 skill or build that is dominating, no. We do have maybe 3 builds to really choose from though. The more limitations of choices a player has the less interested they will be.

The need to restrict the skills that you can use in GvG so balance and multiple builds will return.
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Old Jan 05, 2007, 10:37 AM // 10:37   #24
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Originally Posted by Makkert
That is an horrible idea. It would get very messy, and people would question the expertise of ANet.
IMO, the majority of the PVP community have already reached this point and far exceeded it... I see people jumping off the boat like its on fire.
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Old Jan 05, 2007, 10:42 AM // 10:42   #25
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My main issue with Anet is with their complete lack of testing after they released NF. I cannot believe Anet execs could feel that just 2 preview weekends would suffice to balance out all the new skills.
How can a company allow barely tested material out into play, and then expect to introduce a full season, and only making upwards of (i think) 5-6 nerfs?....
Then they go and reset the ladder agin wihtout any skill balancing wat so evr......And then they have maintained such a shroud of secrecy about their arriving projects, not giving us information about vital updates and such......I really don't know what happened to them >.,
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Old Jan 06, 2007, 01:38 AM // 01:38   #26
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Niche? Every second team in HA is fueled by Jagged Bones.
That's kind of the point I was making - something that was sidelined for years suddenly becomes good when the right set of circumstances for it (and a powerfull skill to fuel it, admittedly) shows up.
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The deck even dominated Extended, 1.5, and T2. It was in every single format and beating everything. If that's not overpowered I don't know what is.
Again, that was kind of my point. The problem for the community wasn't so much that the Mirrodin block had an insanely high power level accross the board (which it did, like we'd seen before with Urza's block), but that one signle deck - Affinity - was freakin' everywhere, which made the game boring as hell.

Arguably the followup set - Kamigawa block - drove as many fans away as Mirrodin. The problem there was the extremely low power level of the set as WoTC overcompensated for Mirrodin!
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Old Jan 15, 2007, 11:49 AM // 11:49   #27
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This waiting game becomes more and more frustraiting everyday... I truely hope after all this time the PvP'ers arent givin a big let down...
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Old Jan 15, 2007, 07:19 PM // 19:19   #28
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Originally Posted by twicky_kid
MTG went very strong for many years until Mirridon came and shattered everything. We had never had a turn 3 kill in T2 without being banned immediately. Well they let it go for 8 months. In the end they lost a lot of players due to only 2 decks were able to run in the tournaments (affinity and anti-affinity). The main reason that Wizard used to justify the bannings was the reduction in players showing up for tournaments.
Eh? I can remeber 1 turn kills and total land lockouts before there was such as thing as regional tournaments and deck type restrictions. Its those kinds of things that spurned the changes in deck types, but then again they had a rather lame series of set releases in a extreemly short time frame after that, which largely turned me off to it.
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Old Jan 16, 2007, 12:34 AM // 00:34   #29
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Guild Wars is imbalanced because the lead (and probably only) skill balancer has no clue how to balance a game. If Mark Rosewater (head of WotC R&D) was the skill balance guy instead of izzy, GW would be a really fun game.

I don't know izzy, nor his credentials, but it seems to me like he's very inexperienced at...well, math in general.
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Old Jan 16, 2007, 12:46 AM // 00:46   #30
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Considering the guy caves in to marketing instead of balance issues creating a revolving door theory that games workshop damn near invented, i would think not.
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