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Old Aug 18, 2009, 08:23 PM // 20:23   #1
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Default PvP Skill Updates - Suggestions, Comments

Just a thought... Since Most forms of PvP (ie TA, GvG, HA, HB, Etc.) vary so extensively from one to another, Would it hurt to Nerf them individually?

For example, When ANet goes about Nerfing a skill, they take into consideration weather the skill should be re-vamped for PvE, PvP, or both.

So, my point is; What harm, if any, could come from re-adapting the "abused" skill to the specific enviroment where it is overused.

[I am new to Guru Forums, so if my Thread is somewhere is shouldnt be just give me a heads up when its moved]

Thankyou for any helpful comments/constructive Criticism
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Old Aug 18, 2009, 08:37 PM // 20:37   #2
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Actually I thought about this and it would be somewhat fun to try.

Revert every skill back to the point when it was first introduced into the game. Make everything Over Powered and use the skills of the players to over come that. Just for 1 month just have a "remember when" month. It would make for interesting builds and matches.

Outside of some drastic changes I doubt making skill nerfs for each facet of PVP will be constructive. Instead what could happen is buff up the counters slightly and bring down the "abused" skills a little.

An example would be nerfing distortion to 7 or 8 seconds recharge and buffing Whirling axe to do +dmg.

Indvidually buffing/nerfing skills will never balance a game. If you want to bring "balance" then the counters have to be buffed slightly and the abused skills toned down a little. Not enough to render them useless but enough that they may or may not see play.
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Old Aug 18, 2009, 08:45 PM // 20:45   #3
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Most all of the "abused" skills are abusive in the lvl 20 max PvP environment. Format can exacerbate the problem, but it is still present.

Things that become problems in HA and GvG have long been problems in the lower man formats prior, foul feast, VoR, stances, smiter's boon.

If you remember Noob Gladiators back several months ago, they were a predominantly TA guild that came out of nowhere and made a large presence in GvG by adapting predominantly TA builds for GvG. The formats do play awfully different from each other, but to think that they require different levels of balance is a bit ridiculous. The root of the difference between PvP and PvE is that in PvP you spend 10-30 minutes finishing off a group of 8 while in PvE that time is 10-30 seconds.
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Old Aug 18, 2009, 08:55 PM // 20:55   #4
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The first problem is resources - A-Net is largely uninterested in devoting that sort of energy to fixing anything.

The second problem is overlap - even if there presently isn't any skill overlap, that course of action can essentially preclude format-skill overlap of any kind, and if the format-skill lists grow big enough, it'd be confusing for players hoping to break into another format, or potentially even for seasoned format players.

The third problem is that most problems are caused by mediocre balance decisions. The defensive paradigm in TA shifted from hexes and guardian to armor and stances largely because of the decision to constantly improve single target solutions for use in higher formats. A patchwork fix for bad thinking doesn't fix underlying problems.

The fourth problem is that specific problems in specific formats require a greater breadth to fix. For example, the map rotation in Heroes' Ascent could use tweaking; the fame system and one versus one Hall of Heroes matchups propagates certain bad play habits, and people often choose to sync or farm Random Arenas rather than play Team Arenas, even during the more lively hours. These aren't skill bar related problems. The Zaishen Quests have helped to reinvigorate play but have also encouraged bad player philosophy. Whenever you run into _insert easy-mode shit_ during a various quest, part of the reason they're playing it is because they're searching for the simplest way to earn their carrot on a stick.
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Old Aug 18, 2009, 09:41 PM // 21:41   #5
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Quote:
Originally Posted by Reverend Dr View Post
Things that become problems in HA and GvG have long been problems in the lower man formats prior, foul feast, VoR, stances,smiter's boon .
yeah it was very op but i mean they made a wayyyyy to drastic of a change lol ...
Smiter's Boon (PvP)
Enchantment Spell. For 5 seconds, your Smiting Prayers have double the Divine Favor bonus
* 25 Energy
* ΒΌ Activation
* 90 Recharge
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Old Aug 19, 2009, 12:30 AM // 00:30   #6
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Quote:
Originally Posted by Sun Fired Blank View Post
The first problem is resources - A-Net is largely uninterested in devoting that sort of energy to fixing anything.
Assuming you wouldn't post things as facts that you have absolutely no idea whatsoever about, could you link me to a post by someone from anet or a link to where that was said?

Cause this is all i got.

Quote:
Mike O'Brien: We plan to keep supporting Guild Wars for a long time. We have a dedicated Live Team that's focused exclusively on Guild Wars, listening to the fans and looking at what type of new content we can release. You see that philosophy in practice this week, as our company is hard at work on Guild Wars 2 but taking time to release a major update to Guild Wars.
Now, anyways. I think this would be a decent idea if more skill balances that have taken place were focused on anything other than GvG. But the last few skill updates, mostly talking about nerfs here, have been based entirely around GvG. That'd be a little whacked out, imagine if this was the way the system worked from the beginning? Nearly every single skill used in GvG would have its own special form of a skill. So, in a way i can kind of see where you're coming from... but also in a way i don't think this would be too much of a problem if more areas of PvP got shown some love, too.
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