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Old May 13, 2008, 05:44 PM // 17:44   #141
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Some large repairs for rit/para/monk, then a little bit of love toward everything else.

Rework ursan at the same time so these whiners shut up, even though it will probably be used no matter how much it gets nerfed because the team synergy gives it power, not the skill.
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Old May 13, 2008, 05:45 PM // 17:45   #142
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Originally Posted by X3R0
I would like to see Ursan buffed by giving warriors and other professions more energy, and give casters more armor while using Ursan. Also yes on the no minion cap.
I so hope that was scarcasm .
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Old May 13, 2008, 05:46 PM // 17:46   #143
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The division is bad, it'll make transition between the two modes totally unattractive. Expect less influx.

Nerf PvE skills a lot please and shoot the bear before introducing more powercreep.

I am curious if GW2 will face the same split or if it won't due to lesser skills and professions. Let's see.
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Old May 13, 2008, 05:46 PM // 17:46   #144
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Originally Posted by Kain Fz
Does anyone even use motivation anymore?For the effects in which the anthems do, they have an awful long recharge time.
Song and Ballad of Restoration can keep up AR. Motigon is still cool.
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Old May 13, 2008, 05:53 PM // 17:53   #145
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Originally Posted by King Symeon
1. That link doesn't work.

2. People who think Ursan and PvE skills are bad for the game and don't use them are already at a disadvantage, because using them makes everything easier and faster, maximising profit.

Now you're suggesting that people who want skills in PvE to remain linked to PvP, or at least not be buffed/reverted - often the same people who hate Ursan/PvE skills - should be further marginalised by being forced to either sacrifice profit for a better game, or play a ridiculously easy and boring game with overpowered skills.

This would cause many players to stop playing PvE or quit the game entirely, because all resemblance of a game that once rewarded player skill in both PvE and PvP would be lost. In short: terrible idea.
Apologies, changed it.
http://www.guildwarsguru.com/forum/s...php?t=10287497

How are players marginalised ? Everyone gets to play the game they want to play ? Profits for players still remain the same, only difference is, there are more builds out there which are better for farming.

With the toggle, Players can still earn as much as they currently were, when the PvE/PvP split did not exist. Just that now, Players who are intent on using the PvE rules set, might earn more.

Since UB builds are already aknowledged as the best way PvE wise, bringing other non UB builds up to the same level, just provides more variety for farming.( Unless you are arguing on the grounds that the reversions done will significantly outweigh present ones. )

Thus, the only way profits you mentioned will be sacrificed, is if you decide to benchmark yourself against others. Say a PvE rule based Skill system player against a PvP rule based Skill system player.

Of which, leads me to deduce that, you are actually a dominator. You fear that others will have a far easier time to catch up with you, one way or another. You are indeed threatened that others can make more profit then you.

Last edited by Mewcatus; May 13, 2008 at 05:55 PM // 17:55..
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Old May 13, 2008, 06:20 PM // 18:20   #146
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Originally Posted by Sab
As for PvErs, I don't think anyone here is even pretending that they want a balanced game.
Nope. I want a fun game. It is a game after all, and I want to enjoy it. I want to see as many viable build choices as possible. The more the merrier. I don't much care for the current state of affairs where each class is trending towards just 1 optimal build for the whole class (imbagon, god-mode dragon slash, DB/MS, etc.) or is just flat-out inferior to every other class (mesmer). I want to see every skill line for every class have a viable build that I'd be happy to play and happy to let into my parties -- and two or three would be even better.

And that IS balance. "Balance" in PvE isn't about balancing skills; it's about (roughly) balancing classes and, to a lesser degree, skill lines so that each one is fun, able to overcome the monsters in any given zone, and roughly equally-desirable to any other when "competing" for a place in a party.

And that calls for buffs. Lots of buffs even, because there's a huge dearth of viable build options out there. Nerfs are rarely called for in PvE because they are only needed when you have one build so outperforming everything else that it cuts into the others' ability to get parties. Which is why Ursan is just about the only nerf I could agree with for PvE reasons. (And I'm still a little unsure that Ursan is really diverting people who would otherwise be available for parties in elite zones instead of merely importing a bunch of "noobs" who wouldn't play those zones at all without Ursan...)

----------------------------------

Quote:
Originally Posted by arcanemacabre
The only thing that [removing the soul reaping timer] accomplishes is more energy, which is not needed at all.
Apparently, you did not read. Let me repeat myself, this time in bold so you can't miss it: Removing the timer isn't about making SR more powerful, it IS about fixing a whole bunch of problems caused by the timer's extremely poor design.

Now, here's a list of things removing the timer accomplishes aside from increasing the energy gain:
1. First and foremost, it makes the necromancer class more FUN to play.
2. It makes SR intuitive again.
3. It fixes the problem with SR punishing you for playing well/rewarding you for playing poorly.
4. It fixes the problem with what should be consistent being totally random. This, in turn, makes playing necromancer less frustrating. It also makes "energy management" possible again, because you finally know how much energy you're going to have for each fight. (Though you'd need to be able to plan for and spend down a pretty sizable amount of energy -- and all the idiotic "I couldn't run out of energy if tried" comments posted on the topic make me think that many, even most, people were never using SR to its fullest before it got nerfed.)
5. It fixes the timing problem where you get a corpse but no energy to exploit it with. (If combined with Carinae's suggestion, it also fixes the converse problem of energy with no corpse to exploit, and fixes the problematic energy-sharing ability that powers Sabway.)
6. It fixes the anti-synergy between the minion cap and SR, and makes Shambling Horror finally not a monumentally stupid skill to bring because it won't screw up your SR when it chain reacts.

ALL of the above are problems with SR that need fixed. Removing the timer fixes them. That's what's important. The increase in energy gain is totally secondary, and, if it turns out to be problematic, could be counteracted by a more elegant nerf directly to the energy gain.

----------------------------------

On the topic of removing the minion cap:

1. First and foremost, it would make the game more fun. If you ever played with a huge minion army back in the day, I probably don't have to convince you of this. If you never did, then I hope you'll get a chance to soon.

2. Just to be clear (because there was some confusion in the other thread), the minion cap was a solely PvP-motivated nerf. It came directly out of the whining from the Factions preview weekend that they would be too powerful in AB. I cannot recall ever hearing a single person back in Prophecies complaining about MM's being too powerful or making PvE too easy or ruining the game or any other such nonsense.
(Ironically, it turned out to be a stupid nerf from the PvP standpoint too. Instead of becoming "a step above Guild Battles" like it was intended to be, AB ended up "a step below RA." And we don't exactly make balance changes around RA, do we? Moreover, after a few weeks, intelligent ABers realized that the dominant strategy for AB isn't to engage to opposing team at all, but rather to mobilize and capture unguarded shrines. Slow-moving MM's are terrible at that, and the only thing they can do well is distract any idiots on the opposing team from doing what they're supposed to be doing.)

3. There's two major reasons that unlimited minions would not turn into an Ursan-grade steamroller:

A. The minions have stayed pretty much the same, but the monsters have gotten a lot stronger. I think a lot of this "oh no, it'll be a steamroller" panic comes from memories of steamrolling lvl 24 dwarves in Sorrow's Furnace. Well, since then, the average end game monster has increased in level to level 28, monsters have benefited from power-creep among skills, monsters have gained more cheesy monster-only skills (enraged anyone?), and, on top of all of that, there's Hard Mode. In short, monster damage has increased enough that minions only survive one or two attacks from many of the tougher monsters, while monster armor and life have increased enough that, without damage buffs, minions can barely scratch the tougher monsters.

B. There's no way to heal an army that big. Verata's Sacrifice was nerfed to dust, remember? The life sacrifice on BotM scales with the number of minions healed, so you'd kill yourself instantly if you tried to heal an old-school 50+ minion army with BotM. Even with AotL, the life sacrifice required for an army of that size would be too risky in terms of getting spiked out or accidentally/lag-induced hitting the skill twice in a row. Feast for the Dead has never been viable because the recharge is so long that the heal/sec can't keep up with minions' natural degen. Having more minions around doesn't fix that. Even if the hard cap is removed, the lack of a decent minion heal is going to impose a soft cap much lower than the size of the minion armies of old.

4. To add some variety and make MM more interesting, I'd like to add a couple places where the player is forced to choose between army quality and size.

A. I would like to see Verata's Sacrifice returned to it's pre-Factions state, but with an additional effect of doubling your life sacrifices for its duration to prevent VS and BotM from working in the same build. That would make things a bit more interesting by giving players a choice between a weak heal that could potentially support a larger army, but doesn't do much against monster damage; or a stronger heal that can do better at keeping up with monster damage, but couldn't be used on a large army.

B. I would leave Order of Undeath exactly as it is. The life sacrifice would get prohibitively big with a large army. So the player would have to choose between a small army that could use the nice buff from OoU, or a larger army that couldn't. (@ Arcane: The recharge on Vampiric Horror is too long to build a large army out of solely, or even mostly, vampiric horrors, so the size limit would be enforced another way.)

5. MM is often criticized as a "braindead" activity. Removing the minion cap would help fix that. Presuming an adequate supply of corpses, you've got to be pretty terrible not to be able to maintain 10 minions. (Though I do see people who somehow manage to fail at it...) In this way, the minion cap forces everyone to play at the lowest common denominator. Remove the cap and suddenly skill matters again. When being good at MM means you have twice as many or four times as many minions as someone who's bad at it, suddenly there's an incentive to learn how to play the build well. Similarly, trying to find a way to balance strong skills with scaling life sacrifices (BotM, OoU) against a larger army is a wonderful build-design challenge that should keep us busy in the necromancer forum for months, and will probably lead to several very different families of "good" MM builds instead of the one we have right now.


------------------------------------

A general comment on this thread:

I don't think this was meant to be another thread for debating the merits of doing the PvE/PvP Split. There's already a thread for that; it got closed; you can petition the mods to reopen it if you feel you have an important comment to add. I think posts in this thread need to start by accepting that the PvE/PvP Split is going to happen, getting over it, and then thinking about what we want to happen to PvE. There's 3 or 4 pages of comments/complaints (and thinly-veiled comments/complaints) on the merits of the PvE/PvP Split that I really think ought to be deleted or moved to the other thread.
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Old May 13, 2008, 06:50 PM // 18:50   #147
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Thank you Chthon, the intent of this thread was to make comments about what you would want to see changed or reverted back for PvE "FUN" play. You have very valid points and I hope others can read your post with an open mind.
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Old May 13, 2008, 06:52 PM // 18:52   #148
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I would like to see Avatar of Grenth back to its old form...now that was fun and hax.
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Old May 13, 2008, 06:55 PM // 18:55   #149
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I agree, Chthon... The point of splitting PvE and PvP was to restore changes that damaged variety in PvE.
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Old May 13, 2008, 07:13 PM // 19:13   #150
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Quote:
Originally Posted by Chthon
Apparently, you did not read. Let me repeat myself, this time in bold so you can't miss it: Removing the timer isn't about making SR more powerful, it IS about fixing a whole bunch of problems caused by the timer's extremely poor design.
I did read, I just disagree with all your points. Which means, and I repeat: the only thing that accomplishes is more energy. Here, let's go over each point, k?

Quote:
Originally Posted by Chthon
1. First and foremost, it makes the necromancer class more FUN to play.
Disagree - easier does not equal more fun. I'm having plenty of fun with my necro still. If you aren't, are you entirely sure that's due to the timer and not something else you don't want to acknowledge?

Quote:
Originally Posted by Chthon
2. It makes SR intuitive again.
I don't see what makes SR's current form "non-intuitive." Just saying that doesn't make it so; you're going to have to prove it, too.

Quote:
Originally Posted by Chthon
3. It fixes the problem with SR punishing you for playing well/rewarding you for playing poorly.
The timer doesn't punish you for playing well - it rewards you less when your team does well. This is actually a good thing. Why would you need more energy if your team is killing efficiently enough that everything dies within 15 seconds? If a battle lasts longer, you have more energy gain - which is perfect because you'll likely need it.

Quote:
Originally Posted by Chthon
4. It fixes the problem with what should be consistent being totally random. This, in turn, makes playing necromancer less frustrating. It also makes "energy management" possible again, because you finally know how much energy you're going to have for each fight.
This I somewhat agree with, but only because of the very nature of the Soul Reaping mechanic - with or without timer. This is why SR is the most broken primary in the game, and not well thought out. It is undependable energy 'management,' and it always has been. During major boss fights, the necro becomes fairly useless, but during massive mob battles, the necro becomes a god. A timer doesn't change this, just makes it more apparent because you tend to rely on that energy gain a bit more.

Quote:
Originally Posted by Chthon
5. It fixes the timing problem where you get a corpse but no energy to exploit it with.
I fail to see that as a problem. Either wait for the next death outside the window, or everything is already dead and you don't need to exploit the corpse. If you need it for minions, just wait around as if you're waiting for a recharge. The effect is negligible and does not need to be addressed, especially for how rare it is to be out of energy with a minion army.

Quote:
Originally Posted by Chthon
6. It fixes the anti-synergy between the minion cap and SR, and makes Shambling Horror finally not a monumentally stupid skill to bring because it won't screw up your SR when it chain reacts.
There is no 'anti-synergy' there - the minion cap ensures that there is a constant flow of deaths to fuel SR when the time comes. If anything, it makes the SR effect much more stable, as you can count on getting a flow of energy every 15 seconds, so cast like crazy.

Quote:
Originally Posted by Chthon
ALL of the above are problems with SR that need fixed. Removing the timer fixes them. That's what's important. The increase in energy gain is totally secondary, and, if it turns out to be problematic, could be counteracted by a more elegant nerf directly to the energy gain.
That's the thing, the increase of energy gain is much more of a problem than all of these minor annoyances combined. Especially when these minor annoyances are not agreed upon by all necro players, therefore just a subjective thing - "I hate it, so it must be bad."
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Old May 13, 2008, 07:24 PM // 19:24   #151
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There is a lot of speculation going on about the extent of the changes that will be made. The developers have stressed to me that they are approaching the PvP/PvE skill separation with caution. They won't be changing all skills, just a few skills.
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Old May 13, 2008, 07:28 PM // 19:28   #152
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Quote:
Originally Posted by Nightmares Hammer
I agree, Chthon... The point of splitting PvE and PvP was to restore changes that damaged variety in PvE.

Variety in pve nowadays?

Most pvers are already using a skill that's pve only... Splitting pve and pvp without working on it won't change anything.
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Old May 13, 2008, 07:29 PM // 19:29   #153
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Yes and we are discussing what few skills we (PvE players in general) would like to see changed.

Shelter, Union, Displacement & Spirit Lord
GFTE, Aggressive Refrain
Watch Yourselves
Light of Deliverance

These seem to be the root of may grievances for PvE over kill because of PvP. You can pass these skills as suggestions along please.

Thank you for reading.

Last edited by GloryFox; May 13, 2008 at 07:32 PM // 19:32..
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Old May 13, 2008, 07:40 PM // 19:40   #154
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Quote:
Originally Posted by BlackSephir
Variety in pve nowadays?

Most pvers are already using a skill that's pve only... Splitting pve and pvp without working on it won't change anything.
Agreed, none of these changes matter when Ursan is stronger than everything, prenerfed or not.
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Old May 13, 2008, 07:41 PM // 19:41   #155
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Quote:
Originally Posted by Regina Buenaobra
There is a lot of speculation going on about the extent of the changes that will be made. The developers have stressed to me that they are approaching the PvP/PvE skill separation with caution. They won't be changing all skills, just a few skills.
I am going to quote Ensign in the GA, since I don't think you go there. (Ensign is one of the more well known players...he pretty much did all the work to try and figure out critical rates of weapons with attributes etc by hitting shit 8000 times, spell/attacks striking body parts and finding out spells never strike hands, etc...)

Quote:
Originally Posted by Ensign
My feeling is that if this is something you're going to do, you need to do it all the way or not at all. There is very little worse in a game than skills that do not work predictably. If a skill says it does something, it needs to do that; if it's going to vary in effectiveness between areas, it needs to do so in ways that follow more global rules, such as, for instance, the diminishing returns in PvP in World of Warcraft. Having 1000 skills that work the same between games, but 50 skills that morph into different skills when you step into a PvP zone, not according to some rule, but by a table that you need to memorize, is awful. If you're going to separate the skill sets, it needs to be a hard split. Give the PvE and PvP versions of the skill different names, and split the world, ala Half Life vs Counterstrike. They are different games with different weapons and skills, that are the same game because they follow similar rules. This sort of distinction is clear and intuitive if you build it in; maybe that's something they want to do in GW2. Consistency is huge. The 5% of us who post on forums and keep tabs on this sort of thing can deal with all the kludges and figure out how things work, but for everyone else this is just another hurdle in an already overly complicated game that is not going to help.
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Old May 13, 2008, 07:52 PM // 19:52   #156
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PLEASE make verata's sacrifice worth a damn......
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Old May 13, 2008, 07:53 PM // 19:53   #157
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Really doesn't matter what ArenaNet does. You people would complain regardless.
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Old May 13, 2008, 07:57 PM // 19:57   #158
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Originally Posted by Apollo Smile
Really doesn't matter what ArenaNet does. You people would complain regardless.
Only the forums would, really. It's hard to determine what the main chunk of the populous would think of many of the game's changes.
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Old May 13, 2008, 08:02 PM // 20:02   #159
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i think........................... every skill should be changed to "Your are enchanted with this skill for 10 seconds. After 10 seconds, this skill ends" 5 energy, 2 sec cast, 25 second recharge.

concise description: "Skill. Izzy > you. kthx.

Than, the game woudln't be imba cause everyone would have 8 of the same skills that do nothing.
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Old May 13, 2008, 08:04 PM // 20:04   #160
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Originally Posted by NoXiFy
i think........................... every skill should be changed to "Your are enchanted with this skill for 10 seconds. After 10 seconds, this skill ends" 5 energy, 2 sec cast, 25 second recharge.

concise description: "Skill. Izzy > you. kthx.

Than, the game woudln't be imba cause everyone would have 8 of the same skills that do nothing.
/lolsign

/randomaction
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