Apr 18, 2008, 01:14 PM // 13:14
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#21
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Furnace Stoker
Join Date: Jul 2006
Location: behind you
Guild: bumble bee
Profession: E/
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PvE don't have to be balance, it need to be fun!!!!
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Apr 18, 2008, 01:20 PM // 13:20
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#22
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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Quote:
Originally Posted by Kashrlyyk
Sorry, what??? Why would people play a Charr Ele, even in that scenario above? Because they want to play a Charr Ele!!! Is that really such a foreign concept?
Are computer games players really at a point where only the most effective way to beat a game is played??? Or is it just Lyra Song? And some others on the two forums??
I just remember that some players do enjoy "hardcore" modes and looking for a challenge on their on by "gimping" themselves. So it is not all players.
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You can call a rock a marshmallow and pretend its soft and squishy, but its still a rock. A gimped class is a gimped class, no matter how anyone would cling to the RPG factor of it.
If you choose to play a gimped class, then don't expect anyone to want to play with you.
Balance is about equality. We should strive for gameplay balance so everyone has the same opportunities to play.
Challenge should be structured around the GAMEPLAY and NOT around character choices.
Otherwise you create tier levels and certain characters will never be played.
When I played SSBM tournaments, theres only 3 characters you will see: Marth, Sheik or Fox. Why? Because they were the best. No one in their right mind would play Bowser or Donkey Kong since they have ZERO chance of beating the high tier characters (thanks to exploits like Wavedashing and Zero-delay fast falls).
If SSBM was properly balanced, the increased power of Bowser and DK plus their resistance to smashes would have been enough to compensate for their lack of speed against the faster characters like Marth/Sheik/Fox.
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Apr 18, 2008, 01:25 PM // 13:25
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#23
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Re:tired
Join Date: Nov 2005
Profession: W/
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I'd like to again stress that you shouldn't get tied up with the examples of racial traits that I gave. There is no reason why they would have to be so biased towards a particular class.
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Apr 18, 2008, 01:26 PM // 13:26
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#24
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Krytan Explorer
Join Date: Apr 2008
Guild: [Sin]
Profession: Me/
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Quote:
Originally Posted by pumpkin pie
PvE don't have to be balance, it need to be fun!!!!
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You ruin replay value when you give players the option to plow through PvE. Sure, it's fun to see your team lay waste to anything in your path for a while, but it gets boring. I don't see many players playing GW after GW2 is released because of all of the Ursan players spoiling themselves silly. Fun is in a challenge.
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Apr 18, 2008, 01:38 PM // 13:38
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#25
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Grotto Attendant
Join Date: Jan 2007
Location: Niflheim
Profession: R/
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Quote:
Originally Posted by pumpkin pie
PvE don't have to be balance, it need to be fun!!!!
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Rly? So give me a ,,set your level to 255, attributes to 400 and turn all enemies into ladybugs'' button. It would be fun!111
For about 20, +/- 10 minutes.
lyra_song - you know that half of the people here have no idea what's SSBM? And half of those people don't know Marth, Sheik or Fox?
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Apr 18, 2008, 01:53 PM // 13:53
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#26
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Academy Page
Join Date: Jan 2007
Profession: R/Mo
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I have learned to endure Ursan to achieve the only thing that really keeps me in GW. Without the mindless grind for titles, I would not tolerate the mindless grind of playing an Ursan "build." Ursan makes the grind go faster. Once through the title grind, I intend to "enjoy" other aspects of the game, possibly even more PvP, assuming I can figure out how to stay alive for more than 12 seconds.
If the titles rewarded play, rather than grind, it may be a different story. If titles were based on points for utilizing the core attribute wisely, or a particular skill type well, or exceptional use of conditions, hexes or interrupts rather than points towards a title track that improves all ready strong skills even more, I might feel less grind. That is a very convoluted sentece - how about, give me a title for interrupts, rather than for UB?
PvP vs PvE? I think that I have two main problems with the balances. The first is that a toon, on its own, can be made useless. I used to love my Paragon. Because of the balances in PvP, because of truly overpowered P teams, I cannot get my sole Paragon in a PvE group because of those same balances. That stinks. My Paragon does still have a purpose, he is currently full of mods from raptor farming. The other thing that I do not like is having to spend a bunch of time figuring out new builds. I do enjoy experimenting, but spending time creating builds takes away from time spent towards completing missions, vanquishes, etc. It is nice to be able to jump in and complete a little something in a half hour, without having to retool, not just my toon build, but the heroes that come along as well. Associated with this is the fact the the PvP community can change weapons and runes on a whim. Some of these balances mean that I have to spend gold on these items for my toon and heroes, money that would otherwise be spent on knocking a title out of the way.
There seems to be such a difference between the purpose of PvP and PvE that I often have to remind myself to look at it from the other perspective. This is diffeicult as I do not PvP (ask me to GvG sometime, easy points for you). PvP is, at least from my perspective, highly competitive. PvE is, for me, a time to lay back and unwind. PvP requires thought and, although I am capable of this, this is something I choose not to spend my time on. I think this is why I tend to resent the balances, although I am sure that many will be happy to tell me that this is not what I think, followed by a few random shift characters and then a kind explanation of what I should be thinking.
Last edited by cyvil; Apr 18, 2008 at 02:23 PM // 14:23..
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Apr 18, 2008, 01:55 PM // 13:55
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#27
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Lion's Arch Merchant
Join Date: Sep 2006
Location: NYC
Guild: Governors Of Destruction [GOD]
Profession: E/
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I think Anet should keep doing skill balances where they nerf popular skills and buff less-used (or unused) ones. Why? Because to me that is one of the things that keeps the game interesting. Regardless if I want to play PVP or PVE, I like the fact that skills I typically wouldn't consider dropping off my bar now need to be weighed against other "fresh" skills/combos. It keeps me thinking and trying new things, and introduces a degree of creativity to the game - which quite frankly is one of the things that turned me on to this game in the first place.
I actually wish Anet would respec/"balance" more skills more drastically more often
I also agree with earlier points that some of the PVE skills should be adjusted/downgraded to encourage use of the full skillset we have available to us (cough cough.... something besides Ursan/HB teams with conset in every PUG these days).
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Apr 18, 2008, 02:22 PM // 14:22
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#28
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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Quote:
Originally Posted by Abedeus
lyra_song - you know that half of the people here have no idea what's SSBM? And half of those people don't know Marth, Sheik or Fox?
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And your point? :P That doesn't make the example less valid.
Heres an example that im sure NO ONE knows about.
Many many years ago, when I was still on 56k, there was this 2d online game I played called Silencer.
Silencer was an action side-scroller multiplayer game. It was sci-fi and featured players controlling hackers on a Martian mining colony.
The hackers were trying to undermine the government (known as the Guv) by stealing information from computer terminals.
Within the hackers were 5 Factions, each with different Pros and Cons.
Noxis faction - The Nox were impervious to the poison atmosphere of Mars. They were able to jump higher and take more hits than the other faction.
Lazarus faction - The Laz had the ability to ressurect once after being killed (if you kill them after they ressurected, they would then die and have to respawn). They had a special weapon that turned civilians into walking bombs.
Static faction - This faction was tech based and was faster at hacking. They were also the only class who can steal deployed guns, or hack government robot drones.
Calibre faction - The money based faction, they earned more money per hack and could afford expensive weapons in the matches much faster. They were also the only class to be able to buy security cards which let you walk past Government security without being shot at.
Black Rose - This faction was immune to poison bombs. Upon death, a Black Rose agent poisons all nearby players. They are the only class who can buy the poison bombs. They were also stealth to automated defenses.
This kind of balance worked for Silencer, since everyone had the same guns, same weapons (with except of the faction specifics), every agent looked the same (minding team colors of course).
The different factions played VERY differently from each other and required different tactics. But no ONE faction was better. The factions changed HOW you should play to be the best at that faction, but you could beat any other player with any faction (unless he was like 15 levels above you...in that case...no).
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This is the kind of balance I want. Everyone can a achieve the same goal, but everyone has different ways to achieve that goal, and no one way overshadows another way.
Guild Wars is balanced a different way in that some builds do well in some places, but useless in others. So when you encounter an area where you are useless, you have to change your build, rather than find out how your build can work in the area. This is still balanced because all players can change their builds, but at expense of cost of skills (or previously refund points). The BIG flaw in the GW system is when certain builds become obviously overpowered.
Then players become "endeared" or "trapped" by a certain build, that when Anet comes along to fix the overpoweredness, they scream bloody murder.
Last edited by lyra_song; Apr 18, 2008 at 02:26 PM // 14:26..
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Apr 18, 2008, 02:31 PM // 14:31
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#29
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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If an extra 3 seconds on Splinter Weapon is causing an uproar there is no way to keep the PvE crowd calm for the sake of PvP balance.
PvE really has no hope. Either you're going to have overpowerred PvX skills ruining PvP that can't be touched or the PvE crowd will go berserk if anything is done to them, or you have absurd skills like Ursan/SY that cheapen any challenge the game could have. It does seem like the majority prefers the lack of challenge because they're making money so that route might as well be taken. Buff all the PvE skills to stupid levels so PvP can be balanced. It will please the majority which is apparently all skill balances are about until GW2 is here.
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Apr 18, 2008, 03:02 PM // 15:02
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#30
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Lion's Arch Merchant
Join Date: Sep 2006
Guild: Alchemy Incorporated
Profession: Mo/E
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Quote:
I wouldn't tie PVE only specialties to specific races, since that just pigeonholes them into specific functions, creating a lack of diversity in builds.
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Fluidity is everything!
In GW1 everything is fluid except gender which has absolutely no effect on gameplay. There is even fluidity within character professions with the different attributes. That's how I'd like to see the racial traits done.
Sylvari are magical creatures in touch with nature -- let them coose a racial trait like expertise OR energy storage OR Divine favor. And just maybe -- in the same way that you can change secondary professions now -- those choices could come with some fluidity. The Charr seem to be shamanic, tribal, and physical tanks. Let them choose between mysticism, leadership, and strength... This keeps the races meaning something, being more than just an aesthetic choice, while not locking out options during actual game play.
Going with: Char get +5% melee damage, -10 armor to elemental, asurans get +5% damage while using elemental skills but -10 armor to melee, is just... boring. It allows no creativity within the race/profession combination.
I hope the developers are having a blast creating this game -- I hope they're having fun! But when they're finished and I get my hands on it I want to have some input too. I want play choices that makes my character my own and build choices that let's me effectively meet the obstacles presented on the battlefield -- maybe after some thought and preparation -- but at least having full potential to do so.
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Apr 18, 2008, 03:08 PM // 15:08
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#32
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Jungle Guide
Join Date: Nov 2006
Guild: NiTe
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Quote:
Originally Posted by Racthoh
If an extra 3 seconds on Splinter Weapon is causing an uproar there is no way to keep the PvE crowd calm for the sake of PvP balance.
PvE really has no hope. Either you're going to have overpowerred PvX skills ruining PvP that can't be touched or the PvE crowd will go berserk if anything is done to them, or you have absurd skills like Ursan/SY that cheapen any challenge the game could have. It does seem like the majority prefers the lack of challenge because they're making money so that route might as well be taken. Buff all the PvE skills to stupid levels so PvP can be balanced. It will please the majority which is apparently all skill balances are about until GW2 is here.
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I never get these people (I quote u because u made me think of that group and their outrage) complaining about the nerfs affecting PvE, because not only players, but monsters are affected as well, the difference is that not all monsters use splinter 100% of time. Players should be a bit more versatile too maybe?
All the nerfs have never made it impossible to play PvE, so what is the PvE crowd complaining about? that for a moment they have to think about a new build and can't go autopilot? I play my share of PvE as well, and I think no nerf can make it impossible to play, PvE is usually much more forgiving then PvP.
Last edited by Patrick Smit; Apr 18, 2008 at 03:11 PM // 15:11..
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Apr 18, 2008, 03:11 PM // 15:11
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#33
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Grotto Attendant
Join Date: Jan 2007
Location: Niflheim
Profession: R/
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Quote:
Originally Posted by Racthoh
If an extra 3 seconds on Splinter Weapon is causing an uproar there is no way to keep the PvE crowd calm for the sake of PvP balance.
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Who said it's about Splinter Weapon? Oo
I think A.Net should look at other popular, older and better in both pve and pvp game, Ragnarok Online. In other thread I already mentioned how things good in pve are good in pvp, too.
For example, if shadow stepping/teleporting (yeah, it was in RO before in GW ;d) is inbalanced in PvP (because jumping 10 cells into enemy territory, 10 cells again and again means one person can infiltrate enemies and destroy their healers too easily), then what did RO balancing team do? Limit shadow steps, so they don't work through walls, consume 5 times more SP (mana/energy) for hiding/teleporting and can't teleport on a cell 4 cells from enemy. This way shadowsteps are used as a fast/cool looking way to move around, yet it isn't gamebreaking.
Or, on the other hand, there was a skill underpowered in PvP (well, not underpowered - let's say it was balanced) and overpowered in PvE. It had the ability to deal massive damage, the more Vitality has enemy/monster, the more damage it would deal. So person with 30 vit would take 16k damage, but a boss with 150 vit would take at least 42k. See the difference? But balancing team noticed this abuse (average boss had 200-500k hp in those days, so in 15 seconds he would be pwnd by one person) and lowered vitality of bosses and that skill can deal only 20k dmg. Twice less, but this also means boss has twice as much time to heal himself/kill character. Especially that they are fast and very hard hitting...
Too bad A.Net doesn't know a rat's ass about balance.
Quote:
All the nerfs have never made it impossible to play PvE, so what is the PvE crowd complaining about? that for a moment they have to think about a new build and can't go autopilot? I play my share of PvE as well, and I think no nerf can make it impossible to play, PvE is usually much more forgiving then PvP.
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PvE crowd (that is guru crowd) is complaining not about nerfs, but the lack of balance in PvE. Don't get us wrong - we, or at least I, love making new builds. But what's the point, if every build is either slower or inferior to Ursan in every way?
Last edited by Abedeus; Apr 18, 2008 at 03:14 PM // 15:14..
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Apr 18, 2008, 03:12 PM // 15:12
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#34
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by R.Shayne
PvE might have a problem with that since after several skills nerfs a race may become too under powered to be enjoyable which could result in 100’s of hours wasted.
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That was part of the reasoning. Race specific skills being PvE only would mean that they would rarely need to be balanced. You could spend the first few months after release bringing them all in line with each other, and then virtually forget about them.
If they were properly balanced there would be no uber combinations like DSlash/SY, and you would maintain a good level of diversity.
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Apr 18, 2008, 03:13 PM // 15:13
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#35
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Desert Nomad
Join Date: Jul 2007
Location: Cuba
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some folks enjoy the challenge of playing through pve with the constraints of proper balanced skills rather than the absurdly overpowered 1click win pve skills
it may be unpopular but i like JRs idea of different race stat buffs, certainly would add a new layer to gw2. i think however they will more likely go with race specific skills instead.
Last edited by slowerpoke; Apr 18, 2008 at 03:16 PM // 15:16..
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Apr 18, 2008, 03:16 PM // 15:16
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#36
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by slowerpoke
some folks enjoy the challenge of playing through pve with the constraints of proper balanced skills rather than the absurdly overpowered 1click win pve skills
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Fair point, but really a different arguement. Nobody was suggesting that PvE only skills for GW2 should be as mindless as Ursan or SY!.
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Apr 18, 2008, 03:21 PM // 15:21
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#37
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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Quote:
Originally Posted by Patrick Smit
All the nerfs have never made it impossible to play PvE, so what is the PvE crowd complaining about? that for a moment they have to think about a new build and can't go autopilot? I play my share of PvE as well, and I think no nerf can make it impossible to play, PvE is usually much more forgiving then PvP.
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You're right, they don't. A big problem is the typical PvEr can't adapt whatsoever or even look at the changes made and realize how it really doesn't affect their gameplay. Perhaps accept the fact that Splinter Weapon being capped at 3 enemies still means it does hundreds of damage with Barrage. But at the same time a lot of PvErs spend a lot of time farming, that is how they play the game. Skill balances make farming builds stop working, or working at a slower pace which is what causes a lot of the grief. Slow down the rate a PvEr can make money to play dress up with their PvE toons and there is hell to pay.
Quote:
PvE crowd (that is guru crowd) is complaining not about nerfs, but the lack of balance in PvE. Don't get us wrong - we, or at least I, love making new builds. But what's the point, if every build is either slower or inferior to Ursan in every way?
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There isn't, but nerf Ursan and lots of people get angry. That statement made in this update shows that the majority are the ones who balances are directed towards with PvP as less of a concern. And for what? Because PvErs refuse to actually get better at the game and realize that there are other methods of getting the job done? If PvPers aren't going to get a balanced game there is no hope to get PvE skills balanced either for those who don't want to steamroll the game with the 1 key.
Last edited by Racthoh; Apr 18, 2008 at 03:27 PM // 15:27..
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Apr 18, 2008, 04:01 PM // 16:01
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#38
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Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
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Quote:
Originally Posted by pumpkin pie
PvE don't have to be balance, it need to be fun!!!!
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While I don't think you meant it as a deep statement, this really gets to the root of the problem.
In PvP, the game depends on razor-thin balance to be fun. Overpowered stuff needs to be promptly fixed, while FOTM builds need to be toned down so the game doesn't stagnate. It's fairly simple on the surface, although much more complex in execution. Unfortunately, Anet has been gun-shy in changing skills, which led to degenerate play. They have greatly improved on this in the last few months, but shutting the barn door doesn't do much anymore, the horse is long gone. The best skill balance for this group is one that fixes the problems with the current meta.
PvE is actually quite a bit harder to tweak. As pumpkin said, balance just doesn't matter, fun does. Unfortunately, there's 2 opposing camps on what "fun" is.
The first group is the stereotypical PvEer - the hardcore farmer who likes to run one build endlessly, and raises holy hell if anything changes about it. Keeping these players happy is as simple as adding overpowered stuff like ursan, then never changing it. The only ongoing changes this player needs is the addition of new and ultra-rare weapons to grind after. The best skill balance for this group is one that doesn't happen at all, or is one that only buffs skills (and preferably not those used by farmable enemies).
The second group includes many of my friends, posters on this forum, myself, and the mythical casual gamer - people who enjoy PvE just to play the game. The people complaining about the death of pugs and the overabundance of cookie cutter builds like ursan fall in here. Keeping these players happy means keeping the skills fresh and interesting, while encouraging grouping. This means a huge variety of viable skills that are fun to run in groups. Balance is only important so long as there are no useless skills and no horrendously overpowered skills destroying variety. The best skill balances for this group are huge, sweeping changes across hundreds of skills at once.
Find a way to accommodate all three of these groups at the same time, and you'll be a rich man.
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Apr 18, 2008, 04:18 PM // 16:18
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#40
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Jungle Guide
Join Date: Jul 2007
Guild: Wars
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The problem with PvE is the hardcore PvE-ers, i.e., those who see the game as an optimization problem of killing legions of monsters to maximize profit. Until you can figure out how to get that braindead group to evolve higher cognifive functions, nothing can change for the better.
The ideal solution in my opinion is to split PvE off into its own ghetto where skills and items are not PvP-balanced. Let those who choose to play on the PvP servers play to win. They will truly appreciate the value of balance.
Of course, in a PvE-infested forum like Guru it is sacrilege to talk about hardcore PvE-ers as the red headed idiot children, so all such threads are doomed.
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