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Old Mar 18, 2008, 08:01 PM // 20:01   #61
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Originally Posted by MagmaRed
Is there a reason I am finding more people who don't understand why 200 attributes is important? Have people become so bad, that ne players don't get taught things like this?
It's more about common sense, to me, and that's something you can't teach. 200 > 170, for starters. Then it's a matter of not passing up an advantage. Raising an attribute several ranks with the 30 extra points is very much an advantage.
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Old Mar 18, 2008, 08:40 PM // 20:40   #62
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Originally Posted by Dr Strangelove
No phoenix, that's a horrible idea and you should feel bad.
whats so horrible about that, when you can't get it for pvp (pvp stays old way with only 200 points) and for pve you have to beat first a campaign on Hard Mode to become able to get for your character more attribute points through making quests ?
If this is not enough, then beat all campaigns in Hm and Eotn in HM, then become able to get more points...

I see nothing horrible in this... as if anything in PvE ever cares for balance >.>

and as said, in HM have monsters ALL attributes at 20!!
We players can be happy, when we have 1 attribute at 16 and only 2 professions of GW are able to have it temporaly with skills at 18/19 and then again only 1 attribute, not 4 ... (necromancers and Elementalists are the only professions, which can have for certain moments buffed attributes through skills and necroamncers are only limited to blood/curse)

I think there is for pvp absolutely nothign wrong with it, when characters can have for pve 4 attributes at 12, this is then still 8 attributes under that, what monsters in HM have and still enough of an advantage for those, so that our enemies do stronger attacks with skills, then we do ...

due to the Skill Slot Limitation of 8 won't players be able to create the absolute insanest builds, with that they would become able instantly to solo everywhere, but being able to get 12/12/12/12 would enable players to create many interesting different new builds, which would be otherwise never be invented and played by players, because certain skills of the builds would be then total weak due to the cause of too less attribute points...

Nobody takes skills into a build, when they are too weak due to too less attribute points for them, but if players would be able to create builds with skills of attributes, that are all maxed at minimum of 12 with 4 different attributes...hybrid builds would become much better and the sense behind the 2 Class-System would become also better, because the choice of your secondary class would become instantly alot more important.

What is the sense of choosing a certain secondary class, just for only 1 attribute of it, when you just have then not enough attribute points for other attributes of it, without sacrificing points of your weapon attribute or your primary attribute....
What is the sense of having characters with an average of 8 Attributes (4 from primary, 4 from secondary), when you just have only enough attribute points to max 2 attributes >.>, so 1/4th of them.

Characters, which use only 1/4th of their possible abilities is imo unlogic

Really, this kind of "specialization" makes only sense for PvP, but for PvE it has absolutely nothing to search in imo
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Old Mar 18, 2008, 09:01 PM // 21:01   #63
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Quote:
Originally Posted by Phoenix Tears
whats so horrible about that, when you can't get it for pvp (pvp stays old way with only 200 points) and for pve you have to beat first a campaign on Hard Mode to become able to get for your character more attribute points through making quests ?
If this is not enough, then beat all campaigns in Hm and Eotn in HM, then become able to get more points...

I see nothing horrible in this... as if anything in PvE ever cares for balance >.>

and as said, in HM have monsters ALL attributes at 20!!
We players can be happy, when we have 1 attribute at 16 and only 2 professions of GW are able to have it temporaly with skills at 18/19 and then again only 1 attribute, not 4 ... (necromancers and Elementalists are the only professions, which can have for certain moments buffed attributes through skills and necroamncers are only limited to blood/curse)

I think there is for pvp absolutely nothign wrong with it, when characters can have for pve 4 attributes at 12, this is then still 8 attributes under that, what monsters in HM have and still enough of an advantage for those, so that our enemies do stronger attacks with skills, then we do ...

due to the Skill Slot Limitation of 8 won't players be able to create the absolute insanest builds, with that they would become able instantly to solo everywhere, but being able to get 12/12/12/12 would enable players to create many interesting different new builds, which would be otherwise never be invented and played by players, because certain skills of the builds would be then total weak due to the cause of too less attribute points...

Nobody takes skills into a build, when they are too weak due to too less attribute points for them, but if players would be able to create builds with skills of attributes, that are all maxed at minimum of 12 with 4 different attributes...hybrid builds would become much better and the sense behind the 2 Class-System would become also better, because the choice of your secondary class would become instantly alot more important.

What is the sense of choosing a certain secondary class, just for only 1 attribute of it, when you just have then not enough attribute points for other attributes of it, without sacrificing points of your weapon attribute or your primary attribute....
What is the sense of having characters with an average of 8 Attributes (4 from primary, 4 from secondary), when you just have only enough attribute points to max 2 attributes >.>, so 1/4th of them.

Characters, which use only 1/4th of their possible abilities is imo unlogic

Really, this kind of "specialization" makes only sense for PvP, but for PvE it has absolutely nothing to search in imo
Phoenix, you are an idiot.

Grail of Might, Essence of Celerity, Armor of Salvation, Honeycomb, etc., etc., etc. We already have ways to boost attributes, and more, through consumables, and when we have favor, we can boost them again at rez shrines (for certain professions based on which shrine). Monsters get skills we can't use, but guess what, we get skills they can't use too.

Now, monsters have higher attributes in HM, because, guess what, its HARD MODE. You want Hard Mode to become easy mode by allowing us to get more attribute points? You can already easily beat HM with the current set up.

People already use skills with NO ATTRIBUTE POINTS when attribute points make the skill better. Look at Rangers, Assassins, etc. using Flail, Tiger Stance, etc. when they can't increase Strength.

Your idea is stupid, just like most of your other ones. Think before you post such nonsense, and then ask someone intelligent to check it out for you.
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Old Mar 18, 2008, 09:40 PM // 21:40   #64
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Originally Posted by MagmaRed
If someone wants to play a bad build, with less attributes than they could, skills that don't mesh, etc. fine. I don't care if they want to suck. However, if they are doing that, they need to play with people who will 'role play' with them, or they need to hero/hench. Joining a PUG and using a build that doesn't help the team is not what team play is about.
First of all, a "bad build" is open to some interpretation. I took my smiter monk through Nightfall and Factions and never PUG'ed -- EVER -- for the simple reason that no PUG ever wanted a smiting monk, and I did not want to play the "healer" just to suit a PUG. And when I got bored of smiting and wanted a change, I'd play him as a ranger -- yup, with a tiger and everything. No PUG ever wants to see that! So I just hero/henched both campaigns with him and loved it. Most PUGs seem to think the only "good build" for a monk is a healer/protection build, and that just isn't me.

The very few places in Factions, Nightfall, or EotN that I got really stuck with playing the monk, I just asked friends and/or guildies to give me a hand.

The OP makes a good and fair point about one's obligation to be fully prepared IF you are going to play on a player team. I also agree that some builds really can be quite bad or inappropriate for the intended objective.

The only word of caution I would add here is that, ever since that "build-pinging feature" got introduced into Guild Wars, people in PUGs are too quick to make demands about player builds--which is one (of several) reasons I avoid PUGs.
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