Feb 16, 2008, 08:52 PM // 20:52
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#21
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Forge Runner
Join Date: Jul 2006
Profession: N/Mo
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I don't mind skill balances in general. Sure some are more... annoying than others, but for much I simply get over them, adapt, and move on.
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Feb 16, 2008, 08:58 PM // 20:58
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#22
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Desert Nomad
Join Date: Feb 2006
Location: Censored
Guild: Censored
Profession: R/
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Quote:
Originally Posted by makosi
The problem is that they don't have a clue about what's balanced and what isn't and they have selective hearing when it comes to listening to the community.
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They don't listen to the community when it comes to skill balance, they only listen to a 1/10 of a procent of the player base as far as skill balance/nerf is concerned.
It's getting to the point of being a lottery every time you log on.
Can I play my charr or do I have to spend hours tweaking the skill bar.
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Feb 16, 2008, 09:11 PM // 21:11
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#23
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Jungle Guide
Join Date: Jul 2006
Location: The edge of reason
Guild: I don't play any more.
Profession: W/E
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I don't really care what happens, as long as a class isn't demolished in the process.
Change is necessary for a static game like Guild Wars. Playing the same old build gets boring after a couple years, unless it's incredibly enjoyable to play.
The only gripe about skill changes that I have, is that everything is balanced around GvG and HA. IIRC, more people play PvE than GvG and HA, so why are they catering to less than half the GW population?
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Feb 16, 2008, 09:12 PM // 21:12
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#24
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Forge Runner
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They just should go ahead and remove PvP, focus on the PvE part of the game and would have less to worry about skill balancings. Then may they could care of their bad pve skill concepts, like the norn forms.
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Feb 16, 2008, 09:13 PM // 21:13
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#25
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Desert Nomad
Join Date: Aug 2005
Location: In Baltar's head
Guild: Bring Out Your Dead [BOYD], former officer [LBS]
Profession: Mo/
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I tired of the constant skill changes and nerfs. I'd far prefer a bit better testing and balancing prior to release, as well as the focus of attention for skill changes more on the less-used skills than the most popular, to try to bring more skills into the mix as opposed to knocking the common ones out.
Some change here and there is good, as well as balancing post-release due to issues that couldnt reasonably be foreseen, but there are some 60%+ skills that see use maybe once in a blue moon. I think there is at least some potential for a more dynamic game in bringing more skills into the fold instead of continually tweaking the top 10% of skills used in FotM, as tends to be Anet policy.
As others have said, some change is necessary during static periods (in between chapters and new skill releases etc), so I am not knocking that altogether. I just wish the focus would be a bit more balanced. I suppose I criticize balancing efforts most of all, but alas, at least Anet tries.
Last edited by Aera Lure; Feb 16, 2008 at 09:15 PM // 21:15..
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Feb 16, 2008, 09:19 PM // 21:19
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#26
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Furnace Stoker
Join Date: Oct 2006
Guild: GWAR
Profession: Me/Mo
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The entire game is based around acting on player feedback imho.
Point it Ai is stupid 90% of the time whereas people are sneaky and very quick to exploit strengths and weaknesses in the game.
That's why nearly all the skill changes made since day 1 have come from pvp a combination gets exploited and the skills change.
Same with farming people exploit a game weakness and it gets nerfed and on the whole this is good and necessary.
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Feb 16, 2008, 09:20 PM // 21:20
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#27
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Krytan Explorer
Join Date: Oct 2007
Location: Behind you!
Profession: W/
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I don't mind skill balancing/nerfing so long (as posted above) it doesn't hinder a profession weaker than others.
Adapt or die. Try new strategies/builds or become stunted and reliant on wiki :P
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Feb 16, 2008, 09:29 PM // 21:29
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#28
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Desert Nomad
Join Date: Feb 2006
Location: Censored
Guild: Censored
Profession: R/
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Quote:
Originally Posted by gremlin
The entire game is based around acting on player feedback imho.
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Yes, but concidering how big the player base is, the players they listen to don't reflect the majority of players.
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Feb 16, 2008, 09:32 PM // 21:32
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#29
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Wilds Pathfinder
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Quote:
Originally Posted by Dylananimus
Hmm, if you think the only useful prep for a Ranger is Apply then that says it all
Try something new
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- Which of these do you consider worth bringing?
Read The Wind has +10 damage per shot. That equals 1.25 seconds of poison...
For damage, Glass Arrows is best and when you go damage you don't take any other preparation like RtW, Expert Focus or Rapid Fire. Barbed Arrows would be nice with Poison Arrow for some degen fun if those parameters weren't so messed up... like the only preparation with easily interruptible condition? Expert's Dexterity, Marksman's Wager, Trapper's Focus, Scavenger's Focus I wouldn't bring even if they weren't elites. Choking Gas works with Practiced Stance I guess, which is better than Incendiary Arrows. Go figure.
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Feb 16, 2008, 09:35 PM // 21:35
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#30
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Forge Runner
Join Date: Dec 2006
Profession: D/
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Quote:
Originally Posted by Stockholm
Yes, but concidering how big the player base is, the players they listen to don't reflect the majority of players.
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Which is generally good, as the majority of players will be PvE scrubs with no clue on balancing. They'd suggest that Shadow Form lasts 5minutes to make it easier on their farming.
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Feb 16, 2008, 09:38 PM // 21:38
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#31
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Desert Nomad
Join Date: Feb 2006
Location: Censored
Guild: Censored
Profession: R/
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Quote:
Originally Posted by dan-the-noob
Which is generally good, as the majority of players will be PvE scrubs with no clue on balancing. They'd suggest that Shadow Form lasts 5minutes to make it easier on their farming.
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Was that really called for? Oh,Sorry should have read your name before.
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Feb 16, 2008, 09:39 PM // 21:39
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#32
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Desert Nomad
Join Date: Nov 2007
Guild: [HAWK]
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i wouldnt play a game that couldnt adapt to US
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Feb 16, 2008, 09:42 PM // 21:42
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#33
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Academy Page
Join Date: Feb 2008
Guild: Heaven Royal Knights (HRK)
Profession: A/N
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Skill balance=shooting yourself in the foot,
Not trying to flame or rant, just a simple observation.
It seems for what ever reason Anet figured that skill balance which is really only meant to keep the Meta game in check for PvP only, but has aversly harmed the PvE community, thus Anet realizeing their mistake added PvE only skills which are supposed to be overpowered to keep the PvE player base happy, until the roll out of GW2.
They don't want to lose either PvE or PvP players, so sales of the new game are good, at the same time still want to tweak skills were needed.
Those tweeks are more or less for balance in the relic run map of Halls, and VOD with GvG.
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Feb 16, 2008, 09:44 PM // 21:44
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#34
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Forge Runner
Join Date: Dec 2006
Profession: D/
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Quote:
Originally Posted by Stockholm
Was that really called for? Oh,Sorry should have read your name before.
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So you're telling me the majority of players in GW know what buffs/nerfs will be good for the game? Join a PUG, then go figure.
It's always funny when people think i'm a noob for putting it in my name 2 years ago.
EDIT: Here is an example of skill change suggestions found in a PvE section. Hmm..
Last edited by ~ Dan ~; Feb 16, 2008 at 09:48 PM // 21:48..
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Feb 16, 2008, 09:52 PM // 21:52
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#35
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Furnace Stoker
Join Date: Nov 2006
Guild: Ageis Ascending
Profession: W/
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This topic is very very old.
Yes skill changes are needed for balance.
Yes skill changes will upset people in PvE and PvP who feel thier old build is ruined.
Yes people will learn to adapt to the changes untill the next set of changes comes along.
Yes people will blame PvP for everything and PvP people will call PvE players noobs.
Yes farming builds will cause skill nerfs that affect PvP players.
Yes I will get flamed for this post, NO I won't care
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Feb 16, 2008, 09:54 PM // 21:54
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#36
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Desert Nomad
Join Date: Feb 2006
Location: Censored
Guild: Censored
Profession: R/
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Quote:
Originally Posted by dan-the-noob
So you're telling me the majority of players in GW know what buffs/nerfs will be good for the game? Join a PUG, then go figure.
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Well, the small part that is being consulted is not doing to good either are they?
Change skill, revert change, tweak revert etc, etc LOL
And all because Joe-Blow selfproclaimed "Pro" got pawned in PvP,
GW's PvE has grown to such proportions that it should be the main concern for the Dev's if they want to keep the player base until GW2 goes live.
Best would be to totally separate PvP from the rest of the game.
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Feb 16, 2008, 09:57 PM // 21:57
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#37
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Forge Runner
Join Date: Dec 2006
Profession: D/
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Quote:
Originally Posted by Stockholm
Well, the small part that is being consulted is not doing to good either are they?
Change skill, revert change, tweak revert etc, etc LOL
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Maybe if Izzy implemented all the suggestions made by people such as Ensign or Holymasamune, PvP would be fine. If you took note, most of these reverted changes are because of PvE'ers crying that their farming builds are ruined.
Quote:
And all because Joe-Blow selfproclaimed "Pro" got pawned in PvP,
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..
I don't quite understand what you're trying to say here, but im guessing it's "PvE gets the worst end of the stick come balances, and all because Joe-Blow selfproclaimed "Pro" got pawned in PvP".. ?
This was designed to be a PvP game.
Quote:
Best would be to totally separate PvP from the rest of the game.
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But Anet will never do that.
Last edited by ~ Dan ~; Feb 16, 2008 at 10:07 PM // 22:07..
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Feb 16, 2008, 10:07 PM // 22:07
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#38
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Desert Nomad
Join Date: Feb 2006
Location: Censored
Guild: Censored
Profession: R/
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Quote:
Originally Posted by dan-the-noob
We're not talking about a "small part" of the community here.
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I don't quite understand what you're trying to say here, but im guessing it's "PvE gets the worst end of the stick come balances, and all because Joe-Blow selfproclaimed "Pro" got pawned in PvP".. ?
1. This was designed to be a PvP game.
2. Nobody gives a shit if a skill balance screws up some farming build.
But Anet will never do that.
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1.Do a bit of reserch and you will find that that argument has been denid by the founders of A-Net along time ago, it was the designed to be both.
2. what balance? just look at the lasted one.
Quote:
- Storm Djinn's Haste: decreased movement speed increase to 25%.
- Flame Djinn's Haste: decreased movement speed increase to 25%.
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decreased movment speed increase? well tought throug.
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Feb 16, 2008, 10:09 PM // 22:09
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#39
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Forge Runner
Join Date: Dec 2006
Profession: D/
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Quote:
Originally Posted by Stockholm
decreased movment speed increase? well tought throug.
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So what's your problem here then? The people who know what they're talking about will tell you this was a good change.
It's also, "thought through" btw.
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Feb 16, 2008, 10:12 PM // 22:12
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#40
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Desert Nomad
Join Date: Feb 2006
Location: Censored
Guild: Censored
Profession: R/
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Why change it in the first place if your going to revert it again?
seams like the are shooting blind folded lately.
And who are "The people who know what they're talking about "?
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