Aug 08, 2007, 04:22 AM // 04:22
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#1
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Krytan Explorer
Join Date: Aug 2005
Guild: Fast As A Turtle[WoOm]
Profession: W/E
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A way to nerf spike pernamently
The best way to nerf a spike pernamently is to create a party system that if 4/8 or more of the same primary proffession is in a party, they can not enter GvG or HA. What do u think? Good bye ANYTHING SPIKE(cept rainbow spike [aka the current "balanced" dervish dual DefAnthem paras in HA]).
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Aug 08, 2007, 04:40 AM // 04:40
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#2
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Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
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No. Here's a better explanation of why than I could give
Quote:
Originally Posted by Ensign
There are actually some pretty good reasons why this idea fails spectacularly. The main one is that it completely overlooks why really degenerate builds are run in the first place. The builds are not broken because they contain 6,7, or even 8 of the same class or character. They contain 6, 7, or even 8 copies of the same character because something about that character is overpowered. Those builds tend to find a broken mechanic and stuff as much of it into a single build as possible. Hence the degenerate class lists aren't the cause of any sort of problem - they are a symptom. Those problems do not go away if you put another rule in place to restrict the expression of a symptom.
One of the interesting consequences of these builds, if you follow them closely, is that only rarely is the thing they're exploiting so good that it's worth giving up all the utility that you lose by running those degenerate characters. IWAY was a great example of this - starting as 8 Warriors, it quickly turned into 7 Warriors plus a Necro, then 6 Warriors and a Necro. Later, it dropped even more Warriors for Rangers with traps and spirits, falling into a stable 4/2/2 for a long time, before it began to evolve even further - later versions even included things like Fire Eles. Paraway eventually started to notice that extra Paragons were useless and those started to turn into Warriors and Rangers. Bloodspike added a dedicated Monk and Ritualists over time. Unless something is really broken, it starts to balance out as the new concepts its exploiting tend to solidify and become adjusted to in the metagame.
There has been one exception to this rule to the best of my knowledge - Searing Flames. Searing Flames was a skill designed to have a ton of synergy with itself, and it does. A single copy on its own is fairly weak, however as you added more and more copies of the skill it began to break messily, each added copy being better than the last. Searing Flames started to break, conveniently, when you ran 3 copies. More copies continued to get better, but the loss of utility began to catch up after a point - teams dropped from 6 to 5, to 4 or even 3 copies of Searing Flames in serious Searing Flames builds in order to shore up its weaknesses. 3 might have been the optimal number of Searing Flames Eles to run on a SF team right before its nerf.
So it should be easy to see why this sort of restriction would be bad for the game. It doesn't fundamentally fix any of the problems that are breaking the game - those would exist, and need to be fixed, with or without the cap. It would, at best, moderate the effects of broken skills and mechanics until they could be fixed properly. On the flip side, it puts another non-intuitive rule into the party formation process, eliminating harmless builds and stifling the process responsible for a lot of advances in our understanding of Guild Wars and builds, those all-in, one trick builds that eventually evolve and have parts copied by the game as a whole. When the only benefit is 'it makes our big mistakes look better', there really isn't much to discuss - this sort of rule would be a big loss to the game without any appreciable benefit long term. Why it keeps being suggested, I don't know.
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Aug 08, 2007, 05:10 AM // 05:10
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#3
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Academy Page
Join Date: Jul 2006
Guild: [bleh]
Profession: Mo/
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Why would you even want to remove spikes? They're part of the game, no? Ohnoes! Warriors can adren spike, let's make it so two warriors can't take in the same skill! Spike is a part of the game, there's no need to remove it, spikes are fine as they are.
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Aug 08, 2007, 05:15 AM // 05:15
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#4
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Academy Page
Join Date: Aug 2006
Guild: Zero Files Remaining[LaG]
Profession: Mo/
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2nd treat with the same subject....
gonna give you the same aswer....
STUPID IDEA
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Aug 08, 2007, 05:20 AM // 05:20
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#5
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Krytan Explorer
Join Date: Apr 2007
Location: Albuquerque, New Mexico
Guild: Paradoxa Zoloft Asylum [PXZ]
Profession: W/R
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There are skills to stop spikes, too. Remember that.
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Aug 08, 2007, 05:34 AM // 05:34
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#6
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Hugs and Kisses
Join Date: Oct 2005
Guild: Scars Meadows
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Dr. Strangelove/Ensign win this thread.
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Aug 08, 2007, 05:46 AM // 05:46
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#7
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Administrator
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There's nothing wrong with spiking at all. Overpowered skills are a whole new matter. Leave spiking alone, it's a perfectly valid technique.
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Aug 08, 2007, 06:00 AM // 06:00
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#8
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Ascalonian Squire
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this wouldnt stop anything, you'd just get 8 guys of different professions spiking
if you have 4+ people there will be spikes, thats just how it is
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Aug 08, 2007, 06:09 AM // 06:09
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#9
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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http://www.guildwarsguru.com/forum/s...php?t=10184281.
Thread closed, if you wish to discuss the topic further, PM Nurse With Wound to reopen the thread in Gladiator's Arena.
__________________
And the heavens shall tremble.
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