Nov 16, 2005, 11:46 AM // 11:46
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#1
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Frost Gate Guardian
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PVE-only skills and PVP-only skills.
i suggest implementation of pvp-only skills and pve-only skills. not only would this allow previously impossible skills to be made for pve and pvp, it would also help the devs in balancing the skills to cater to pvp and pve at the same time, which thus reduces the number of nerfs in the future.
for example:
PVE-only skills
Provoke (warrior skill)
Provokes a target enemy, forcing the target enemy to hit you for 10-25 seconds.
Charm Foe (ranger skill)
Charm target foe for 10-25 seconds. Charmed target foe acts like your pet. 65%-35% chance of failure.
Aura of Discretion (monk spell)
This enchantment reduces targets agro circle by 50%.
Elite:Shield of Invisibility (monk spell)
You cannot be targeted by enemies for 10-25 seconds. While running this enchantment, you cannot attack and move 25% slower.
so what do you think?
Last edited by thirtypercent; Nov 17, 2005 at 04:20 AM // 04:20..
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Nov 16, 2005, 12:12 PM // 12:12
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#2
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Banned
Join Date: May 2005
Location: KOREA
Guild: Slash Rank[DeeR]
Profession: R/Me
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I definately like the reducing agro circle, devs should definately be thinking out of the box if they want to impliment more skills.
What pvp skills would there be though?
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Nov 16, 2005, 12:32 PM // 12:32
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#3
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Academy Page
Join Date: Jun 2005
Guild: Homeless.
Profession: Mo/N
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No You Won't!
All enemies in the area that are under the effect of I Will Avenge You! now have health degeneration instead of regeneration, and slowed attack speed instead of increased for 5-15 seconds.
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Eh, Shield of Invisibility sounds like it could be spellbreaker + amity. Besides imagine how it would be abused in running..
I like the idea of PvE and PvP only skills, though.
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Nov 16, 2005, 01:37 PM // 13:37
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#4
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Frost Gate Guardian
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Quote:
Originally Posted by CAT
I definately like the reducing agro circle, devs should definately be thinking out of the box if they want to impliment more skills.
What pvp skills would there be though?
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all smiting skills. .. um no. probably balth aura and zealots fire. dont think anyone uses them in pve other than for soloing
Last edited by thirtypercent; Nov 16, 2005 at 01:45 PM // 13:45..
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Nov 16, 2005, 07:45 PM // 19:45
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#5
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Wilds Pathfinder
Join Date: Jun 2005
Location: west yorkshire, Uk
Guild: Sisters of Serenity
Profession: N/Mo
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PvP and PvE only skills is a damn good idea
true, theres peeps that do both, but more people i meet play ether one or the other mostly.
i personaly paly no pvp...why? I SUCK
I know i suck, THEY know i suck, and when i suck, i dont have fun. so i stay out of the pvp section, simply so that players with more talent and who have fun playing against other people get the spot.
i cant think of any skills right now for ether, but i say it again, its a DAMN good idea.
any way to seperate both parties without it comming to bloodshed and tears is always a good idea
(edit...easiest way to fix the invisibility thing is to make it so that you cant target enemies, attack or cast spells other than heals, and that your movement is reduced to a slow walk through deep snow speed ^^..i imagine running under invisibility would take 2-3 times as long with that speed heheh)
Last edited by Rayea; Nov 16, 2005 at 07:48 PM // 19:48..
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Nov 17, 2005, 04:43 AM // 04:43
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#6
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Frost Gate Guardian
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yea.some skills were nerfed becos of the pvp/pve side, causing the other side to suffer which isnt fair.
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Nov 17, 2005, 04:49 AM // 04:49
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#7
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Desert Nomad
Join Date: Mar 2005
Location: Canada, eh?
Guild: Legion Of Valhalla
Profession: E/
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It's an idea... but so is poo on toast.
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Nov 17, 2005, 04:53 AM // 04:53
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#8
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Frost Gate Guardian
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Quote:
Originally Posted by Ristaron
It's an idea... but so is poo on toast.
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thx
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Nov 17, 2005, 05:30 AM // 05:30
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#9
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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Quote:
Originally Posted by Ristaron
It's an idea... but so is poo on toast.
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I was thinking more like.. crap on a stick.
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Nov 17, 2005, 05:55 AM // 05:55
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#10
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Banned
Join Date: Nov 2005
Profession: E/Me
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Quote:
Originally Posted by Ristaron
It's an idea... but so is poo on toast.
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Or putting toast where poo comes from.
Which is where this idea should go.
Point being, it's already been announced they're trying to make PvP and PvE as similar as possible.
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Nov 17, 2005, 08:10 AM // 08:10
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#11
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Frost Gate Guardian
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Quote:
Originally Posted by Aeon_Xin
Or putting toast where poo comes from.
Which is where this idea should go.
Point being, it's already been announced they're trying to make PvP and PvE as similar as possible.
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i dont see why they shld make pvp and pve as similar as possible. it would be stupid to do so. and even if they want, they can make pve-only skills to be unlocked by pvping and pvp-only skills to be unlocked in pve.
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Nov 17, 2005, 10:32 AM // 10:32
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#12
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Banned
Join Date: Nov 2005
Profession: E/Me
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Quote:
Originally Posted by thirtypercent
i dont see why they shld make pvp and pve as similar as possible. it would be stupid to do so. and even if they want, they can make pve-only skills to be unlocked by pvping and pvp-only skills to be unlocked in pve.
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I understand their intent completely.
Any nerfing done to one or the other, without regard for the other, will generally effect one in a bad way. If you keep the way fights go seperate from eachother, eventually you've got two different games on your hands.
One of their selling points was that PvP was entirely an Option, and they would lose a huge customer base if you HAD to PvP to unlock neat PvE things.
They also want to blend PvP with PVE so that if/when one of those people generally not confident enough in PvP decide to go in and try it, that it's not so different from PvE after all, which I think is pretty revolutionary, from the limited mmorpgs I've played or seen.
They're tying together those 2 potential buyer groups, instead of alienating one or another.
I'm not asking if you agree, but do you understand that theory now?
Note: I'm not speaking on behalf of Anet or anything, just stating my view, as adjusted by the limited official announcements I've seen.
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Sep 11, 2006, 08:23 AM // 08:23
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#13
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Grotto Attendant
Join Date: Feb 2006
Location: North Kryta Province
Guild: Angel Sharks [As]
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I'm reviving this terribly old thread because I actually used search before posting! (hooray for me!)
That out of the way, I'm completely supporting this idea. With each chapter, the original classes at least will be getting new skills. This can be assumed. That said, there will be an insane amount of skills a few chapters down the road, which means an insane amount of constant tweaking and balancing. That's a lot of work that could be best spent elsewhere - on content.
That's the angle I'm coming from on this point. Why must we have such intimate correlations with PvP and PvE, when it's plainly split right from the beginning?
Right now, Ranger Pets have DP in PvP, but not in PvE (as far as I know). That is a balance issue solved by splitting the two worlds. More skills can be given greater use and adaptability by balancing seperately. As has been mentioned earlier in the thread, more unique skills, with wild effects can be introduced as well.
Some examples...
PvP-only skills: Skills that alter an opponent's GUI, such as drunken effects, and effects that alter skillbar placements, etc.
PvE-only skills: Skills that affect aggro (as have been mentioned), confuse monsters causing them to attack randomly, etc.
Basically, my point is, unless they plan on entirely merging PvP and PvE, they're shooting themselves in the foot balancing skills as if they are merged. Players will always play differently than monsters, so why not embrace that?
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Sep 11, 2006, 08:38 AM // 08:38
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#14
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Frost Gate Guardian
Join Date: Apr 2006
Guild: Lords of the Sacred Chao
Profession: E/Me
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I don't agree with a division between the two types of skills. One thing I liked was the symmetry between PVE and PVP in terms of individual game mechanics. Having two different sets is like learning two different games, when it technically should be more or less the same. It's tough to balance in between, but it's a good idea.
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Sep 11, 2006, 08:55 AM // 08:55
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#15
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Grotto Attendant
Join Date: May 2005
Location: At an Insit.. Intis... a house.
Guild: Live Forever Or Die Trying [GLHF]
Profession: W/Me
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Quote:
Originally Posted by thirtypercent
i suggest implementation of pvp-only skills and pve-only skills.
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Strongly disagree with the very premise.
/unsigned.
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Sep 11, 2006, 10:23 AM // 10:23
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#16
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Grotto Attendant
Join Date: Feb 2006
Location: North Kryta Province
Guild: Angel Sharks [As]
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Quote:
Originally Posted by Numa Pompilius
Strongly disagree with the very premise.
/unsigned.
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Reason?
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Sep 11, 2006, 10:33 AM // 10:33
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#17
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Furnace Stoker
Join Date: Aug 2006
Guild: Few Fallen Heroes [FFH]
Profession: W/E
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/notsigned
If they are pvp only; then you can't unlock them with pve which you always could in the past. This seems to again splinter pve and pvp into almost seperate games as was argued by some people against the PUP's.
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Sep 11, 2006, 10:50 AM // 10:50
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#18
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Frost Gate Guardian
Join Date: Jul 2006
Location: Australia
Guild: The Confidential Men [Cmen]
Profession: W/
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Celestial abilities are an example of how this would work. people are given extreme abilities which are immensely powerful and extremely unbalanced but there are extreme restrictions on them (eg making them need morale) which promoted people to THINK before using them....thus putting an element of stragety into PvE, something it soreley needs..... Basic tactics....no matter where you are, with enough Dps you can break through anything
Im hoping nightfall stops that..... I wanna see noobs being crushed under giant falling pilliars and yelling "OmG H4x I h4D PS oN"
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Sep 11, 2006, 12:59 PM // 12:59
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#19
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Desert Nomad
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GW PvE needs different skill builds to keep it interesting and fun. This being said on the mob side of things as well as the players side.
Mobs with more unique "creature-only" skills would be wonderful. Imagine a warden hammer user being able to not simply knock the player down, but rather send them sailing back several feet by using a unique skill against the players. Or some sort of "odor" causing effect when you hit a "bug" that can't be countered and the players screen gets blurred and you are unable to cast. Things like this can't really be added untill counters or semi-counters to them are added. And those things wont be added because there is no place for an "anti-warden" skill or "anti-mob-whatever" skills in PvP.
To seperate the two skill sets would allow the devs to finally be able to add skills that are made to combat the creature types in PvE rather than building the creature types into PvP semi-balanced groups of utter boredom that you fight in Factions a million times over again.
Hopefully, with these PUPS now showing a small note of Anet seeing players want the games to be seperate, we will start to see this.
As a last note: We all are wanting the PvE to be more challenging. But how can a game set by skills be challenging when the skills are locked for balancing against another level 20 player instead of a level 28 mob group? The AI has to be dumbed down to compensate for it, therefore challenge is hampered. Just my opinion of course, but that's how I see it being made right now.
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Sep 12, 2006, 04:25 AM // 04:25
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#20
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Ascalonian Squire
Join Date: Sep 2006
Guild: Diversionary Tactics [DT]
Profession: R/Me
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wat would be cool is if there were fish and other sea creatures that would attack people walking on the beaches and stuff, like huge monsters like the Luxon crabs and turtles.
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