Apr 16, 2011, 10:41 AM // 10:41
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#21
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Krytan Explorer
Join Date: May 2006
Location: Michigan, USA
Guild: Us Are Not [leet]
Profession: E/
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Quote:
Originally Posted by Sk8tborderx
The problem is that organized PvP with less then 8 players on a team cannot be balanced in GW.
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As opposed to the outstanding job A-Net has done balancing 8 player teams?
EDIT: So I realised that this post wasn't very substantive. The point is, any title that relies on a team of players to faceroll another team of players five times in a row in order to gain a title point, is a title that relies on exploiting game imbalance. This is because, in order for a team of four to consecutively win round after round on some consistent basis, they almost must exploit some skill imbalance that allows them to accomplish this. There is no inherent advanced strategy involved in Codex Arenas. That's the true problem with the game type.
You either have to lower the difficulty of gaining a point or, the best solution, add some strategic elements to the different arenas such as NPC's in both team's bases + a priest, larger maps with multiple flag stands that actually had vital importance to the match, or shrine capping like in HB.
Last edited by Brian the Gladiator; Apr 16, 2011 at 10:53 AM // 10:53..
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Apr 16, 2011, 11:17 AM // 11:17
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#22
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Jungle Guide
Join Date: Nov 2005
Location: PA
Guild: Us Are Not [leet]
Profession: W/
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Quote:
Originally Posted by Missing HB
It's just that it ISN'T balanced around those formats. They balance skills according to GvG MAT winners without actually caring of other formats consequences....
If they made some restrictions concerning skills like in Codex , maybe some formats wouldn't be as terrible as they are , and there wouldn't be fights where you know since begin who's gonna win...
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They balanced around GvG because that was the design decision from the beginning. ANET wanted an e-sport, so their focus was on the highest level of PvP, as it should be.
You are suggesting they should have devoted resources to balance game formats that were designed to be played casually. Special rules also increases complexity, punishing players who don't focus on those areas.
Even if they did balance for other PvP formats, it would have been HA. HB was just broken, it is just another item on the long list of failures that was Nightfall.
I understand people enjoyed TA and HB, and it would have been nice, but you can not honestly say it was realistic.
Codex has its own problems.
EDIT: To respond to the above post, they balanced around 1 format and failed, try to imagine what it would look like if they tried to balance the others.
Last edited by Sk8tborderx; Apr 16, 2011 at 11:22 AM // 11:22..
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Apr 16, 2011, 01:05 PM // 13:05
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#23
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Desert Nomad
Join Date: Mar 2010
Guild: Anna
Profession: A/
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Quote:
Originally Posted by Sk8tborderx
EDIT: To respond to the above post, they balanced around 1 format and failed, try to imagine what it would look like if they tried to balance the others.
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No. I don't think anyone will complain a lot about how PvP was pre-eotn to be honest. There were some little problems ok , but they weren't big issues....
There point in EoTN was starting , like making game axed on farming , being easier , thus with having many OP skills. Post EoTN until now was a big disaster for PvP....
How are you going to learn how to GvG if all other formats ( PvE included in fact) involve you to take a wiki bar , just mash 12345678 without even thinking , and even reward you a lot for it ????
I'm sorry but builds that used to be called lame ( iway warrior , RaO , SF ele on big lines ) aren't even coming 1/2 close to builds such as grenth dervish , bb warrior , bsurger , etc....
An other point though , is that other formats needed to be changed on content , not based on skill updates.....To quote what i had earlier , does it make sense having 6 melee , 1 WoH monk and 1 mesmer in JQ when opponent has 3 bombers 4 roj and a fire ele ???
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Apr 16, 2011, 02:04 PM // 14:04
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#24
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Jungle Guide
Join Date: Nov 2005
Location: PA
Guild: Us Are Not [leet]
Profession: W/
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Quote:
Originally Posted by Missing HB
No. I don't think anyone will complain a lot about how PvP was pre-eotn to be honest. There were some little problems ok , but they weren't big issues....
There point in EoTN was starting , like making game axed on farming , being easier , thus with having many OP skills. Post EoTN until now was a big disaster for PvP....
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Did you forget about Nightfall? So much power creep was introduced that skills like Natural Stride, Flail, and Enraging Charge only received minor nerfs. Prior to Nightfall, those skills would have been really overpowered, now they are considered balanced by most.
Quote:
How are you going to learn how to GvG if all other formats ( PvE included in fact) involve you to take a wiki bar , just mash 12345678 without even thinking , and even reward you a lot for it ????
I'm sorry but builds that used to be called lame ( iway warrior , RaO , SF ele on big lines ) aren't even coming 1/2 close to builds such as grenth dervish , bb warrior , bsurger , etc....
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RaO, SF ele, Grenth dervs, and B-Surge were all products of Nightfall. You can also add Mind Blast, every viable Paragon build, LoD, Balthazar dervs, Melandru dervs, Burning Arrow rangers, almost every flag runner bar prior to the LoD nerf, SP sins, Mending Touch, Steady Stance warriors, and I am going to stop there.
Quote:
An other point though , is that other formats needed to be changed on content , not based on skill updates.....To quote what i had earlier , does it make sense having 6 melee , 1 WoH monk and 1 mesmer in JQ when opponent has 3 bombers 4 roj and a fire ele ???
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JQ and FA were never meant to be balanced, if they were you wouldn't have random teams. Giving NPC's 600 health and better skill bars would go a long way to improving them though.
tl;dr - Nightfall killed GW PvP, and ANET simply doesn't care anymore.
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Apr 17, 2011, 10:29 AM // 10:29
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#25
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Desert Nomad
Join Date: Aug 2006
Profession: Mo/N
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This game has a number of profession/skill/team combinations that would probably require a miles-long row of zeros behind the one. No way a small team of human game designers can ever balance that. Maybe a super computer that will be invented in the next century will?
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