Aug 22, 2009, 08:11 PM // 20:11
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#1
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Ascalonian Squire
Join Date: Dec 2008
Guild: Order of Teutonic Knights [KVLT]
Profession: R/
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PvP/PvE Skill Toggle Button
Since the addition of all the PvP versions of skills it makes it hard to set up a skill set for PvE in one's guild hall. I do not PvP often, and I use my guild hall for a quiet place to set up my PvE skills. When I go out to PvE my skills can some times be much different than what they were in the guild hall. Same as when a person who does PvP is sitting in Kamadan trying to sell their items, and they would like to work on their PvP skills while waiting. I would like to see a toggle switch to change between PvP and PvE skills in the guild hall and other outposts much like there is a toggle switch for going from Normal Mode to Hard Mode. Even perhaps having the PvE only skills crossed out like in the PvP outposts if you choose the PvP version of skills. This would be great to avoid confusion.
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Aug 22, 2009, 09:17 PM // 21:17
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#2
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Krytan Explorer
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Having to jump between posts just to check which skills are pvp/pve is rather excessive and totally unnecessary. This is something they should have done before the system was put in place.
/signed
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Aug 22, 2009, 10:54 PM // 22:54
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#3
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Administrator
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I suppose it could be useful but I think it would be only an insignificant amount. /notsigned.
__________________
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Aug 22, 2009, 11:15 PM // 23:15
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#4
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Desert Nomad
Join Date: May 2006
Profession: A/
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TBH, just know your skills not that hard to remember. It only takes a second to do skills in an outpost too.
/notsigned, not needed.
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Aug 23, 2009, 12:07 AM // 00:07
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#5
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Wilds Pathfinder
Join Date: Jan 2007
Guild: Guardians of the Light
Profession: W/Mo
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/signed.
Although this is unlikely. :/
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Aug 23, 2009, 01:00 AM // 01:00
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#6
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Pre-Searing Cadet
Join Date: Aug 2009
Guild: Order of Teutonic Knights
Profession: W/
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Personally, I do not feel like memorizing the 1235 skills which can be used in both PvE and PvP, especially when many of those are split between PvE and PvP variants. I like the idea because it would allow me to work on either PvE or PvP builds efficiently regardless of where I am (guild hall, PvE outpost, or PvP outpost).
/signed
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Aug 23, 2009, 01:07 AM // 01:07
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#7
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Lion's Arch Merchant
Join Date: Mar 2008
Guild: We Bought Plan C On [Ebay]
Profession: W/E
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I dont actually think you have to remember that many skills that are split into pvp/pve.
If having it in pvp in the gh is a problem, and you dont Pvp much(and you dont want to remember 1225 skills), then just remember the Pve skill version of said pve/pvp skills, then when you read the pvp versions you will auto know the "real" or pve skill discription.
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Aug 23, 2009, 09:38 PM // 21:38
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#8
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Forge Runner
Join Date: Dec 2005
Guild: Super Fans Of Gaile [ban]
Profession: W/
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The PvE split versions of skills are just flat out more powerful than the PvP versions, so I really don't understand how someone can get confused when setting a bar for one version even when the skill description may be from the other side of the split.
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Aug 23, 2009, 10:52 PM // 22:52
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#9
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Ascalonian Squire
Join Date: Dec 2008
Guild: Order of Teutonic Knights [KVLT]
Profession: R/
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Many of the PvP version of PvE skills are completely different, like Signet of Creation. They aren't just different in how much damage they do.
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Aug 23, 2009, 11:10 PM // 23:10
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#10
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Pre-Searing Cadet
Join Date: Aug 2009
Guild: Order of Teutonic Knights
Profession: W/
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Personally, I am just not a fan of the inconsistency of how the skills are switched between PvE and PvP versions. Take a ritualist for example who has many PvP variants of skills. In addition with these, fairly common skills which a spirit spammer would use are vampirism and summon spirits, both of which are PvE only. If a ritualist goes to Heroes' Ascent, their skills change to PvP skills and the PvE only skills get a little lock icon over them. However, if this character goes to a guild hall, their skills change to the PvP variants, but the PvE only skills do not get the lock icon. Rather inconsistent in my opinion. If the PvE only skills are not going to be locked out in the guild hall, the other skills should not switch to PvP versions. I would just like it where you can choose if your skill bar is PvE or PvP in an instance such as this. It is already partially implemented with the Isle of the Nameless in that you can enter this explorable area with a PvE or PvP skill bar. However one cannot change their skills around in the Isle of the Nameless as it is an explorable area and not a town, an outpost, nor a guild hall.
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Aug 23, 2009, 11:11 PM // 23:11
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#11
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Desert Nomad
Join Date: Oct 2005
Profession: Mo/
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Quote:
Originally Posted by Reverend Dr
The PvE split versions of skills are just flat out more powerful than the PvP versions, so I really don't understand how someone can get confused when setting a bar for one version even when the skill description may be from the other side of the split.
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I would agree with this if not for skills like UA, Signet of Creation, We Shall Return, Aegis, Armor of Unfeeling, etc.
/signed
Skills that are totally different in PvP than PvE are not good for new players.
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Aug 23, 2009, 11:47 PM // 23:47
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#12
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Desert Nomad
Join Date: May 2006
Profession: A/
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Quote:
Originally Posted by Puebert
I would agree with this if not for skills like UA, Signet of Creation, We Shall Return, Aegis, Armor of Unfeeling, etc.
/signed
Skills that are totally different in PvP than PvE are not good for new players.
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New players probably wouldn't go straight to switching between pvp/pve they would probably stick with pve for awhile. And if they made an account and bought the pvp unlock packs they would just get used to pvp skill descriptions.
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Aug 24, 2009, 07:20 PM // 19:20
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#13
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Forge Runner
Join Date: Dec 2005
Guild: Super Fans Of Gaile [ban]
Profession: W/
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Quote:
Originally Posted by Puebert
I would agree with this if not for skills like UA, Signet of Creation, We Shall Return, Aegis, Armor of Unfeeling, etc.
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Man, a hand full of things to remember for an online game sure is taxing to the mind. If every skill was completely different it would get awfully confusing, but right now there is less than 20 skills that are functionally different.
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Aug 24, 2009, 08:20 PM // 20:20
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#14
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Krytan Explorer
Join Date: Nov 2007
Location: Holland
Profession: Rt/
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Quote:
Originally Posted by MrGuildBoi
TBH, just know your skills not that hard to remember. It only takes a second to do skills in an outpost too.
/notsigned, not needed.
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You kidding? Remember the pvp/pve differences? Complete different functions okay. But number differences like dmg, hp, duration, cast time, ................
If you really remember all that shit your have to much time....
On topic
/signed
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Aug 26, 2009, 07:42 PM // 19:42
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#15
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Forge Runner
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/signed
I'm always bothered by this as well.
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Oct 30, 2009, 01:29 AM // 01:29
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#16
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Ascalonian Squire
Join Date: Dec 2008
Guild: Order of Teutonic Knights [KVLT]
Profession: R/
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Now we need something for having Heroes in the guild hall. Believe it or not anet, the guild hall is used for more than just GvG. Perhaps have your heroes available once you hit the PvE toggle.
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Oct 30, 2009, 02:44 AM // 02:44
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#17
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Grotto Attendant
Join Date: Aug 2007
Location: Canada
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Herp derp, the occasional GvG player is more important than ANY PvE player! Cause hurrdurr esports!
Bugger that. ArenaNet, GW is meant to be a game. Treat it as such, and cater to the gamers here, not the GvG users. We're where your income is going to come from for GW2; you would do well not to alienate us.
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Oct 30, 2009, 04:08 AM // 04:08
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#18
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Wilds Pathfinder
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They've already alienated a large portion of the PvP community, so don't get your hopes up.
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Oct 30, 2009, 02:42 PM // 14:42
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#19
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Grotto Attendant
Join Date: Aug 2007
Location: Canada
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Quote:
Originally Posted by Premium Unleaded
They've already alienated a large portion of the PvP community, so don't get your hopes up.
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I really don't care what they do to the PvP community, so long as the core player base (of which I am part) is treated well. As it has been, with things such as Zaishen Quests, but this latest update is something of a step backwards. It speaks of the days when PvP balance interfered with PvE and ArenaNet was still treating GW as a primarily PvP game.
Personally, when I want PvP, I'll play an RTS or FPS. You know, genres that involve actual skill and thinking. I play GW for nice, relaxing PvE gameplay.
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Oct 30, 2009, 03:05 PM // 15:05
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#20
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Wilds Pathfinder
Join Date: Jan 2006
Location: Italy
Profession: E/
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Quote:
Originally Posted by Zahr Dalsk
Herp derp, the occasional GvG player is more important than ANY PvE player! Cause hurrdurr esports!
Bugger that. ArenaNet, GW is meant to be a game. Treat it as such, and cater to the gamers here, not the GvG users. We're where your income is going to come from for GW2; you would do well not to alienate us.
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Quote:
Originally Posted by Zahr Dalsk
I really don't care what they do to the PvP community, so long as the core player base (of which I am part) is treated well. As it has been, with things such as Zaishen Quests, but this latest update is something of a step backwards. It speaks of the days when PvP balance interfered with PvE and ArenaNet was still treating GW as a primarily PvP game.
Personally, when I want PvP, I'll play an RTS or FPS. You know, genres that involve actual skill and thinking. I play GW for nice, relaxing PvE gameplay.
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If your Guru join date is also the time you started playing, I can understand your way of thinking because you have no idea what GW was meant to be like.
If you played before, you're an imbecile and should be flamed by just about every troll in existence.
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