Oct 23, 2009, 07:17 AM // 07:17
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#1
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Krytan Explorer
Join Date: Feb 2007
Location: Napa, CA
Guild: Inadequately Equipped [GeAr]
Profession: R/N
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Increase daily deck size of Codex Arena to generate sustained interest
As of right now, only having 5 elite skills and 15 regular skills of each profession makes for an EXTREMELY limited amount of builds that will work well. Obviously the point of sealed deck is to have skills that aren't as good as you would normally want, but having SO few will almost always degenerate the daily meta into 5-6 character templates and nothing else. This will make for a stale meta by the end of each day and will not make it very fun at all to play against or as.
Increase the daily deck size to maybe 10 elite skills, 25-30 regular skills per class as to promote multiple builds per day so there is a wider variety in what you are able to create and play against. 5 elites is just not enough.
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Oct 23, 2009, 08:31 AM // 08:31
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#2
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Wilds Pathfinder
Join Date: Sep 2006
Location: WI
Profession: Mo/
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while i think the selection is small, that is what makes it challenging. the less skills there are to choose, the more likely you are to face the same setup. this means it really comes down to skill.
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Oct 23, 2009, 08:53 AM // 08:53
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#3
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Frost Gate Guardian
Join Date: Jul 2009
Location: Angry Marine Fortress
Guild: [ZoS]
Profession: W/D
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No need to, the deck change every day and its big enough to be challenging. Skill is all that matters in this arena.
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Oct 23, 2009, 10:32 AM // 10:32
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#4
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Krytan Explorer
Join Date: Feb 2007
Location: Napa, CA
Guild: Inadequately Equipped [GeAr]
Profession: R/N
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Quote:
Originally Posted by Agar
No need to, the deck change every day and its big enough to be challenging. Skill is all that matters in this arena.
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The frequency of it changing and the skill required to play has absolutely nothing to do with this suggestion.
When the meta every day comes down to 4-5 character templates that you are forced to use because there are no other options, it makes it ridiculously boring to play. There are obvious good skills and obvious bad skills, and the selection is so limited that you end up being forced to play a certain build rather than actually making a build to run that you think is good/will work. This severely hinders the whole idea of sealed deck, coming up with builds with a limited selection, because there IS no coming up with builds. There is one obvious choice to run, and nothing else. Regardless of how much "skill" it takes to play against an exact mirror build, it makes it entirely unfun and amazingly stale when it's supposed to be a format that promotes intelligent and innovative buildcrafting pre-match (which you can argue takes "skill" as well).
Nobody wants to spend an entire day pressing Wounding Strike and getting Wounding Strike pressed on them because of the sole fact that there's nothing better to pick because the options are so limited. You ideally want several builds to emerge each day that people can run based on their playstyle/what they think is best.
Do you honestly think that a format like GvG would benefit from everyone being forced to run the exact same build no matter what, like how sealed deck is currently? Sure it'd be "balanced" and "take skill", but who cares when it's as boring as watching grass grow. It would die within weeks.
Last edited by I Angra I; Oct 23, 2009 at 10:36 AM // 10:36..
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Oct 23, 2009, 10:35 AM // 10:35
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#5
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Jungle Guide
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Yeh warriors/physical is kinda OP'd, as they can work with semi decent attacks (eviscerate+keen chop=mean dps on squishy) but casters are pretty screwed as they rely on spells and combos...
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Oct 23, 2009, 10:54 AM // 10:54
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#6
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Forge Runner
Join Date: Mar 2006
Location: Mableton, Georgia
Guild: Guild Ancestors Reunited [ギルド]
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Hexway won today's Codex, imo.
Anyways. I got shit bored of Codex Arena within' the first 1-2 hours. So.... I'll wait a few months for all the mess to clear out and for people to leave if I EVER even do consider playing it again.
~LeNa~
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Oct 23, 2009, 02:12 PM // 14:12
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#7
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Departed from Tyria
Join Date: May 2007
Guild: Clan Dethryche [dth]
Profession: R/
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Increasing the number of skills per profession makes it more likely that a metagame build will show up with one a one or two skills difference, which I think is the exact opposite of the intentions of the Codex Arena.
Learn to work with what you have. Honor the Codex. /notsigned
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Oct 23, 2009, 02:36 PM // 14:36
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#8
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Forge Runner
Join Date: Jan 2008
Location: Rubbing Potassium on water fountains.
Guild: LF guild that teaches MTSC (did it long ago before gw2 came out and I quit...but I barely remember)
Profession: N/A
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I like how many skills are in there. Keep stupid gimmiky builds from poping up and makes you think hard about your build...While I admit it was a bit tough to come up with something good...the build seemed to turn out well...
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Oct 23, 2009, 03:08 PM // 15:08
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#9
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Furnace Stoker
Join Date: Jun 2006
Location: Minnesota
Guild: Black Widows of Death
Profession: W/Mo
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I like as is so far, but the matches seem drawn out. Lack of a dominating build permotes more concise team work to win.
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Oct 23, 2009, 03:32 PM // 15:32
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#10
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Krytan Explorer
Join Date: Jun 2006
Location: Massachusetts
Guild: Omega Glory
Profession: Mo/
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only part of the need for variety is the build you want to play yourself. But in my experience, even with having all skills available, one ends up playing a limited of builds.
I think an overlooked factor whether or not you are able to predict what your opponents' builds will be. With a limited skill set it becomes easier to predict your opponents builds, taking part of the fun out of it.
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Oct 23, 2009, 03:54 PM // 15:54
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#11
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Frost Gate Guardian
Join Date: Jun 2009
Location: In my own dimension.
Guild: Golden Eternity [金金金金]
Profession: W/
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Quote:
Originally Posted by Shayne Hawke
Learn to work with what you have. /notsigned
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This.
/notsigned either.
I will gladly spam /notsigned for the upcoming one thousand QQ Topics about Codex's Limitation.
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Oct 23, 2009, 03:59 PM // 15:59
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#12
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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Adding more skills isn't going to fix this. You're just going to draw better skills, and instantly recognize and build standard templates more often. Then it won't be much different from TA.
This format admittedly is not built for a solid few hours of play. Real competition can't emerge until ATs are implemented.
Last edited by FoxBat; Oct 23, 2009 at 04:03 PM // 16:03..
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Oct 23, 2009, 04:06 PM // 16:06
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#13
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Hall Hero
Join Date: Aug 2005
Profession: E/
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/notsigned
This is the ENTIRE POINT of CA. If you don't like it... go play something else.
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Oct 23, 2009, 04:36 PM // 16:36
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#14
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Lion's Arch Merchant
Join Date: Oct 2007
Guild: Frontline Legion
Profession: Me/
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/Notsigned
The low selection of skills limits the ability to optimize builds. Ideally, none of the skill selections should provide an ideal build. They should still, however, provide a decent build.
This, in turn, prevents people from trying to build optimized teams. This allows teams to be formed rather quickly, because people will be less worried about creating synergies with their team members and more about playing their particular class as best they can.
Keep it this way. I love it. It's like a year-round costume brawl, but without getting stale.
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Oct 23, 2009, 05:04 PM // 17:04
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#15
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Krytan Explorer
Join Date: Nov 2008
Guild: adblockplus.or
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either increase it for more viable builds or reduce it to only primary profession skills.
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Oct 23, 2009, 05:20 PM // 17:20
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#16
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Lion's Arch Merchant
Join Date: May 2005
Location: Florida
Profession: E/
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/notsigned
Just deal with cards you're given. It's fine as it is.
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Oct 23, 2009, 08:30 PM // 20:30
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#17
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Grotto Attendant
Join Date: Mar 2005
Location: A little chalet outside Drok's
Guild: Natural Born Killaz
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Quote:
Originally Posted by I Angra I
When the meta every day comes down to 4-5 character templates that you are forced to use because there are no other options, it makes it ridiculously boring to play.
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If you're bored with CA after less than 1 full day of it being introduced into the game, then adding 10-20 more skills per profession isn't going to allay your boredom with the format for more than a week or two.
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Oct 24, 2009, 08:25 AM // 08:25
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#18
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Pre-Searing Cadet
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Quote:
Originally Posted by DoomFrost
/notsigned
Just deal with cards you're given. It's fine as it is.
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Agreed with this.
Last edited by Sailnet18666; Oct 24, 2009 at 12:16 PM // 12:16..
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Oct 24, 2009, 01:04 PM // 13:04
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#19
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Academy Page
Join Date: Mar 2007
Location: Sydney
Guild: One Man Clan
Profession: W/Mo
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Look at guild wars, hasn't that degenerated into the same couple of bars despite the myriad of skill combinations? No matter how many skills they give you there is always going to be an optimum of each class (based on how much they can resemble real builds) and this is going to be what everybody runs.
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Oct 24, 2009, 01:30 PM // 13:30
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#20
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Desert Nomad
Join Date: Sep 2007
Location: New Zealand
Guild: CoA
Profession: N/
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More diversity is still going to have the same problem. The flaw is in the skills themselves. Obviously either some need to be toned up or the others toned down. When you have a choice between Amnity and Glimmer of Light the choice is pretty obvious.
Guild Wars needs radical changes that I don't think Anet will ever comit too. I really don't care about UWSC farming or Dungeon Speed Clears, I really just want the old Guild Wars back, where skills were moderately well balanced and there was a variety of options to choose from.
/sigh no to your idea because it won't fix anything
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