Dec 23, 2008, 12:27 PM // 12:27
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#101
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The Greatest
Join Date: Feb 2006
Profession: W/
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Quote:
Originally Posted by Avarre
Delete PvE skills, fix the game instead of breaking it more.
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Oh God I wish. But everyone knows power creep fixes everything, mirite?
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Dec 23, 2008, 12:44 PM // 12:44
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#102
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Academy Page
Join Date: Jan 2007
Guild: Hiding From Shitters [Shh]
Profession: N/
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Quote:
Originally Posted by Avarre
Delete PvE skills, fix the game instead of breaking it more.
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Not only would that fix the game, but it would make all the servers lag-less for the 5 people still playing. GG
Blizzard would love Izzy if that happened.
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Dec 23, 2008, 12:51 PM // 12:51
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#103
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Forge Runner
Join Date: Jun 2006
Guild: Hard Mode Legion [HML]
Profession: N/
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Quote:
Which would you prefer in PvE with your normal stupid team - the super duper PvP skills (=skills that appear in both formats, regardless of PvE-only versions of said skills) and consumables OR super duper PvP skills and PvE-only skills?
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That's an interesting question.
Since I take my 'normal stupid team', which I could consider teaming in elite areas with some less experienced guildies, I would take consumables any time over the PvE skills.
The reason is because the original PvP skills have proven their value in various PUG builds for these areas and consumables speed things and make things easier. I might even swap some defense out for more offense.
That's because to get things done with a less experienced team it's better to chose a proven build to make sure you get things done and speed it up using consumables.
Would we switch to a far more experienced team where each player has all professions, skill and equipment available, the balance could switch.
However, given the speedboost on consumables the benefit from cons would still be fairly high if you can kill at the same speed. And with cons this will probably also be faster than without them.
Let's check the total benefit from a set of consumables:
- +100hp (allows a player to use a superior rune and still have +25hp)
- +10e (could allow a player to switch e-mgt to damage)
- +1 on all attributes (allows to gain breakpoints with different build setups)
- 50% reduction of critical hits (sounds like damage reduction)
- +10 armor (even more damage reduction)
- damage reduction of 5 (still somewhat nice for armor-ignoring damage )
- +1 health regen (well.... do I need it?)
- 20% increase in movement (cuts time to walk from A to B)
- 20% increase in attack speed (fuel adrenaline faster by 20%)
- 20% decreased recharge and activation time on skills (for damage skills this means 20% increase, for damage migrating skills 20% extra migration)
That's for the entire party at once.
Let's change your question a little now.
Which would you prefer, given that the usage of consumables or PvE-only skills would cost the same (so 0 or the price of the required cons sets)?
Because at the moment the consumables have an economic value and the PvE skills don't.
Let's assume that using a PvE skill would cost about 2K for each half hour.
So to use 3 of them one would pay 6K, which is slightly less than the trade value of a set (as far as I know).
This would make the PvE skills a lot less desirable in a lot of areas because the gain isn't so large.
To be honest, I think the main disadvantage of consumables is that they need to be set and cost gold/materials.
Now I won't say that the PvE skills ain't overpowered, but it's very hard to beat a party-wide buff with consumables.
Only if one has free choice of professions and skills in an experienced team the balance would tip over to more benefit from PvE skills than consumables.
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