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Old Oct 25, 2007, 10:21 PM // 22:21   #21
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pve skill given for completing the titan source, so finally people will have a reason to do this quest.
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Old Oct 25, 2007, 11:22 PM // 23:22   #22
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Originally Posted by Shadowmoon
pve skill given for completing the titan source, so finally people will have a reason to do this quest.
Nice idea.
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Old Oct 25, 2007, 11:44 PM // 23:44   #23
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I just did that the other day while vanquishing Flame Temple and Dragon's Gullet. Was much fun.
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Old Oct 26, 2007, 12:43 AM // 00:43   #24
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Originally Posted by Arya Littlefinger
Sunspear Rebirth Signet.
He said Reusable.
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Old Oct 26, 2007, 01:52 AM // 01:52   #25
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Originally Posted by Buttermilk
... and I thought the GW:EN PvE skills were overpowered.
I like the idea of Propechies PvE-only skills, but not as powerful as these.
I lol'd. Someone's been spending a little too much time on the PvP side of things. There's no point in making PvE only skills if they're going to be basically on the same level as normal skills.
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Old Oct 26, 2007, 02:22 AM // 02:22   #26
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Originally Posted by william1975
With regard to that I would simply expand the bounties to those areas analogous to those they are already in. Therefore the Norn woudl offer bounties throughout the shiverpeaks, the Asura throughout Magumaa and Kryta and the Ebon in Ascalon.
If anything, it'd be Deldrimnor in the central and southern Shiverpeaks. Introducing Norn and Asura influences into Prophecies would be just plain wrong - there's a time gap of the better part of a decade before most Prophecies characters (including NPCs) even knew the Norn and Asura existed.

On Whirling Stance: I'm not sure the idea there is to hit multiple targets, but to reproduce the way Dervishes behaved during the preview weekends - when they'd hit three targets adjacent to themselves regardless of location rather than the three having to be adjacent to each other as well. The main benefit wouldn't be to hit more than three opponents, but it means when there's one opponent behind you and one in front, you can hit both.

Might actually make me consider bringing out my Poisoned Scythe build again... but probably not.

Quote:
Originally Posted by Darmikau
I lol'd. Someone's been spending a little too much time on the PvP side of things. There's no point in making PvE only skills if they're going to be basically on the same level as normal skills.
Beecause, you know, ANet went to all the effort to make all the other skills, it would be kinda nice for builds that don't rely on PvE skills to remain competitive?

To more directly answer your question:
1) So they can be lazy and not balance a skill which could be a normal skill to PvP standards. Cynical, but I have to agree with the OP that this does appear to be a major contributing factor - I'm willing to bet that some of them were originally going to Utopia skills that they decided they couldn't be bothered balancing. Some of which (Pain Inverter, for instance) were clearly aimed at elite status.
2) To implement skill ideas that don't easily fit into the existing attributes. (As a corrolary, to give players a taste of other character's roles - Weakness Trap and Black Powder Mine, for instance, allow any class to play at being a trapper. I'm not sure I agree with this aspect, but it's there).
3) To implement skill ideas that, for one reason or another, simply wouldn't work in PvP. (I'd agree with the OP here that this wasn't an option they took much advantage of...)

On the whole, I don't like PvE skills that much - mainly due to the feeling they've used them to go for 1) rather than 3), and then tossed grind on top. In principle, though, with all the other campaigns loaded with PvE skills, it does feel that it would be fairer to give a handful to Prophecies.
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