Easy way to split PVE and PVP skill balance
It has become pretty obvious to me that trying to balance the hundreds of skills for BOTH PVE and PVP is way too much for anyone to handle. Whenever there's PVP skill adjustments, the PVE crowd usually cries nerf since the game is currently setup with monsters, PVE, and PVP all using the same skills.
I have a simple suggestion that might make this game much easier to balance for BOTH PVE and PVP, and might even make it really fun for all involved. Basically, you expand the item modifier system that is currently used. Right now we have a prefix, suffix and a base item modifier. KEEP IN MIND THAT THESE MODIFICATIONS WILL ONLY WORK IN PVE.
For example: (yes I know it's very Diablo-like)
Flaming Phoenix Blade of Quickness
Prefix PVE effect (Makes regular attacks set enemies on fire).
Suffix PVE effect (Increase attack speed by X%).
or
Hammer of Devastation (Unique item)
Every regular attack of this hammer have a 10% chance of performing the Backbreaker skill.
or for casters:
Fire wand of energy
Prefix PVE effect (Makes regular wand attacks cast fireball according to current player fire atribute)
Suffix PVE effect (Makes all spells cost 2 less energy)
Basically, you throw in these "over-powered" modifiers like IAS, Faster cast rate, Increased run speed, lower minion degeneration rate, higher spell damage, increase X attribute by 2,3 etc...that ONLY WORK IN PVE. I know this is possible since the monsters in hardmode and bosses already have these mods inherently.
I have no idea how much more bandwidth using a diablo-like randomizer would might take up, so ANET might consider having only a few "unique" items that only work in PVE. With this small change to weapons, shields, armor, etc... ANET can have more freedom balancing PVP skills without majorly affecting the PVE crowd since they can just adjust the item modifiers to affect PVE only.
This shouldn't be too hard to implement since it's using existing skills instead of creating new "PVE only skills", all you are doing is changing a skill's cast rate, energy cost, damage, etc... IF you are equiped with an item/armor/charms in inventory.
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