Mar 11, 2008, 11:50 AM // 11:50
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#121
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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Quote:
Originally Posted by Avarre
People complain because once they find a way to boil down the entire complexity of the game to pressing a few buttons over and over, they believe they are entitled to it forever.
Part of this is because they don't understand the concept of balance means you aren't supposed to be able to take on the entire world at once, and part of it is because it takes away their precious game gold potential (serious business indeed).
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Sorry - missed that because Molotov just used a "monster skill" and hit me for 1k damage.
So yeah - balance STAYED a concept right there ...
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Mar 11, 2008, 05:37 PM // 17:37
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#122
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Academy Page
Join Date: Mar 2007
Location: Slovenia
Profession: Mo/
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I just dislike skill updates because they buff other profffessions too much which makes mesmer more and more useless =[. This is what I'm thinking about when reading skill updates.
I still love Anet tho.
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Mar 11, 2008, 11:12 PM // 23:12
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#123
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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Quote:
Originally Posted by upier
Sorry - missed that because Molotov just used a "monster skill" and hit me for 1k damage.
So yeah - balance STAYED a concept right there ...
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Monster skills are bad as a form of balancing. This is common knowledge.
Don't see how your post is a response to mine though.
__________________
And the heavens shall tremble.
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Mar 11, 2008, 11:33 PM // 23:33
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#124
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Lion's Arch Merchant
Join Date: May 2006
Guild: MGK
Profession: W/
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its funny how some builds using affected skills werent even that great were nerfed, yet builds that are still insanely powerful still exist.....(such as sundering attack+penetrating attack+Marksmanwager / Prepared shot+read the wind.....maybe add a conjure too) or perhaps toucher too, it was never nerfed but actually buffed lol (offering of blood 1energy)
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Mar 12, 2008, 12:54 AM // 00:54
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#125
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Elite Guru
Join Date: Sep 2005
Location: Manchester, England
Guild: SMS/Victrix
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Quote:
Originally Posted by Celestial Beaver
The game probably is ok without it, but my main issue with "Incoming!" wasn't that is got hit, it's that it seems unfair to Paragons. I know, I know, Paragons are imbalanced anyways ( ), but I always felt that they should have the right to choose from 15 elites, rather than 14, moreso since Paragons do not have the same number of elites as pre-existing classes.
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Um, well, you say that like the other classes don't have complete unplayable elites, when the truth is they all have their own "incomings" - Tease, Wastrel's Collapse, Whirling Axe, Ether Renewal just to name a few (those being the more obvious ones - you could add the likes of Second Wind, Double Dragon, Lightning Surge, Thunderclap, Glimmering Mark to Ele which you just really wouldn't touch in most normal circumstances)
Honestly Paragons have a pretty reasonable Elite Skill list compared to Mesmers, Dervishes and Sins - Off the top of my head: Song of Restoration, Song of Purification, Cruel Spear, Stunning Strike, Defensive Anthem, Focussed Anger, Anthem of Fury are all pretty ok.
But generally I think it's quality not quantity that is important - within reason. Not many people care that Warriors have Eviscerate for axe then 3 or 4 (i forgot) other mediocre ones (with it being kind of arguable there are reasonable builds for Cleave, don't think I'd run it )
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More on topic, I honestly think a lot of complaints against skill balances are just because people have fun complaning - Last I checked all the players whining about say the Death Pact nerf were still under the impression Rebirth wasn't complete crap and only used it because Sab told them to.
And things like Flame Djinn's nerf don't change much except it changes a farming run or something (I think someone also mentioned that it is now less than the speed of HM enemies, but that won't matter to most people who wouldn't actually kite anyway - when they can kite then they can moan ^^)
I find it quite ammusing though that for actual PVE play the last update generally made things easier, Enfeebling Blood I think was a huge buff for PVE players - it was quite possibly the best warrior shutdown in PVE and it's now even stronger - it just wouldn't make sense to take a necro hero without it
I can see why people don't like the WY change, but there is a much better pve only skill alternative which can reasonably be run on Warriors, Sins or Paragons - and even if that's not an option there's a lot more imbalanced PVE skills to choose from.
PVE players that complain about things such as power leak nerf really cannot be serious. Power leak has always sucked in PVE anyway. That kind of complaint I just cannot understand.
Quote:
its funny how some builds using affected skills werent even that great were nerfed, yet builds that are still insanely powerful still exist.....(such as sundering attack+penetrating attack+Marksmanwager / Prepared shot+read the wind.....maybe add a conjure too) or perhaps toucher too, it was never nerfed but actually buffed lol (offering of blood 1energy)
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Pretty sure "touchers" and "that ranger" are not insanely powerful
Last edited by yesitsrob; Mar 12, 2008 at 12:56 AM // 00:56..
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Mar 12, 2008, 01:27 AM // 01:27
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#126
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Lion's Arch Merchant
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Let's get something straight. You can't have balance and have a limited amount of skill slots, because different skill bars will always vary in effectiveness. Is the game developers trying to over balance something that cannot truely be balanced?
Reguardless, it would be nice if skills were tweaked to a point that no one bar would rule every situation. Nevertheless, nerfing a skill beyond pratical use for every situation means one might as well just pull it from the game. So here is my point of view...
If nerf's and bluff's are made to actually make skills more balanced, then constant changes to skills would allow people to have more diverse builds, which should be fun because you can design something just for your playing style and be happy.
However, better builds will ALWAYS exist due to the synergy of skill combinations. Therefore, people will go to great length's to not only discover these "optimal" builds/team builds, but also to implement their usage. This means playing the game to cap elites, purchase the new skills they want, and fiddle with them until they think that their build optimized. That is time "invested" from many people's point of view that is lost when that build is nerfed.
When one finally pulls together all the stuff that they set out to do to create, BAM... out of no where there is an update and some "minor" skill adjustment wacks their brand new shiny corvette... opps I mean character, into a state that was not what they expected.
To add injury to insult, more often than not this new and improved/balanced skill was to difficult to tweak (because the community had found a way to "shatter/break gameplay" and "abuse" a skill), so the designers just scrapped it beyond usage.
Understandably, people get angry in this situation, because they have to "Watch Yourself"... I mean themselves and prepare to constantly accept a skill range that has a diminishing range of synergestic builds.
To confirm my point, make a list of new build combinations that are actually worth using that have came from bluffed skills. You will probably find that this list is smaller, than a list of builds that has been lost due to nerfed skills.
If this is the case, then warriors are destined to rule Guild Wars, since they have the most armor without skills.
Last edited by The Fox; Mar 13, 2008 at 09:08 PM // 21:08..
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Mar 12, 2008, 02:04 AM // 02:04
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#127
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Frost Gate Guardian
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What i think is hilarious is the fact that people who complain about nerfing overpowered skills (eg original searing flames) are the same ones who outright oppose ursan blessing.
Seriously, whats the difference between an overpowered regular skill and an overpowered pve skill?
Except the pve skill wont ruin my pvp experiance.
Edit- Also, nerfs affect "pve'ers" a lot more than "pvp'ers" because the lack of knowlege about alternatives (every serious pvper knows every skill by icon alone) makes it much harder to adapt for a "pve'er" than "pvp'er."
Last edited by ax mastery; Mar 12, 2008 at 02:07 AM // 02:07..
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Mar 12, 2008, 02:06 AM // 02:06
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#128
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Frost Gate Guardian
Join Date: Jan 2008
Profession: R/Me
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For me its b/c they keep doing it.
And after all these years they havn't managed to come to some balance just seems a bit too much. They shouldn't need to always be changing the skills at the rate they are now after all this time.
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Mar 12, 2008, 03:16 AM // 03:16
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#129
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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well, GW is always in a state of flux, since its skill system fuels a very strongly competitive pvp community. as such, a constant supply of skill balances is needed to maintain that. so really, they will never get everything completely "just right".
skill updates is just the byproduct of the game itself. there's really no avoiding that.
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Mar 12, 2008, 08:07 AM // 08:07
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#130
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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Quote:
Originally Posted by Avarre
Monster skills are bad as a form of balancing. This is common knowledge.
Don't see how your post is a response to mine though.
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How do you expect someone to understand and desire balance if PvE is build against it?
That's what I meant with balance staying a concept in PvE - it didn't get past the concept phase.
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Mar 12, 2008, 09:32 AM // 09:32
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#131
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The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
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Quote:
Originally Posted by yesitsrob
More on topic, I honestly think a lot of complaints against skill balances are just because people have fun complaning
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I can't speak for other countries...but that's the British way, at least.
__________________
Knowledge is a process of piling up facts; wisdom lies in their simplification.
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Mar 12, 2008, 09:57 PM // 21:57
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#132
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Krytan Explorer
Join Date: Apr 2007
Guild: Tryst of Vengenance [ToV]
Profession: Mo/Me
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Quote:
Originally Posted by holymasamune
Why do people only focus on the nerfs to these skills, and not the buffs? There are clearly twice as many buffs as nerfs in this update, but yet the focus is still on the relatively few nerfs.
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Cause they rely on someone else to make a build for them and can't come up with anything original that doesn't suck.
If Anet didn't buff or nerf the game would get super boring, good or bad changing skills around that break builds or open up potential new builds keeps things moving.
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Mar 13, 2008, 06:05 AM // 06:05
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#133
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Krytan Explorer
Join Date: Dec 2006
Guild: Alliance of Anguish [aOa]
Profession: Mo/
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…right…
After page two, I’ve decided that I haven’t the patience (or constitutional fortitude) to read through another thread of PvP primaries clapping themselves on the back over how much better they are at all facets of the game than primary PvEers. I will simply state my view and be done.
Throughout GWs history, game nerfs have had profound impacts on both communities. Contrary to what many claim in this thread, PvE has been rocked to its foundations several times by the nerfbat. There are more than a few examples to prove this case:
1: Prot Bond. Imbalanced both for PvE and PvP, the most lasting effect of the skillkill has been wholly in the PvE area of the game. Was it necessary? Probably not, tbh. When we look at the farming builds out there today, the prot bond 55 is an amusing footnote, slower than say, a W/Rt at farming ecto today. If both existed at the same time, the later would be able to produce more ecto than the former with ease…but the skill remains dead.
2. Spirit Bond: a purely PvE nerf to those who farmed outside of Unwaking…and a decisive PvP nerf to HAers in its day. Spirit Bond’s ability to synergize with Prot Spirit made it another overpowered combo in the hands of gamers of both formats…and was subsequently nerfed even after farming codes and loot scaling were put in place. It remains nerfed, imho, to protect the integrity of pressure builds that have not mathed out every skill to do 59 dmg to 60 AL targets.
3. Searing Flames. While not as drastic as prot bond, the series of nerfs to this elite have had an obvious impact on elementalist builds since its release in Nightfall. Was it imba? Yes. In PvE a pair of SF eles with good equipment were all you needed to take down the hardest of the hard areas pre-Mallyx; an ToF paragon at their back made for 1-monk gaming. SF put eles on the map in PvE; before its inception, the class was largly regarded as something to avoid. many may talk about the "holy trinity" in its defense...but the Sorrows Furnace farm was a gear tank, a NECRo and a monk. Where was that ele then?
Not so in PvP; the class had a stable role as a flag runner and proved quite versatile in lvl 20 play. SFway in PvP was a blight to the community, endorsing 1 guild hall for all, and woe to anyone who wasn’t running it or its counter if the other team could prevent your base gank. Regardless of its impact on PvP, SF is, I believe, the chief reason why Destroyers are immune to burning.
4. Ritual Lord: why would anyone touch this skill now? Not only the skill itself, but the spirits that made it most effective have been pummeled with energy cost increases, lower level caps, and general de-buffs to make defensive spirit spam a “bad idea”. But in Factions, it was leet. In HA, it was imba and, instead of nerfing the cause (they did, eventually) they hit the symptom. A less popular class is crushed because PvPers complain that HA is not the game they wanted to play.
5. The systematic nerfing of paragons in general.
Lets face facts: without Save Yourselves and TNTF, the paragon would still be the red headed step children of Guild Wars PvE. Not excessively overpowered when facing high level mobs, a level 20 to 20 game could not handle the exceptional passive prot this character is capable of dishing out. 2 paras in HA or GvG were juice; 6 were a slugfest where nothing died until someone got a cramp in their hand or rage quit in disgust Adding its inherent damage and armor to the class and all GvG flag teams were quickly on their way to becoming gankless VoDway 1-build wonders. In fact, for a time that’s all we saw anyway. Something had to be done, and for a long time, nothing (beyond slaughtering anything worth bringing) was done to the class. If any profession has a right to complain about GW PvP players instigating its destruction, it is the PvE paragon. While they maintained enough appeal in PvP to be a viable character, in PvE they were simply not as effective at their intended role…and players shunned them as nerf after nerf bashed the class.
So yes. Skill balance has had dramatic effects in the PvE community. Issues with PvP have regularly come to bite PvEers on the behind. The real issue that should have been heralded by this thread is: do skill balances make the game more fun than its counterparts?
In this, I give a resounding yes. Even if an entire class lay on its face for close to a year because of them, skill balances keep things interesting. They’re an active form of change, instead of WoW-like level grinding or (what we have right now) farming everything under the sun for the latest weapon skins.
Skill balance can make players look at their bars in a different way; try something new, something different. PvE or PvP, change is scary but often a good thing. But, PvE or PvP there is one constant above all others.
So. To answer holymasamune’s question: When something gets nerfed, people bitch. This is not a symptom of a single branch of one community. It is a sickness inherent to all.
GGs
Last edited by Melody Cross; Mar 13, 2008 at 06:17 AM // 06:17..
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Mar 13, 2008, 08:10 AM // 08:10
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#134
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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Quote:
Originally Posted by cgruber
Cause they rely on someone else to make a build for them and can't come up with anything original that doesn't suck.
If Anet didn't buff or nerf the game would get super boring, good or bad changing skills around that break builds or open up potential new builds keeps things moving.
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Hey, my fellow forum goer - meet Ursan!
The thing replaces your WHOLE skillbar with something else.
I am pretty sure that negates your theory about buffs/nerfs being important for PvE to keep things interesting.
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Mar 13, 2008, 12:01 PM // 12:01
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#135
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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Quote:
Originally Posted by upier
How do you expect someone to understand and desire balance if PvE is build against it?
That's what I meant with balance staying a concept in PvE - it didn't get past the concept phase.
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Ah. Well, I'm in agreement there. Stuff like Monster skills, area effects, PvE skills etc takes balance as a possibility away from the game.
__________________
And the heavens shall tremble.
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Mar 13, 2008, 07:31 PM // 19:31
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#136
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Forge Runner
Join Date: Jul 2006
Guild: Guildless
Profession: Me/
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Quote:
Originally Posted by Melody Cross
…right…
After page two, I’ve decided that I haven’t the patience (or constitutional fortitude) to read through another thread of PvP primaries clapping themselves on the back over how much better they are at all facets of the game than primary PvEers. I will simply state my view and be done.
Throughout GWs history, game nerfs have had profound impacts on both communities. Contrary to what many claim in this thread, PvE has been rocked to its foundations several times by the nerfbat. There are more than a few examples to prove this case:
1: Prot Bond. Imbalanced both for PvE and PvP, the most lasting effect of the skillkill has been wholly in the PvE area of the game. Was it necessary? Probably not, tbh. When we look at the farming builds out there today, the prot bond 55 is an amusing footnote, slower than say, a W/Rt at farming ecto today. If both existed at the same time, the later would be able to produce more ecto than the former with ease…but the skill remains dead.
2. Spirit Bond: a purely PvE nerf to those who farmed outside of Unwaking…and a decisive PvP nerf to HAers in its day. Spirit Bond’s ability to synergize with Prot Spirit made it another overpowered combo in the hands of gamers of both formats…and was subsequently nerfed even after farming codes and loot scaling were put in place. It remains nerfed, imho, to protect the integrity of pressure builds that have not mathed out every skill to do 59 dmg to 60 AL targets.
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Farming nerfs don't count.
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Mar 13, 2008, 08:07 PM // 20:07
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#137
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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Quote:
Originally Posted by Melody Cross
Throughout GWs history, game nerfs have had profound impacts on both communities. Contrary to what many claim in this thread, PvE has been rocked to its foundations several times by the nerfbat.
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No, farming has been rocked by balances, bug fixes, and area changes (griffins, dying nightmares, holding a gear). PvE play outside of farming has never been significantly impacted by a skill update for the worse.
Quote:
Originally Posted by Melody Cross
1: Prot Bond. Imbalanced both for PvE and PvP, the most lasting effect of the skillkill has been wholly in the PvE area of the game. Was it necessary? Probably not, tbh. When we look at the farming builds out there today, the prot bond 55 is an amusing footnote, slower than say, a W/Rt at farming ecto today. If both existed at the same time, the later would be able to produce more ecto than the former with ease…but the skill remains dead.
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If it was reverted would it really matter? Last I checked using Protective Spirit works just as well and it didn't take more than a day for players to realize they didn't need Protective Bond to make the 55 monk work.
Either way using Protective Bond in an organized PvE group was basically the same as using an OBSflesh tank nowadays. Nothing changed except for farming from that skill update.
Quote:
Originally Posted by Melody Cross
2. Spirit Bond: a purely PvE nerf to those who farmed outside of Unwaking…and a decisive PvP nerf to HAers in its day. Spirit Bond’s ability to synergize with Prot Spirit made it another overpowered combo in the hands of gamers of both formats…and was subsequently nerfed even after farming codes and loot scaling were put in place. It remains nerfed, imho, to protect the integrity of pressure builds that have not mathed out every skill to do 59 dmg to 60 AL targets.
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Spirit Bond is grossly outclassed in PvE by Protective Spirit, and the only way to make the two work together so well in PvE was to wear pre-sear/ascalon armour to farm. In any PvE outside of farming with a low armour level, Protective Spirit is the superior skill to use. I would rather both monks use Protective Spirit than slotting one with Spirit Bond.
Also, Spirit Bond was not subsequently nerfed after loot scaling was put into effect. The healing amount has never changed, and it has always been 10 1/4 2. The only change it has been the 10 hits.
Quote:
Originally Posted by Melody Cross
3. Searing Flames. While not as drastic as prot bond, the series of nerfs to this elite have had an obvious impact on elementalist builds since its release in Nightfall. Was it imba? Yes.
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I agree somewhat, except that Mind Blast has existed just as long as Searing Flames. Overall Searing Flames has been hit twice, and then had the burning duration re-buffed.
Quote:
Originally Posted by Melody Cross
In PvE a pair of SF eles with good equipment were all you needed to take down the hardest of the hard areas pre-Mallyx; an ToF paragon at their back made for 1-monk gaming.
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You can do the same now with an SY/TNTF gon, hard and normal mode. You could even one monk before the days of SF eles.
Quote:
Originally Posted by Melody Cross
SF put eles on the map in PvE; before its inception, the class was largly regarded as something to avoid. many may talk about the "holy trinity" in its defense...but the Sorrows Furnace farm was a gear tank, a NECRo and a monk. Where was that ele then?
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Not really sure what this has to do with skill balances. If anything the ele was repeatedly buffed to try and put it on par with the other professions pre-nightfall, thus making skill balances a good thing for the elementalist. Also, double echoed meteor shower was a very common build; eles were embraced in pugs. Either way I'm pretty sure the cap on minions would help eles get into groups were that the case.
The only huge nerf that comes to mind is Ether Renewal. But guess what that was used for in PvE?
Quote:
Originally Posted by Melody Cross
4. Ritual Lord: why would anyone touch this skill now? Not only the skill itself, but the spirits that made it most effective have been pummeled with energy cost increases, lower level caps, and general de-buffs to make defensive spirit spam a “bad idea”. But in Factions, it was leet. In HA, it was imba and, instead of nerfing the cause (they did, eventually) they hit the symptom. A less popular class is crushed because PvPers complain that HA is not the game they wanted to play.
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It was a terrible build for PvE and still is. Dropping spirits is about as enjoyable as waiting for a ranger to lay traps and pulling enemies into them. Defensively it replaced a monk. *shrug*. Now ritualists have Splinter Weapon, much better.
Spirits are useful for players to kill Magni the Bison and the Glacial Griffin.
Quote:
Originally Posted by Melody Cross
5. The systematic nerfing of paragons in general.
Lets face facts: without Save Yourselves and TNTF, the paragon would still be the red headed step children of Guild Wars PvE.
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I stopped reading there because it's really not true. If it were people would not use paragon heroes. But, people do, and heroes cannot use the PvE only skills.
When I farmed heavily skill balances frequently annoyed me. I was furious when enemies started to flee from AoE, or when Zealot's Fire stopped working on shouts. Why? Because it made my farming builds unusable. Once I stopped farming and actually played the game I noticed that updates really had no impact on my gameplay whatsoever. Ultimately when I see someone complain about a skill update it's because they're either a farmer or someone who is just plain bad at the game. Farmers are not part of the PvE community, they're all individuals. Bad players are unwilling to accept changes anyway; just look at those who post terrible builds and get defensive when everyone calls out the flaws. At which point the classic 'but it works!' card comes into play. It's PvE, almost anything works and understanding that will make the community realize that skill balances do not effect non-farming PvE gameplay whatsoever.
Last edited by Racthoh; Mar 13, 2008 at 08:10 PM // 20:10..
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Mar 18, 2008, 01:21 PM // 13:21
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#138
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Krytan Explorer
Join Date: Dec 2006
Guild: Alliance of Anguish [aOa]
Profession: Mo/
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Well Ractoth, I did take the time to read your post entire.
First: Ignoring farmers as a player base when discussing PvE aspects of game balance puts you on weak footing as far as I’m concerned. Most of the people I know who farm regularly are those who have done everything else there is to do in PvE. They do it to get money to afford the latest greatest skins, get mats for consumables, money for titles, etc. Ignoring them in the manner that some people here seem to is just as bad as PvP primaries ignoring valid complaints from the PvE community when a nerf effects them negatively.
So…as for my choice of skills to make my point: I believe they did so effectively. I haven’t the time to go through every single nerf Anet has implemented to find the ones you might agree somewhat with.
Second: Saying things like Spirit Spam was a “terrible build for PvE” screams (I will be frank here) that you are either unenlightened as to the success the build had, or that you are prejudiced against its effectiveness because you-like many here-disapproved of its playstyle.
I choose to believe that your personal prejudice against spirit spam leads you to frown on it. While you may win popularity points for denouncing the build, we’re not talking about what you like to play in a discussion of balance; personal preferences have little merit in the matter. We’re talking about skill power and synergy. Factions Rit Lords were down right imba for the amount of passive prot they could dish out and maintain.
As for paragons: Saying that people use the heroes as your argument is like saying smite monks own because people use them.
Beyond extreme situations where area effects or mobs make the class excel or shore up something a second monk can’t, paragons were and largely still are less than adequate to the task for which they were designed in PvE. Can you build a team that will use hero paragons well? Absolutely. But if you have to go out and find an area that supports a profession and then build your team to use that profession then that profession is not very good. The other professions have enough flexibility within them to be effective as heroes or players in situations you will encounter in most areas. An entire profession being relegated to PvE skills or niche assist is not a symptom of a robust and interesting profession.
Frankly, the paragon argument can be summed up with one sentence. Yours:
Quote:
Originally Posted by Ractoth
At which point the classic 'but it works!' card comes into play.
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http://www.guildwarsguru.com/forum/s...php?t=10260791
Physician, heal thyself.
I’m done
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Mar 18, 2008, 02:26 PM // 14:26
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#139
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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Quote:
Originally Posted by Racthoh
It was a terrible build for PvE and still is. Dropping spirits is about as enjoyable as waiting for a ranger to lay traps and pulling enemies into them. Defensively it replaced a monk. *shrug*. Now ritualists have Splinter Weapon, much better.
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The build was bad because it was really overpowered.
Fun or being "enjoyable" has nothing to do with it.
Personally - the defensive RL build was pretty much my favourite GW build and the reason why I adore ritualists to this day so much.
Did I love it because it was so insanely overpowered?
No. I loved it because it LOOKS amazing. Our ritualist kneeling down, throwing their hands in the air, chanting - it simply is one of the best character animations I have ever seen.
The fact that it was overpowered didn't hurt though ...
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Mar 20, 2008, 02:14 AM // 02:14
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#140
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Lion's Arch Merchant
Join Date: Sep 2006
Location: Travelling around Tyria, Cantha, and Elona
Profession: P/W
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Quote:
Originally Posted by holymasamune
So after looking through most of Riverside, Sardelac, and Campfire, I noticed that a good 80% of the community is either crying about how Anet favors PvP more than PvE, how Anet loves to nerf everything, and how Anet doesn't care about the casual gamer.
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But if you take a look at the recent updates, you would see that they are mostly geared towards PvP. And no, Anet does not favor PvP more than PvE, they favor GvG more than everything else in GW, which naturally makes people believe that they don't give a flying f*** about most of their fanbase.
Quote:
Originally Posted by holymasamune
I did a brief count of the number of buffs/nerfs this last update. 19 nerfs. 38 buffs. The rest were drastic skill changes that can't be easily categorized into either buff or nerf. Why do people only focus on the nerfs to these skills, and not the buffs? There are clearly twice as many buffs as nerfs in this update, but yet the focus is still on the relatively few nerfs.
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Because most of the nerfs were on skills that were very widely used and a few are essential to people's builds(FDH, WY). Some of them simply can't be 'replaced' because there simply isn't another alternative, so their build gets destroyed along with the time and effort invested into making them. Thus, people become upset. The buffs are nice and all and people do take note, but they're probably just not amused or care about them since they're rarely used anyway.
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Originally Posted by holymasamune
Second, about PvP vs PvE. A question I'm wondering is how these changes affect your ability to play PvE. To me, I actually enjoy some of the changes, because a lot of the builds I normally run are getting buffed (enfeebling blood comes to mind). Granted, some get nerfed (the fire henchmen in EotN), but I can deal with that by either changing to another build or staying with the same build because it's still solid enough to tackle the hardest tasks thrown at me with no problem in PvE (vanqing, harder dungeons, elite zones).
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They don't. But like I've said some might like the changes, but others will not be amused when they see their favorite skills/builds get the nerfbat. Therefore they complain. And because these changes are geared towards GvG many people get pissed off even more so simply because a select few 'elitists' are ruining the game for everyone else.
Quote:
Originally Posted by holymasamune
Third, about Anet not caring about the casual gamer and only pleasing the elite. Almost every guru poster likes to keep at the tip of their tongue "why can't (insert group of people) adapt? Why must PvPers ask for nerfs when they can just 'counter' it?" So the question is, when some of your skills get nerfed, why can't you adapt? Casual gamers love to test out new skill combinations, even if it means they're running a suboptimal build. Nerfing some skills and buffing others just means it gives casual gamers more things to play around with. For example, lions comfort, which used to be fairly popular amongst casual players but is in reality not very efficient now just got a huge buff. It's a great thing to nerf some more popular templates and buff some unused ones to create diversity and to not stick with the same cookie-cutter stuff we've had.
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Of course most people can adapt. It still doesn't mean that they like the changes. And as you said it yourself, if these changes make 80% of the community unhappy, then perhaps there's something wrong with them in the first place? I can see the reasoning behind some of these changes but still, overnerfing does not equal balance. Izzy's method is simply hitting things with the nerfbat to force change instead of creating stronger counters to whatever is causing the problem, the Paragon being the most prominent example of this. Also don't tell me that you never question some of his decisions, as he can't seem to make up his mind about some of his skill balances (heal party, shadow refuge).
Like I've said before, the majority of GW players simply do not care about GvG or other forms of High end PvP. Perhaps Izzy should keep that in mind the next time he decides to completely shit on something to 'create diversity'.
Last edited by Giga_Gaia; Mar 20, 2008 at 02:16 AM // 02:16..
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