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Originally Posted by Curse You
It makes a quarter of the skills out there as useful as firestorm in PvE?
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Decent argument, which is countered by simply pointing you to another large chunk of skills called snares. Snares are not a strictly kiting type of skill, they are meant to hold someone down while you wail on them. Keeps them from running. That's the idea. It now makes both types of skills more useful.
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Originally Posted by The Prince
a good argument against the update is that it changes in a flawed manner the way the professions were designed to operate. if a warrior cant hold aggro to keep casters from getting killed, then what use is it to have a balanced party?while that may not be the best argument, i also think that "randomizing" anything doesnt make the AI more like a real player, since real players usually follow some sort of plan when taking on groups, so randomizing what monsters attack and what they run from seems to make it harder, but not in a contructive manner.
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And how is this any different from the way people act in PvP? Randomization is the closest thing AI can come to the sometimes irrationality of the human mind. I dare you to program it better. Besides, humans might as well be considered random, since when you face one guild, their strategies are completely different from another guild, and although they may appear to have similar teams, they will act completely different, thus a sense of randomness.
A warrior's job in PvP is to apply pressure. They give casters/healers something to worry about. In PvE, the warriors job was to tank/gather aggro. Why should there be two completely different jobs for the same class just because of the difference of fighting AI versus fighting humans? This difference in adaptive play style is the gap Anet is trying to fill here. That is what I love about it.
Soon, you will be able to be effective in PvE, and actually not be a complete joke in PvP. Your same strategies may actually work in both. This is what i find absolutely cool.