Skill Updates: Should they keep PvE and PvP skill updates segregated?
IMO: If they do, it'll eliminate the conflict between the PvE/PvPer's in a nutshell. PvE and PvP have significant differences and thus, should have skills updated accordingly.
What's your opinion, GWars Community?
*Please stay on-topic and refrain from trolling/flaming.*
Skill Updates: Should they keep PvE and PvP skill updates segregated?
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S
I'd say keep the skill changes linked. Otherwise it will get too complicated and confusing as common skills start the same but eventually diverge and eventually have totally different functionality between the two game modes.
I agree it is frustrating for folks who primarily play PvE to have skills ruined by balances required only for PvP, but I've learned to live with it as a necessary evil and it's just part of the game.
I agree it is frustrating for folks who primarily play PvE to have skills ruined by balances required only for PvP, but I've learned to live with it as a necessary evil and it's just part of the game.
S
No.
1. It will increase the adaptation time from PvE to PvP, which is already quite high.
2. I really don't understand the problem with skill balancing, regarding PvE. Is the game too hard? too easy? Because you can finish the main story in EOTN in less than a week.
3. There will always be conflicts between players. If you make different updates for each mode, people will start arguing why this skill was only nerfed/buffed on either A.
4. "URSAN r9++ LF 3 MORE URSAN 2 GO"
1. It will increase the adaptation time from PvE to PvP, which is already quite high.
2. I really don't understand the problem with skill balancing, regarding PvE. Is the game too hard? too easy? Because you can finish the main story in EOTN in less than a week.
3. There will always be conflicts between players. If you make different updates for each mode, people will start arguing why this skill was only nerfed/buffed on either A.
4. "URSAN r9++ LF 3 MORE URSAN 2 GO"
I've thought about this one myself a lot too, especially after they nerfed LoD, I'm not a programmer myself, but I imagine they would have to assign every skill with two unique id codes to implement this. However there are too many examples to name where skills that work well in PvE, but just don't work in PvP, so I think it is a great idea if it is doable.
I've had the chance to ask Gaile Gray, and the segregation of skills to PvP and PvE separately is not possible in the current GW build. I'ld personally prefer this, as I play the assassin, and due to the extreme nerfage of their skills, the PvP nerfs aren't far away from spilling in to the PvE players' realm.
Well my opinion is no, because is they have already done that with PvE only skills. And people complain about them being to overpowered, NERF!. Or "They are PvE only leave my skills alone".
Plus how much sense would it make for 2 skills named the same thing do different things?
It's done , just not the way you and countless others have asked. They have PvE only skills but they just don't share names with any global skills.
Plus how much sense would it make for 2 skills named the same thing do different things?
It's done , just not the way you and countless others have asked. They have PvE only skills but they just don't share names with any global skills.
s
Definetly against (or make two game from the start). I am against any segregation. Actually I think the pve only to be stupid, if I can fight a monster with a skill I should be able to fight a player with it. Pvp should only be a way to test you skill against player but the two systems must share the same rules. That is part of the realistic aspect of game.
What you are asking is basicaly to have 2 different games. I don't want to play 2 games. I want to play a character that can go exploring and that can go fighting other player within the same universe/set of rules.
Beside : I am part of the NO MORE SKILL CHANGE group. Skill change should stay during the palytest part, period.
What you are asking is basicaly to have 2 different games. I don't want to play 2 games. I want to play a character that can go exploring and that can go fighting other player within the same universe/set of rules.
Beside : I am part of the NO MORE SKILL CHANGE group. Skill change should stay during the palytest part, period.
T
Tarun
Technician's Corner Moderator
http://www.lunarsoft.net/ http://forums.lunarsoft.net/
Joined Jan 2006
No, they shouldn't.
PvErs need to learn how to adapt. We have every skill in the game and overpowered PvE skills. Stop getting mad because your powerful skill got nerfed and use another skill to replace it. As long as you don't suck at the game, there should be no problem. I mean seriously, no skill nerf should drastically affect you. There are over a thousand skills in the game, replace the skill that got nerfed. You'll still have the ability to easily roll the AI.
PvErs need to learn how to adapt. We have every skill in the game and overpowered PvE skills. Stop getting mad because your powerful skill got nerfed and use another skill to replace it. As long as you don't suck at the game, there should be no problem. I mean seriously, no skill nerf should drastically affect you. There are over a thousand skills in the game, replace the skill that got nerfed. You'll still have the ability to easily roll the AI.
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Originally Posted by Shalban
No.
1. It will increase the adaptation time from PvE to PvP, which is already quite high. 2. I really don't understand the problem with skill balancing, regarding PvE. Is the game too hard? too easy? Because you can finish the main story in EOTN in less than a week. 3. There will always be conflicts between players. If you make different updates for each mode, people will start arguing why this skill was only nerfed/buffed on either A. 4. "URSAN r9++ LF 3 MORE URSAN 2 GO" |
All it would benefit is the farmers cause they cant adapt. They just go on whining till someone makes up another build to instablowshitup. While all other PvEers go on rolling enemy AI cause they dont just pout and whine
K
Beating the dead horse again, but /signed anyway. Not because of balances "ruining PvE" as so many claim, but because it would be nice for PvE to have the full range of skill choices, and PvP skills to be balanced without breaking something in PvE (such as LoD needing to be replaced with WoH on Mhenlo).
Don't get me wrong, having 1, 5, or even 200 skills nerfed doesn't matter in PvE, it's true. We still have all them imba PvE skills, terrible AI, and the foresight of what the enemy is bringing all to our advantage. However, and I think this is the real issue, some skills get nerfed so much that they are no longer viable at all, such as "Watch Yourself!", "Incoming!", LoD, etc. Yeah, you can still use them, and it's not like you'll lose because hey, "it's PvE!" But the point is, no one is going to use them because there are simply better skills - these skills that are nerfed to oblivion are now simply replaced, and we ultimately have less skills to choose from.
This is most evident in skills/attributes that are underpowered in PvE simply because if they were increased in effectiveness at all, they would be overpowered in PvP. Good examples of this are life steal skills and Water magic. What's funny, is this works the other way around, too. Look at the Necro's Soul Reaping - imba in PvE, fairly balanced to almost useless in PvP. There's no way to balance that mechanic for both without making it function differently between PvP and PvE. Hell, look at almost any AoE nuke - they're all pretty useless in PvP, and almost a requirement in PvE.
Don't get me wrong, having 1, 5, or even 200 skills nerfed doesn't matter in PvE, it's true. We still have all them imba PvE skills, terrible AI, and the foresight of what the enemy is bringing all to our advantage. However, and I think this is the real issue, some skills get nerfed so much that they are no longer viable at all, such as "Watch Yourself!", "Incoming!", LoD, etc. Yeah, you can still use them, and it's not like you'll lose because hey, "it's PvE!" But the point is, no one is going to use them because there are simply better skills - these skills that are nerfed to oblivion are now simply replaced, and we ultimately have less skills to choose from.
This is most evident in skills/attributes that are underpowered in PvE simply because if they were increased in effectiveness at all, they would be overpowered in PvP. Good examples of this are life steal skills and Water magic. What's funny, is this works the other way around, too. Look at the Necro's Soul Reaping - imba in PvE, fairly balanced to almost useless in PvP. There's no way to balance that mechanic for both without making it function differently between PvP and PvE. Hell, look at almost any AoE nuke - they're all pretty useless in PvP, and almost a requirement in PvE.
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Originally Posted by cellardweller
PvP balances keep PvE interesting. Stagnant skill bars leads to stagnant gameplay.
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