This is how you fix your game. (LONG comprehensive update)
4 pages • Page 2
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Originally Posted by Phoenix Tears
Signed for the Vanguisher/Cartographer Chest, more quests, more realms of the gods, and certain buffs for pve.
Rest unsigned |
Too many overpowered buffs, too many underpowering nerfs.
T
A
Lots of new areas I can go for but realistically thats not going to happen.
Making places unfarmable ? Meh , i don't do alot of farming but I don't mind those that do so /unsigned for this
Different PVE skills and Non-pve skill rewards is just a bad idea in my opinion. That is saying using a pve skill is playing in carebear mode , which is just wrong .
Better AI/ skillbars / variation in monster makeup is fine. We wouldnt need parties of 30 lvl28 monsters if the AI was better , the monster party makeup was better and they had variable skillbars to make steamroller builds more difficult to run. Make pve more of a challenge not just add more enemies of a higher level.
Xunlai Marketplace , cant argue with that but again , can't see it happening now
The title track thing for vanq/cart , cant see much wrong with it
Skills?
PVE Nerf UB and Buff everthing else seemed the theme , cant really agree with alot of them as they seemed just a tad overpowered but by all means make UB shit
PVP - Killing Assassins was the main thing that stood out . I don't pvp so the effect of the changes is lost on me so I aint gonna comment further
Making places unfarmable ? Meh , i don't do alot of farming but I don't mind those that do so /unsigned for this
Different PVE skills and Non-pve skill rewards is just a bad idea in my opinion. That is saying using a pve skill is playing in carebear mode , which is just wrong .
Better AI/ skillbars / variation in monster makeup is fine. We wouldnt need parties of 30 lvl28 monsters if the AI was better , the monster party makeup was better and they had variable skillbars to make steamroller builds more difficult to run. Make pve more of a challenge not just add more enemies of a higher level.
Xunlai Marketplace , cant argue with that but again , can't see it happening now
The title track thing for vanq/cart , cant see much wrong with it
Skills?
PVE Nerf UB and Buff everthing else seemed the theme , cant really agree with alot of them as they seemed just a tad overpowered but by all means make UB shit
PVP - Killing Assassins was the main thing that stood out . I don't pvp so the effect of the changes is lost on me so I aint gonna comment further

Quote:
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Originally Posted by Abedeus
Same. You are mad about some changes like 20 seconds recharge to SY (skill costs 8 adrenaline, lasts 3 secs at r1 - you want it to nerf it so it's useless for anyone except for Luxon/Kurzick title grinders? Lol ;d
Too many overpowered buffs, too many underpowering nerfs. |
So don't lay me words in my mouth, I haven't said!!
Just a quick question - you are aware that PvE monsters use PvE versions of the skills?
Ohh and this made me giggle:
In combination with:
Cry Of Pain: Recharge lowered to 8s. Energy cost lowered to 5.
Technobabble: Energy cost is now 5.
Come on - if you are creating reasons to justify your choices - please make sure that the reasons actually match on the most basic levels.
And of course:
E-denial doesn't suck in PvE because of the foes having insane energy pools and regen rates. Well, not just because of that.
It sucks because the monsters spontaneously combust.
BUT - thanks for the fun reading material!
Ohh and this made me giggle:
Quote:
| Obvious balances are obvious. The idea is to balance the PvE only skills as bonuses to your other skills, and not make them super overpowered. |
Cry Of Pain: Recharge lowered to 8s. Energy cost lowered to 5.
Technobabble: Energy cost is now 5.
Come on - if you are creating reasons to justify your choices - please make sure that the reasons actually match on the most basic levels.
And of course:
E-denial doesn't suck in PvE because of the foes having insane energy pools and regen rates. Well, not just because of that.
It sucks because the monsters spontaneously combust.
BUT - thanks for the fun reading material!
the realms part was already suggested a lot, but i guess we won't see it
why not just remove all the shadowsted skills? 60s recharge on every shadowstep skill is just plain stupid,
a+2 for elemental lord is too much, add some consets, cupcakes and whatnot and you'll be nuking at 20-21 attribute lvl
why not just remove all the shadowsted skills? 60s recharge on every shadowstep skill is just plain stupid,
a+2 for elemental lord is too much, add some consets, cupcakes and whatnot and you'll be nuking at 20-21 attribute lvl
T
More Realms of Gods: Bad idea. We just don't need it.
New Title - Favor of the Gods: No.
Vanquisher's/Cartographer's Chest: Great idea for Vanquisher, not so much for Cartographer. It's not so definite how much area you need to explore for each area, so implementing this would be too confusing. I really liked the idea of "If you already completed it, it will appear once when you go back."
Hard Mode Mob Teamwork: Sounds nice. I'd like to see more mob synergy.
Post-Campaign Quest Series: Also nice.
Pre-Searing Expansion: Only if you limit it to certain players. I'd suggest either a certain level in Pre, or if you've beaten Prophecies once and have a certain level.
PvE-Only Skills: 90% of the skill changes you suggested recognized correctly what skills are underpowered and what skills are overpowered. 90% of those were too drastic. PvE skills already have the advantage that any profession can use them, and so you can't make them too powerful. Likewise, they shouldn't be so weak that absolutely nobody should use them. The only update I can say for sure that I would support off the top of my head is the Signet of Capture change.
PvE/PvP Skill Changes: Same as above - 90% correct recognition, 90% too drastic.
Festival Arena Priests of Balthazar: Good addition, but I'll never use it. Put Tolkano there or someone that sells Z-Keys, and that'll be useful.
No More Sync: I lol'd. You must not be totally aware of how that process works.
Double Balthazar Faction: No.
Balthazar Tokens: Nice idea.
Tolkano Updates: Also nice.
Observer Changes: The new features should only be available after you download the match. In public observer formats like that, those options shouldn't be available. You may also want to make it so that a player can host a downloaded Observer match and invite guildies or friends to watch, and then the host can have access to those options.
Good suggestions all around, but a few of them need some adjusting.
New Title - Favor of the Gods: No.
Vanquisher's/Cartographer's Chest: Great idea for Vanquisher, not so much for Cartographer. It's not so definite how much area you need to explore for each area, so implementing this would be too confusing. I really liked the idea of "If you already completed it, it will appear once when you go back."
Hard Mode Mob Teamwork: Sounds nice. I'd like to see more mob synergy.
Post-Campaign Quest Series: Also nice.
Pre-Searing Expansion: Only if you limit it to certain players. I'd suggest either a certain level in Pre, or if you've beaten Prophecies once and have a certain level.
PvE-Only Skills: 90% of the skill changes you suggested recognized correctly what skills are underpowered and what skills are overpowered. 90% of those were too drastic. PvE skills already have the advantage that any profession can use them, and so you can't make them too powerful. Likewise, they shouldn't be so weak that absolutely nobody should use them. The only update I can say for sure that I would support off the top of my head is the Signet of Capture change.
PvE/PvP Skill Changes: Same as above - 90% correct recognition, 90% too drastic.
Festival Arena Priests of Balthazar: Good addition, but I'll never use it. Put Tolkano there or someone that sells Z-Keys, and that'll be useful.
No More Sync: I lol'd. You must not be totally aware of how that process works.
Double Balthazar Faction: No.
Balthazar Tokens: Nice idea.
Tolkano Updates: Also nice.
Observer Changes: The new features should only be available after you download the match. In public observer formats like that, those options shouldn't be available. You may also want to make it so that a player can host a downloaded Observer match and invite guildies or friends to watch, and then the host can have access to those options.
Good suggestions all around, but a few of them need some adjusting.
most of those nerfs and buffs go to far in either direction, and it looks like you didn't even think many of them through.
PvE skills are fun for many people, why nerf SY? If you make the game harder and nerf the best pve only skills, many people will be frustrated with the game.
ofc, I'd love some harder areas and new relms of the gods, some of the stuff is getting to easy now.
I really don't belive the ursan nerf is nessesary, it really isnt overpowered, just overused.
PvE skills are fun for many people, why nerf SY? If you make the game harder and nerf the best pve only skills, many people will be frustrated with the game.
ofc, I'd love some harder areas and new relms of the gods, some of the stuff is getting to easy now.
I really don't belive the ursan nerf is nessesary, it really isnt overpowered, just overused.
Well... your skill balance is questionable. And that's beyond an understatement. You gave PvE glorified "Easy buttons" and killed Assassins in PvP. I agree shadowsteps need revision AT LEAST because it IS broken, but killing them isn't the answer (contrary to popular belief).
/signed for all but skill balances.
/signed for all but skill balances.
T
I love you for this, Dark.
Especially all of the shadowsteps!
Although I disagree on killing SY and TNTF at the same time as buffing Incoming. Incoming would probably be in the godmode bar, in my opinion.
And Hugh, killing Assassins and Dervs in PvP = good.
PvE'ers who play them won't get hit, and Assassins have a balanced source of pressure.
HoTO was only nerfed because of the Shadow Prison 'Sin aswell, I believe.
For realms though, Kormir has Domain of Anguish.
And NYC, how can you fix something that killed positioning by tele'ing all over?
Especially all of the shadowsteps!
Although I disagree on killing SY and TNTF at the same time as buffing Incoming. Incoming would probably be in the godmode bar, in my opinion.
And Hugh, killing Assassins and Dervs in PvP = good.
PvE'ers who play them won't get hit, and Assassins have a balanced source of pressure.
HoTO was only nerfed because of the Shadow Prison 'Sin aswell, I believe.
For realms though, Kormir has Domain of Anguish.
And NYC, how can you fix something that killed positioning by tele'ing all over?
Skill changes (I stopped reading after it went to second post) are ALL over-powered and unnecesary. Because of this, I'll not say more than you have no understanding of what is wanted in PvE.
Realms of the other gods has been wanted for a LONG time. It has been suggested MANY times. It won't happen. Even if Anet did decide to add them, think about how much time it would take to program them. New quests, maps, monsters, monster skills, items, armor, etc., etc., etc. What you want in this regards is more programming than GW:EN was - so we would have to pay for an addition like this, and have it sold in retail outlets.
Seriously..... this post wasted my time. None of it will happen. Skill balancing is already changed, and your ideas would make things worse (imo).
/unsigned for the entire thing
Realms of the other gods has been wanted for a LONG time. It has been suggested MANY times. It won't happen. Even if Anet did decide to add them, think about how much time it would take to program them. New quests, maps, monsters, monster skills, items, armor, etc., etc., etc. What you want in this regards is more programming than GW:EN was - so we would have to pay for an addition like this, and have it sold in retail outlets.
Seriously..... this post wasted my time. None of it will happen. Skill balancing is already changed, and your ideas would make things worse (imo).
/unsigned for the entire thing
