As of right now, only having 5 elite skills and 15 regular skills of each profession makes for an EXTREMELY limited amount of builds that will work well. Obviously the point of sealed deck is to have skills that aren't as good as you would normally want, but having SO few will almost always degenerate the daily meta into 5-6 character templates and nothing else. This will make for a stale meta by the end of each day and will not make it very fun at all to play against or as.
Increase the daily deck size to maybe 10 elite skills, 25-30 regular skills per class as to promote multiple builds per day so there is a wider variety in what you are able to create and play against. 5 elites is just not enough.
Increase daily deck size of Codex Arena to generate sustained interest
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No need to, the deck change every day and its big enough to be challenging. Skill is all that matters in this arena.
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When the meta every day comes down to 4-5 character templates that you are forced to use because there are no other options, it makes it ridiculously boring to play. There are obvious good skills and obvious bad skills, and the selection is so limited that you end up being forced to play a certain build rather than actually making a build to run that you think is good/will work. This severely hinders the whole idea of sealed deck, coming up with builds with a limited selection, because there IS no coming up with builds. There is one obvious choice to run, and nothing else. Regardless of how much "skill" it takes to play against an exact mirror build, it makes it entirely unfun and amazingly stale when it's supposed to be a format that promotes intelligent and innovative buildcrafting pre-match (which you can argue takes "skill" as well).
Nobody wants to spend an entire day pressing Wounding Strike and getting Wounding Strike pressed on them because of the sole fact that there's nothing better to pick because the options are so limited. You ideally want several builds to emerge each day that people can run based on their playstyle/what they think is best.
Do you honestly think that a format like GvG would benefit from everyone being forced to run the exact same build no matter what, like how sealed deck is currently? Sure it'd be "balanced" and "take skill", but who cares when it's as boring as watching grass grow. It would die within weeks.
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Forge Runner
LF guild that teaches MTSC (did it long ago before gw2 came out and I quit...but I barely remember)
N/A
Joined Jan 2008
only part of the need for variety is the build you want to play yourself. But in my experience, even with having all skills available, one ends up playing a limited of builds.
I think an overlooked factor whether or not you are able to predict what your opponents' builds will be. With a limited skill set it becomes easier to predict your opponents builds, taking part of the fun out of it.
I think an overlooked factor whether or not you are able to predict what your opponents' builds will be. With a limited skill set it becomes easier to predict your opponents builds, taking part of the fun out of it.
F
Adding more skills isn't going to fix this. You're just going to draw better skills, and instantly recognize and build standard templates more often. Then it won't be much different from TA.
This format admittedly is not built for a solid few hours of play. Real competition can't emerge until ATs are implemented.
This format admittedly is not built for a solid few hours of play. Real competition can't emerge until ATs are implemented.
/Notsigned
The low selection of skills limits the ability to optimize builds. Ideally, none of the skill selections should provide an ideal build. They should still, however, provide a decent build.
This, in turn, prevents people from trying to build optimized teams. This allows teams to be formed rather quickly, because people will be less worried about creating synergies with their team members and more about playing their particular class as best they can.
Keep it this way. I love it. It's like a year-round costume brawl, but without getting stale.
The low selection of skills limits the ability to optimize builds. Ideally, none of the skill selections should provide an ideal build. They should still, however, provide a decent build.
This, in turn, prevents people from trying to build optimized teams. This allows teams to be formed rather quickly, because people will be less worried about creating synergies with their team members and more about playing their particular class as best they can.
Keep it this way. I love it. It's like a year-round costume brawl, but without getting stale.
E
D
K
If you're bored with CA after less than 1 full day of it being introduced into the game, then adding 10-20 more skills per profession isn't going to allay your boredom with the format for more than a week or two.
S
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Look at guild wars, hasn't that degenerated into the same couple of bars despite the myriad of skill combinations? No matter how many skills they give you there is always going to be an optimum of each class (based on how much they can resemble real builds) and this is going to be what everybody runs.
More diversity is still going to have the same problem. The flaw is in the skills themselves. Obviously either some need to be toned up or the others toned down. When you have a choice between Amnity and Glimmer of Light the choice is pretty obvious.
Guild Wars needs radical changes that I don't think Anet will ever comit too. I really don't care about UWSC farming or Dungeon Speed Clears, I really just want the old Guild Wars back, where skills were moderately well balanced and there was a variety of options to choose from.
/sigh no to your idea because it won't fix anything
Guild Wars needs radical changes that I don't think Anet will ever comit too. I really don't care about UWSC farming or Dungeon Speed Clears, I really just want the old Guild Wars back, where skills were moderately well balanced and there was a variety of options to choose from.
/sigh no to your idea because it won't fix anything

