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ZipTaw.9841

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  1. Can you give examples? I am not aware of any meta PvE build that was nerfed due to PvP. I didn't specify on this posting, I have commented on others posts and am not going to repeat or link every post as examples, you can look and see what I have commented on , but I don't always comment on everything I read. What I have posted here is a generalization of what I am reading. And what I have witnessed playing other titles, including Guildwars. Buddy, you created a thread claiming that PvP based nerfs are nerfing PvE builds. I have played this game for years, and ever since the splits happened, years ago, this has not been the case. I am saying you are flat out wrong. You think otherwise, proof it. And if you want to be taken some what seriously you need to present info in concise manner, not tell people to go dig posts you had in other threads. And you aren't reading what I am saying either, I have already said it's my observation from what I am reading on the forum. Can you prove what you're saying? Give me examples and how you're right instead of just saying that I am wrong. Then I can see what you're talking about, and I will give you one example even though it's a repeat of something I have already commented about on another post. Mesmers and minions and their boons in WvW.
  2. Can you give examples? I am not aware of any meta PvE build that was nerfed due to PvP. I didn't specify on this posting, I have commented on others posts and am not going to repeat or link every post as examples, you can look and see what I have commented on , but I don't always comment on everything I read. What I have posted here is a generalization of what I am reading. And what I have witnessed playing other titles, including Guildwars.
  3. I think there needs to be an overhaul to the whole of everything, health to damage ratio is way out of hand I think to an extreme, and I am going off GW2s own words. "No race or profession is unequal". We both know that those words are untrue, and by extreme I am referring to the Eles having the lowest health and is supposed to be the highest damage and yet that's not true. And then the Necro not really fitting in. Players wanting Mesmer minions killable when they're manifestations of things. These are just some of the things that are extreme examples. By rework the whole of everything. Everybody has the same health in the same equivalent gear, damage taken is different depending on armor type and such, and then rework skills to where everything is equal across the board. Then you can get out of the rut of having to use the only viable build to being able to experiment with different builds and not a cookie cutter build that not everyone is going to be proficient in to be able to do the content that they're going to miss out on. PvE and WvW should be separate from PvP only content, that's what Guildwars used to be. I say WvW too because it's usually story based and the only PvP available to lower levels and up. And that way there is no capitulating to the PvPers that generally only PvP and could care less about what it does to the PvE content that they don't do. And then you add a resilience to WvW that you wouldn't have when you're doing PvE so that those same skills take longer to kill a player. Then the only thing you'd have to change is the resilience and not the skills themselves. Personally i think that's just a dream there is always going to be some classes in some ways good and others. EG: you already have tempest and guardians with firebrands as top level healers atm and firebrands offer tons of buffs. Best bet is to work on those unique features of other classes if you want t hem to be viable in their own ways such as rangers with the spirit stones and their own. I think some instances there is just no way you are going to get nec to be useful in the same way a mesmer is with its unique buffs such as quickness and alacrity. And eles have a ton of stuff they could be messing with to make them useful such as their auras which are unique only to elementalists. Even eles agree that auras should be their strong points that make them desired for. Wouldn't making everyone the same and same dmg kill the game?Guildwars was like that, even if you made casters the highest damage because of how little armor they have someone is going to say that it's OP. And that is what starts the the Nerf war, not too long after that players are all saying the same thing. And if it was a dream alot of it makes sense. All of this that I am typing is all theory craft and more constructive then just saying the same thing over and over again, remove this, remove that. There is always going to be some players that are better than others, and nerfing isn't the answer.
  4. I think there needs to be an overhaul to the whole of everything, health to damage ratio is way out of hand I think to an extreme, and I am going off GW2s own words. "No race or profession is unequal". We both know that those words are untrue, and by extreme I am referring to the Eles having the lowest health and is supposed to be the highest damage and yet that's not true. And then the Necro not really fitting in. Players wanting Mesmer minions killable when they're manifestations of things. These are just some of the things that are extreme examples. By rework the whole of everything. Everybody has the same health in the same equivalent gear, damage taken is different depending on armor type and such, and then rework skills to where everything is equal across the board. Then you can get out of the rut of having to use the only viable build to being able to experiment with different builds and not a cookie cutter build that not everyone is going to be proficient in to be able to do the content that they're going to miss out on. PvE and WvW should be separate from PvP only content, that's what Guildwars used to be. I say WvW too because it's usually story based and the only PvP available to lower levels and up. And that way there is no capitulating to the PvPers that generally only PvP and could care less about what it does to the PvE content that they don't do. And then you add a resilience to WvW that you wouldn't have when you're doing PvE so that those same skills take longer to kill a player. Then the only thing you'd have to change is the resilience and not the skills themselves.
  5. I disagree with you on the WvW, but I agree with you on the leaving PvE alone.
  6. Does this get to be tested out first before it becomes permanent? Why keep messing with WvW, it's a mash of both PvE and PvP, stop messing with PvE and WvW, you're making it harder for new players or people who want to try a little PvP. By making a change to skills that should be for PvP only is only going to cause issues with how viable builds are going to be in PvE. And making players have to use only one build because you keep hammering stuff is going to keep players that can't do it well to miss out on content. And if you're going to make said content where the players can't use what they're proficient in then why bother doing it. There shouldn't be that big of a gap between builds of other professions, and so you make just another below average MMORPG that gamers can find in other titles instead of standing out ahead of those other titles. Scenario: PvE player comes into WvW with same build as they use in PvE, doesn't realize that skills changed to different cooldowns and less damage cause lazy people don't want to do PvP only content, said player is say a level 33 with little experience playing the game and knows they can do WvW with their lower level, but can't figure out why their skills seem to be lacking and taking alot longer before they can use the skill again. Dabbler leaves WvW and doesn't return because of the negative experience. Is this the intention? That same dabbler can't take their level 33 to do PvP only content. So there is one way to look at things. And implementing something without player testing is a bad thing.
  7. I have been seeing builds that were once viable in PvE being nerfed cause they're too OP in PvP, cause if people are complaining about it in PvE then maybe they ought to look at what they could be doing better on their own by changing it or a better rotation. Also it should be looked into who is making the complaints too, F2P should be able to use the forum for research but not to complain about the free game that they get to play. And the devs need to have the balance tested by players before it gets implemented.
  8. I see a split between PvE and PvP trying to justify whether they should be targetable/killable or not, Mesmer minions are manifistations of things, they aren't undead Necro pets that are raised, and they aren't Ranger pets. So, no they shouldn't be killable unless it is with the Mesmers demise and they should be targetable. The only one that should be taking damage is the Mesmer, takes the mystery as to which one is the real one doesn't it? It's like taking the shield from your tank in a raid and expecting them to absorb the same amount damage as if they did have one. You could do a timer for how long a minion lasts in and out of combat and put a short cooldown for the loss of concentration from maintaining them, the higher your level/Mastery the longer they can stay active before the cooldown starts.
  9. I come from GWs so what I am about to say is what used to be. And I am returning from a long spell, so what I am observing just reading a little bit of forums has caused me to type this out cause you're going the way of killing what originally used to be awsome in the beggining of GUILDWARS. First off, why is everybody wanting skills nerfed all the way across the board, when did nerfing across the board become acceptable? There needs to be 2 Balance teams if they're gonna do that. PvE is different than PvP, so making nerfs across the board is just gonna kill the game. And from what I have seen on here it already is killing it. One team to balance both the Player and the NPCs in PvE, and one team strictly PvP. GWs used to be two seperate games in one and now Arenanet is going the way of the other games. Do you know how hard it is to find a good solid PvE game outside of single player? I like the interaction with other players in a PvE environment, and if I wish to PvP then I can do it. And what is this health pool differences, the only ones that should have a higher health pool is the tanks with less damage, higher health pool and higher armor gives you the aggro priority, seems pretty simple to me. The Healers and the DPS should all have the same health pool in the same equivelant gear. GWs had skills only usable in PvE and ones for PvP so it didn't mess with the PvE viability. WvW is a mashup of both PvE and PvP with a higher PvE priority to it, so wanting skills nerfed in WvW is petty and capitulating. If you dont' like how WvW is played then go to the other PvP only content. I hope this gets around to the GW2 devs and get them back on the right track of what was GWs, this isn't WoW or ESO or any other MMORPG out there, so stop developing it like the rest and stand out again amoung the gaming community.
  10. For those of you new to Arenanet mechanics, it will just be disabled in PvP, anybody that calls for a complete removal have got problems. This is the only Developer who seperates PvP and PvE. Any other developer puts PvE in the back seat because of the PvP whiners, it also sounds like you don't play said Ranger, so a removal wouldn't bother you like it would to those who actually use it in PvE. You could ask that it be disabled in PvP, but not in a WvW environment.
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