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Why is there a skill split between WvW and PvP?


beatthedown.2651
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While there are a lot more pvp changes coming into WvW as it used to be, I still don't get why we have still weird skill splits between those two modes. If a change is good for pvp it will most likely work in WvW too. Having different skill splits in total will also make balancing way more complicated in the future as we get more and more skills. So why is it like this? Am I oversimplyfying things?

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You don't think properly.

@beatthedown.2651 said:If a change is good for pvp it will most likely work in WvW too.

Definitely not.

Having different skill splits in total will also make balancing way more complicated in the future as we get more and more skills.

It's the opposite.If a skill is properly balanced for SPvP mode but not for WvW, you won't change it for both modes.Instead you will work on the WvW one, leaving untouched the SPvP one.

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Lets take Druide as an Example.

Its too strong in PvP.Its too strong in WvW roaming and smale scale fight.

However , its next to useless in WvW Zerg Fight.

The best option would be to nerv if in both Modes.Because nobody uses Druide in Zerg Play anyway , no harm would be done.

However the small number of Druide players that plays Druide in zerg play ( for some reason) can be very loud.

So Anet will not fix a Big Problem because a small Problem.

Yes it makes no sense.

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@beatthedown.2651 said:If a change is good for pvp it will most likely work in WvW too.

No, for example endure pain in PvP last 2 sec but in WvW it lasts 4 seconds and there is a good reason why it is the way it is.2 seconds endure pain in PvP for 30 sec cooldown is reasonable, but if anet were to nerf endure pain in WvW to 2 seconds, they will basically kill warrior sustain and make them completely useless in big serg battles.

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@Hitman.5829 said:

@beatthedown.2651 said:If a change is good for pvp it will most likely work in WvW too.

No, for example endure pain in PvP last 2 sec but in WvW it lasts 4 seconds and there is a good reason why it is the way it is.2 seconds endure pain in PvP for 30 sec cooldown is reasonable, but if anet were to nerf endure pain in WvW to 2 seconds, they will basically kill warrior sustain and make them completely useless in big serg battles.

If a class relies on a passive the game is doing something wrong anyway, but that's different topic...

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@beatthedown.2651 said:

@beatthedown.2651 said:If a change is good for pvp it will most likely work in WvW too.

No, for example endure pain in PvP last 2 sec but in WvW it lasts 4 seconds and there is a good reason why it is the way it is.2 seconds endure pain in PvP for 30 sec cooldown is reasonable, but if anet were to nerf endure pain in WvW to 2 seconds, they will basically kill warrior sustain and make them completely useless in big serg battles.

If a class relies on a passive the game is doing something wrong anyway, but that's different topic...

Endure Pain is an Active Skill.You are talking about Defy Pain ( Defense trait which let an Endure Pain prof when passively when user health reach XX% )... better learn skills and trait before make accusations.

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@Shirlias.8104 said:

@beatthedown.2651 said:If a change is good for pvp it will most likely work in WvW too.

No, for example endure pain in PvP last 2 sec but in WvW it lasts 4 seconds and there is a good reason why it is the way it is.2 seconds endure pain in PvP for 30 sec cooldown is reasonable, but if anet were to nerf endure pain in WvW to 2 seconds, they will basically kill warrior sustain and make them completely useless in big serg battles.

If a class relies on a passive the game is doing something wrong anyway, but that's different topic...

Endure Pain is an Active Skill.You are talking about Defy Pain ( Defense trait which let an Endure Pain prof when passively when user health reach XX% )... better learn skills and trait before make accusations.

But Defy Pain procs Endure Pain ... so what's your point? The active skill itself also only 30 seconds cooldown in pvp so I don't see how this will "kill" warrior. It's just a small nerf

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@beatthedown.2651 said:

@beatthedown.2651 said:If a change is good for pvp it will most likely work in WvW too.

No, for example endure pain in PvP last 2 sec but in WvW it lasts 4 seconds and there is a good reason why it is the way it is.2 seconds endure pain in PvP for 30 sec cooldown is reasonable, but if anet were to nerf endure pain in WvW to 2 seconds, they will basically kill warrior sustain and make them completely useless in big serg battles.

If a class relies on a passive the game is doing something wrong anyway, but that's different topic...

Endure Pain is an Active Skill.You are talking about Defy Pain ( Defense trait which let an Endure Pain prof when passively when user health reach XX% )... better learn skills and trait before make accusations.

But Defy Pain procs Endure Pain ... so what's your point? The skill itself also only 30 seconds cooldown in pvp so I don't see how this will "kill" warrior. It's just a small nerf

He was talking about Endure Pain, which is an active skill.

Defy Pain is a passive one ( 60sec CD both game modes ), and I agree with you it, along with all passive proc skills, needs to go.

PS: defy pain has 60 igcd in both SPvP and WvW, while Endure pain has 30 sec cd and 2 sec duration in SPvP and 60 sec cd and 4 sec duration in WvW.

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@beatthedown.2651 said:

@beatthedown.2651 said:If a change is good for pvp it will most likely work in WvW too.

No, for example endure pain in PvP last 2 sec but in WvW it lasts 4 seconds and there is a good reason why it is the way it is.2 seconds endure pain in PvP for 30 sec cooldown is reasonable, but if anet were to nerf endure pain in WvW to 2 seconds, they will basically kill warrior sustain and make them completely useless in big serg battles.

If a class relies on a passive the game is doing something wrong anyway, but that's different topic...

Warrior has to rely on passive endure pain because warrior is a melee class and a front line fighter. Without passive defense, warrior will instantly die or it will have a very hard time in the front line battle! Anyway, the point I made is that PvP and WvW skill split are needed because in pvp you fight only a few enemies while in WvW you fight 60 v 60 v 60 battles.

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@DanAlcedo.3281 said:Lets take Druide as an Example.

Its too strong in PvP.Its too strong in WvW roaming and smale scale fight.

However , its next to useless in WvW Zerg Fight.

The best option would be to nerv if in both Modes.Because nobody uses Druide in Zerg Play anyway , no harm would be done.

However the small number of Druide players that plays Druide in zerg play ( for some reason) can be very loud.

So Anet will not fix a Big Problem because a small Problem.

Yes it makes no sense.

Completely accurate. Now us WvW roamers have to deal with the complete brainless staff/lb druid build even more, when it was already a spec with absolutely no risk. They need to decide whether they want to balance WvW only around zerg fights or roamers, because nerfing thief and mesmer in WvW as well show that yes, they DO care about roamers. However this Druid change shows a simple lack of understanding. Holosmith I'll argue is fine with not receiving damage nerfs in WvW.

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