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PeleusDorado
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PvE vs. PvP skill changes


I have not been keeping up with all the changes going on within GW recently, but I just read this and thought it was promising. I know this is something that has been getting more and more talk and it is good to see a solution (hopefully) is almost here.

[Dev Update] Skill Balancing - 09 May 2008

Rather than introducing another skill update this week, we're finishing a new system to balance key skills separately for PvP and PvE. Within the next few weeks, we'll introduce PvP versions for a handful of skills. These skills will work the same way as normal skills, but have different number values (damage, healing, cost, recharge, and so on). We will do this as sparingly as possible and start with very few skills. So that we don't confuse players, we intend to keep as many skills unchanged as we can.

PvP versions are designed to target only specific skills. With such a system we can revert high-impact nerfs, such as Light of Deliverance and Defensive Anthem, to make them strong again in PvE. When we see something becoming severely imbalanced in PvP, we'd like to avoid harsh PvE nerfs without creating different versions of a large number of skills.

Skills that differ in PvP will have (PvP) at the end of their names when in PvP outposts and matches. These skills will automatically be adjusted within PvP outposts and matches. All players have to do is equip the skill as normal, and it will use the PvP version where appropriate.

We've decided to release our next skill balance update simultaneously with these changes. We can take full advantage of the new skill balancing mechanism and avoid multiple balances over a short time frame.

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Peleus Dorado (warrior)
Skye Du Loch (necro)
Jhonnie Macdhal (ranger)
Wunder Kid (monk)
Son of Dhal (elementalist)
Spirit of Dhal (rit)

5/15/2008, 11:13 am Send Email to PeleusDorado   Send PM to PeleusDorado
 
Greentongue
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Re: PvE vs. PvP skill changes


Interesting

Guess I will need to be more careful when testing build designs as they will not work the same in PvE.
=

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5/15/2008, 12:17 pm Send Email to Greentongue   Send PM to Greentongue
 
Andovar
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Definitely a good thing here.
The more changes I see like this the more I think that GW2 is going to be a really solid product.
It's almost like GW is a giant beta test for GW2.
 
5/16/2008, 12:34 pm Send Email to Andovar   Send PM to Andovar
 
Dannzzigg
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Re: PvE vs. PvP skill changes


it's a good start, but i hope they dont make things too confusing. i think they'd be better off just having a plethora of pve only skills rather than two different descriptions or effects for different skills

they can add different maps and objectives to spice up pvp with the expansions, without needing to continually add new skills.

gw pvp was nearly perfect in prophecies- it was the rush of new skills with each new chapter that made the balancing much more difficult

sorry bout the capitalization- the shift key is just too small on this laptop

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5/16/2008, 6:43 pm Send Email to Dannzzigg   Send PM to Dannzzigg MSN
 
RDarken
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Re: PvE vs. PvP skill changes


Definitely agree with you, Dan. The first thing I thought was "Man, this is going to get complicated..."

It is not a bad idea, but really something that should have been in from inception. Original GW was simple and that made it really amazing. It's gotten pretty muddied, but it's still a really great game. I think they're just trying to cut their teeth for GW2.

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- Darken
5/16/2008, 10:01 pm Send Email to RDarken   Send PM to RDarken
 


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