Feedback talk:User/4thVariety/Variable Skill Strength (Death to PvX Wikis)

From Guild Wars Wiki
Jump to navigationJump to search

urgh it's another "PvX is ruining the game" thread. ~ PheNaxKian User PheNaxKian sig.jpg 12:15, 15 September 2009

It's not a bad idea, though there are many similar ideas, one of the most notable being that skills get weaker the more they're used, which causes gradual automated metagame changes (in pve and pvp) as time goes on. No game has really done anything like this yet (AFAIK), but it's likely because you still have to balance things. For example, to prevent a skill from being too godly or too useless, you would still need to set minimum/maximum stats for it, and scale them appropriately by their usage. This is no small task, especially for a game with over a thousand usable skills.
As far as this version of "automatic balancing" goes, I don't see where it would really be useful. It would be both faster and easier to just fix exploits that let certain skills and certain skill types from dominating select portions of the game. ~Shard User Shard Sig Icon.png 05:34, 16 September 2009 (UTC)
I don't get it. I really don't get it. I've always thought PvX builds were clever and fun to use. Especially in elite areas. Well, whatever, but still, I think this idea is thinking too much in therms of gw1. GW2 hasn't even been finished yet, there's lot of room for creativity and no indication of what exactly the combat system will be like. Aside from that fact that this idea would only require a calender function to be implemented on PvX sites and by no means put them out of business and the idea shard mentioned would likely work very gradually and in a year or to resign itself to cycles of recommended PvX builds there is the fact that some skills will always have synergy and some enemies will always be weaker to certain tactics. The best solutions to this might be to decrease the number of skills on the skill bar to four or less and to implement Anet's idea of changing the monsters in a locale randomly based on a system of conquest. Also is each skill has multiple uses then some skills may only synergize well with one of those uses AHG! It's too soon. Once we get some more info on gameplay in 2010, then, assuming these problems are not already addressed in the new gameplay elements and that PvX is indeed a problem we can return to the discussion. I don't want to go off on a limb and look like a moron when I find out the problem has already been dealt with.--Shai Halud 23:37, 18 September 2009 (UTC)
PvX will turn into: if the prime build is weak today, use this second best build, if both are weak, use third best, if all three are weak, well, it can't be more than a day before one of them is good again. PvX lives on. Waste of time, man, it already sux enough to have to make a new build in Codex every single day (hint: that's why I don't play it), I'd hate to have to wait for my favorite build to become "good" to do some of the harder stuff or the stupid solo quests in EotN. Some range of values is a good thing (like Diablo 2 skills always have a damage range, or even GW weapons that always have a base damage range). This range should not be based on time, but rather a satic range where the specific value is calculated every time a skill is used. Unfortunately, it's too late for GW1, as it would require a complete overhaul of every skill in the game. GW2 has a chance, though. User Rose Of Kali SIG.jpgRose Of Kali 14:37, 27 November 2009 (UTC)

You pulled an Anet[edit]

Gratz Titani Uth Ertan 13:53, 27 November 2009 (UTC)

Lol. User Rose Of Kali SIG.jpgRose Of Kali 14:37, 27 November 2009 (UTC)