Feedback talk:User/Damysticreaper/Remove PvP version from CM

From Guild Wars Wiki
Jump to navigationJump to search

These builds will spike most players instant without a monk, also some more unnescessary heavy pressure for monks to keep their teams alive... to sum it up, the team with less monks always lose, also players without selfheal --Kali Shin Shivara 04:32, 6 June 2012 (UTC)

"... to sum it up, the team with less monks always lose, also players without selfheal". You make a pretty useless claim here since that has always been the case in any PvP format, especially in FA and RA. You seem to disregard the fact that defensive and offensive skills in PvE are superior in power to those in PvP. With the continuous buffing of skills and an increasing level of damage and survivability the players receive i changed the builds to match up to that increase. With the turtles and the level of power players have Luxons can easily break trough the gates even without the help of a turtle and can kill the NPCs between them in no time at all.
I gave those NPCs a bit more power and a self heal since they cannot be resurrected and when dead are down permanent for the entire game, as they are now they are almost useless. The same goes for the NPCs in the center altough those last longer they are limited in effectiveness, only the necromancer has some good effectiveness with it's anti-melee skills. They have become more stronger yes because once they have been taken down they are down permanent.
Those at the gates have become defensively stronger rather than offensively. To counter gate monking the Luxons receive aditional NPCs able to counter such tactics and each turtle has a standard monk wich is a must for it to survive because if not it will go down in seconds. To give you an idea i can easily solo a turtle with all 4 warriors and the aditional shrine NPCs with a standard Mind Burn build if there is no healer for the turtle. The same goes for all of the shrines. The luxon warriors have become more effective and knocking down foes and have "Watch Yourself!" to offer aditional defense for their group. For the aditional NPCs that come with the turtle groups the reason they have much higher damage is because as the battle drags on it means that the Luxons are losing and are at an increasing disadvantage. The aditional NPCs won't spawn if a turtle group is still alive wich usually means the Luxons are winning.
The gatekeepers protecting Gunther also have become at healing and damage reduction but those new skills only focus on supporting other allies and cannot target themselves, and it is well known that they do not heal eachother either.
Now you mentions that these builds will spike most players and have some more unnescessary heavy pressure, i like to know wich ones those are. Also don't give me such dumb reasons as that it makes it difficult for monks to heal or instant kill without a monk or self-heal since especially the latter is kicking in an open door. Players in FA always have self-heal with them (except the noobs) and those who can afford it have defense with them as well. Monks also can easily cope with the pressure on the players and for the Luxons easier on the turtles due to the aditional monk and for the Kurzicks on the gate NPCs due to the increase in defense. Besides all players ask tha the monks focus their healing and protection on the NPCs instead of players. Anyways i would still like to know wich builds are flawed and for wich reason, and don't go kicking in any open doors again please. Da Mystic Reaper 12:26, 6 June 2012 (UTC)