State of the Game: Izzy and Ensign chat

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JoeKnowMo
JoeKnowMo
Jungle Guide
#1
A discussion between Izzy and Ensign, recorded for posterity by Billiard.

It appears to be prior to the latest skill balance.

State of the Game—November 12, 2007
Talking Skill Balance with Izzy and Ensign

By Billiard

Special note: Each State of the Game presents the opinions and insights of one game observer. These observations are personal in nature and do not reflect the opinions of ArenaNet. While ArenaNet does review each State of the Game article to assure that it offers content that is respectful of all players, we intend to allow our reporters the freedom to inject some personal opinion into descriptions of the current atmosphere of competitive play in Guild Wars, and to express views based on their experience and observation.



The October Skill Balance Update generated considerable discussion both before and after it came out. As with many discussions on Guild Wars fansites, the community's point of view was amply represented, but not much was known about where ArenaNet stood on the topic. Looking at the current metagame, many players didn't like what they were seeing in terms of balance, and many questioned if ArenaNet wanted or knew how to handle the situation. To shed some light on the subject, I sat down with a couple of knowledgeable folks to discuss skill balance in more detail and see what the issues look like from both ArenaNet's and the community's perspectives.

Ensign, representing the Guild Wars community, was one of the founders and a core member of the Idiot Savants [iQ] championship teams that won the North American Championship of the Guild Wars World Championship (GWWC) and the Open Event at the Guild Wars Factions Championship (GWFC). They then placed third at the GWWC in Taipei and second at the GWFC in Leipzig. Ensign is also a senior moderator and part of the original staff at the popular GuildWarsGuru fansite, and engages in high level PvP as a member of Dark Alley [dR].

Izzy, representing ArenaNet, is the main Skill balancer for Guild Wars and plays in The Fianna [Fi] PvP guild. He originally started in the gaming industry years ago with Asheron's Call, and was involved in the development of Asheron's Call 2 and Mythica before joining ArenaNet.

Below is a synopsis of the discussion on skill balance with Izzy and Ensign.



Current Balance

Ensign: Currently, things are indeed balanced in the sense that everyone runs the same basic three or four builds with slight midline variations: two Warriors, two Monks, Ranger, Mesmer, Blinding Surge Elementalist, and a flag runner. Many matches thus end up being boring mirror matches, where the teams are pretty even, but not very interesting.

Izzy: The top level of PvP is stagnant, especially as compared to the past. This is a result of fixing past issues, in particular the power creep caused by Nightfall's release. Nightfall introduced many skills that added more physical damage, as well as improving the damage of all professions. This greatly increased the damage output of 8v8 team builds, which in turn led teams to look for ways to mitigate this higher level of damage. Now, teams basically try to bring enough defense to hold out until Victory or Death (VoD) where they will then be able to score some kills. Thus, teams attempt to make good tactical decisions on the way to VoD, and many interesting tactics are then employed at VoD.

Skills in the Spotlight
By Izzy


Shield of Regeneration
Shield of Regeneration [Elite]
Monk - Protection Prayers - Enchantment Spell
Energy: 15
Activation: 0.25
Duration: 5..13
Recharge: 8
Enchantment Spell. For 5..13 seconds, target ally gains +3..10 Health regeneration and 40 armor.
Interestingly, just putting up a skill change calls attention to the existence of a skill, and possibly encourages people to run it. But this is an example of perception. It isn't actually balance. People seem to be shifting around their skill usage because certain skills are just spotlighted at the moment. Shield of Regeneration is an example: it was not the most optimal to start with, and after the nerf people found alternatives. Ensign: A lot of teams run 8v8 GvG builds because Monks were considerably changed with Nightfall as well. Now teams need another Monk or defensive character for support. This leads to some interesting responses when an opposing team splits with three attackers. Responding to such splits can greatly weaken a dedicated 8v8 team build.

Izzy: Monks were weakened on purpose in order to break the stalemate caused by players not dying. The game is unbalanced if nobody dies, and fighting for 20 minutes without a death is boring. Death is a critical event in a GvG, so players bring many layers of defense in order to prevent deaths. With the resulting webs of defense, full of interdependent layers, one mistake and the team crumbles. The weakening of Monks made passive defenses such as Aegis and Wards (skills that are "fire and forget") much more important and powerful. [Referring to a forum post by Ensign] Ensign would like to increase healing capability for Monks, rather than buffing damage reduction, to make Monks more flexible and therefore propagate diversity among Monk builds. As it is now, the advent of Light of Deliverance has really cut down on build diversity, yet it does not synergize well with other skills because it requires less than 80% Health for activation.

Ensign: Light of Deliverance is the only real way to keep up with all of the damage that teams bring into matches, making it a single point of failure. Shutting down a team's Light of Deliverance Monk usually leads to defeat for that team.

Izzy: A Heal Party type of skill is integral to the backline of Guild Wars teams, and has been almost from the start. Because it's even more efficient than Heal Party, Light of Deliverance is harder to deal with. Using Light of Deliverance also pressures teams' ability to split because Monks' Skill Bars are now more tuned for 8v8 fighting. I would like to deal with the Light of Deliverance issue, but I want to continue examining passive defenses. It's dangerous making changes to Monks without extensive consideration. A small change to Monks can have far-reaching consequences for overall balance. Monks play a pivotal role throughout the game.

Ensign: Ward of Melee is still a problem after the recent skill changes. In the past it was not a major concern, but Light of Deliverance allows players to basically camp in the Ward and shrug off area-of-effect damage that previously had been used to force them out.

Izzy: I will look at Monks, but I want to avoid catastrophic failure and be very careful about messing with them. Even so, I still want to focus on passive defenses. They're scary because once people learn how to effectively use passive defenses, they basically stop taking damage. The power creep of Nightfall that led to this huge increase in passive defense by teams also led teams to bring fewer dedicated offensive characters. While in the past teams might have brought five purely offensive characters, the norm now is three. Paragons have contributed greatly to this situation because they are really good at combining both a lot of offense and a lot of defense on one character. To change things up, I plan to focus on passive defenses and Light of Deliverance.



Ideal Balance

Izzy: Balance should make the game enjoyable to play, with large variety in terms of the builds you can play and in-game tactics you can employ. Right now I see balance as being off because there are a limited number of strong skills you basically need to bring if you want to win. Also, in the game itself, 8v8 is much more viable than a split strategy, thereby making 8v8 the dominant choice by most teams. One reason for this is that many guilds around are no longer trying new things.

Ensign: Agreed with Izzy. The Guild Wars Factions Championship was the pinnacle of balance because you never knew what people would bring. Back then you could try bringing different things, and you weren't ever sure what your opponents would have on their Skill Bars. But now you can almost know for sure what the opponents will have.

Izzy: We recognized that as more skills were added, the more balance would be affected. New skills are introduced to fill gaps in what is already available and keep things interesting and varied, though this does tend to push out some old skills. This problem is inherent to adding new skills. If there are 15 ways to achieve Blind, there will likely be one optimal method. In addition, good utility skills such as Enraging Charge start to push away the variation in the game. Enraging Charge fills a niche role because it is flexible as either a speed boost for splits or an adrenaline builder. This is one of the reasons ArenaNet didn't introduce as many new skills in Eye of the North.


Balance Updates

Izzy: The method for balancing skills with the release of Factions and Nightfall were different, and thus required different sorts of balance updates. With Factions, we introduced a lot of weaker skills and then slowly worked to make them stronger after seeing how players used and responded to them. When Nightfall was implemented, we instead introduced skills that were very strong and then sought to scale them back later as needed. Thus Nightfall had a much more immediate impact on the metagame than Factions did. This also made it take much longer to balance after the release of Nightfall than it did after the release of Factions.

Izzy: It takes a lot of time to analyze skills and make certain what their effects are on the metagame. I aim to make a balance update every other month if things seem relatively balanced, or once a month if the metagame appears unbalanced. While this may seem like a long time, the longer time period allows for the meta to settle and for us to identify what changes are needed.

Ensign: There really is no problem with the schedule for updates. The problem is more that the depth of the changes is minor. It seems that there are only a few significant changes with each update.

Izzy: We don't like to change too much at once because wide, sweeping changes are harder to track, while smaller changes make it easier to see the effects. Too many changes at once don't provide adequate feedback. It is hard to pin down which changes had the most impact if all of them were huge shakeups. The effects of some changes are immediately apparent though, such as the effect that Keystone Signet had with Signet of Humility.



Balance Input

Izzy: Contemplated changes are often posted on my Wiki page so that people can comment on them. I read posts on various fansites as well as on my Wiki page concerning balance issues. Also, I talk to people in-game about contemplated changes, using a group of 30 or so experienced players as a sounding board. Ensign is usually privy to these changes ahead of time because he and I speak on a regular basis about the state of the game and balance. Ensign's feedback has helped find large issues with changes before they go live. I really like Ensign's critiques because they provide a more radical viewpoint, and it is useful to see those kinds of responses to balance attempts. The "testing weeks" recently employed are a more progressive approach, as opposed to closed door Alpha testing, and they provide a wider response and more feedback. ArenaNet is trying to streamline communication and get the message out to players better, but this still needs work. The volume of skills is high right now, so overall balance takes longer.

Shake it Up

Izzy: Players currently use mostly Core skills, followed by Nightfall skills and then skills from the original Guild Wars campaign (Prophecies). The metagame is quite stale at the moment and needs some shaking up. One example is changing how Light of Deliverance works in relation to other skills in the backline. The risk of this approach, though, is a chain reaction and a crumbling of the metagame.

Ensign: Things have been bad for a couple of months. Shake it up!
Lonesamurai
Lonesamurai
Furnace Stoker
#2
interesting read
ensoriki
ensoriki
Forge Runner
#3
Wasn't that great....I wanted to see a fight.

I wanted it to be all

Izzy: I know what im doing
Ensign: Im sure you have a good idea, but your also **** it up
Izzy: thats it
Ensign: ya it is!
Izzy: Bring your character! My Guild hall.... noon.

You know it be awesome.

Anyways, didn't they just rehash what the Gladiators board has been yelling at me over and over again?
p
placebo overdose
Wilds Pathfinder
#4
"Izzy: A Heal Party type of skill is integral to the backline of Guild Wars teams, and has been almost from the start. Because it's even more efficient than Heal Party, Light of Deliverance is harder to deal with. Using Light of Deliverance also pressures teams' ability to split because Monks' Skill Bars are now more tuned for 8v8 fighting. I would like to deal with the Light of Deliverance issue, but I want to continue examining passive defenses. It's dangerous making changes to Monks without extensive consideration. A small change to Monks can have far-reaching consequences for overall balance. Monks play a pivotal role throughout the game."
that was interesting
Trub
Trub
Jungle Guide
#5
Quote:
Originally Posted by ensoriki
Wasn't that great....I wanted to see a fight.

I wanted it to be all

Izzy: I know what im doing
Ensign: Im sure you have a good idea, but your also **** it up
Izzy: thats it
Ensign: ya it is!
Izzy: Bring your character! My Guild hall.... noon.

You know it be awesome.
THAT would be too classic!
f
freaky naughty
Krytan Explorer
#6
I really don't think that prot monks need a nerf. It's not like now everyone uses the same gvg build just use more mesmers to deal with the monks, either that or just outlast them till they get bored and rage quit.
ensoriki
ensoriki
Forge Runner
#7
Quote:
Originally Posted by freaky naughty
I really don't think that prot monks need a nerf. It's not like now everyone uses the same gvg build just use more mesmers to deal with the monks, either that or just outlast them till they get bored and rage quit.
Mesmers barely use alot of hexes and are more domination now.

Why? Izzy has given monks so much HEX HATE, that the only class that can really take hex's are mesmers, and even there going why the RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO bother? So I can waste my energy?

Mesmers would be doing there role so much better if monks didn't pwn hexes better than they make red bars go up *Exaggeration*
O
Omniclasm
Jungle Guide
#8
Very boring. Mostly saying crap that everyone already knows. The only people who don't already know that, probably wouldn't be reading the SotG article anyway, 90% of it was about LoD. Yay.
I Phoenix I
I Phoenix I
Jungle Guide
#9
Funny how they linked to the GuildWiki update notes rather than GW Wiki's...lol.
Zinger314
Zinger314
Debbie Downer
#10
I would have liked to see a simple five word disclaimer:

Izzy gets paid, Ensign doesn't.
Omega X
Omega X
Ninja Unveiler
#11
Quote:
Izzy: Balance should make the game enjoyable to play, with large variety in terms of the builds you can play and in-game tactics you can employ. Right now I see balance as being off because there are a limited number of strong skills you basically need to bring if you want to win. Also, in the game itself, 8v8 is much more viable than a split strategy, thereby making 8v8 the dominant choice by most teams. One reason for this is that many guilds around are no longer trying new things.

Ensign: Agreed with Izzy. The Guild Wars Factions Championship was the pinnacle of balance because you never knew what people would bring. Back then you could try bringing different things, and you weren't ever sure what your opponents would have on their Skill Bars. But now you can almost know for sure what the opponents will have.
The entire conversation in a nutshell.
Longasc
Longasc
Forge Runner
#12
I am missing some things in the article. Obvious things get mentioned, but I would prefer insights on these things


1. Balancing vs Nerfing

Too often a skill is recognized as a problem and then gets ruthlessly destroyed. I really appreciate the way they do it lately, rework skills than tune them down into oblivion. The game got more and more skills. But they recognize themselves that less and less of them see play, the worst thing was probably the massive powercreep over the years.

Still, the focus is too often on fixing/breaking existing and used skills than offering more alternatives, which for sure is harder.



2. Focus on PvP

Izzy (and probably Ensign, too) is so totally on balancing PvP that he simply lacks the time to think about PvE. And maybe the love, too. PvE is easy anyways, right? Why make it better, it is only what the majority of our players is actually playing *cough*.

Some of the better PvE skills (Factions, Sunspears) show some more love and caring, while the whole EOTN PvE skills are either crap or totally imbalanced, see Ursan Blessing.

They need to wake up, the PvP community is not the GW community, and while Izzy once rightfully said it is "very hard and near impossible to break PvE", the one-skillset-for-two totally-different-games, with balancing being 99% based on one, PvP, while on the other hand 99% of the new content gets offered for PvE, is doing GW no good.


GW2 would have been the chance to offer
GW2 - PvE focus, optional super-casual PvP
+
GW: Tournament - Solely PvP focused PvP game, maybe less professions, less skills, but more balance and much more pvp content, i.e. game modes, arenas etc.

I guess they fear or know that the latter would be a PvP'ers wet dream, but also that not enough would pay for and play this pure pvp game.
Carinae
Carinae
Forge Runner
#13
Quote:
Originally Posted by Longasc
Izzy (and probably Ensign, too) is so totally on balancing PvP that he simply lacks the time to think about PvE. And maybe the love, too. PvE is easy anyways, right? ... while the whole EOTN PvE skills are either crap or totally imbalanced, see <insert skill>.
Ensign knows PvE is messed up too, for different reasons concerning different skills. I talked with him today about that very thing.
-Loki-
-Loki-
Forge Runner
#14
Quote:
Originally Posted by Longasc
2. Focus on PvP

Izzy (and probably Ensign, too) is so totally on balancing PvP that he simply lacks the time to think about PvE. And maybe the love, too. PvE is easy anyways, right? Why make it better, it is only what the majority of our players is actually playing *cough*.
Always has been focussed on PvP. Very few skill balances have been because of PvE, and those were done so they didn't affect PvP very much at all.
Coridan
Coridan
Forge Runner
#15
I don't understand why they just don't go to a sealed deck type of system for GvG. Everymonth the select xxxx number of skills from each line that can be used in GvG. Teams must use skills from that pool. Boom now you never now exactly what skills are going to be on other teams skill bars...well until the end of the month and the best templates are posted on the wiki that is.

Also I am not a high end GvGer but i think the problem here is really about how STALE GvG has become not about skill in playing the game. They need someway to revitalize GvG and nerfing skills into submission is not the way to go about doing it.
Lhim
Lhim
Krytan Explorer
#16
Quote:
Originally Posted by Longasc
Izzy (and probably Ensign, too) is so totally on balancing PvP that he simply lacks the time to think about PvE. And maybe the love, too. PvE is easy anyways, right? Why make it better, it is only what the majority of our players is actually playing *cough*.
Quote:
Originally Posted by Longasc
I guess they fear or know that the latter would be a PvP'ers wet dream, but also that not enough would pay for and play this pure pvp game.
Quote:
Originally Posted by -Loki-
Always has been focussed on PvP. Very few skill balances have been because of PvE, and those were done so they didn't affect PvP very much at all.
Quote:
Originally Posted by Coridan
the problem here is really about how STALE GvG has become not about skill in playing the game. They need someway to revitalize GvG and nerfing skills into submission is not the way to go about doing it.
Spot on. I couldn't agree more
Lagg
Lagg
Wilds Pathfinder
#17
This is one of the most worrying articles that I've ever read on the official Guild Wars website.

Correct me if I'm wrong, but they are basically saying:

"We know players have been wondering for a while if we still have any idea how to balance this game and, well, we don't."



I realise it's not quite as easy as it would seem from a player perspective (nerf this, buff that, tada!), but I think the best approach now is to keep an illusion of balance going and focus on making Guild Wars 2 the game we've all been wanting to come home to.

As many have stated before, splitting PvE and casual PvP from tournament PvP in GW2 would seem like an ideal solution.

The downside is, of course, that it will be even harder for casual players to get involved in tournament PvP. But as Guild Wars has proven over the years, most people are simply not interested in tournament PvP to begin with. So why force it upon them?
Redfeather1975
Redfeather1975
Forge Runner
#18
I suggested on another forum that maybe, just maybe they can consider adding new GvG NPC types.
Like a mesmer or necromancer with Gaze.
lacasner
lacasner
Desert Nomad
#19
Basically, nothing new was said, and nothing new will happen.

GG
C
Calen The Civl
Frost Gate Guardian
#20
The danger to the slide of balance and the game is the fact it mars Anet's reputation which will translate to a decrease in sales of Gw2. Reputation is important to game sales; just look at companies such as Blizzard and Rockstar.

Anet needs to seriously consider this problem and make a concerted effort to address the slide of Gw1 and their reputation as a game developer before it negatively influences future sales. (If the company sees this as a possible danger that is. I have been hearing both in game and in real life about people not thinking about gw2 with the state of the current game being a hint of the future. The future is the future however.)

Items to address would include but wouldn't be limited to:

1. (Obviously) PvP balance. Perhaps even a sealed deck system, as been mentioned to help with this balance.

2. Complete mechanic overhauls that lead to exploitation such as an overhaul of the entire ritualist class, passive skill systems, soul reaping, and other much talked about aspects for both pvp and pve.

3. PvE balance - rework some overpowered aspects to HM that discourages build/class diversity. rework skills as well that do the same.

The list continues with all the other major issues both communities have already touched on in the past.