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Originally Posted by Numa Pompilius
OK, it became more of a deal later, with the PvE titles (another really, really, bad idea)
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Fully agree on that one.
While I can see how A-net tries to keep people playing with those and deflate the economy the titles are just killers for a lot of teamplay.
BS like: "Sorry, can't do that because I've already done it and don't need for title anymore"
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Originally Posted by Tyla
So your claim is that making the game harder was what broke it?
Unless I misread, I think that is an extremely bad way of putting it.
More difficulty is better.
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Yes. But not by increasing the number of foes and their level.
This has been talked over and over in for example the Mesmer forum.
Making it more difficult by this and not working on AI made tanking the preferred way to play for PUGs.
The anti-farming, agro breaking code was a good thing from AI perspective.
Too bad the PvE crowd could not handle it very well.
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NF actually did screw the game up. Mending Touch and Natural Stride are a prime example. I'm not sure on the full detail, but it was called the nightfall power creep for a reason.
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A lot of the changes in NF were related to A-net wanting to have more active battles so they introduced a lot (over)powered skills with less ways to counter them. At least, that was what I've seen the first weeks after introduction.
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I fail to understand this bit. The AI is stupid and always has been, including the H/H.
Not to mention Henchmen could already be used to rip PvE to shreads.
Having more people was actually a benefit, IF they weren't as bad as the AI.
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True but you forget one thing.
Playing with people is only better when you can team up with them in a time that is faster then completing something.
If I have to wait for 30-45 minutes to form a full human team or get that same team going with 2 humans and 6 heroes in 5 minutes, there is a 25-40 minute disadvantage for the human team.
Those long teaming times were already a problem in Gyala, Unwaking and Eternal Grove before the introducion of heroes and heroes were just a way to solve this problem.
Also, while heroes are stupid it's very easy to abuse them in PvE.
They have one enormous benefit, they react on instance.
Remember the Discord necro teams in GvG?
They showed the power of hero AI, meet the right conditions and they will react on that exact moment if the skills are ready.
This is why a 2 human + 6 heroes will always be preferable over 1 human + H&H.
Even 1 human + 6 heroes (entering with someone leaving right after) gives more benefit then H&H when the skills are aligned.
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Agreed here, but PvE skills were also given because of the NF power creep, because of the nerfing.
Bad skill design is also a cause of the game-breaking. If a skill usable in PvE and PvP, and stupidly overpowered (SF during 6-man HA, for example), it deserves to be nerfed.
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I don't mind nerfs, not at all.
If a skill is overpowered it needs to be tamed.
However, nerfing a skill based on PvP reasons is different then nerfing one on PvE reasons.
Remember the way A-net decided to make things harder? Higher levels and more foes. That's not what PvP is about.
If PvP would be like PvE I should be in a 10-12 human team when facing a good guild. Because my 'AI' is not as good as theirs. And my level should be raised to 30 and my attributes accordingly.
Sure, I can adapt and if I get better my level would need to decrease.
The paragon nerfs for PvP were fully understandable but the same nerfs did have a negative impact on the PvE paragon.
New profession, not that many experienced players and a completely different playing field.
It's a good PvE profession even without the PvE skills but functions best in a certain team build.
And those can only be made by highly organised groups, most likely guild or alliance. It's hard to get the full benefit from a paragon when playing with PUGs.
It's very easy to say that PvE skills are the problem when in fact they just part of an already broken gameplay.
A gameplay where limited AI (I know, it's very difficult to program) and fixed groups/spawning spots contribute to an environment where certain teams provide the most failsafe way to play. Tank & spank most of the time.
I know there are good reasons to keep fixed groups and this kind of AI in PvE.
Change it and people will get very upset. Because they can't think of any way to solve things if the foes are constantly changing.
PvE should not be a constant struggle, at least I think that was what some A-net developer said a while ago.
And even PvP follows a certain meta-game where the most common team builds are known.
Now we combine all this together.
PvE players who want to play safe and can't really handle change.
AI with very visible limitations.
Increased difficulty = more foes and higher level.
Even more difficulty? Environmental effects.
Now this leads to the ultimate PvE disaster: DoA.
The PUG way to play DoA?
Take a tank, nukers and healers. Some gimmic necro's to help the team.
Tank as many foes as possible and nuke them to oblivion.
No need to take out the monk with a decent tank, he'll just ball it into the group and it gets total shutdown from MS chain.
You want to try something else for DoA? Possible if you put a lot of effort into it. But that's since they changed Normal Mode so it does not have the environment settings anymore.
Before that? I'm not sure how many teams except the Kaiz team were able to play the entire environment.
I think it's good to have challenging areas in the game and even things that are almost impossible to do. Call them elite areas.
But base the challenge on player skill / game knowledge and not only on the ability to soak enemy damage and damage them more than they can heal.