ak47_training, on 01 November 2012 - 07:59 PM, said:
You pulled that 90% out of your hat, didn't you? I can claim its 50% and be as sound as you are, if not more.
Yeah i did, but my point stands. Changes that balance high level play will almost always effect low level play in a positive way.
ak47_training, on 01 November 2012 - 07:59 PM, said:
Besides, there is WvW, and it is totally different kitchen. You can have 100% balanced game in tpvp and glaring whopping imbalance in WvW at the same time.
WvW has(IMO) to many to many stuff(food buffs, orb bonus, castle bonus, gear) to balance it around. Numbers, siege and coordinated play is what makes the difference there, not running the OP builds.
ak47_training, on 01 November 2012 - 07:59 PM, said:
Well, you said it yourself. Some stuff is easy to learn. Some stuff is hard to learn. Example? Elementalist. There are much fewer of them in spvp than in tpvp.
Also, some stuff is extremely good in coordinated team, and has barely any use in random team. Like mass invis / portals. Or Sanctuary. Or many, many more things.
But should we buff stuff because people dont know how to use it properly? IMO we dont.
ak47_training, on 01 November 2012 - 07:59 PM, said:
Point being, high level coordinated play != low level random play. They are very different. Thus, the balance IS different.
Yes, the balance is different. However, if you fail in low-level play(cus of inbalance caused by hard to play vs easy to play, for example) you can learn how to counter stuff, improve, and then gain the upper hand. If something is unbalanced in high-level pvp, it basically means you are stuck and cant progress because class Y will always faceroll you, no matter what you try. If you cant progress, you are stuck, and nobody likes being stuck. You might get stuck in low-level play as well, but thats only temporary, as you progress in skill level and game awareness.
ak47_training, on 01 November 2012 - 07:59 PM, said:
Example from, say, old Dota. Old Rikimaru (with perma invis and pew-pew-pew ward as ulti). He was totally broken in random pubs. I remember pwning faces 20 kills / 0 deaths with some stupidly ridiculous builds with Sheepstick and Dagon.
When it came to clanwars, that character was never ever picked. Because people were coordinated enough to get true sight and protect the carrier. And even if Riki got close enough to place a ward, ppl either retreated from or focusfired it so it died in 0.5 seconds, being a waste. And without ward/invis he was just another melee squishy with no nukes / cc / support.
Same with rampage and invis heroes(the irony) in low-level play versus high level play in HoN. Because people are not willing to invest time to learn how to counter a hero(or create a general sense of map awareness for that matter) a hero is deemed OP, because people refuse to use right counters, for whatever reasons.
ak47_training, on 01 November 2012 - 07:59 PM, said:
It is still a goal for ANet, you see. So we should never disregard stuff based solely on the argument "Hey thats not tpvp so it doesnt matter".
We should not of course, but our main focus should be on Tpvp, unless a more competative mode comes out. Balancing around bad players is simply way to hard, because you dont know how they are gonna respond, because bad players dont know that as well. Good players will know that ele staff has skill X and he is probably gonna use that around time Y and thus i should keep my Q untill he uses that skill. It is simply alot easyer to theorycraft around compotent players, and thus easyer to balance around.
ak47_training, on 01 November 2012 - 07:59 PM, said:
Well... I never noticed a declain in numbers of D/D (or even S/P for that matter, but they were never too popular) thieves in tpvp. They are still whopping effective roamers. They still oneshot people with CnD->Steal->Backstab->HS combo with no telegraphing whatsoever. They still get away freely from almost any situation. New Assasin's Signet, for instance, changed nothing in this regard. Maybe some of them adjusted their traits slightly, but that's it. Many did not even use the Signet in the first place.
I am not a huge fan of the signet anyway, but I think that the AS "nerf"might be close to being a buff, yet all the QQíng around the instagib combo died out.
And a damage reduce on HS does gimp potential builds. Just because it doesnt seem that obvious now doesnt mean it didnt do anything. A damage decrease is always gonna hurt. Not saying it wasnt a good nerf(i quess i even agree with it) but any nerf to any skill is always gonna hurt a class, be it inmidiatly or ruining potential future builds after another skill has been buffed, or another meta comes forward.
Edited by Shatteredz, 01 November 2012 - 11:58 PM.