Gearing up: PvE VS. PvP
Posted 18 January 2013 - 10:13 AM
Imagine my surprise when I saw the expansive monster that is the PvE system of gearing up. Stats on more than 10 pieces: it seems like a throwback to the GW1 system we gladly gave up on in exchange for the insignia system. While it does give the player more options, it also demands a lot more resources - time, gold, karma, t-stones just to get the stats you want on the look you want it on.
So, my question is - do you enjoy the idea of two systems or would you prefer to go forward with a unified system? And if so, which one?
Posted 18 January 2013 - 07:49 PM
If there was an option for pvp style that was cheaper I'd probably say yes. but given how screwed the economy is right now, if this switch was made stat amulets would probably cost just as much as - if not more than - buying all the armor, jewels, and weapons right now. If I'm gonna spend that much money to get my stats, I'd much rather get to customize what I want to get my preferred performance from the build.
Posted 18 January 2013 - 08:36 PM
And while the added options would be good, I wonder how many folks are actually mixing stats and wouldn't those builds be actually better by sticking to a single stat distribution? I mean, are we just given the illusion of a choice here?
Posted 18 January 2013 - 08:57 PM
I like the present PvE gear system. Sure if you gear your characater all in exotic gear just to see that your build just don't work as good as you expected, well its gonna cost you more time to fix everything and that is a little bit hard to accept. I say that because that happened to me after i went into higher fractal level.
This said, i prefer the possibility of more choice for my gear stats. Ya sure for some character you gonna use all the same stats distribution. But that's not for every character. My engineer is full rampager's and my mesmer and rangers are full berserkers but after that, none of my other toon have only one set of gear. For exemple, my Guardian is a mix of berserker's, knight's and soldier's sets, and i would not know what to do with it if i had too settle for only one stats distribution.
Posted 19 January 2013 - 01:49 AM
Posted 19 January 2013 - 02:03 AM
Posted 19 January 2013 - 03:08 AM
Posted 19 January 2013 - 07:31 AM
By unifying the system I didn't mean using the same gear in both PvE and PvP (although this is something folks seem to want), I meant using the same system for both parts - for instance, despite both parts of the game having runes, only PvE has MF runes. So a unified system would be a system that only has stats on the amulet with, potentially, additional amulets for PvE.
By "monster" I was referring to being more expansive than the PvP version. ^^
Edited by Protoss, 19 January 2013 - 10:01 AM.
Posted 19 January 2013 - 09:40 AM
The only stats I would have preferred to be found on gear would be the bare basic ones: Defense on armor, damage on weapons.
They should still be capped based on item requirements level so if a level 10 player wearing level 5 armor finds a level 10 armor, there is progress since the level 10 armor would be stronger.
Posted 19 January 2013 - 11:27 AM
A billion different pieces doesn't have to be expensive. Exotics/mats can drop double, triple, or quadruple drop rates and watch the prices fall. See rares for an example. Anet wants them expensive and so they are. If anything, they probably wanted them way more expensive than they ended up.
Posted 19 January 2013 - 11:54 AM
Absolutely. The same way that a single amulet could have had a cost of multiple complete sets. One can easily make poor decisions with both systems.
Still, given the limitations of players' inventory - it would be easier to keep multiple "sets" if they'd consist of just the amulet. Which is probably another reason why we got the expansive system in PvE.
Posted 19 January 2013 - 03:55 PM
Posted 19 January 2013 - 06:12 PM
PvE and PvP are separated. You can't bring PvE stuff to PvP, what makes you think it should work the other way round?
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