@Matthew_Galvanus well said!
dagrdagaz_5912 wrote: »GW1 and GW2 have a long history of having seperate PvP and PvE versions of some skills, with a minor difference to make them better suited for their playstyle.
Very wise imo.
So yeah, why ZoS refuses to do this ...........
If you watched the stream they stated the DoT nerf is for PvE diversity
But continue to blame pvp like always
However i do agree, then DoT‘s would only be useless in PvE instead of both
"Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.”
― Robert E. Howard
Matthew_Galvanus wrote: »As most people who watch or test the latest changes on the PTR have already said, ZoS has once again had a kneejerk reaction and (in my opinion) overcorrected on DoT damage; reducing their damage by far too much and causing another big meta shift. This wouldn't be such a big issue if we hadn't already had a major change in the meta less than two months ago. Throwing in so many major changes all at once and then reverting or making some skills less effective than they were before within a timespan of only a month is not good for the game. If you don't give players time to adjust and learn the new meta, or adjust skills over a long period of the time so the meta changes gradually, you put the players in a position where they begin to stop having fun because they are constantly having to rebuild their character from the ground up and are always fearing the axe constantly looming over their heads, making them anxious about whether or not the next big patch is going to destroy their playstyle or not.
Now a big part of this is problem is caused by the fact that we only have one balance team and the changes that are made affect both PvE and PvP, this is a substantial issue because it is literally impossible to balance one without hurting the other. Take for example the current changes in the PTR, these reductions in DoT damage were headed up (as far as i know) by the lead of the PvP team because they were overperforming. Now if we were balancing PvE and PvP separately this would be a nonissue to change because what they changed in PvP wouldn't affect PvE, but unfortunately that isn't how things are run right now. By drastically reducing the damage for these skills for PvP, they have effectively crippled another playstyle for PvE, this coming after the fact they already crippled a lot of playstyles after Scalebreaker went live. The biggest problem with this, lies in the fact that almost all changes made to skill damage, or set effects is primarily because it is overperforming in PvP, but because the two aren't separate, it ends up reducing the overall dps in PvE, making end game content like Trials, DLC dungeons, etc more difficult. It lowers the skill floor and thus turns players away from the game because it is so much more difficult to master a class.
It's because of this that i am (yet again) suggesting the formation of two balance teams, one for PvE, and one for PvP. If we separate the two modes so that changes to skills, sets, etc affect only one and not the other then the threat of having a playstyle made ineffective becomes substantially lessened. Not only that but it will allow them to raise the skill floor to a manageable level while still ensuring that difficulty is consistent without having to hurt another aspect of the game to do so. They already have a very basic form of this in PvP via Battlespirit, but it isn't enough. A change like this needs to be done for the health and longevity of the game. The game isn't in a tough position like it had been when it first released, it is incredibly successful despite the serious (but fixable) flaws. At this point, separating PvE and PvP would only make the game better as people would have a much easier time learning one and then the other. More players would join and more money would be coming into the game, allowing ZoS to make even more amazing content.
Matthew_Galvanus wrote: »As most people who watch or test the latest changes on the PTR have already said, ZoS has once again had a kneejerk reaction and (in my opinion) overcorrected on DoT damage; reducing their damage by far too much and causing another big meta shift. This wouldn't be such a big issue if we hadn't already had a major change in the meta less than two months ago. Throwing in so many major changes all at once and then reverting or making some skills less effective than they were before within a timespan of only a month is not good for the game. If you don't give players time to adjust and learn the new meta, or adjust skills over a long period of the time so the meta changes gradually, you put the players in a position where they begin to stop having fun because they are constantly having to rebuild their character from the ground up and are always fearing the axe constantly looming over their heads, making them anxious about whether or not the next big patch is going to destroy their playstyle or not.
Now a big part of this is problem is caused by the fact that we only have one balance team and the changes that are made affect both PvE and PvP, this is a substantial issue because it is literally impossible to balance one without hurting the other. Take for example the current changes in the PTR, these reductions in DoT damage were headed up (as far as i know) by the lead of the PvP team because they were overperforming. Now if we were balancing PvE and PvP separately this would be a nonissue to change because what they changed in PvP wouldn't affect PvE, but unfortunately that isn't how things are run right now. By drastically reducing the damage for these skills for PvP, they have effectively crippled another playstyle for PvE, this coming after the fact they already crippled a lot of playstyles after Scalebreaker went live. The biggest problem with this, lies in the fact that almost all changes made to skill damage, or set effects is primarily because it is overperforming in PvP, but because the two aren't separate, it ends up reducing the overall dps in PvE, making end game content like Trials, DLC dungeons, etc more difficult. It lowers the skill floor and thus turns players away from the game because it is so much more difficult to master a class.
It's because of this that i am (yet again) suggesting the formation of two balance teams, one for PvE, and one for PvP. If we separate the two modes so that changes to skills, sets, etc affect only one and not the other then the threat of having a playstyle made ineffective becomes substantially lessened. Not only that but it will allow them to raise the skill floor to a manageable level while still ensuring that difficulty is consistent without having to hurt another aspect of the game to do so. They already have a very basic form of this in PvP via Battlespirit, but it isn't enough. A change like this needs to be done for the health and longevity of the game. The game isn't in a tough position like it had been when it first released, it is incredibly successful despite the serious (but fixable) flaws. At this point, separating PvE and PvP would only make the game better as people would have a much easier time learning one and then the other. More players would join and more money would be coming into the game, allowing ZoS to make even more amazing content.
Reducing DoT damage far to much? Try a bg right now for once, and be ashamed of your comment. All you see right now is sorcerers spamming their dots, and any stamina-based class spamming snipe and poison arrow. Thats all that is happening right now, because every damn DoT is so overpowered in pvp, you dont need anytthing else. I welcome this change, and I hope it hits the live servers soon.
Matthew_Galvanus wrote: »Matthew_Galvanus wrote: »As most people who watch or test the latest changes on the PTR have already said, ZoS has once again had a kneejerk reaction and (in my opinion) overcorrected on DoT damage; reducing their damage by far too much and causing another big meta shift. This wouldn't be such a big issue if we hadn't already had a major change in the meta less than two months ago. Throwing in so many major changes all at once and then reverting or making some skills less effective than they were before within a timespan of only a month is not good for the game. If you don't give players time to adjust and learn the new meta, or adjust skills over a long period of the time so the meta changes gradually, you put the players in a position where they begin to stop having fun because they are constantly having to rebuild their character from the ground up and are always fearing the axe constantly looming over their heads, making them anxious about whether or not the next big patch is going to destroy their playstyle or not.
Now a big part of this is problem is caused by the fact that we only have one balance team and the changes that are made affect both PvE and PvP, this is a substantial issue because it is literally impossible to balance one without hurting the other. Take for example the current changes in the PTR, these reductions in DoT damage were headed up (as far as i know) by the lead of the PvP team because they were overperforming. Now if we were balancing PvE and PvP separately this would be a nonissue to change because what they changed in PvP wouldn't affect PvE, but unfortunately that isn't how things are run right now. By drastically reducing the damage for these skills for PvP, they have effectively crippled another playstyle for PvE, this coming after the fact they already crippled a lot of playstyles after Scalebreaker went live. The biggest problem with this, lies in the fact that almost all changes made to skill damage, or set effects is primarily because it is overperforming in PvP, but because the two aren't separate, it ends up reducing the overall dps in PvE, making end game content like Trials, DLC dungeons, etc more difficult. It lowers the skill floor and thus turns players away from the game because it is so much more difficult to master a class.
It's because of this that i am (yet again) suggesting the formation of two balance teams, one for PvE, and one for PvP. If we separate the two modes so that changes to skills, sets, etc affect only one and not the other then the threat of having a playstyle made ineffective becomes substantially lessened. Not only that but it will allow them to raise the skill floor to a manageable level while still ensuring that difficulty is consistent without having to hurt another aspect of the game to do so. They already have a very basic form of this in PvP via Battlespirit, but it isn't enough. A change like this needs to be done for the health and longevity of the game. The game isn't in a tough position like it had been when it first released, it is incredibly successful despite the serious (but fixable) flaws. At this point, separating PvE and PvP would only make the game better as people would have a much easier time learning one and then the other. More players would join and more money would be coming into the game, allowing ZoS to make even more amazing content.
Reducing DoT damage far to much? Try a bg right now for once, and be ashamed of your comment. All you see right now is sorcerers spamming their dots, and any stamina-based class spamming snipe and poison arrow. Thats all that is happening right now, because every damn DoT is so overpowered in pvp, you dont need anytthing else. I welcome this change, and I hope it hits the live servers soon.
typical PvP player, only looks at it from the player vs player aspect, doesn't even think about what the heavy handed nerfs will do to endgame PvE content.
making some adjustments so DoTs aren't the end all be all for PvP? Sure i can live with that, but the nerfs they are proposing are going to drop the skill floor and make end game content even more difficult to complete.
Schattenfluegel wrote: »Matthew_Galvanus wrote: »Matthew_Galvanus wrote: »As most people who watch or test the latest changes on the PTR have already said, ZoS has once again had a kneejerk reaction and (in my opinion) overcorrected on DoT damage; reducing their damage by far too much and causing another big meta shift. This wouldn't be such a big issue if we hadn't already had a major change in the meta less than two months ago. Throwing in so many major changes all at once and then reverting or making some skills less effective than they were before within a timespan of only a month is not good for the game. If you don't give players time to adjust and learn the new meta, or adjust skills over a long period of the time so the meta changes gradually, you put the players in a position where they begin to stop having fun because they are constantly having to rebuild their character from the ground up and are always fearing the axe constantly looming over their heads, making them anxious about whether or not the next big patch is going to destroy their playstyle or not.
Now a big part of this is problem is caused by the fact that we only have one balance team and the changes that are made affect both PvE and PvP, this is a substantial issue because it is literally impossible to balance one without hurting the other. Take for example the current changes in the PTR, these reductions in DoT damage were headed up (as far as i know) by the lead of the PvP team because they were overperforming. Now if we were balancing PvE and PvP separately this would be a nonissue to change because what they changed in PvP wouldn't affect PvE, but unfortunately that isn't how things are run right now. By drastically reducing the damage for these skills for PvP, they have effectively crippled another playstyle for PvE, this coming after the fact they already crippled a lot of playstyles after Scalebreaker went live. The biggest problem with this, lies in the fact that almost all changes made to skill damage, or set effects is primarily because it is overperforming in PvP, but because the two aren't separate, it ends up reducing the overall dps in PvE, making end game content like Trials, DLC dungeons, etc more difficult. It lowers the skill floor and thus turns players away from the game because it is so much more difficult to master a class.
It's because of this that i am (yet again) suggesting the formation of two balance teams, one for PvE, and one for PvP. If we separate the two modes so that changes to skills, sets, etc affect only one and not the other then the threat of having a playstyle made ineffective becomes substantially lessened. Not only that but it will allow them to raise the skill floor to a manageable level while still ensuring that difficulty is consistent without having to hurt another aspect of the game to do so. They already have a very basic form of this in PvP via Battlespirit, but it isn't enough. A change like this needs to be done for the health and longevity of the game. The game isn't in a tough position like it had been when it first released, it is incredibly successful despite the serious (but fixable) flaws. At this point, separating PvE and PvP would only make the game better as people would have a much easier time learning one and then the other. More players would join and more money would be coming into the game, allowing ZoS to make even more amazing content.
Reducing DoT damage far to much? Try a bg right now for once, and be ashamed of your comment. All you see right now is sorcerers spamming their dots, and any stamina-based class spamming snipe and poison arrow. Thats all that is happening right now, because every damn DoT is so overpowered in pvp, you dont need anytthing else. I welcome this change, and I hope it hits the live servers soon.
typical PvP player, only looks at it from the player vs player aspect, doesn't even think about what the heavy handed nerfs will do to endgame PvE content.
making some adjustments so DoTs aren't the end all be all for PvP? Sure i can live with that, but the nerfs they are proposing are going to drop the skill floor and make end game content even more difficult to complete.
He is actually right, the Dot DPS in PvE is higher than a Spammable DPS. All Dots, Spammables and Light Attacks have to be in Line to perform good. Maybe something a little more there or less there, but not how its on the pts now. Or, generelly...50% Buffs and 70% Nerfs, these are too high percentagenumbers. Smaller Nerfsteps would have been better.
Matthew_Galvanus wrote: »As most people who watch or test the latest changes on the PTR have already said, ZoS has once again had a kneejerk reaction and (in my opinion) overcorrected on DoT damage; reducing their damage by far too much and causing another big meta shift. This wouldn't be such a big issue if we hadn't already had a major change in the meta less than two months ago. Throwing in so many major changes all at once and then reverting or making some skills less effective than they were before within a timespan of only a month is not good for the game. If you don't give players time to adjust and learn the new meta, or adjust skills over a long period of the time so the meta changes gradually, you put the players in a position where they begin to stop having fun because they are constantly having to rebuild their character from the ground up and are always fearing the axe constantly looming over their heads, making them anxious about whether or not the next big patch is going to destroy their playstyle or not.
Now a big part of this is problem is caused by the fact that we only have one balance team and the changes that are made affect both PvE and PvP, this is a substantial issue because it is literally impossible to balance one without hurting the other. Take for example the current changes in the PTR, these reductions in DoT damage were headed up (as far as i know) by the lead of the PvP team because they were overperforming. Now if we were balancing PvE and PvP separately this would be a nonissue to change because what they changed in PvP wouldn't affect PvE, but unfortunately that isn't how things are run right now. By drastically reducing the damage for these skills for PvP, they have effectively crippled another playstyle for PvE, this coming after the fact they already crippled a lot of playstyles after Scalebreaker went live. The biggest problem with this, lies in the fact that almost all changes made to skill damage, or set effects is primarily because it is overperforming in PvP, but because the two aren't separate, it ends up reducing the overall dps in PvE, making end game content like Trials, DLC dungeons, etc more difficult. It lowers the skill floor and thus turns players away from the game because it is so much more difficult to master a class.
It's because of this that i am (yet again) suggesting the formation of two balance teams, one for PvE, and one for PvP. If we separate the two modes so that changes to skills, sets, etc affect only one and not the other then the threat of having a playstyle made ineffective becomes substantially lessened. Not only that but it will allow them to raise the skill floor to a manageable level while still ensuring that difficulty is consistent without having to hurt another aspect of the game to do so. They already have a very basic form of this in PvP via Battlespirit, but it isn't enough. A change like this needs to be done for the health and longevity of the game. The game isn't in a tough position like it had been when it first released, it is incredibly successful despite the serious (but fixable) flaws. At this point, separating PvE and PvP would only make the game better as people would have a much easier time learning one and then the other. More players would join and more money would be coming into the game, allowing ZoS to make even more amazing content.
Emma_Overload wrote: »You've got it backwards, OP. Battle Spirit should be a buff/debuff on PvE MOBs, not players.
All they have to do is get the balance right for PvP, and then they can adjust mob health and effectiveness all they want without bothering players.
Idk about the others but I’m tired..Even when the nerfs are a result of pve we still get blamed..Some are so nice they kick us from trials/dungeons after seeing we pvp a lot..Matthew_Galvanus wrote: »Schattenfluegel wrote: »Matthew_Galvanus wrote: »Matthew_Galvanus wrote: »As most people who watch or test the latest changes on the PTR have already said, ZoS has once again had a kneejerk reaction and (in my opinion) overcorrected on DoT damage; reducing their damage by far too much and causing another big meta shift. This wouldn't be such a big issue if we hadn't already had a major change in the meta less than two months ago. Throwing in so many major changes all at once and then reverting or making some skills less effective than they were before within a timespan of only a month is not good for the game. If you don't give players time to adjust and learn the new meta, or adjust skills over a long period of the time so the meta changes gradually, you put the players in a position where they begin to stop having fun because they are constantly having to rebuild their character from the ground up and are always fearing the axe constantly looming over their heads, making them anxious about whether or not the next big patch is going to destroy their playstyle or not.
Now a big part of this is problem is caused by the fact that we only have one balance team and the changes that are made affect both PvE and PvP, this is a substantial issue because it is literally impossible to balance one without hurting the other. Take for example the current changes in the PTR, these reductions in DoT damage were headed up (as far as i know) by the lead of the PvP team because they were overperforming. Now if we were balancing PvE and PvP separately this would be a nonissue to change because what they changed in PvP wouldn't affect PvE, but unfortunately that isn't how things are run right now. By drastically reducing the damage for these skills for PvP, they have effectively crippled another playstyle for PvE, this coming after the fact they already crippled a lot of playstyles after Scalebreaker went live. The biggest problem with this, lies in the fact that almost all changes made to skill damage, or set effects is primarily because it is overperforming in PvP, but because the two aren't separate, it ends up reducing the overall dps in PvE, making end game content like Trials, DLC dungeons, etc more difficult. It lowers the skill floor and thus turns players away from the game because it is so much more difficult to master a class.
It's because of this that i am (yet again) suggesting the formation of two balance teams, one for PvE, and one for PvP. If we separate the two modes so that changes to skills, sets, etc affect only one and not the other then the threat of having a playstyle made ineffective becomes substantially lessened. Not only that but it will allow them to raise the skill floor to a manageable level while still ensuring that difficulty is consistent without having to hurt another aspect of the game to do so. They already have a very basic form of this in PvP via Battlespirit, but it isn't enough. A change like this needs to be done for the health and longevity of the game. The game isn't in a tough position like it had been when it first released, it is incredibly successful despite the serious (but fixable) flaws. At this point, separating PvE and PvP would only make the game better as people would have a much easier time learning one and then the other. More players would join and more money would be coming into the game, allowing ZoS to make even more amazing content.
Reducing DoT damage far to much? Try a bg right now for once, and be ashamed of your comment. All you see right now is sorcerers spamming their dots, and any stamina-based class spamming snipe and poison arrow. Thats all that is happening right now, because every damn DoT is so overpowered in pvp, you dont need anytthing else. I welcome this change, and I hope it hits the live servers soon.
typical PvP player, only looks at it from the player vs player aspect, doesn't even think about what the heavy handed nerfs will do to endgame PvE content.
making some adjustments so DoTs aren't the end all be all for PvP? Sure i can live with that, but the nerfs they are proposing are going to drop the skill floor and make end game content even more difficult to complete.
He is actually right, the Dot DPS in PvE is higher than a Spammable DPS. All Dots, Spammables and Light Attacks have to be in Line to perform good. Maybe something a little more there or less there, but not how its on the pts now. Or, generelly...50% Buffs and 70% Nerfs, these are too high percentagenumbers. Smaller Nerfsteps would have been better.
Thank you. it is ridiculous how the vocal pvp minority behaves
Matthew_Galvanus wrote: »As most people who watch or test the latest changes on the PTR have already said, ZoS has once again had a kneejerk reaction and (in my opinion) overcorrected on DoT damage; reducing their damage by far too much and causing another big meta shift. This wouldn't be such a big issue if we hadn't already had a major change in the meta less than two months ago. Throwing in so many major changes all at once and then reverting or making some skills less effective than they were before within a timespan of only a month is not good for the game. If you don't give players time to adjust and learn the new meta, or adjust skills over a long period of the time so the meta changes gradually, you put the players in a position where they begin to stop having fun because they are constantly having to rebuild their character from the ground up and are always fearing the axe constantly looming over their heads, making them anxious about whether or not the next big patch is going to destroy their playstyle or not.
Now a big part of this is problem is caused by the fact that we only have one balance team and the changes that are made affect both PvE and PvP, this is a substantial issue because it is literally impossible to balance one without hurting the other. Take for example the current changes in the PTR, these reductions in DoT damage were headed up (as far as i know) by the lead of the PvP team because they were overperforming. Now if we were balancing PvE and PvP separately this would be a nonissue to change because what they changed in PvP wouldn't affect PvE, but unfortunately that isn't how things are run right now. By drastically reducing the damage for these skills for PvP, they have effectively crippled another playstyle for PvE, this coming after the fact they already crippled a lot of playstyles after Scalebreaker went live. The biggest problem with this, lies in the fact that almost all changes made to skill damage, or set effects is primarily because it is overperforming in PvP, but because the two aren't separate, it ends up reducing the overall dps in PvE, making end game content like Trials, DLC dungeons, etc more difficult. It lowers the skill floor and thus turns players away from the game because it is so much more difficult to master a class.
It's because of this that i am (yet again) suggesting the formation of two balance teams, one for PvE, and one for PvP. If we separate the two modes so that changes to skills, sets, etc affect only one and not the other then the threat of having a playstyle made ineffective becomes substantially lessened. Not only that but it will allow them to raise the skill floor to a manageable level while still ensuring that difficulty is consistent without having to hurt another aspect of the game to do so. They already have a very basic form of this in PvP via Battlespirit, but it isn't enough. A change like this needs to be done for the health and longevity of the game. The game isn't in a tough position like it had been when it first released, it is incredibly successful despite the serious (but fixable) flaws. At this point, separating PvE and PvP would only make the game better as people would have a much easier time learning one and then the other. More players would join and more money would be coming into the game, allowing ZoS to make even more amazing content.
You are so wrong that most of the changes are because PvP. I could say that most of the major changes are because of PvE.
PvP players complain mainly for utility skills which do not affect so much group PvE.
Idk about the others but I’m tired..Even when the nerfs are a result of pve we still get blamed..Some are so nice they kick us from trials/dungeons after seeing we pvp a lot..Matthew_Galvanus wrote: »Schattenfluegel wrote: »Matthew_Galvanus wrote: »Matthew_Galvanus wrote: »As most people who watch or test the latest changes on the PTR have already said, ZoS has once again had a kneejerk reaction and (in my opinion) overcorrected on DoT damage; reducing their damage by far too much and causing another big meta shift. This wouldn't be such a big issue if we hadn't already had a major change in the meta less than two months ago. Throwing in so many major changes all at once and then reverting or making some skills less effective than they were before within a timespan of only a month is not good for the game. If you don't give players time to adjust and learn the new meta, or adjust skills over a long period of the time so the meta changes gradually, you put the players in a position where they begin to stop having fun because they are constantly having to rebuild their character from the ground up and are always fearing the axe constantly looming over their heads, making them anxious about whether or not the next big patch is going to destroy their playstyle or not.
Now a big part of this is problem is caused by the fact that we only have one balance team and the changes that are made affect both PvE and PvP, this is a substantial issue because it is literally impossible to balance one without hurting the other. Take for example the current changes in the PTR, these reductions in DoT damage were headed up (as far as i know) by the lead of the PvP team because they were overperforming. Now if we were balancing PvE and PvP separately this would be a nonissue to change because what they changed in PvP wouldn't affect PvE, but unfortunately that isn't how things are run right now. By drastically reducing the damage for these skills for PvP, they have effectively crippled another playstyle for PvE, this coming after the fact they already crippled a lot of playstyles after Scalebreaker went live. The biggest problem with this, lies in the fact that almost all changes made to skill damage, or set effects is primarily because it is overperforming in PvP, but because the two aren't separate, it ends up reducing the overall dps in PvE, making end game content like Trials, DLC dungeons, etc more difficult. It lowers the skill floor and thus turns players away from the game because it is so much more difficult to master a class.
It's because of this that i am (yet again) suggesting the formation of two balance teams, one for PvE, and one for PvP. If we separate the two modes so that changes to skills, sets, etc affect only one and not the other then the threat of having a playstyle made ineffective becomes substantially lessened. Not only that but it will allow them to raise the skill floor to a manageable level while still ensuring that difficulty is consistent without having to hurt another aspect of the game to do so. They already have a very basic form of this in PvP via Battlespirit, but it isn't enough. A change like this needs to be done for the health and longevity of the game. The game isn't in a tough position like it had been when it first released, it is incredibly successful despite the serious (but fixable) flaws. At this point, separating PvE and PvP would only make the game better as people would have a much easier time learning one and then the other. More players would join and more money would be coming into the game, allowing ZoS to make even more amazing content.
Reducing DoT damage far to much? Try a bg right now for once, and be ashamed of your comment. All you see right now is sorcerers spamming their dots, and any stamina-based class spamming snipe and poison arrow. Thats all that is happening right now, because every damn DoT is so overpowered in pvp, you dont need anytthing else. I welcome this change, and I hope it hits the live servers soon.
typical PvP player, only looks at it from the player vs player aspect, doesn't even think about what the heavy handed nerfs will do to endgame PvE content.
making some adjustments so DoTs aren't the end all be all for PvP? Sure i can live with that, but the nerfs they are proposing are going to drop the skill floor and make end game content even more difficult to complete.
He is actually right, the Dot DPS in PvE is higher than a Spammable DPS. All Dots, Spammables and Light Attacks have to be in Line to perform good. Maybe something a little more there or less there, but not how its on the pts now. Or, generelly...50% Buffs and 70% Nerfs, these are too high percentagenumbers. Smaller Nerfsteps would have been better.
Thank you. it is ridiculous how the vocal pvp minority behaves
1 pvp event got replaced with a pve event so we only had 1 instead of 2 yet pve‘rs still complained about having to do a pvp event..oh no, 1 for the year..
I do both but main pvp and all the constant adapting to both is getting tiresome..Yes they should have separated pvp/pve long ago..Now they have no idea what direction to go.
You do realize that even if they did separate these things, that you would still get nerfs? The DoT changes weren’t just about PvP. It was also about the fact that every single stamina build was using soul trap and that parses were way up with that and entropy, and the overall power creep. Additionally a LOT of PvE threads were asking for harder content. I know the hardcore PvErs like to blame all the nerfs on PvP but it’s simply not true.