Fire staff wasn’t over performing in war and OPR. Honestly I don’t even think AGS realizes how badly they nerfed it. I have seen around a 30% damage nerf from the patch. The empower changes, Meteor shower nerf, Ultimate Chill nerf have hurt it’s damage badly.
Next up Flame Thrower nerf, LMAO
Just wait, Devs already confirmed flame thrower is being nerfed into the dirt because of PvP
Mage builds suck now AGS are melee boys
I’m pretty sure you are all missing the point. This isn’t about Fire Staff. That was an example. This is about a proposal to help to figure out a way to address the needs of both PvP and PvE builds without screwing the other over.
Tuning the game around separate PvE and PvP abilities would be ideal but I don’t think the developers want to create that system of management for the same reasons cited by many as to why they don’t wont implement PvP servers.
It would be ideal if some of the skills had PvE specific applications while others have PvP specific applications so that tuning and balance can be done around flag status. But don’t see it happening anytime soon.
I don’t think PvEers are prone to complaining less, just that at present there arent many barriers preventing PvEers from playing a particular weapon in PvE and succeeding, more so now that they removed resitances from mobs. But min/maxers will find a way to exclude sub optimal builds and weapons in time especially in Raids.
@andrew.miesem despite your reasoning is valid, it will add more work that they aren’t willing to do, meaning, if they balance things different for pve and pvp, would be easier for them to give the so claimed pvp only server, if you get what I meant.
This is tricky. They should separate balance (like GW2 does) but they seem hard against that for now. I think they will cave eventually, but who knows when that will be.
The issue is that you HAVE to balance around PvP. For 90% of content, PvE doesn’t matter all that much (as long as a weapon isn’t just STUPID under-powered). And then the OTHER problem is that 90% of players prefer PvE. It’s definitely a tricky thing to balance for both…
Getting rid of mob-type weakness is a good step in the right direction for PvE viability. They might could use the trophy system to help separate balance as well? Like… what if you could have a “Trophy of the Fire Mage” which enhances your fire staff abilities in PvE only? I dunno.
what is wild is that the recent dev video gives the impression that they think ranged is too strong in PvP, and flamethrower is getting a nerf (just mana cost)
…and they want to ensure melee has a place in PvP…
I’m lost on that because my last 4 servers are heavy melee, and in wars, mages get 2 slots as support (unless there is nobody else to fill)
If anything the PvP crowd has been asking to give the FS a little bit of a buff.
It is underperforming.
Game should be PvX. They need to stop dividing.
I LOVE this idea. I have thought for quite some time that they should balance weapons and perks based on whether you are flagged for PVP or not. Trying to balance them for both modes at the same time is lunacy. I hope the Devs seriously consider this. I think it is quite an elegant solution.
Thanks! I’ve also seen, in other MMOs, where there’s a PvP only stat that appears on some gear, and that’s viable, but I think the world of possibilities opened up by a Gear Mode Switching kind of solution is much more robust.
I think they listen intently to the content creators who pvp as well. Are they also paid?
This seems to be a typical issue with the posters on these forums. They either purposely misunderstand or simply don’t have what it takes to get basic info. The point of the original post is clear.
PvE is far simpler to tune as you can change the mobs for balance, you can’t change players. TBH, if you can’t use any weapon you like in PvE it’s a you issue not a game issue, PvE is mindlessly easy.
You cannot realistically use the FS, IG, BB, or musket in mutated dungeons as a primary weapon.
They should probably make the banes on the aforementioned weapons stronger, so they can compete with melee weapons or make abilities have different PvP and pve values.
you can add the Bow as well.
sounds like they just need to make mutation mobs weaker to ranged attacks, which would fix the problem without changing any weapons.
Good luck with that, my man.
I’ve been advocating for split stats/functions/rules/effects between PVE and PVP for a long while and have seen it work very well in another MMO PVP game I once played. The exact same people you refer to (the vocal ones) absolutely would prefer to just argue about stuff than actually discuss mechanics like adults. It’s almost as though they see it as an extention of PVP I think. It’s more important to win than to discuss issues properly.
Case in point, this thread and the other threads about the content creator video and the flamethrower comment. Hope you get more discussion on your OP. You have my support but I think it’s an uphill battle here.
And I think devs are stubborn about maintaining a game that tries to balance PVE solo, PVE group, PVE raid, PVP duels, PVP groups and PVP wars, all with the same weapons and skills and stats ![]()
I think they’ve done an OK job in some cases but seriously, it’s an impossible ask without some form of segregation of rules. At least they’re starting to look into that as an option in OPR and arenas (specific rules that are imposed to balance for PVP specfically).
Your just giving a basic explanation of baiscally devs try to balance between both without giving any example as to why its not about firestaff? Mage weapons in general are having the issues with little choice compared to stre and dex weapons.