The original concept for Guild Wars
is right there in the name: guild wars
. There was no question that regardless of how much PvE content the game planned to feature, there'd be at least as much or more GvG content for the competitive folks.
But as more and more skills were added to the game, the devs ran into serious balancing problems and began tweaking the skills so that the PvP meta was less affected by the powercreep slowly taking over PvE. Eventually, ArenaNet
split the skills, giving some skills different effects depending on whether they were being used against players or monsters; some newer skills were designed to be PvE-only from the start.
Do you think Guild Wars
offers a pragmatic solution to the PvE/PvP balance problems that plague so many MMOs? Or do you think games should strive to balance their gameplay without creating skills (or gear) that do different things in different situations?
Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!