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11-16-2009 @ 4:03PM
This isn't just a WoW thing. Many online games had PvP 'tacked on' and then went through an incessant cycle of 'balance' nerfs that negatively impacted the PvE game, all for a section of the playerbase that didn't even exist before PvP was added. I cite City of Heroes as an example, which after SEVERAL years worth of major patches and content releases, still doesn't have PvP that attracts more than a small percentage of players, is STILL subject to min-maxing and griefing (drone teleporting, anyone?), and has resulted in more nerfs to the game than all of the other 'balance' issues combined. The devs are trying hard to make things fun for everyone, but ultimately, they end up just pissing everyone off, when the topic of PvP 'balance' comes up.I'm not saying that the PvP folks aren't a valid section of the playerbase, but I AM saying that a game designer should never change a game to recruit people they may have initially overlooked. If you want to appeal as a PvP game, then design the game with that in mind from the beginning.Otherwise it becomes a battle between the PvE players and the PvP players, and the developers have to bounce back and forth between them to 'placate' whichever group feels it's getting short-changed. This in turn makes everyone (PvE and PvP alike) hate the devs for losing sight of the game itself.In my mind? PvP should be either designed in at the outset, and the classes written up with that in mind, or implemented in such a way as to encourage teams and large groups where different classes can synergize each other's talents and abilities against their foes, rather than one-on-one jousting which will never be 'balanced' across different classes.
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