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3-26-2011 @ 6:23PM
"The most obvious solution is also one Blizzard steadfastly refuses to acknowledge: separate PvP and PvE damage numbers."Two words: &*$# off. Maybe it's just because I'm a programmer, writer and balance-head, but I'd rather have the class OP in PvP, competitive in PvE, and the abilities not segregated into two separate parts. For the record, I don't play a mage. I play a hunter. Nimun on US-Darkspear if ye don't believe me.
3-26-2011 @ 6:24PM
Also, I mostly PvP, not PvE. Just check my armory and ye'll see that.
3-26-2011 @ 6:48PM
More than two words: Pick a better way to start your post. Beginning in such a combative way is both rude and foolish, since the rest of your post probably won't be taken as seriously.
3-26-2011 @ 6:56PM
Perhaps I could have, but it's too late to change it now. Having separate rules for PvP and PvE seems like a good idea on the surface, but on implementation it's extremely confusing for all parties (Dev, Design, PvE, PvP, and any others you may want to add).
3-27-2011 @ 6:30AM
I can understand how for someone of extremely limited intellectual capacity, it might be confusing, but for most people it wouldn't be.
3-27-2011 @ 11:20PM
And I've been a programmer for 30 years.The only fringe cases are where you want NPCs to act like they are players for damage purposes. Vehicles in SoA for example.There are already hidden buffs and debuffs in game, these actually drive the chatter of NPCs for example. You want a NPC to behave as a player for damage purposes? Put a perma buff called MAGE_FROST_PVP on it for example.Now if a target is a player or has a buff called MAGE_FROST_PVP, you apply the pvp damage, else pve damage.
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