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ArenaNet | Official Site
CORPG | Setting:Fantasy | Status:Final  (rel 04/26/05)  | Pub:NCSoft
PVP:Yes | Distribution:Download,Retail | Retail Price:$18.65 | Pay Type:Free | Monthly Fee:Free
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State of the Game

Posted by Keith Cross on Jun 26, 2007  | Comments

State of the Game -

The latest edition of the State of the Game series of articles about the art of PvP in Guild Wars has been posted on the Guild Wars official site. This week the article focuses on play balance testing.

On Friday, June 15, 2007, ArenaNet gave us a new set of changes to play with. Introduced as a "play balance test week," it had immediate impact on the metagame, ranging from GvG to the arenas to Hero Battles. Assuming the changes remain in place, they promise to steer the metagame in another direction. To explain the update, developers posted a list of notes on the official Guild Wars Wiki. This State of the Game article takes a peek at how the various tweaks affected gameplay over that first weekend, and looks at implications for the future.

Paragons and Mesmers

If a single skill balance affected the metagame more than any other, it would be Defensive Anthem. A staple component of many GvG builds, it effectively countered the mass of Warriors, Rangers, and Paragons rampaging through the backline. It worked so well that many teams brought multiple copies so they could chain it back to back and squeeze out the maximum potential. With its one-second activation time, it was harder to interrupt than Aegis. And, unlike Aegis, it couldn't be removed once active. This made a team protected by Defensive Anthem incredibly hard to kill. It also slowed down the rate of Ranger disruption, blocking key interrupts from Distracting Shot and Savage Shot. When Rangers pressure the midline less, the team tends to survive longer because its defensive measures and shut-down skills don't get interrupted.

This last week, Defensive Anthem's cast time was increased to two-seconds. Although this skill was still useful, it became much easier to interrupt or divert, making it much harder to keep active on a reliable basis. If this balance tweak sticks around, teams will likely revisit Aegis chains (perhaps combined with one Defensive Anthem) and find other ways to mitigate enemy damage.

Read the full article here.

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