Since beginning PvP, PvE and WvW are constantly drifting away from each other. I think there needs to be some core mechanics addressed before we can start balancing classes.
Here is a list, what needs to be done and later I will give some examples:
- Stat difference between gamemodes
- condition cap
- core-mechanics of classes
- monster behavior and stats
- fix broken/bugged skills
After this we can start work on classes:
- beginning with traits
- polishing skills
So and now the examples:
Stat difference between gamemodes:
Right now we have 3 completly different games (not gamemodes) in GW2. This needs to change. You cant balance the game around sPVP, where stats are atleast 30% lower than in the rest of the game and where is no buff-food available. With ascended gear, we got the strongest gear for the rest of the game(?), so this should be base values for sPvP too. I would suggest, increasing the stats you can get in sPvP to the same values you will get with ascended gear, include every stat combination available, every rune/sigil and buff-food in sPvP.
Now more specific:
- Ascended gear should be clear, we need all gamemode to get stat wise closer together. Just for example: Condition gear in sPvP can get arround 2.6k condition damage and 30% duration, while in PvE you get 3.2k and 70% duration. which is a huge difference.
PvP-Build
PvE-Build
- Stat combinations in PvP are very limited and static values, nearly no combination of them is possible. I would include rings for combination and make the stats selectable like we have them on legendaries (but mainstats and minor stats, not full sets)
- sigils/runes should be clear, most of them dont excist in PvP, which means, there is no balance possible for them.
- Buff-food has a huge impact in PvE espacially WvW. 40% condition duration is equal to 40% more damage, plus ~30% normal damage is huge. Just include them in PvP. They dont need to be time limited, they could give a permanent buff in PvP. But include them, so a) they get balanced and b) the rest of the game can be balanced, due to PvP.
condition cap:
People claim about it since beta and it was never touched. I can understand, that there are technical limitations, but there are also numbers of useless calculations, that are done every tick.
- Get rid of this kittening condition cap. It makes absolutely no sense at all that conditions are capped. If there are any engine limitations, I would love to hear from a dev, where the limitations are. Probably the community has a good solution you probably didnt imagine, where everyone could live with. please devs talk to us
- If there are performance issues, then make conditions fire and forget. Right now conditions gets recalculated every second. I dont care that if I get 1 stack of might, then my bleeds deal 1 more damage. The conditions I will apply while I have those might stacks, will deal the same damage a few seconds later.
- If it is a problem of visibility, than screw it. If you die to 20 conditions, you will die to 40 or 60 aswell. right now condition builds lose alot of their damage if there are more than one other player around, sometimes it doesnt even need to be a condition build.
(edited by whyme.3281)