PvE balance idea - boon wipes
yeah, because we need to push the meta further away from using support abilities and further towards bringing as much zerker (to make up for the lost might/fury) as possible.
i’ll go with no.
yeah, because we need to push the meta further away from using support abilities and further towards bringing as much zerker (to make up for the lost might/fury) as possible.
i’ll go with no.
Due to the way Might stacking and Fury influence on existent characters work, Zerker-equipped characters lose disproportionally more damage from such a change than other characters.
While you’d still just go with Zerker, there’d be less of a change in raw output from not having one if mobs could more easily wipe boons.
Though I wouldn’t go as far as the OP, rather I’d be more varied in my approach:
- Mobs which wipe boons.
- Mobs which corrupt boons.
- An entire type of enemy who actively interrupts you, then stuns you, then causes a call for other enemies to try gank you down if the stun persists and you don’t break it. The queen in Dry Top sometimes does something like this, she can stun you for ~5s, and has a call to make all her subjects attack someone. She just doesn’t intentionally chain them. “Assassins” would be the name for these, I suppose.
- Enemies which leave melee range while pelting you with chaining or AEing ranged attacks continuously, cannot stack-melee them because they’ll never stay nearby.
- Enemies with frequent cleaving attacks, basically an autoattack like we have on melee weapons.
- A type of mob who actively interrupts heal abilites.
Excellent ideas, Carighan. You read my intent correctly. Too many bosses just wander around eating up damage, maxed out on conditions, and ignoring the boons players stack up to raise dps. For variety and to make non-zerker builds more attractive, more realistic counterplay by bosses would be nice. Their health could be tweaked lower if that is what it takes but I remember too many fights where the “strategy” is to just keep hitting as hard as possible.
Ice bow 5, fgs, kill boss before it corrupt anything. Or just kill it without might stacks and make hardcore guilds killing time same as any casual run. I"ll go with no as well. Mobs interrupting people= bring a guardian, that’s already the case in some encounters. Ennemis leaving melee range, kill it when it’s cc. It’ll just make solo more annoying.
Ice bow 5, fgs, kill boss before it corrupt anything. Or just kill it without might stacks and make hardcore guilds killing time same as any casual run. I"ll go with no as well. Mobs interrupting people= bring a guardian, that’s already the case in some encounters. Ennemis leaving melee range, kill it when it’s cc. It’ll just make solo more annoying.
When the name of the game has guild in it and www and pvp are not balanced around 1v1 shouldn’t pve be the same?
The Dhuumfire thread
Risen priest of Balthazar: in addition to current attacks, the priest will flip might into torment and is immune to burning. Adds will convert burning to Aegis.
Risen priest of Melandru: spams immobilized by rooting players, converts swiftness to immob and water fields to poison. Vulnerable to fire; perhaps letting burning stack in intensity. Adds spam poison.
CoF: all players’ might proc’s as weakness. Mobs take no damage from burning and cannot be blinded but chill duration is doubled.
(edited by Anchoku.8142)
Ice bow 5, fgs, kill boss before it corrupt anything. Or just kill it without might stacks and make hardcore guilds killing time same as any casual run. I"ll go with no as well. Mobs interrupting people= bring a guardian, that’s already the case in some encounters. Ennemis leaving melee range, kill it when it’s cc. It’ll just make solo more annoying.
When the name of the game has guild in it and www and pvp are not balanced around 1v1 shouldn’t pve be the same?
Dungeons aren’t balanced for solos, that doesn’t mean you should destroy any hope of soloing. In your exemple of pvp, Anet doesn’t balance around 1v1, but you can still duel for giggles. Same for pve, i want to solo something made for 5 players, because i can. Your idea just delete the idea of support in dungeons, making full dps even more meaningful. Meta builds for now aren’t max dps build, they are group oriented. Why change it?
yeah, because we need to push the meta further away from using support abilities and further towards bringing as much zerker (to make up for the lost might/fury) as possible.
i’ll go with no.
Due to the way Might stacking and Fury influence on existent characters work, Zerker-equipped characters lose disproportionally more damage from such a change than other characters.
While you’d still just go with Zerker, there’d be less of a change in raw output from not having one if mobs could more easily wipe boons.
Though I wouldn’t go as far as the OP, rather I’d be more varied in my approach:
- Mobs which wipe boons.
- Mobs which corrupt boons.
- An entire type of enemy who actively interrupts you, then stuns you, then causes a call for other enemies to try gank you down if the stun persists and you don’t break it. The queen in Dry Top sometimes does something like this, she can stun you for ~5s, and has a call to make all her subjects attack someone. She just doesn’t intentionally chain them. “Assassins” would be the name for these, I suppose.
- Enemies which leave melee range while pelting you with chaining or AEing ranged attacks continuously, cannot stack-melee them because they’ll never stay nearby.
- Enemies with frequent cleaving attacks, basically an autoattack like we have on melee weapons.
- A type of mob who actively interrupts heal abilites.
so basically, what everyone wants: better AI patterns and “traits”, like in the season 2 enemies :P