I believe the profession balances sub-forum to be the best places for this post as critical damage has been a hot topic and this would have major balance implications.
A new gameplay – Expanding Ferocity
First up; Arena Net announced the addition of a new stat called Ferocity, which is to replace critical damage. The goal is to normalise critical damage distrabution across all items (were before trinkets were the best items to slot for critical damge).
So how will this effect items that have critical damage?
First off Ferocity will replace Critical Damage.
Second Ferocity will be display the same as any other stat (Examples below).
- Ascened Berserker chest: + 106 Power, + 76 Precision, + 76 Ferocity
- Ascened Celestial chest: + 47 Power, + 47 Precision, + 47 Toughness, + 47 Vitality,
+ 47 Condition Damage, + 47 Ferocity, + 47 Healing Power
Now a question.
Why should critical gameplay only effect damage and physical damage at that?
This is a thought that came to me when changes were announced for critical damage. Now what if critical gameplay was not only for DAMAGE but also included CONTROL & SUPPORT. Could this work?
When I started thinking two similar but different ideas came to me.
Now for the Ideas
First – Apply criticals across the board.
What this means is take the function of critical damage – increasing the effect, in this case damage. And apply this to the other areas.
- Condition damage – increased damage / duration.
- Healing – increased healing.
- Control effects – increased effect / duration.
- Boons – increased effect / duration.
Now this change to gameplay would need to be balanced but that’s the general idea. The second idea takes this one and expands and adds complexity.
Second – New conditions, boons & controls. For a simply name:
- Critical Conditions.
- Critical Boons.
- Critical Controls.
Now Critical damage and healing would still function the same as in the first idea (Crit Dmg – increased damage, Crit Heal – increased heal). But now something new is added. Brand new critical conditions, boons & control effects.
- Normal condition – Chill
Critical condition – Freeze: Locks first 5 skills making you unable to change these skills for a duration. (Effects: weapons swap, attunements, kits, environmental weapons, elites) - Normal boon – Aegis
Critical boon – Enhanced Aegis (could be named better): Blocks all attacks for the next ½ second. - Normal control – Stun
Critical control – Concussion: Applied when stuned . Your next attack will cause you to be dazed for ¼ second (applied on completion of the attack). Stun breaks would remove concussion as well, meaning if you used a stun break in the stun phase concussion would also be remove and the daze would not be applied on the next attack.
What I’m looking for here is added effects more then increasing the existing effect’s power or duration. These new critical conditions, boons & controls would have their own UI symbols. One problem with adding all these new critical conditions, boons & controls would then be identifying a single condition, boon or control. As this could double the symbols on the enemy.
For simplicity a solution could be to overwrite the normal condition, boon and / or control and have only the critical condition, boon and / or control displaying (Examples below);
Duration stacking effects:
- You already have Chill on you and the next attack applies Freezes. For the duration of freeze the chill symbol would be replaced with the freeze symbol. At the end of the freezes duration the symbol would revert back to chill if there was any chill duration left. In this way having Freeze on you also implies that you are also chilled and you only have to view one symbol.
Intensity stacking effects: Two options added effect or consume stack.
- Added effect – Similar to the above idea with Freeze in that, for the duration of the critical effect the normal UI symbol is overwritten and reverts to the normal effect if on completion of the critical effect there is any normal duration left.
- Consume stack – The critical effect consumes part or all of the stack. Consume part of the stack would reduce the overall stack and consuming all the stack would remove the stack in full (removal of complete stack would remove the normal condition, boon and / or control).
Yes this will add complexity but I feel this is complexity that can enhance the gameplay. Turning Ferocity into a stat that can effect every role (DAMAGE, CONTROL & SUPPORT).
Any changes would required to be balanced across all game play (PvE, WvW & sPvP).
Other ideas:
- Searing (critical burning) – Applies enchanced burning that causes damage and reduces boon duration on target. -20% boon duration.
- Revitalisation (trait) – Next critical boon recharges all utilities (requires 7 active boons on character) 90 second recharge.
(edited by Bezagron.7352)