Dual Stat Effects and new Stats
Power: Increases Maximum Direct Damage and Maximum Boon Durations
Precision: Increases Critical Hit Chance and Critical Damage Boost
Vitality: Increases Maximum Health and Healing Power (Health boosts should get increased from 10 to 25 per point)
Toughness: Increases Defense against Direct Damage and Condition Damage.
So let’s see:
- Your Power change would make zerkers even more OP, since it would potentially allow for permanent fury, 15+ stacks of Might, permanent swiftness and permanent Vigor, while playing solo.
- Already in place with Ranger, Thief, Mesmer and Ele, whose Precision tree gives a secondary of crit damage
- This is way too crazy. Level 80 exotic Soldier gear gives a total of 698 Vitality. That alone would be 17,450 additional HP with your change. That would mean 27k HP on ele/thief/guardian, 32k hp on mesmer/engi/ranger and 35k hp on Warrior and Necro. You’re basically asking to make Eles and Guardians gods with this. And hey, that’s not all. Let’s go Sentinel with 300 from traits for a total of 1303 vitality, or 32,575 hp. That’ll result in 42k hp Guardians and Eles. Good luck trying to kill those.
- It already reduces direct damage. Condition damage should be not reducible, since it can be cleansed.
Endurance: Increases Maximum Endurance and Reduces Skill Recharge Times/Initiative Regen in regard of Thiefs)
Courage: Reduces Chance to receive Criticals and reduces Condition Durations against you
Wisdom Increases Condition Durations and and reduces Skill Activation Times.
- Even more cooldown reductions? Are you insane? Have you even looked at some of the current possibilities?
- I think this is messy. There shouldn’t be any anti-crit damage traits, as that just goes against the whole point of having crit damage in the first place. And again, condition damage shouldn’t be reducible.
- So basically you want a trait line that gives passive Quickness. Hooray. kittening OP.
The thing is, I think that pretty much everything that you suggested would be a game changer. The kind of thing that would result in requiring months to balance. And you should never implement something post-launch that would take that long to balance.
And while I do think that ANet was right in nerfing Quickness, as it resulted in dumbing combat down to whoever got their Quickness rotation off successfully, I don’t think that you should do the opposite. Increasing everyone’s defensive capability to a ridiculous extent, such as your vitality suggestion which would double or triple the HP pools, would result in combat being too long.
(edited by Olba.5376)
I would suggest something like this:
Power: Increase damage
Malice: Increase condition power( combined condition damage and condition duration)
Precision: increase critical chance of skills
Wrath: increase critical effect of skills
Generosity: Increase boon power (combined healing power and boon duration)
Vitality: Increase health
Toughness: Reduce direct damage
Resilience: Reduce condition damage
Stamina: Increase maximum energy
Endurance: Increase energy regeneration
10 primary attributes.5*2, exactly what is needed for trait system, after removal of class-specific attribute, that can be easily transfered to minor traits.
Also i suggest to change types of damage
Types of damage (now)
1)Direct
2)Condition
Types of damage(suggested)
1)Direct(reduced by armor)
2)Condition(reduced by condition armor)
3)Pure
To make conditions similar to direct damage as a reliable source of damage.
And also remake critical hit idea, make it not a character-wide stat, but a skill-driven stat.Different skills crit chance/damage effect scale differently with precision/wrath, that gives more build options.
(As of now you can’t go with cond. damage + crit.damage, but if class has skills with high innate crit chance and crit effect that applies conditions and scale them with Wrath – you can!And it is cool.)
kitten , why am i even writing all of these?Dreams, dreams…
P.S.To TC, i believe that primary attributes giving one effect is an intentional design decision, that is not going to change.(primarily it was implemented because of side-kicking i suppose).So while adding extra attributes is okayish, giving existing attributes more effects is not akayish in a sense, that it is not going to be implemented even in a dream.
Lavern Goorman, 80 level thief
Spvp rank 41
(edited by Goorman.7916)
what olba said, it’s going to unbalance the game and make dungeons too easy…
Is currently emotionally unstable because Breaking Bad is over
1 ) All boons can be stripped within seconds without any defense against that strip.
So All Anet has to do to rebalance the improvement of Power increasign Boon Durations for PvE is putting in some more enemies, that can strip off boons with their skills and also in regard of playable class skills could be slightly increased.
On the other Hand, who cares for Solo Gameplay in PvE? PvE has not to be balanced.
SPvP has and to a certain degree that is possible, WvW has to be balanced.
PvE doesn’t has to be balanced. It just needs to be challeging enough only and fun so that you can’t basically faceroll through everything in the game.
2) Thats why I want that Stat Points should not be halfway pregiven via the Traits, instead all Stats should be put manually by the player with the Character receiving every Level Up some Stat Points that the player can put to the Stats manually like we statted out characters manually in GW1 regarding to the Attribute System where we were able to change our builds whenever we wanted, how we wanted outside of battles. That way should work Statting of our characters too in GW2.
3) I have no clue, how you come onto 17450 more HP, because 698 times 15 HP more is much lesser Health than you’ve written. 698*15 HP more, is 10470 HP more, than before. Enough Health to survove basically with the current gameplay of GW2 basically 1,5 to 2 burst attacks more.
So a say for example 19k HP Thief would get after your analysis then 29,4k HP and thats with the gameplay of GW2 absolutely needed to balance out the partwise insane high burst attacks to give players the needed time also to REACT.
Especially the squishy classes that have only like 16k HP need that Health boost.
The Health Improvement is neccessary to make Vitality more important in this game and make Peoople think twice about it, if thay rather go for full Power Builds for maximum DPS, or prefer significant higher Health Points that enable players to survive those high bursts and give players with high enough Healing Power also the chance to heal up again, before such a Full power Build enemy can dish out another attack that puts you directly into downed state after the first hit.
Battles in GW2 need to take a bit longer, to give players a bit more reaction time.
To make also battles in WvW more epic and long lasting and also Teamplay in SPvP more important, if you want to take down a target quickly. In GW1 it was not possible to spike down enemies within seconds, without that the enemy got the chance to react on that upcoming burst, when beign quick to pull first an good interrupt first to stop the enemy. This is in GW2 hardly possible..
Killing 42k HP Guardians doesn’t take long, if you can hit them for like 5-8k HP within seconds.
4) Condition Damage needs to be reducible too. The whole Condition System anyway is something, that could need an overhaul . Conditions in GW2 should be more unique by being easy to apply, but hard to remove if they don’t get removed quickly.
Condition Removes shouldn’ instantly remove the condition,s they should cut down their Duration Times that are left over. That way their damage can’t be removed instantly and a Stat that reduces their damage becomes more important that way as also a Stat, that increases maximum Durations or reduces maximum durations on you.
The misery of GW2’s condition system is, that conditions can be way too easily removed and thats why you think, its damage shouldn’t be reducible, because you can currently instantly remove the damage completely instantly by just curing the condition away with 1 click.
5) Cool Down Reductions can easily counter balanced by Anet making that Stat more important and increasign certain skill recharge times. Then it would make the decision again more important, if you want to go for full power maximum DPS, or if
you rather go for a quicker fighting style with lesser power, but therfore quicker to use skills that recharge faster and allow you that way to use your skills over a certain time more oftenly.
By making the other stats more important with better effects and changing to Dual Effects lettign have all effects 2 effects and not only 1, that way players would have to rethink more first, of they really need that much power always only, or if going for an other Stat would be more profitable to optimize their overall builds and survivability.
Better survivability would be for everybody there, if Anet would increase the HP per point.. maybe not +25..maybe just +20, but it definetely needs to be more, than just 10, because Vitality as it is right now is absolutely not a Stat that is good against Bursts alone, you are forced to combine it with Toughness right now, to receive some significant effects to survive longer.
Part 2:
6) Anti Crit is absolutely needed to balance this game more. Without a Stat like Courage, that adds a chance to receive no crits we will ever see this boring 24/7 meta of Power/Crit in every aspect of GW2 ruling over everything else
7) The most of all skills have not very high Skil lactivation times at all. we speak here about skills, that have like 70% of all times activation times of like 0,5 seconds or so.
So if you would get like 40% skill time activation reductions, on a 0,5% skill, this skil lwould just get reduced only from 0,5 seconds down to 0,3 seconds. Somethign that a players absolutely wouldn’t recognize that heavily, than when comparign that to a skill that normally has an activation time of say 2 seconds, that would get reduced to 1,2 seconds.
Also here again, Anet can easily counter balance that change so that this trait wouldnt be of way too high impact, but in the end important enough, that one might consider building up this Stat maybe over going always only full Power…
However, all of this was just only a thought of concept, how Anet could improve the importanty of the other Stats, remove some obsolete separate stats like Condition Damage and Healing Power to raise the importancy of primary stats like Vitality as Condition Damage automatically raises with increased Condition Duration and its intensity with higher stacks….