exactly what the title says. increasing the overall effect that the armor score has on damage mitigation seems like it would help solve a lot of the issues that are currently floating around. i’m not talking a whole lot either, just enough to trim the damage numbers from all sources down to about 75% of what it currently is.
- glass cannon thieves would still be able to do a substantial amount of burst damage, but the victim would still have a chance to turn the fight around once the initial burst is over.
-glass cannon builds overall would be a little less glass and a little less cannon, moving them more towards a balanced build.
- balanced builds wouldn’t suffer from this change, as opposed to an individual ability nerf.
- dungeon/PvE survivability would be a bit higher. as generic monsters wouldn’t drop half the party from 1 or 2 attacks. and bosses wouldn’t instantly wipe a party who are waiting for their endurance to regenerate. meaning, less overall requested nerfs to PvE content across the board.
- dodging would become even more prevalent, because people could take a hit or two between their dodges, allowing their endurance to regenerate a bit. which would make an extra dodge available after a while. meaning people will use it more often.
-people would actually be happy about it, since everyone would be getting an improvement instead of individual classes/builds/abilities getting a nerf. so the forums would have far fewer threads dedicated to complaining and more threads focused on the actual game itself.
- far less work to implement for the dev team than trying to find the problematic needles in the haystack that makes up all of the possible build/gear combinations.
i’m not suggesting that a bunker build should be made to be allowed to go make a sandwich while mobs pound on him and expect his character to be alive by the time he gets back. just a little more damage mitigation across the board to reign in outrageous builds without damaging the balanced ones.
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