A Proposal Concerning the Overall Game
I don’t mean to be contrary, but no. Across the board, no.
Your suggestion to “reduce” hp and increase toughness would make battles (some of which are already quite lengthy) take longer and would make my numbers, as a player, go down. That’s almost never a good thing
On top of that, your suggestion to make might and weakness a push and pull sort of situation would further magnify the issue of lengthening fights. A lot of champ/legendary mobs dump A TON of conditions on players as it is. If you made that a simple binary push and pull you would make all of the battles take EVEN LONGER (because make no mistake, a full stack of might is a HUGE increase in DPS, especially in large groups) It would render most world bosses near impossible with their current time limits.
Let’s just wait and see what comes of this feature pack and how ferocity will effect Zerker gear overall before suggesting sweeping changes like this.
Getting really tired about all these posts asking for a zerker nerf, please start using your brain just for once.
melee= high risk = high dps
range = low risk = low dps
3 dps stats = low defense/high risk = high dps
2 defense stats = high defense/low risk = low dps
The very core of the dps system in this game is based on what is written above. I will agree that condition stacking in dungeons is trash and that there shouldn’t be a condition cap in PvE but conditions should NEVER be on par with direct melee damage.
[edit: vulnerability is already highly desired since it can improve direct dmg up to 25% and might stacking causes a serious dmg increase as well, your suggestion to interactive boons is simply a strain on every players cpu]
(edited by Setz.9675)
I don’t mean to be contrary, but no. Across the board, no.
Your suggestion to “reduce” hp and increase toughness would make battles (some of which are already quite lengthy) take longer and would make my numbers, as a player, go down. That’s almost never a good thing
Or, you know, they could make battles last shorter. The Assault Knights for example had huge hp pools from what I could tell. The reason why they took so long was because no conditions could be applied to them for large chunks of the fight.
It could end up making fights end up lasting the same amount of time. Only in this situation your conditions would become more effective. Zerker gear is favored because enemies have high hp pools and low toughness. You’re just doing raw points of big crits without having to worry too much about anything other than raw, flat damage.
People choose that opposed to thinking about making a build that tears away at a boss’ defenses to effectively do the same damage as other players would. Because that’s what’s easier right now. Warriors, Guardians, Mesmers, and sometimes Elementalists are valued over everything else because of this. Warriors especially work well with berserker stats.
Anything to increase build variety. Rather than having to rework traits across the board, the enemy design needs to be looked at first. Then we need to look at how boons and conditions interact with one another.
1. I thought we already know this won’t work due to condition cap, during tri-wurm fight, there are husks basically fits what you describe, and they are more of annoying to the zerkers than making condi build look good.
2. Not necessary bad idea, but you have to take into account the current format:
Bleed and Vigor, if someone with bleed on its AA, then its target can never have vigor.
Burn and Aegis, do I need to explain why burn counter aegis is stupid.
Swiftness and immobilized, which pretty much make immobilization a joke if swiftness counters it.
Stability and Fear, stability are immune to fear, the suggestion will make fear remove stability.
Getting really tired about all these posts asking for a zerker nerf, please start using your brain just for once.
melee= high risk = high dps
range = low risk = low dps3 dps stats = low defense/high risk = high dps
2 defense stats = high defense/low risk = low dpsThe very core of the dps system in this game is based on what is written above. I will agree that condition stacking in dungeons is trash and that there shouldn’t be a condition cap in PvE but conditions should NEVER be on par with direct melee damage.
[edit: vulnerability is already highly desired since it can improve direct dmg up to 25% and might stacking causes a serious dmg increase as well, your suggestion to interactive boons is simply a strain on every players cpu]
At no point did I say nerf. I’m talking about making Zerker less necessary to do damage. I’m talking about condition builds. There is a condition damage stat you know. However conditions aren’t as strong in PvE. This is why I proposed that, to make other builds more viable.
How would interactive boons and conditions strain the cpu?
Why shouldn’t Conditions be on par with direct melee damage? If you put forth the effort to lay down many stacks of torment, bleeding, burning, confusion, and poison. You should see them compete with direct melee damage.
1. I thought we already know this won’t work due to condition cap, during tri-wurm fight, there are husks basically fits what you describe, and they are more of annoying to the zerkers than making condi build look good.
2. Not necessary bad idea, but you have to take into account the current format:
Bleed and Vigor, if someone with bleed on its AA, then its target can never have vigor.
Burn and Aegis, do I need to explain why burn counter aegis is stupid.
Swiftness and immobilized, which pretty much make immobilization a joke if swiftness counters it.
Stability and Fear, stability are immune to fear, the suggestion will make fear remove stability.
A rework I thought of concerning point 2.
Vigor vs Burning: Rolling with Vigor will extinguish seconds off of burning. Single application of Burning shreds time off of vigor.
Regeneration vs Bleeding and Poison: Poison remains slightly the same, bleeding stacks get removed periodically by regeneration.
Retaliation vs Torment: Torment does a half tick for each time retaliation procs.
A crit damage boon of some sort vs Blind: Blind will make first attack miss, subsequent attacks fall under the glancing penalty from weakness.
Fury VS Confusion: Attacks that would crit during Confusion will cause double confuse damage to the player.
Stability vs Fear: Fear will shred some time from stability on application, Stability Breaks fear.
Swiftness vs Cripple: Cripple gets endurance regeneration debuff? Applications shred time off each other.
Aegis and Immobilization: If target under the effects of aegis, Immobilize will stay longer based on Aegis duration. Guardian Aegis is flat capped at 1.5 seconds or something.
That just leaves Chilled… hmm…
Getting really tired about all these posts asking for a zerker nerf, please start using your brain just for once.
melee= high risk = high dps
range = low risk = low dps3 dps stats = low defense/high risk = high dps
2 defense stats = high defense/low risk = low dpsThe very core of the dps system in this game is based on what is written above. I will agree that condition stacking in dungeons is trash and that there shouldn’t be a condition cap in PvE but conditions should NEVER be on par with direct melee damage.
[edit: vulnerability is already highly desired since it can improve direct dmg up to 25% and might stacking causes a serious dmg increase as well, your suggestion to interactive boons is simply a strain on every players cpu]
At no point did I say nerf. I’m talking about making Zerker less necessary to do damage. I’m talking about condition builds. There is a condition damage stat you know. However conditions aren’t as strong in PvE. This is why I proposed that, to make other builds more viable.
How would interactive boons and conditions strain the cpu?
Why shouldn’t Conditions be on par with direct melee damage? If you put forth the effort to lay down many stacks of torment, bleeding, burning, confusion, and poison. You should see them compete with direct melee damage.
You just ignored everything I wrote beside the edit, how about you give us an argument why conditions that are applied by ranged attacks should be on par with zerker melee damage BESIDE for the fact that those conditions damage exist.
How interactive boons strain the CPU? I dunno maybe because the system needs tons more calculations before the real damage can be popped up on your screen.