Again Coalescence of Ruin Broken Damage

Again Coalescence of Ruin Broken Damage

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Posted by: Xillllix.3485

Xillllix.3485

Hi Anet,
Really, I congratulate you with all the effort you put in this expansion.

However some skills are really way too strong and making the PvP and WvW communities rage at this point because you are not fixing them. It’s ridiculous that someone can just press one key and 1-shot another player. Why have you not fixed this the week the expansion was released? It’s just numbers.

Attached is a screenshot of getting hit by a 9.1k Coalescence of Ruin and a subsequent 17.1k Coalescence of Ruin by the same person 3 seconds later.

The 9k hit is tolerable I guess, it’s like the old Backstab damage, but it’s still very high considering it’s done by an heavy class. But 17k hitat 1200 range? It’s just sooo over what should be the max damage of a skill on a 3 second cooldown.

Please balance your game, because this is getting really frustrating.

Attachments:

(edited by Xillllix.3485)

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Posted by: Misguided.5139

Misguided.5139

The 17k hit is due to a trait called Cruel Repercussion. The trait is on a 15 second cooldown and adds 50% damage to an attack after an attack is blocked. The trait needs to be redesigned because it creates these silly damage spikes.

The base ability may or may not need an adjustment, but they really need to do something about the trait first.

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Posted by: Soa Cirri.6012

Soa Cirri.6012

It’s because you’re playing on a mac. All classes manned by mac players take 50% more base damage from other player skills.

The damage and trait are perfectly fair and balanced as long as everyone’s on a PC.

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Posted by: Substance E.4852

Substance E.4852

lol remember when people thought 8k Ranger RF pew pew was over the top?

Good times…

Connection error(s) detected. Retrying…

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Posted by: Xillllix.3485

Xillllix.3485

The 17k hit is due to a trait called Cruel Repercussion. The trait is on a 15 second cooldown and adds 50% damage to an attack after an attack is blocked. The trait needs to be redesigned because it creates these silly damage spikes.

The base ability may or may not need an adjustment, but they really need to do something about the trait first.

Yeah agreed. The trait is a huge part of the problem.

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Posted by: DresdenAllblack.1249

DresdenAllblack.1249

Dodge….dodge? No? I guess not.

If you had dodged the attack which is slow and plodding by the way, how much damage would it have done?

The damage spike is a reward for the player blocking an attack.

Angelina is free game again.
Crystal Desert

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Posted by: Telemin.7380

Telemin.7380

Dodge….dodge? No? I guess not.

If you had dodged the attack which is slow and plodding by the way, how much damage would it have done?

The damage spike is a reward for the player blocking an attack.

Dodge, Dodge. CoR is on a 2 second cooldown. How many dodges do you have in 10 seconds? How many CoR attacks does a Revenant have in 10 seconds?

The damage is not the problem, its the 2 second cooldown on the skill.

Teh Ouchies

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Posted by: Misguided.5139

Misguided.5139

The damage is not the problem, its the 2 second cooldown on the skill.

I disagree. It may be A problem, but it isn’t THE problem. Again, the ability can only do that kind of damage every 15 seconds, because of the trait.

I believe that the 50% damage component should simply be split up into multiple damage packets, say 5 of 10% each. Alternatively, the cooldown could be reduced and the bonus decreased accordingly. The trait would still be powerful, yet the crazy spikes would be eliminated. Then there could be a more sensible look at whether the core ability needs an adjustment, and if so, by how much.

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Posted by: Xillllix.3485

Xillllix.3485

Dodge….dodge? No? I guess not.

If you had dodged the attack which is slow and plodding by the way, how much damage would it have done?

The damage spike is a reward for the player blocking an attack.

It’s not a question of dodging. No skill should 1-shot you if you miss or cant dodge, specially not on a 3 second cooldown (2+1 casting). You can’t dodge all the time anyway when there are unblockable fields from mesmers and you can’t even see the skill on the ground half the time. It doesn’t do a big red circle on the ground like a Ice Spike or Meteor, and even then an average super-high crit of an Ice Spike (6-7k) is less than half that of Coalescence of Ruin yet you can still “dodge” it (its way easier to dodge).

Even the sound is delayed and comes out after you get hit.
The damage is insane, its 3-4 times more than the average high-crit spike from other classes. This is what must go. It’s just game-breaking wrong.

(edited by Xillllix.3485)

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Posted by: Nike.2631

Nike.2631

Why are we even having this discussion? It’s an established fact that Roy’s Golden-Class-of-Choice is exempt from down-tuning for at least 8 moths after any problem is clearly identified and has warped the hell out of the playspace. Worked for Warriors and it applies just as much here.

We can pick the discussion up again in July .

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: DresdenAllblack.1249

DresdenAllblack.1249

It’s an acceptable skill with the new elites, how is it any different than Bow 2 on DH? Or a Chrono putting alacrity on siege weapons? Endless dodges on DD. You get the point.

They bumped elite specs so we would play them. Not that they would be balanced.

Angelina is free game again.
Crystal Desert

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Posted by: White Hunter.3416

White Hunter.3416

Any nerf of this skill will make hammer useless in PvE instantly.
L2p. Learn to evade. It is easy.

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Posted by: Misguided.5139

Misguided.5139

Any nerf of this skill will make hammer useless in PvE instantly.
L2p. Learn to evade. It is easy.

Not if it is done the right way (assuming it is truly needed once the cruel repercussion trait is changed). CoR is absolutely a vital skill in PvE. For damage, but also for tagging enemies. I adore this skill and have thought about this quite a bit. I believe it needs to remain on a low cooldown because of the way the skill is used in PvE. Increasing the energy cost could allow it to remain spammable but not infinitely so. The damage for the three hits could be adjusted to make the last one a bit more modest if necessary.

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Posted by: Xenesis.6389

Xenesis.6389

There really shouldn’t be any skill in the game that should do more critical damage than a player’s minimum health pool (warriors use to with rifle but then zerk got nerfed), otherwise it becomes a one shot game and do we really want that to happen? I’m sure the ones delivering the damage will be giddy, until they start receiving it back. The game already boosted damage a lot since the Jun 23 patch, we don’t need one shot skills present in the game.

Now for the, “learn to dodge!”, you can’t dodge each and every one of them especially when in pvp where it can get hectic in fights. Just because the game has a dodge doesn’t mean you should be putting in skills that can one shot classes, otherwise why stop at 17k why not 30k or 50k? That works for pve mobs because most times they’re not running around constantly and there’s a big telegraph for their hard hitting skills(yes I know CoR has it too), but they also don’t spam those skills, there are very few mobs that would one shot anyways and it’s mostly bosses.

There should be a balance with skills, if a skill is going to do major damage(with or without traits) then it needs to be on a longer cooldown to counterbalance this, something the developers apparently forgot when making the revenant and dragonhunter.

Finally, I don’t care about the damage for pve, pump that up all you want, I enjoy seeing 30k+ crits on Teq, but pvp damage needs to be kept at a balanced level.

Another derailing post. ^^
North Keep: One of the village residents will now flee if their home is destroyed.
“Game over man, Game Over!” – RIP Bill