Clean up Attributes & Prefixes
looks interesting.
1.Conditions and healing skills do not scale equally by the amount of Condition damage or Healing power (respectivly) therefore showing a percentage would be meaningless unless you show it for every possible healing skill or condition.
2. Not all profession stats can be converted to a meaningful percentage aswell.
Herald of Ventari
How about:
Power
Precision
Ferocity
Condition Damage
Condition Duration
Boon Duration
Toughness
Condition Resistance (toughness equivalent for condition damage)
Vitality
Healing Power
Cooldown Reduction
Endurance Regen Rate
Profession Mechanic
1) I don’t quite see the problem with the current stats
2) I don’t understand what would a condition damage and healing power percentage means. Critical damage is a percentage of the base damage, condition damage is just another power attribute.
3) I do think boon and condition duration should be merged and should start to appear in armors in a more consistent way (meaning more than just 1 prefix!).
Condition Resistance (toughness equivalent for condition damage)
Vitality
Why have the same thing twice? Vitality is literally the defensive equivalent of toughness regarding condition damage. You dont reduce their damage, you outlast it. It’s also why you have -% duration foods and not -% damage foods.
Why have the same thing twice? Vitality is literally the defensive equivalent of toughness regarding condition damage.
No, it isn’t. You only think Vitality is equivalent to condition-toughness because there is currently no mechanism to actually reduce condition damage. You could say the same thing about Toughness if the situation were reversed.
You dont reduce their damage, you outlast it. It’s also why you have -% duration foods and not -% damage foods.
You have -duration foods because not every condition causes damage in the first place.
1.Conditions and healing skills do not scale equally by the amount of Condition damage or Healing power (respectivly) therefore showing a percentage would be meaningless unless you show it for every possible healing skill or condition.
2. Not all profession stats can be converted to a meaningful percentage aswell.
The assumption is that skills would be rebalanced around my proposal. In other words, all healing skills heal for a base amount (depending on the skill), and that base amount is increased as a percentage by stacking Spirit.
This actually would be way more meaningful and intuitive than the current system, where healing power is an arbitrary value that affects different skills in ways that aren’t readily apparent to the player. At least when represented as a percentage players will know exactly how much their various heal skills are being modified and what the relative value of various amounts of Spirit is.
In other words, the fact that healing power and condition damage affect different skills differently is precisely why they should be converted to a % increase.
(edited by Einlanzer.1627)
Regardless of whether the OP’s specific suggestion is perfect, I agree with their criticism: the current system is a confusing mess. There is rhyme in it, there is reason in it and it would be better if it were overhauled to follow more consistent rhymes and reasons.
(I think this would improve the experience of more players, new and veteran, than even the NPE had hoped to do.)
Regardless of whether the OP’s specific suggestion is perfect, I agree with their criticism: the current system is a confusing mess. There is rhyme in it, there is reason in it and it would be better if it were overhauled to follow more consistent rhymes and reasons.
(I think this would improve the experience of more players, new and veteran, than even the NPE had hoped to do.)
Yeah, I’m not pretending that my way is the only good way to do it, but, frankly, it makes way more sense than what we currently have and Anet really needs to do something to improve cohesion and symmetry.
I wanted to shamelessly bump this because it came up in another thread. Specifically, the need to convert condition/boon duration into a ferocity-style attribute and normalize it on gear. I think this is something most players would want and want to make sure it garners attention by Anet.
I disagree with the initial post, but I totally agree that condition duration and boon duration need to be standardize like ferocity.