Feedb: Reducing the Max Attainable Crit Dmg
I can only see the “other builds will shine” statement ringing true in wvw or pvp.
Tbh I wouldn’t be surprised if several zerkers now resent non-zerkers for this change, and if may even drive the “must be zerker” even stronger.
I doubt it’ll make a difference to the over arching attitude in pve. At the end of the day, mobs and bosses either hit to hard or have to much health to bother with defence or condition builds and their AI is the worst I have ever seen.
Mobs in pve are a dps race; its a fundamental flaw with how combat is designed; but then pve needs to be that easy for it to be appealing to the majority.
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The thing is zerkers are barely getting nerfed by this. If you want to zerk nerfer in pve, make the content different and the AI smarter. Make it so people cant wall hug their way through a dungeon. Make it so conditions are viable and so support is as well along with making it rewarding. This is kind of a band-aid over a much bigger problem in pve which happens to be the content Anet has put out.
It has to do with the design of much pve in this game. Its a type of design caters to zerker because the objective is to kill the enemy so that means you need damage and yet thats pretty much about it, there is no need for support or even players running mildly tanky for survivability because the content doesnt push you to do that.
Agree with OP. This was my first reaction when i heard about ferocity.
This will add obsolutely nothing towards more “build diversity”. All it will do is making already boring bosses with way too much HP even more boring. Actually, now everyone will have even more reason to have full zerker team to not lose any more time for killing boss than needed.
Until you make some changes to fight mechanics, nothing will change with build diversity, so this ferocity change is just a nerf.
The thing is zerkers are barely getting nerfed by this. If you want to zerk nerfer in pve, make the content different and the AI smarter. Make it so people cant wall hug their way through a dungeon. Make it so conditions are viable and so support is as well along with making it rewarding. This is kind of a band-aid over a much bigger problem in pve which happens to be the content Anet has put out.
It has to do with the design of much pve in this game. Its a type of design caters to zerker because the objective is to kill the enemy so that means you need damage and yet thats pretty much about it, there is no need for support or even players running mildly tanky for survivability because the content doesnt push you to do that.
Support is viable. You just want to be a buffbot, and that isn’t. You’re expected to damage, support and control no matter what gear you’re using. Tanky gear is perfectly viable and you can complete Arah path 2 with dodge key unbound while using tanky gear, it’s just not optimal, and gear stacking defensive stats should never be optimal in an action game where you can mitigate damage actively.
Game over, yo.
If you want to zerk nerfer in pve, make the content different and the AI smarter.
But those changes would actually require some thoughts, cost money and can’t be sold in the gem shop. Hence, nothing like it will ever happen.
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