Fury & Weakness (Removing Randomness)
I don’t think changes to fury are justified because the whole critical hit mechanic is based around randomness. Removing randomness from fury would cause balance issues without really dealing with the main source of randomness.
For weakness I would just convert the current version to a non-random one. Currently it has a 50% chance to remove critical damage and reduce damage by 50%.
Averaging that would mean 25% base damage reduction and halved critical damage.
Yup I agree 100% with Wethospu. Fury is perfect like it is with the current system. And a non random weakness would be nice. Especially since they announced that in new content ennemies will gain more stats like criticals so weakness would have a higher impact in PvE.
I can get behind the weakness change, it would make my necro a heck of a lot more wanted. It does fine in fights where bosses you multi-hit attacks to wrack up damage, but against something like Lupi, we’re near useless since weakness against him is like flipping a coin. Do I loose All my health? Or just a manageable amount?
Fury is perfect like it is with the current system.
And my point was that the current system is passive and reactive in every way. It could stand to be much more active and promote more risk/reward if actually activating an offensive ability posed any sort of threat to the player or provided any sort of proper readability/timing for an opponent. As it stands now, the game is incredibly easy and forgiving for everyone, which is why combat is sustained by being invulnerable, lots of HP and passive/near-instant healing/healing done while under the effects of stability or some other form of invulnerability instead of good positioning or timing. If you want a non-random fury, the former aspects of GW2 combat need to be greatly culled.