Fury & Weakness (Removing Randomness)

Fury & Weakness (Removing Randomness)

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Posted by: Erasmus.1624

Erasmus.1624

Fury

  • Critical Chance increased by 100%; ferocity increased by 150; stacks intensity.
    • Stacks in intensity only up to 10 times.
    • Stack consumption functions identically to Thief venoms (stacks don’t increase critical chance or ferocity, but rather give the player more attacks with fury’s baseline buffs to those attributes).

Fury has functioned the way it does now (despite being so bland) mainly because attacks in GW2 happen so rapidly that combat mostly just slurs together in a chain of passive and (often instant) reactive skill usage. If combat was more readable, and attacks required more investment (cued animations and offensive, higher-damage cast-times kept to around 0.75/1 second), fury would compliment an already high base critical damage while also rewarding a player for timed usage and/or support application within a time window which actually carried with it some risk (there’s nothing typically at risk when skills activate instantly or even within 0.5 seconds unless you really are within a blob of 6+ total attacking players and instant/passive skills/triggers are flying off the handle at every moment). Slow down and add proper cues to lethal outgoing direct damage, and then fury can lose its randomness while also gaining a sense of proper risk/reward with its usage instead of it just being another flat buff with a duration which lasts all of combat because why not.

Weakness

  • Endurance regeneration reduced by 50%; outgoing damage reduced by 33%; stacks duration.
    • Stacks in duration only up to 3 times.

Having a consistent baseline reduction to damage allows players on both sides of weakness (both attacker and the defensive applicant) to know with much more certainty how much damage is going to be dealt in the next few seconds. In order to compensate for a baseline outgoing damage reduction, weakness durations across the board could stand a slight reduction (nothing above 5 seconds at the very most; typical duration around 3 seconds), and weakness sources could maybe be culled and kept to only a few specific classes and skills in order to give it a distinct potential usage and source on the battlefield.

Fury & Weakness (Removing Randomness)

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Posted by: Wethospu.6437

Wethospu.6437

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.

Fury & Weakness (Removing Randomness)

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Posted by: Thaddeus.4891

Thaddeus.4891

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.

Thaddeauz [xQCx]- QC GUILD

Fury & Weakness (Removing Randomness)

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Posted by: TheLastNobody.8319

TheLastNobody.8319

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?

A knight in shining armor is a man who never had his metal truly tested.

Fury & Weakness (Removing Randomness)

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Posted by: Erasmus.1624

Erasmus.1624

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.