Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)
This fix centers completely around the idea of adding an ‘Easily Interruptable’ (EI) state. From there it Can implemented numerous ways
Basically there Would be a window of this EI state. In essence all this would be is hard Cc skills impacting defiance more during the EI state. The EI state would be implemented in a way that it’s active during strong boss attacks.
Since various encounters are designed around a minimum number of players the impact of an interrupt skill on defiance should be variable. But a good baseline to design around and implement quickly would be 5 man groups.
Now we’re getting to the point where we need to test specifics on numbers, and for a 5 man group this will depend on a few variables. 1 being the speed of the attack, because this would likely be tied to the duration of the EI window. Another variable to consider is how many players do you expect to be paying attention to these Windows and feasibly apply a Cc. Another variable to consider is how many Ccs do you want to connect during the EI window in order for an interrupt to occur.
I think there are 3 baselines to balance around slow, medium, andfast, attacks. For example balancing around 5 people maybe expect 4 CCs to connect during a medium speed attack. So each interrupt attempt would cause 25%of the defiance stacks to deplete. This could be variable per boss obviously, but I’m just talking baselines.
Finally, perhaps it makes sense change the display method of defiance. Maybe a % or make the El state a completely separate UI element with its own set of charges that only displays during an EI attack.
Personally, I think Defiance shouldn’t have the stacks trigger at all if you interrupt an attack.
This rewards proper use of the CC, while punishing CC spamming.
Even woodenpotatoes has given them brilliant ideas in how to balance the condition stacking issues, the issues surrounding on all the time immunity to CC (defiance), and the problems that come with no real support healing skills causing people to stack in everything they do.
I’m not saying your idea isn’t a good one but I doubt seriously if anyone is watching as they are most likely over at Reddit.
Personally, I think Defiance shouldn’t have the stacks trigger at all if you interrupt an attack.
This rewards proper use of the CC, while punishing CC spamming.
There’s definitely other ways to fix defiance. I’ve noticed that Anet tends to cling onto their ideas even if they’re bad, instead of redoing them from scratch. So I’m proposing something that they’d hopefully be more open to. No one likes to lose face, ANet as a whole seems particularly sensitive to this imo, so helping them refine their original ideas feels like a good approach to me.
Defiant is fine and does not need fixing. It promotes intelligent use of CC and not braindead spam.
There is no need for defiance in dungeons. It makes sense when you have 80 people all pounding on the same boss, but 5 people is more reasonable. It might need a little rebalancing with defiance gone, but it can go away if the devs want it to. Makes a lot more sense for people to be able to shut down a boss than for us to only be able to autoattack and taking all our skill-moves away from us.
Defiant is fine and does not need fixing. It promotes intelligent use of CC and not braindead spam.
I’ll need you to elaborate as it’s coming across as a troll post to me.
There is no need for defiance in dungeons. It makes sense when you have 80 people all pounding on the same boss, but 5 people is more reasonable. It might need a little rebalancing with defiance gone, but it can go away if the devs want it to. Makes a lot more sense for people to be able to shut down a boss than for us to only be able to autoattack and taking all our skill-moves away from us.
I as ‘cool’ as it’d be to shutdown a boss completely. I think that would get old pretty quick. I feel like there’s a balance to achieve with making interrupting a boss viable while not a complete shutdown.
“INTERRUPT ARMOR!”
Defiant is fine and does not need fixing. It promotes intelligent use of CC and not braindead spam.
I’ll need you to elaborate as it’s coming across as a troll post to me.
It’s not a troll post.
When people complain about “fixing” defiance, what they mean is they want to take a mace/mace + hammer warrior with stomp, kick and fear me in to dungeons and just ragdoll bosses.
The whole point of defiant is to stop stupid things like that, and it stops your local GS mesmer from pushing a boss out of a stack, your bearbow rangers from point blanking bosses out of melee range, etc.
Watch this. You need to peel the stacks off to interrupt his enrage, not just smash interrupts over and over again.
We need an unificed system for all creatures. Both NPCs and players, across all three main modes: PvE, WvW and PvP.
Something that kicks in when lots of mindless CC is spammed, but not when used sparingly at certain points.
That is, a CC autobalance system.
There is no need for defiance in dungeons. It makes sense when you have 80 people all pounding on the same boss, but 5 people is more reasonable. It might need a little rebalancing with defiance gone, but it can go away if the devs want it to. Makes a lot more sense for people to be able to shut down a boss than for us to only be able to autoattack and taking all our skill-moves away from us.
Defiance in dungeons is of necessity. If it didnt exist, then the new dungeon meta would be along the lines of 5 necros or 5 mesmers or some other combination. Why? A necro can not only daze for 3 seconds, they can also fear the boss with multiple skills. In fact, I would be surprised if a party of all necros cant keep a boss feared 100% of the time.
edit: actually, they can. Spectral Wall with traits for Spectral skill duration/CD, condi duration, and fear duration. Currently, my necro shows 7s duration with 1s fear and 36 second cooldown on Spectral Wall. Add in a Wail of Doom or two from necro warhorn, that boss is permanently shut down.
(edited by Aidan Savage.2078)
Fix it by removing it. Just making bosses immune to everything is lazy and boring.
There is no need for defiance in dungeons. It makes sense when you have 80 people all pounding on the same boss, but 5 people is more reasonable. It might need a little rebalancing with defiance gone, but it can go away if the devs want it to. Makes a lot more sense for people to be able to shut down a boss than for us to only be able to autoattack and taking all our skill-moves away from us.
Defiance in dungeons is of necessity. If it didnt exist, then the new dungeon meta would be along the lines of 5 necros or 5 mesmers or some other combination. Why? A necro can not only daze for 3 seconds, they can also fear the boss with multiple skills. In fact, I would be surprised if a party of all necros cant keep a boss feared 100% of the time.
edit: actually, they can. Spectral Wall with traits for Spectral skill duration/CD, condi duration, and fear duration. Currently, my necro shows 7s duration with 1s fear and 36 second cooldown on Spectral Wall. Add in a Wail of Doom or two from necro warhorn, that boss is permanently shut down.
Unfortunately I have to agree with this. No one wants boring stun-locked bosses.
I say unfortunately since I feel necros get marginalized when picking optimal dungeon compositions due mainly to the fact that their unique niche (Fear & other CC’s) are almost useless in dungeons.
I really feel that if Defiant was reworked somehow to make CC’s more useful, even essential in dungeons it would go a long way to balancing the playing field for necros where party composition is concerned.
Honestly don’t have any good ideas with how to balance it out though. Possibly making Fear continually tick down layers of Defiant? Would probably still be OP but I really think it’s one of the keys to get necros back in the first round picks for dungeons.
I hear wildstar has a very similar system called interrupt armour. It works exactly like in gw2 except it actually regenerates stacks. Looks like other games are copying gw2 mechanics.
Defiance should simply be a way to indicate how resistant the boss has become to CC. At 0 stacks, he has no reduction in duration or immunity to CC.
1 stack = 20% reduction in duration.
2 stacks = 40% reduction.
3 stacks = 60% reduction and 10% chance to be immune.
4 stacks = 70% reduction and 40% chance to be immune.
5 stacks = 100% immunity.
Have the boss get a stack everytime CC is used on him and let every stack last for 2-3 seconds (for dungeons).
My question is how many stacks of defiance is too many?, because some mobs may have 5 stacks and some others may have 70+ and that is absurd.
70 is because there are 70 people around.
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