Incomplete stability change

Incomplete stability change

in Guild Wars 2 Discussion

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

I’ll say it right of the bat. The stability changes aren’t good. The idea is fine, but the implementation is lacking.

Here’s the deal. You have 3 game modes and stability changes can’t work with each one.
As it stands now (check warrior forum for chinese gw2 stability change discussion) stability skills give too many stacks in most cases. Problem here is that in PvE and sPvP that means stability is still the untouchable boon, unless you run into a zerg of cc spamming mobs/players. Taking stability off your opponent with cc is like climbing mount everest using your ears to do the lifting.

In WvW however zergs are common day feature, and having your stability skills cough up decent amount of stacks does make sense.

No matter how you slice it, it’ll either heavily underperform, or offer no real change at all depending on amount of stacks.

What is lacking here is boonstrip. If stability skills are to be generous with amounts of stacks they give, then more professions need to have access to reasonable, controlled boonstrip. And by reasonable i mean no sigils that activate who knows when, or traits that activate once again who knows when as long as your opponent is burning. This is bad design, people.

Boon and condi quequing are mechanics that are easy to control on one side, and should have equally controllable counters on the other.

Currently mesmers, thieves, necros and engis are relatively good in boon stripping departament, especially necros.
But guardians, warriors, rangers and elementalists are in the dust for all i know. And yeah, rangers are bolded out because other 3 are literal boon machines for party and selves while rangers aren’t doing that hot.

Incomplete stability change

in Guild Wars 2 Discussion

Posted by: xDudisx.5914

xDudisx.5914

Well we are going from “infinite” stacks of stab (1 boon avoid any number of CC) to a limited number of stacks so I think overall the chance is for the better.

The number of stacks given to aoe skills like Stand Your Ground and toss elixir B is a bit too high though.

Even considering the high ammount of stacks, the simple fact that you cannot stack duration is a great chance. Before the chance we now have 12s of “infinite stacks” of stab uptime on a 24s cd just from 2 guardians using SyG. After the change it will be either 5stacks for 6s + 5stacks for 6s or if they use togheter 10 stacks for only 6s. Makes it harder to keep stab up if not coordinating perfectly.

Ouroboro Knight’s [OK]

Incomplete stability change

in Guild Wars 2 Discussion

Posted by: Vukorep.3081

Vukorep.3081

well…the way i see it general pve nobody rly cares if you have stability or not (at least not in most situations curently)

In pve people will still counter stability with boon strips rather than trying to perform numerous cc on the target so nothing seem to change there.

as for zerks in wvw, well, things might be more interesting seeing how random zerklings get to fly all around the field. Might change some builds with more defensive sort of skils/stats…and i see nothing wrong with that.

People will adapt, they need to adapt. whats wrong with that?