Gate of Madness
(edited by Norbe.7630)
?together with its current purpose?
for example:
Healing Power = regen % hp per second, % condition duration reduction
Concentration = less % casting time
Toughness = Physical Damage and Condition Damage Reduction
Precision = Faster attack animation
Concentration = %evasion
Power = Crowd control duration increase
Ferocity = Crowd control duration reduction
and also, why there are no single stat exotics, ascended and legendaries?
i hate Metabuthole
(edited by Norbe.7630)
What exactly are you asking for?
A different purpose for stats? Reason behind this? The stats currently ingame serve a certain purpose and are more or less balanced for that. You are essentially asking for the system to get changed.
As to single stat items, again due to balance purposes.
well a 3.9k hammer bolt on a 3.5k armor (2.2k toughness) isn’t balanced to me
so instead balancing skills over and over, why not balance the stats
well a 3.9k hammer bolt on a 3.5k armor (2.2k toughness) isn’t balanced to me
so instead balancing skills over and over, why not balance the stats
Wait, you are basing your entire balancing argument and suggestion based on 1 single event?
This is a joke right?
want me to do a spreadsheet instead or a damage calculus?
what i am saying is, stats should be further expanded in a way the creativity of players would be expanded as well?
balancing?
when you have high toughness, what does that mean if the enemy or monsters have high power?
when you have high healing power, what does this mean if your enemy has high dps?
.
.
.
.
and so on and so forth…………
does it look like im joking?
Don’t quite get your point. If you want to know the formulas that determine how each stat works, have a look at the wiki
https://wiki.guildwars2.com/wiki/Attribute
Some of the mechanics you describe in your 1st post have been already implemented in various traits, sigils, runes, and foods. Again digging through the wiki will give you the details.
so instead balancing skills over and over, why not balance the stats
Because that essentially means rebalancing the whole game at once. It’s a huge effort and you need to have very real reasons before even considering doing that.
my real reason is simple,
the title says it
a stat counters other stat, i mean a hard counter
on the other reply,
i know the wiki formulas, and rune and sigils food and utilities too
but, is there a boss here that can be killed with a full nomads crowd within a time limit?
without their knowledge?
a skill that damages based on healing power, toughness or vitality?
i want, diversity, something new, something you guys dont know yet, something wiki says “no information available”
(edited by Norbe.7630)
but, is there a boss here that can be killed with a full nomads crowd within a time limit?
Teapot’s team was probably not in full nomads (cleric and zealots if I recall)… but if you had 2 or 3 hours, yes… you probably could do it.
https://youtu.be/lHy-oeFEfyw
On the other point, diversity doesn’t just come from base stats. You really need to consider them in the context of traits, runes, sigils, skills, etc. So there’s no need to make stats the sole focus of buildcrafting.
want me to do a spreadsheet instead or a damage calculus?
what i am saying is, stats should be further expanded in a way the creativity of players would be expanded as well?
balancing?
when you have high toughness, what does that mean if the enemy or monsters have high power?
when you have high healing power, what does this mean if your enemy has high dps?
.
.
.
.
and so on and so forth…………does it look like im joking?
You do realise that toughness counters power, vitality counters condition damage (combined with condi cleanse) and the other stats are support stats.
Yes, having some rough values to your suggestion would make it go a long way to being serious. All you are saying is “I want xyz” without explaining how the stats would be balanced against each other. For something as complex as stat interactions with each other (I bet you haven’t even 1nce looked at what the actual damage calculation for this game is) a short:“I want this to change” with 0 explanation won’t do.
Going by your replies though I’m going to note you down as someone who doesn’t understand GW2 active defence mechanics and just wants to facetank stuff. Enjoy dying for some more before either quitting the game or addapting.
(edited by Cyninja.2954)
someone who doesn’t understand GW2 active defence mechanics and just wants to facetank stuff. Enjoy dying for some more before either quitting the game or addapting.
its ok,
all i know is how damage works on PvP and WvWi guess im talking to people who only played GW2 and doesnt understand whats the difference between stats, skills and items
cheers to anet for making the game too easy
You do realise the damage caluclation is the same for all 3 game modes right?
here, read this: https://wiki.guildwars2.com/wiki/Damage_calculation
Please just stop now. You are embarrassing yourself only more and more.
EDIT: also active denfences are just as important in wvw and pvp as in pve, more so even or you’d get steamrolled by the enemy zerg all the time.
EDIT 2: guess someone decided to delete their post.
(edited by Cyninja.2954)
I think I get your point, but IMO you are not delivering it the right way.
You are proposing that Stats should ALSO influence other things, making dinamic stats intevene where actually only fixed skill numbers do.
This IMO is a good idea, because it would make stats more relevant and choices more interesting. I have myself proposed that Healing Power could become much more relevant if it where determinant in condition removal.
This is NOT, however, something instantly related to balance. It would influence balance, making some things easier to balance, and other harder, but it will not balance things right away.
Still, is a good, rounder and more solid approuch.
I think I get your point, but IMO you are not delivering it the right way.
Glad someone understood
i deleted a post realizing i was chatting to the wrong people without realizing what i am trying to say
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