Making other PvE stat combos viable
Almost all stat combinations ARE viable: that’s the problem with the idea of making other stat combos “viable”.
Viable, as in, can complete and reach the reward.
Also, the added additions wouldn’t do anything for the problem either.
Is it true that Berserker or a combination of Berserker’s gear + Something makes for the fastest and best runs? Sure.
The biggest problem, again, is that they ARE viable. So if you want to hit hard, be squishy, and rely on minimal evades and not getting hit, there’s no reason for a group of 5 who can do that not finish much faster than any other build.
Every stat is already viable, some players can even do dungeons naked!
Every stat is already viable, some players can even do dungeons naked!
I wouldn’t mind seeing you do a dungeon naked if you knowin what imma sayin.
It seems clear that Beserker gear is the most useful stat combo in PvE for a variety of reasons. (None of which are very easy to fix: mob intelligence, mob attacks, server limits on conditions)
Therefore, I’d like to suggest a few minor additions:
- Healing Power: Add boon duration to this.
- Condition Damage: Add outgoing condition duration to this.
- Toughness: Reduce incoming condition duration (would synergize well with vitality)
- Vitality: Add increased endurance regen.
Note: I’m not suggesting massive boosts. Just very minor benefits to each (like a percentage point per 21 of each stat or something).
Not sure about PvE, but I like this idea for PvP/WvW.
Some thoughts:
- Condition damage: the problem is not with the stat, it’s with designing a PvE game around huge encounters and designing condition damage to only be effective in individual and small group play.
- Power, Precision and Ferocity have synergy with each other, and their benefit is multiplicative. These stats benefit from attack skills with high coefficients, which is also a multiplicative benefit. Berserker and Assassin stats are considered the best because all three stats combine well together.
- Nomad gear also has three defensive stats, but only Toughness has a multiplicative benefit. Vitality is additive. HP — while it is multiplicative — can hardly be considered to generate a multiplicative benefit because of skill coefficients lower than 1. Still, it is possible to build very high survivability despite the lesser synergy in the defensive stats.
- All gear that has both defensive and offensive stats is hybrid gear. In no game are hybrid characters as good as “pure” builds at what the pure build does exclusively.
- Players cannot seem to get away from the idea that build =/= gear. This is an artifact of other games in which gear is one of the primary factors in build design. In GW2, gear supports build, it is not primary to build. Build is what you bring to the party, not what your passive stats are.
- ANet used a stat setup that is very similar to stat setups in games where gear is a primary part of build. This has caused the expectation that gear should be primary to build.
- GW2 stats that apply to skills are the damage stats and Healing Power (Boon Duration on gear is so rare that it is not worth considering). Other MMO stat setups do the same thing. However, those other games enforce roles, so the fact that defense, health pool size and damage reduction stats don’t affect skills does not matter to anyone.
- The GW2 stat system works well in PvP and reasonably well in PvE.
- The source of these type of complaints/suggestions is that some players have not embraced the way the game encourages dynamic, active play with role adjustments being situational, based on skill choice and by profession (e.g., some professions are better than others at certain things, like Guardians with defensive boons) rather than being set in stone as in trinity games.
- Some posters don’t know what viable means. All stat setups are already viable. Those requesting that other stat setups be made viable are really asking for something else. What they’re asking for varies from poster to poster. Some want all stat setups to be equally effective. Others just want the defensive stats to be better that they currently are.
- The goal in any modern MMO meta is to kill the mobs as fast as possible, leading to parties taking the minimal defense and support needed to do so. GW2 is no different, except that it does not require a tank and a healer.
- ANet has experimented with different mob designs, ranging from the Risen and Krait revamps to the various new armies introduced in Living World. Dungeon runners are not feeling the impact of these new types of mobs because — outside of FotM and TA:AP — dungeon mobs have not been touched since January, 2013.
even with boost like that, they’re still useless in PVE speedrun for these (obviously exaggerated) reasons:
1. Berserker kill everything under 30 seconds but party can wipe within 1 second VS Healing/Toughness/Vitality can carry the team to fight the boss without dying for 60 minutes but the boss wont die before 30 minutes mark.
2. Berserker still kill as fast as example one, Condi obviously have upgraded damage (from its longer duration), but a whole group still limited to condi debuff stack limit, even with the duration boost, it just meant that they only have to hit one stack and wait until next 30 minutes when the boss will die of stacks of condition damage that never expire.
other than speedrun, every builds useful if played right and composed in balance.
I like OP suggestions, but just because it will make stat table cleaner, neat if you will. Same as Frostroses i don’t believe those will make something other than zerk viable in general pve.
Tbh, i wish people in pve would just forget that there’s condi damage. What’s the fuss with it, so it’s another way of doing exactly the SAME. Making supportive and defensive stats viable in pve, now, that’s another arguably more worthy goal, which i don’t think will ever happen outside of some isolated encounters. But if we imagine that someday AN manages to pull it off, i wonder if topics like: “Omagad Holy Trinity is in da house”, will start to pop up.
When people can do the content in zerker gear, how would a buff to defensive attributes make those more viable in pve?
I think this would only influence pvp and wvw by making already good builds even stronger like a p/d thief using dire gear.
[SPQR]
It seems clear that Beserker gear is the most useful stat combo in PvE for a variety of reasons. (None of which are very easy to fix: mob intelligence, mob attacks, server limits on conditions)
Therefore, I’d like to suggest a few minor additions:
- Healing Power: Add boon duration to this.
- Condition Damage: Add outgoing condition duration to this.
- Toughness: Reduce incoming condition duration (would synergize well with vitality)
- Vitality: Add increased endurance regen.
Note: I’m not suggesting massive boosts. Just very minor benefits to each (like a percentage point per 21 of each stat or something).
Although buffing those stats is a good thing, how would that make them more important in PVE? If players can do the content in Berserker gear already, how will these buffs make them switch gear?
A huge diffrerence to other MMOs is that you can choose your gear stats. In other MMOs your stats are set in stone and you have to maximize certain stats – at least in a certain role of a class. You don’t choose to be either more defensive or offensive within a certain role. The role is set in stone and so are the stats.
Now since we can choose in GW2, people will of course choose what does the most damage.
It was certainly not the idea that most dungeon parties will run Berseker gear and stack in a corner and kill the boss within 5 or 10 seconds circumventing all the mechanics (i. e. Kohler who isn’t even able to use his spin attack).
‘would of been’ —> wrong
All stat combos are viable.
Its PvE. As brought up earlier, you can clear most content without any sort of gear at all.
Now, making other PvE stat combos “optimal,” is a completely different story and will be impossible to do, simply because if one stat combo becomes optimal, all others die out.
https://www.youtube.com/AilesDeLumiere
http://www.twitch.tv/ailesdelumiere
I’ll echo the sentiment here, “all stat combos are viable”.
What you won’t change are the opinions and the minds of the simpletons who are balls-deep into the idea that doing the most damage is best. For them it’s the be all and end all of GW2, and nothing will change.
It’s because everyone has to do their own damage (except for being in a party) and heal themselves, that we have to undertake these roles ourselves. Since there’s no Holy Trinity here, there’s no reward for being a brick wall to bash up and no reward for healing people. The simple reason is because you’re not doing any damage. And it’s because of this bloody-minded mechanic of Anet’s that you have to do ‘some’ damage to qualify for loot, that only the damage dealers will get any reward for effort.
But then you get the people who want to get it done faster, and that’s where the zerker mentality steps in. There’s no dedicated support players for buffs or heals in a zerg, where the berserker geared people do their job best. If some people start getting downed then perhaps a generous war will hit the elite banner and res them, or the voluntary acts of random people such as sporadic heals in enemy AoE or resurrecting the downed, but most people are about dealing damage, not supporting other players. There’s no loot and thus no reward (other than altruistically) for doing so in this game.
“Obtaining a legendary should be done through legendary feats…
Not luck and credit cards.”
I am also in agreement that all stat combos are viable in pve. OP, what you are going for is how to make all stat combos desirable in pve. However, with the current state of pve, that is highly unlikely to ever happen.
Now, if foes in pve suddenly started hitting as fast and as a hard as TC HM Raptors (ah the good ol’d farming days), people might start investing in some toughness and / or vitality a little more often. Passive defense just would not be enough at that point.
I am also in agreement that all stat combos are viable in pve. OP, what you are going for is how to make all stat combos desirable in pve. However, with the current state of pve, that is highly unlikely to ever happen.
Now, if foes in pve suddenly started hitting as fast and as a hard as TC HM Raptors (ah the good ol’d farming days), people might start investing in some toughness and / or vitality a little more often. Passive defense just would not be enough at that point.
Mordrem at least feel like a step in the right direction. Harder hits and things like the wolf back-attack put a bit more of the risk back in the risk-reward of going full offensive stats. And while you can kill husks with power builds, conditions certainly have a role in melting them fast. I feel like they are trying to find ways to make variety “more optimal” in new stuff. Existing content however, is unlikely to change significantly from zerk or go home in PvE.
I am also in agreement that all stat combos are viable in pve. OP, what you are going for is how to make all stat combos desirable in pve. However, with the current state of pve, that is highly unlikely to ever happen.
Now, if foes in pve suddenly started hitting as fast and as a hard as TC HM Raptors (ah the good ol’d farming days), people might start investing in some toughness and / or vitality a little more often. Passive defense just would not be enough at that point.
Mordrem at least feel like a step in the right direction. Harder hits and things like the wolf back-attack put a bit more of the risk back in the risk-reward of going full offensive stats. And while you can kill husks with power builds, conditions certainly have a role in melting them fast. I feel like they are trying to find ways to make variety “more optimal” in new stuff. Existing content however, is unlikely to change significantly from zerk or go home in PvE.
I agree, and I like the increased difficulty to the new areas. I think they need to take a look at the wolves’ programming though. They shouldn’t be hitting the back crit from the front of a character. I know I’m not the only one with that issue. (No, not just lag either, cause I’m shooting the kitten thing in the face while backing away from it at the same time).
Still, would be really nice if they did do some small revamping of the original content foes. Not too much, but some.
I am also in agreement that all stat combos are viable in pve. OP, what you are going for is how to make all stat combos desirable in pve. However, with the current state of pve, that is highly unlikely to ever happen.
Now, if foes in pve suddenly started hitting as fast and as a hard as TC HM Raptors (ah the good ol’d farming days), people might start investing in some toughness and / or vitality a little more often. Passive defense just would not be enough at that point.
Mordrem at least feel like a step in the right direction. Harder hits and things like the wolf back-attack put a bit more of the risk back in the risk-reward of going full offensive stats. And while you can kill husks with power builds, conditions certainly have a role in melting them fast. I feel like they are trying to find ways to make variety “more optimal” in new stuff. Existing content however, is unlikely to change significantly from zerk or go home in PvE.
It won’t change a thing. Ppl were able to do fractal level 80 back in the days and remember, at that time, no amount of AR could help you. Hit once by agony are you were dead (not down). We did with zerker gear too and the difficulty was higher than anything Anet seem to plan to put in the game ever so.
The situation will stay the same. Good player will continue to use zerker and ppl not able to stay alive will use hybrid build.
It’s always the condition cap. There are four dps stats and one of them is ignored because of the condition cap (and lack of condition damage on objects). That leaves three stats and two armor combinations – zerker and dire.
As everyone keeps pointing out, experienced players can go through PvE naked so it doesn’t matter what you do to the defensive stats, they don’t need them. The defensive stats are balanced for PvP and are also balanced for inexperienced PvE players. There’s no need to break that balance just to suit speedrunners who won’t care anyway.
Defensive stats are already so OTT overpowered you can literally complete the hardest dungeons without dodging once. They surely don’t need any buffs. They are beyond viable already: they are basically god mode invincible.
Defensive stats are already so OTT overpowered you can literally complete the hardest dungeons without dodging once. They surely don’t need any buffs. They are beyond viable already: they are basically god mode invincible.
This is the most false thing I have ever heard.
I’d like to see someone take all the hits without dodging once and beat it with no outside help.
The only reason why said person would be able to do such a thing is because theres 4 others that might take a hit or boons and stuff. That and the damage ends up killing the boss before anything bad might happen too quickly.
Every stat is already viable, some players can even do dungeons naked!
I wouldn’t mind seeing you do a dungeon naked if you knowin what imma sayin.
Look for videos on youtube.
no dodge arah
Healing Power: Add boon duration to this.
Boon duration is already ingame with various sources.
http://wiki.guildwars2.com/wiki/Boon_Duration
Condition Damage: Add outgoing condition duration to this.
Condition duration can be increased in various ways too.
http://wiki.guildwars2.com/wiki/Condition_duration
Toughness: Reduce incoming condition duration (would synergize well with vitality)
See above link. Also it has already great synergy with both defensive stats.
Vitality: Add increased endurance regen.
There are various ways to do that already, including the boon called vigor.
http://wiki.guildwars2.com/wiki/Endurance
http://wiki.guildwars2.com/wiki/Vigor
Note: I’m not suggesting massive boosts. Just very minor benefits to each (like a percentage point per 21 of each stat or something).
Why? Defensive stats are way too powerful in PvE, they shouldn’t give additional bonuses instead i suggest to nerf them a bit to be less rewarding since GW2 is an action oriented MMO not a facetankinkg afk game. If i would want to play that i would stick to WoW or one of it’s clones. #nerfdefensivestats2015
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@Valandil Dragonhart
Get in a party if you are so worried about loot or play dungeons for guaranteed loot. Problem solved.
@LanfearShadowflame
Mordrem is dealt the same way as the rest. They can be blinded, CC’d, bursted down or simply using blocks/aegis/invulnerabilities/dodge to deal with them. Though retaliation wasn’t a bad idea, but making it permanent AND strong as hell made it a horrible uncounterable mechanic.
@Stooperdale
Berserker’s and assasin’s. Not dire. :P Just nitpicking.
I’d like to see someone take all the hits without dodging once and beat it with no outside help.
@Dalanor
This isn’t just about dungeons for getting loot. Such a narrow-minded and myopic view on the rest of the PvE world. That kind of outlook is far from being a fix-all.
You’re discounting the world boss run (which I NEVER see a shortage of people on), other meta events outside of the WBR (temples), higher-end world exploration, etc. Anyone worth their salt is wearing ascended zerker gear and an ascended or better weapon, and a good 90% of the time it too will be zerker.
There’s always people looking for a group at these events, and even just roaming the Orrian and other L70+ areas for map completion. Some do it for the supposed increased chances of loot, but others will just as likely keep one eye on their teammates and support where necessary. Keep in mind the latter example is very rare in this game, and nothing like as common as GW1, which I think is something this game is missing. In my eyes at least, it shouldn’t be helping them only when they’re downed; to me that’s not how a good party functions. Right now it’s every dog for themself.
“Obtaining a legendary should be done through legendary feats…
Not luck and credit cards.”
Defensive stats are already so OTT overpowered you can literally complete the hardest dungeons without dodging once. They surely don’t need any buffs. They are beyond viable already: they are basically god mode invincible.
This is the most false thing I have ever heard.
I’d like to see someone take all the hits without dodging once and beat it with no outside help.
The only reason why said person would be able to do such a thing is because theres 4 others that might take a hit or boons and stuff. That and the damage ends up killing the boss before anything bad might happen too quickly.
Since evidence of it has already been posted in this thread, telling me its the most false thing ever comes off pretty funny doesnt it?
Everyday there’s a new thread about the meta. Is that a thing now?
Defensive stats are already so OTT overpowered you can literally complete the hardest dungeons without dodging once. They surely don’t need any buffs. They are beyond viable already: they are basically god mode invincible.
This is the most false thing I have ever heard.
I’d like to see someone take all the hits without dodging once and beat it with no outside help.
The only reason why said person would be able to do such a thing is because theres 4 others that might take a hit or boons and stuff. That and the damage ends up killing the boss before anything bad might happen too quickly.
Since evidence of it has already been posted in this thread, telling me its the most false thing ever comes off pretty funny doesnt it?
Yea, because its wrong. Like you stated, can face tank, no dodging need. Also, one of those “evidence” is using a bug that no longer works (Spider Queen). Try that with permanent poison and taking 15% of your health a second. Remember, you don’t need to dodge anything because defense stat OP right?
Defensive stats are already so OTT overpowered you can literally complete the hardest dungeons without dodging once. They surely don’t need any buffs. They are beyond viable already: they are basically god mode invincible.
Show me someone fight Frost from CM while taking every hit.
Do 50 fractals and facetank everything.
Facetank Tequatl.
Do it.
Edit: I’ll admit it can make some things really easy but at what price?
Honestly, I don’t think its the gear: it’s the dungeons and content need revamping. Also need new dungeons.
(edited by WEXXES.2378)
Why doesn’t this game have a trinity ?
(Why can’t I use my gear stats to make a trinity?)
I wanna play a healing monk, right?
Facetank Tequatl.
Do it.Edit: I’ll admit it can make some things really easy but at what price?
Honestly, I don’t think its the gear: it’s the dungeons and content need revamping. Also need new dungeons.
I used to do it quite a lot, on a pvt ranger. Then on a pvt guard. Then a clerics guard, because the sustain was much better, provided I bothered to dodge/jump a wave every now and again.
Then I came to notice i could avoid pretty much all damage by combination of movement, dodging, and active defensive abilities.
These days I just move around a bit, and enjoy not having to bother changing out of my zerker gear with a dungeon clearing build on.
Edit:
Either defensive gear OP, or teq needs buff (people have been asking for bosses to do more damage a lot lately..)
How many tears will we get buffing teq up further I wonder?
Advocate of learning and being a useful party member.
http://mythdragons.enjin.com/recruitment
It seems clear that Beserker gear is the most useful stat combo in PvE for a variety of reasons. (None of which are very easy to fix: mob intelligence, mob attacks, server limits on conditions)
Therefore, I’d like to suggest a few minor additions:
- Healing Power: Add boon duration to this.
- Condition Damage: Add outgoing condition duration to this.
- Toughness: Reduce incoming condition duration (would synergize well with vitality)
- Vitality: Add increased endurance regen.
Note: I’m not suggesting massive boosts. Just very minor benefits to each (like a percentage point per 21 of each stat or something).
Actually I was thinking more along the lines of what Woodenpotatoes said, which was make the stats more useful, like making healing increase your rez player speed, make toughness increase your endurance regen, and I’d personally like to see them make the damage output of Conditions increase with crit when they do crit, condis crit right now however when they do it’s terribly weak. We’ve seen other games have DoT builds in PVE and they treat it as a standard crit doubling or tripling the damage when it crits just like in burst builds but that doesn’t happen for condition damage here in this game.
Also, the added additions wouldn’t do anything for the problem either.
Is it true that Berserker or a combination of Berserker’s gear + Something makes for the fastest and best runs? Sure.
The biggest problem, again, is that they ARE viable. So if you want to hit hard, be squishy, and rely on minimal evades and not getting hit, there’s no reason for a group of 5 who can do that not finish much faster than any other build.
This is where the first Guild Wars was superior. In that game, killing mobs often required the ability to spike them down before they could regenerate. Maxing out straight-up damage was seldom the way to accomplish this. Rather, taking them down required a combination of hexes, conditions, and/or crowd control. This game lost that. The reason everyone calls for berserker stats is that mobs go down faster when everyone applies straight damage. There are few buffs, if any, to dispel. In fact, the defiance mechanic pretty much renders anyone attempting to run a non-DPS build useless. Guild Wars was head and shoulders above the other games of its time, but for whatever reason ArenaNet chose to abandon its strengths and imitate the inferior systems instead.
Yea, because its wrong. Like you stated, can face tank, no dodging need. Also, one of those “evidence” is using a bug that no longer works (Spider Queen). Try that with permanent poison and taking 15% of your health a second. Remember, you don’t need to dodge anything because defense stat OP right?
Thats just an opinion man. Queen was implemented with proximity based attacks, nothing more. Same as Lupi does attacks in melee range (kick, swipe) or using ranged ones when you are far away (teleport, bubble). People just whined instead of learning the fight. Stuff happens but it still can be “exploited” since it can’t use the bite attack and the immobilize of the web attack is around 900 range so it’s safe that 2/3 of the mechanics are negated just by standing back.
Show me someone fight Frost from CM while taking every hit.
Do 50 fractals and facetank everything.
Facetank Tequatl.
Do it.
I’m pretty sure Teq can be tanked, even the CM bosses with warrior and probably with necro too.
As for Fractals it can be done iikr Mossy is the highest damaging boss there and according to gw2dungeons.net it still wouldn’t kill a warrior with the double hit.
Edit: I’ll admit it can make some things really easy but at what price?
Thats the whole point of the arguments between “phiw’s” and “elitists”. When stuff can be avoided with active mitigation, which is the main selling point of GW2’s combat, why use defensive gear?
Honestly, I don’t think its the gear: it’s the dungeons and content need revamping. Also need new dungeons.
+1
Assassin and zerker are DPS
Zealot is DPS Support
Sinister, Rampager, Carrion are Hybrid
Shaman, Rabid and Settler, Dire, Apothecary are Condi with a bit of tankyness…
Soldiers, Knights, Valkyrie, Cavalier are to add a bit of tankyness to your build
Clerics is for tanky power healing builds
All of the above have uses some more niche then others.
If you’re just doing the triple trouble and tequatl I can imagine you have no neeed for precision and ferocity, as you cannot crit the 2 bosses… opening some other sets.
If you only want 1 armor and need some toughness as you want to run EotM and/or WvW I imagine you’d choose something else then zerk/zealot/sin/sinister or rampager
Making a choice for armor is quite interesting. We do not have armors with free to use stats…(yet?) and I am happy with the selection we have…
Nomads & Magi & givers are for specialized builds but not viable in pve…
Been There, Done That & Will do it again…except maybe world completion.
If people are going to radically re-define the term viable in order to suit their needs it stretches the term to meaninglessness.
A viable build simple means a build that can complete the content. People seem to want it to mean optimal, or something very close to optimal.
Fun fact: every gear type performs exactly how it was intended to in PvE.
Every stat is already viable, some players can even do dungeons naked!
I wouldn’t mind seeing you do a dungeon naked if you knowin what imma sayin.
Look for videos on youtube.
really? I thought adult video was banned on youtube, then again we have the jumpoff twerk competitions posted there on a regular basis
Facetank Tequatl.
Do it.I’m pretty sure Teq can be tanked, even the CM bosses with warrior and probably with necro too.
You’re right. My server does an organized Teq run every night, and it goes best when the zerg can just facetank and focus on DPS. The limiting factor is whether or not the players on the turrets do a good job of keeping the poison clear, the zerg buffed, and Teq debuffed. Berserker gear isn’t good for Teq because he’s immune to crits, so you’re free to use soldier’s stats instead, increasing survivability that much more.
Everyday there’s a new thread about the meta. Is that a thing now?
You know, every time a mount thread is written a small quaggan dies, every time a “zerkmeta” thread is written… * add *
But on serious note, there is too many of these threads lately. I’m just afraid that anet might actually listen and tamper with dem stats instead making better encounters.
Everyday there’s a new thread about the meta. Is that a thing now?
You know, every time a mount thread is written a small quaggan dies, every time a “zerkmeta” thread is written… * add *
But on serious note, there is too many of these threads lately. I’m just afraid that anet might actually listen and tamper with dem stats instead making better encounters.
Thats what im afraid of aswell. They did it for spider queen and they changed ferocity and nerfed other things because of whining.
They also made malrona unblockable. Is she more fun now? Nope. It was only changed because people complained about using smart use of mechanics to 1 shot her. Most people cant even pull that off anyway. It only stopped a small minority.
(edited by spoj.9672)
Optimal and viable do not mean the same thing. Many of the stats you mentioned have their place in WvW and sPvP. Conditions are the meta-damage of PvP as are defensive stats. Going pure glass-cannon is very risky there. ArenaNet seems very reluctant to split skills so any change made for PvE would also have an affect on PvP.
Everyday there’s a new thread about the meta. Is that a thing now?
You know, every time a mount thread is written a small quaggan dies, every time a “zerkmeta” thread is written… * add *
But on serious note, there is too many of these threads lately. I’m just afraid that anet might actually listen and tamper with dem stats instead making better encounters.
Thats what im afraid of aswell. They did it for spider queen and they changed ferocity and nerfed other things because of whining.
They also made malrona unblockable. Is she more fun now? Nope. It was only changed because people complained about using smart use of mechanics to 1 shot her. Most people cant even pull that off anyway. It only stopped a small minority.
And we all saw the pug state and whine after those nerfs to ferocity and buff to the spider queen by those same people that asked for it, but nevermind, it didnt affected me nor you, or you lookalike. We addapted and pressed on, really a tiny obstacle.
Malrona is also “fun” after the change. Sometimes I do join a pug without any requirements just to see how atleast 50% of those groups struggle or even wipe just to wp back and run in before she regens. In organized group you just soak the posion attack and burst with coordiantion with icebow or two. The famous spam 1, right?
P.S you argument for the OP on the other thread about Malrona tickled me, nice one
(edited by Gruocs.3412)
Apart from giving criticals a cooldown, not much else is going to break the monopoly on zerker gear.
The problem is that there isnt enough risk to going zerk (or all offense). Active defenses are the same across the board no matter the gear and with proper utilization, they are good enough to get you through with any gear. Now i suggested this in another post earlier :
Tie in active defenses to your stats i.e. aegis thrown by zerker lasts one attack mitigating 25% damage with potential boosted retaliation at end or giver’s aegis will last 4 attacks mitigating 50% damage or knight’s aegis lasts 2 attacks mitigating 75% damage & so on. Your gear/point allocation should strengthen/weaken all that you do be it active or passive.
Increase the difference between the gear types; make each one stand out in its own way.
because those who mind don’t matter and those who matter don’t mind
Honestly, I don’t think its the gear: it’s the dungeons and content need revamping. Also need new dungeons.
Literally and entirely this.
The mythical “berserker meta” ONLY exists in dungeon PvE. ONLY. Conditions are so wildly OP in the other formats natively that the only reason they’re not as widely used is because of the fact that so many builds are used on the basis that they need to dedicate a huge quantity of resources to conditions just to be able to deal with them. With conditions being a binary form of fighting, either you have solid cleansing and you hard-counter conditions, or you don’t, and often times you just straight up lose. If conditions weren’t so potent and so spammable, we’d actually see a RWEN meta in WvW – yes, rangers – instead of GWEN, seeing as guards would have almost no use aside from some stability and general group support to cover a few eles.
Why not sPvP? Again, huge cleansing emphasis due to the potency of controlling conditions, and that a lot of condition builds just don’t really work at all for the format for various other reasons.
Open-world PvE? I mean it really doesn’t make much of a difference…
Trinities solve nothing but create new metas and move the toxicity to alternative demands, and implementing new things to buff the rest would have adverse effects on the rest of the game where berserker gear already is considered to be sub-optimal and very far away from the meta. Again, it just moves the toxicity around.
Dungeons designed around utilizing strengths and weaknesses of characters and players are what make things equally viable. Consider the Asura fractal level – some builds can facetank right across the poison gas and make the whole thing go by WAY faster. More of these types of designs focusing on tanks and supportive builds need to be intentionally implemented such that tanks and support builds can have a definitive purpose in dungeons.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
ArenaNet seems very reluctant to split skills so any change made for PvE would also have an affect on PvP.
Unless they fixed the condition cap which only causes problems in PvE.
ArenaNet seems very reluctant to split skills so any change made for PvE would also have an affect on PvP.
Unless they fixed the condition cap which only causes problems in PvE.
Except that the condition cap is not a problem.
A fully buffed and maxed Condition Main does on average 25 to 30 percent less damage than its power counterpart.
the only place that this even matters is High End PvE group content. which only a Small portion of the player base actually Plays in.
Every Single Gear stat set is perfectly Viable. and functions exactly how it is supposed to. Changing the Game in many of the suggested ways will only destroy what is already a wonderful system.
the Content is not easy.
It is Old.
If you want to change the “Meta”. If you want to make other gear stats “more viable”. You need to convince the Developers to make NEW content, and MORE of it.
ArenaNet seems very reluctant to split skills so any change made for PvE would also have an affect on PvP.
Unless they fixed the condition cap which only causes problems in PvE.
Except that the condition cap is not a problem.
A fully buffed and maxed Condition Main does on average 25 to 30 percent less damage than its power counterpart.
the only place that this even matters is High End PvE group content. which only a Small portion of the player base actually Plays in.
Every Single Gear stat set is perfectly Viable. and functions exactly how it is supposed to. Changing the Game in many of the suggested ways will only destroy what is already a wonderful system.
the Content is not easy.
It is Old.If you want to change the “Meta”. If you want to make other gear stats “more viable”. You need to convince the Developers to make NEW content, and MORE of it.
Well I agree with most of what you said except for 2 things.
- Condition cap is one aspect of the problem. This limit the usefulness of condition in group content.
- Maybe right about condition doing less dmg than direct dmg anyway, so changing the cap won’t change anything at the end. But because of the cap, not a lot of community work were done on PvE condition build. Once the cap problem is fixed, the community can put some time to create better PvE Condition build and see what problem still exist to make them competitive with power build.
Once the cap problem is fixed, the community can put some time to create better PvE Condition build and see what problem still exist to make them competitive with power build.
So you think the current condition builds people use in pve aren’t 100% optimized?
Once the cap problem is fixed, the community can put some time to create better PvE Condition build and see what problem still exist to make them competitive with power build.
So you think the current condition builds people use in pve aren’t 100% optimized?
I think there is condition builds for solo or for sPvP that are optimized. But for group PvE, I don’t think so. Really few ppl are looking into that and usually those ppl are not top dungeon players since those take power build or use condition build for solo only.
Maybe I’m wrong and there is nothing more to figure out. Anyway, that’s for sure that ’’fixing’’ the condition cap won’t be the magic solution everybody want it to be. Sinister stats was another step that needed to happen. Making condition build make use of damage multiplier is another one. But I really believe that the community as a whole will take a second good looks at condition build in PvE if the cap get fixed on day.
Its gonna be a more competent and more serious look, with more experiment and more ppl working on it. Does something gonna come out of that? Not sure, but there is a good chance that ya.