~snippity~
~snippity~
~snip snip~Finally, factor in the that the game is currently designed around bursts of massive spike damage (that don’t give two kittens about how much Toughness you have), while most Healing Traits and Utilities (barring the #6 Healing Skills) are based around gradual regeneration (which more often than not is woefully ineffective at keeping up with an enemy’s attack rotations).
This makes it easy to see how we end up in a situation where player’s who build for damage can easily Support as well as anyone who builds for Support, but player’s who build for Support cannot hope to keep up with those who build for damage, and it’s obvious why the meta is shaped the way it is.
Interesting write-up. Curious to see the counter argument if there happens to be one (although there’s really no need as this was mainly just amassing facts). As far as the implications of what you mention, I agree with the conclusion but disagree.
You point out the fact that the game focuses a lot on enemies doing spikes (PvE) and special skills and timing/placement and all that jazz. This is true and (for bosses at least) I think it should mostly stay that way. Regarding the defense and offense builds level of gathered effect, I do think that is a problem. It probably IS waaaay too easy to build up a high amount of damage modifiers with little more than some equipment and a couple traits…if we were attempting to balance this, you could go one of two ways:
1. Reduce that, making you rely more on gearing in berzerker/assassin’s gear to up your damage.
2. Or increase the levels of defensive attributes one can obtain to be more on equal level to offense.
The 1st is just an outright nerf and would lead to slowing everything down (don’t have a huge problem with that myself) but nobody likes a nerf. The other, however, leads to…well, boring fights. Basically, if I could amass -80% reduction of damage and I could somehow manage to live through boss attacks with relative grace, then it just becomes a game of whacking the boss until it’s dead.
No, if I were actually forming a solution, perhaps a blend of both solutions plus a bit more of an examination of the active combat as well…
No. Because Altair made a mistake. He say : ‘’non-dps build offers the same support and control as a dps build does’’ and that’s not true.
The reality is that non-dps ’’GEAR’’ offers the same support and control as a dps ’’GEAR’’ does.
I wants a dps only build on my guardian? I’ll go 6/6/2/0/0 with GS + Sw/Torch with Signet of bane, Smite Condition and Sword of Justice.
If I want a support build on my guardian? I’ll go 3/5/0/4/2 with Hammer + Mace/Focus with Wall of Reflect, Purging Flames and Retreat.
See the difference. Same gear, but not the same build. And btw, nobody is using a full dps build on a guardian, most ppl are using support build.
Curious. Not experienced with guardian myself, but how effective would the 1st build be using Nomad’s gear?
If I had to wager, I bet it wouldn’t deal as much damage or provide as much utility or be as survivable. This, I find, is a flaw. Not something that requires the game to be changed, mind you, but I just don’t think it’s right and the game could have been much more interesting if these builds were somehow even.