PvP Class / Armor / Stats they need to mean something
i disagree with all your points don’t bother explaining sorry. but when my guardian get nerfed to dust I’m just never going to play pvp again. don’t want to learn a new profession.
I don’t think stats matter that much in GW2, meaning 1000 toughness isn’t all that different from 2000 toughness.
But if stats do matter, then OP is correct. We should all roll warriors.
Stats doesn’t matter…really… go to mists and hit the light-heavy golem with normalized weapon. Calculate %.
Or take 2 friends in PvP room, one clothie with minimal armor and one heavy with max toughness gear and hit them both with same attacks.
Cba to find exact formula, but it’s near enough to say, 2000 thoughness gives twice as much damage reduction as 1000 toughness, it’s linear.
“We just don’t want players to grind in GW2” – C. Johanson
“The most important thing in any game should be the player” – R. Soesbee
It might be linear (not sure), but to say that it doesn’t matter is pretty off the mark. Try, for example, equipping no toughness at all and sparring with one of the sparring NPCs in the Heart of the Mists. Document how much they hit you for with various attacks. Then, slap on that 569 toughness amulet, and do the same thing.
For me, at medium armor, I found that I was getting hit for about 2,300 by the Engineer’s auto attack. When I equipped the 569 toughness amulet, it dropped down to about 1,100. A pretty massive difference!
There’s no diminishing returns that I know of (statwise) in the game (that’s why you can get idk, 100% crit for example). If 1000 armor mitigates 15% dmg, then 2000 armor would mitigate 30%, 3000 armor 45%… and so on.
“We just don’t want players to grind in GW2” – C. Johanson
“The most important thing in any game should be the player” – R. Soesbee
As of right now I seem to have trouble wrapping my head around PvP at this point and time. There are too many things that are affecting it in a negative way. Im going to break everything down:
Heavy Armor classes should have less burst damage and more sustained. Warriors for example are already the heaviest armor and hardest to kill with a big hp pool and lots of armor without having to stat for it. Having crazy high burst damage with all that just seems too much.
Medium Armor classes should have more burst damage and average sustained. Thief doesn’t really have an issue in this area but rangers do for most of their weapon choices. Your not able to take many hits like the heavy armored classes and have to waste stating toughness or vitality just to even the playing field. Even thieves can’t do much against a immobilizing / hundred blades, your just plain dead.
Light Armor classes should have the highest burst damage and average sustained. You have the lowest hp pool, lowest armor and are usually targeted first. Not because we’re a threat (outside mesmer) but because we are very easy to down.
Having played all classes this seems to be the one thing that just doesn’t add up. Also on a side note, quickness should not affect the speed at which you can finish off a player, I see this clearly abused all the time.
There are more things in PvP than burst damage and armor.
sPVP and tPVP are about working as a team to compete objectives and gaining more points than your opponent. You are coming to this game with the wrong mindset. You are coming in with the mindset that bigger numbers = better. That is not the case with this game. Working as a team is what this game is about to complete the objectives better than your opponents (yes while killing them). Its about skill level and the ability to anticipate your opponents moves. It is in and of itself a mind game. Are you up to the challenge?
I disagree on almost all suggestions presented by the OP.
The method of damage output (burst vs linear sustained vs ramped) is in no way required to be linked to the armor class. They are simply unrelated in all ways except from previous game stereotypes.
It is not possible. You can’t take away the damage from mele heavy chars and give it to ranged ones without totally unbalancing pve. Meles in this game get oneshotted very fast, they can’t also do less damage than ranged.
I don’t think stats matter that much in GW2, meaning 1000 toughness isn’t all that different from 2000 toughness.
But if stats do matter, then OP is correct. We should all roll warriors.
That’s so not true!
On my necro it varies from glass cannon (~900) to tank. (~1800) Check the calculations here: http://www.guildwars2guru.com/topic/60838-math-damage-reduction-toughness-and-vitality/
Toughness scales exactly like defense, therefore it reduces the incoming damage a lot!
If damage should not depend on armor class, then neither should toughness. If you can take more hits and do the same ammount of damage, then clearly this is an issue of imbalance. I dont want them to destroy my gaurdian with nerfs, and to be fair I feel that the current system allows for builds to decide if you want survivability or damage, rather than proffession.
I do feel the OPs frustration that class and armor types dont seem to matter, but in the same way I am frustated that my char runs on all fours the same speed a norn jogs in place. It is a gripe, but the game is better for it.
Why?
Vague feedback isn’t all that useful, justify your suggestions! Tell us the advantages of the changes, show us that you have considered the disadvantages too.
This is a balancing decision, and it should not come down to how people feel. It should be based on actual metrics.
in the list of developers I have the least faith & trust in.
Congratulations ArenaNet!
take this example into consideration:
Playing on my elementalist today, warrior charges me immobilizing me, all my skills are disabled (daze?) then does hundred blades and im downed instantly. Can i do the same to him with any combo of elem skills in the time it took him to kill me, the answer is no. Balanced? I don’t think so, to down me that quick he’d have to be rolling berserker stats so glass cannon, i can roll berserker on my elem and no combination of skills can do that same thing to him.