RE: Upcoming changes to crit damage

RE: Upcoming changes to crit damage

in Guild Wars 2 Discussion

Posted by: BatsLoveCaves.5768

BatsLoveCaves.5768

Dear devs,

I just want to say that I agree with your decision to change how crit damage works; ferocity looks like a good mechanic to discourage universal use of zerk builds.

However – I have one suggestion that I hope you will take seriously:

Since damage from zerk builds will be reduced by about 10%, please lower global monster HP accordingly.

You don’t have to touch boss or champion HP if you don’t want, but for normal enemies (vets & non-vets) this will help non-zerk builds to feel a bit more powerful when doing normal PVE stuff, while the appeal of zerk builds will remain about the same.

Right now, non-zerker builds take forever to kill some enemies, even normal non-veterans. I should know, as I use a full soldier build. When I’m in level 80 zones I just feel like I’m taking much longer than I should to kill – some normal enemies take 10-12 hits to kill. The grind can be tiresome. My build has maximum power; this really shouldn’t be. Builds that don’t have power as a major stat must have it even worse than I do.

I guess my point is, nerfing only zerk builds probably won’t result in encouraging build diversification if other builds still feel too weak by comparison.