Suggestion: General Game Balance Changes
Part 2:
6) Increase the Effectiveness of Vitality!
10 HP per Vitality is laughable. It should be rather 20-25 HP per Vitality Point, so that more defensive Builds are on par with Berserker/Condi Burst Builds and can sustain those bursts also more effectively, because currently it plays no role,. if you play a defensive Build, you get simply same as quickly killed, like someone with a non defensive build >.<
7) Increase the Effectiveness of Toughness!
See above, Toughness should get its formular improved to slightly better reduce Damage that you receive. There is nearly no real feelable difference betwee say 2500 and 2700+ Defense Power. You have no effective way to reduce the Critical Hit Chance of your Enemy or their Critical Damage.
Toughness is theoretically the only way to do that for general received damage, but its efficiency in reducing damage is laughable over how efficiently you can increase significantly your damage you can deal to someone.
Do this, or add new Boons, that help in decreasing Enemy Critical Damage/Hit Chances and reduce the Max amount of Condition Stacks you can suffer on so that it isnt anymore so easy to stack high bleeds with high torments and confusions together at the same time.
8) Add in a Bonus for Positioning for increased Damage/Range
If your position to an Enemy is higher than your foe, you should deal significantly more damage and have more range.
Example: You defend your Tower in WvW from a higher position than your foes, you are in HOME ADVANTAGE!
So when you shoot from a wall at your lower standing foes, your attacks should have more range and should deal more damage to your foes, than your lower standign foes to you.
It shouldnt be possible to cluster a tower wall full with AoEs like Meteor Shower that make it impossible to stand on and defend a tower wall.
This mechanism already existed in GW1. Bring it back to GW2 Anet!!
9) Bring back the Condition “Exhaustion”, its effect would cause a foe to lose Endurance over time when attacking and it should have direct effects on every classes Main Feature.
For example, if an Elementalist suffers on Exhaustion, they can switch fast anymore between Attunements, the switching would take much longer time.
A Warrior under Exhaustion wouldnt get so fast Adrenaline anymore.
A Necromancer wouldnt gain so fast Soul Energy anymore
A Thief wouldn’t gain Initiative so fast anymore.
A Engineer would need more time to use his Tool Skills
A Mesmer would be able to have only maximum 1 Clone/Phantasm temporarely
A Guardian would need more time to activate his Virtues.
Exhaustion would become Resistance, if you turn that Condition into a Boon.
10) Let Fear also receive a Cool Down, once after being feared, a Character should be 4-5 seconds immune to Fear to get not perma feared.
If you don’t want to do 1 and 10, then remove the Reveal Effect from Stealth and let thieves become able again to stealth directly after an attack again – but no, that would be naturally overpowered.. however perma fearing and perma stunning “naturally” aren’t overpowered also too, right?? /endsarcasm
PS: and fix please finally the dagger storm bug to not be fear interruptable.
It gives you STABILITY. So fear shouldnt interrupt Dagger Storms!! To get sure, this gets recognized hopefully now I’ll post it also again into the Bug Section.
No, Thieves are already best class with unlimited dodges and stealth. No need to nerf some other classes that have some anti thieves skill.
Good try but no.
Please explain what imbalances you’re trying to address, and how these changes would actually make those things more balanced. I see 10 suggestions and a lot of text, but nothing more than the assertion that they would help with balance.
Part 1:
Here are 10 points, which would make the Game in general more balanced for everybody:1) Nerf Stun, When beign Stunned, you shoudn’t be able to be CC’ed instantly again.
It has to work like Stealth/Reveal. You stun somebody and then you have to wait some time, until you can stun a foe again.
No ty, that’s what we have CC/stun break abilities for.
2) Increase for everyone the Endurance Regeneration Speed by 20%
Dodging should be possible a bit more frequently to be able to actively mitigate damage.
With 20% extra end regain some classes would become hilariously broken… Classes with long block/dodge/invulns + the extra end would need heavy balance passing in order to not be completely broken.
5) Automatic Block Skills should block only Frontal Attacks!
Every automatic Block Skill in this Game, that lets you receive 0 Damage over some tiem should block for players Damage only, if it was a Frontal Attack.
These Protection Skills are ridiculous cheesy and Op, if they give a player some kind of “God Mode” for a few seconds that lets them not need to think about any positioning anymore, not to mendiont how ridiculous unrealistic it is to be able to block just magically everythign, even attacks from your behind, which you basicalls couldnt see coming or into your defenseless sides.
Actually this I kind of like! It would add a little bit of presence/awareness play to the current block and a way to counter it.
99.9998% of suggestion threads are bad. This one is no exception.
And how long have you been around?
“2) Increase for everyone the Endurance Regeneration Speed by 20%
Dodging should be possible a bit more frequently to be able to actively mitigate damage.”
Uh, I guess you don’t know, but they nerfed everybody’s vigor by 25% awhile back or something like that. I use to have constant (read: near infinite when I needed them) dodges on my Ranger with the endurance regen trait…. Not anymore.
@ Olvendred
- 1 + 10 address the general imbalance of the annoying Perma Fearign/Stunning Meta in PvP, but more especially due to raw numbers in WvW naturally.
If these points aren’t doen for the whole game, Anet should do it at least for WvW
- 2, 6 + 7 address the overall imbalance, that DPS builds get favored for everything and defensive builds are just too weak to sustain long enough Bursts and general Damage/Condition Pressure, due to too limited Dodges and Vit/Tough being too weak to make up for a significant difference.
- 3 addresses mostly only WvW and PvE
- 5 addresses PvP and especially WvW, you see there tons of people using these Skills, its ridiculous and when they realize they have no chance, they keep running aways with these God Mode Blocks, you hit them in the backs while they run away defenseless and they still receive no damage magically due to these block skills simply being overpowered to the point, that its just total annoying.
There is no reason, why these skilsl should absorb absolutely everything… when you run away, then you run away and you defend not yourself, so these skills should block only frontal attacks, so that positioning yourself becomes again more important if you want these skilsl to actually protect you from damage!!
The mechanism exists, since Anet introduced it with the Marionette Battle.
There was the first enemy, that you couldnt deal damage from the front, so positioning was more important. Thats how these Auto Block Skills should work too.
- 4 addresses just the whole Combat System, it would stop people from regaining so quickly back Health, due to havign to get further away first to get out of Combat.
As a Counter Balance, the reduced Movement Speed in Combat wouldn’t be neccessary anymore.
- 9 adresses just an old conditioon of GW1, that I like to see back with an unique effetc, that effectively is able to weaken for each class specificly something, while also beign a little counter balance to the 20% increase endurance speed.
- 8 addreses all of GW2, this one should be just a no brainer, that you should have an advantage over your foe, if you are at an alot better position over your foe. Its a mechanic, that existed already in GW1 and I see no reason, why ANet shouldn#t bring this mechanic back to GW2. Theres only a reason for PvE to remove damage from higher positions to stop Botting enenmies, that can’t reach you. But thats a different topic. In competitive gameplay, better positioning should reward the player with advantages as its realistical to have higher ranges when shootign from a heigher position and its easier to hit vital parts lioke the head from a foe ,when shootign from a higher position. its also realistical to have lesser range, if you shoot at a high angle, then when you shoot straight forward, its harder to aim at a target, that stands high above you and is protected by tower walls, while you stand in the open fields below with no environmental protections around you….
(edited by Orpheal.8263)
@ fantastic, : Ive been long around enough in this game, do your homework and look at the leaderboards, then you should know that I’m surely no newbie here …
@ Miku:
Sure, there exist Stun Breakers, but Stun Breakers are absolutely no help, when you fight against 5+ and far more people in a big Zerg Battle in WvW full of Hammer Warriors and Guardians that constantly smash you into the ground much faster and much longer, than any Stun Breakers can help you out of that situation.
However, Stun Breakers could be at least part of that balancing change, that if you use a Stun Breaker, that then you get for some seconds immune to follow up stuns as a little incentive to take a Stun Breaker with you.
However, the Steal/reveal Mechanic is very similar to that and there people don’t need to take a specific Skill with them just to reveal a Thief, its an automatism, that instantly happens once the Thief leaves too early his stealth, gets kicked out of it or attacks a target. So I think that temporarely stun immunity should also be some kind of automatism after you stunned a target, taking Stun Breakers with you should stay an OPTION as an utility skill, it should’t be a must, just so that you have minimal chances to survive and get out of a Stun Crowd quickly enough, before they can perma stun you to death and smash you like a radish into the ground without havign any chance at all to defend yourself anymore. Heck id find it awesome, if a dodge roll after being knocked downed would even work as a stun breaker for the cost of your endurance, but even that doesn’t work to have at least a chance to react on the situation…
The hard CCs in this game simply are in their current gameplay mechanisms too punishing due to the ability to permanently use them on targets without any cooldowns, when you just have so extreme limited ways to clear yourself from that, what is totally meaningles,s if you get that cc just 1 second later again after having wasted your Stun Breaker for a situation, where a Stun Breaker helps you absolutely NOT.
About the 20% endurance increase… with Exhaustion as new conditon this woudl be easily counter balanced, if theres a condition that lets you lose Endurance on Attack plus, those classes, that are able to dodge alot with endurance require for this to use also specific builds/traits or equipment and buff food. To be so highly evasive limiteds the build diversity of these classes already.
If that change is so op, ANet could easily change also Vigor for that by reducing the effect of Vigor from 100% to 50% ER Boost and therefore increase the durations of Vigor or change it from a Duration Type Boon to an Intensity Type Boon, that increases ER Efficiency with its Stacks, like 2% more ER per Stack, 25 stacks max to just get with 25 Stacks of Vigor first back to the original 100% ER boost what would be a thing, that would allow Anet most likely to give all classes some more options to get Vigor, if Vigor wouldnt boost instantly ER by 100% anymore.
Sure, that would be some kind of nerf for the defensive gameplay side, but it would favor in return the versability for all classes, if by that move all classes could receive some more options to get Vigor or to support others with Vigor to help getting the stacks up….
(edited by Orpheal.8263)
@ fantastic, : Ive been long around enough in this game, do your homework and look at the leaderboards, then you should know that I’m surely no newbie here …
Leaderboards? PVP? I don’t check that worthless crap. So, there’s no homework to do since those junk “leaderboards” are meaningless to me. Patch notes, on the other hand, are important to all games modes and where they said the vigor nerf. If you have been around (or done YOUR homework) as long as you say you’d know that.
I know, that ANet nerfed Vigor, but Vigor is just a boon, it isn’t something what your are supposed to have permanently, what is the actual reason, why ANet nerfed that boon in the end.
I’m talking here not about any changes actually about the durations of Vigor.
I want the Intensity of ER to be improved by 20% to be very clear, not the Duration of Vigor to get changed by 20% increased Duration.
However – it was my alternative point now in my last posting, that if raising the intensity of ER by 20% would be too much, that ANet easily can counter balance it by polishing the effect of Vigor with a change from a Duration Type Boon to an Intensity Type of Boon.
This would allow ANet also to give all classes more viable options to get Vigor, if Vigar would get changed with the ER intensity increase of 20% to become also an intensitiy based boon, that starts off with with instant 50% more ER and becomes then with raising the stacks more effective, so that you could get with 25 stacks of Vigor theoretically back to your original 100% increased ER.
With Leaderboards I also just meant AP, as a newbie, who isn’t long around in this Game surely wouldn’t have over 20k AP. I play this game actively, I made until today no long breaks. I play actively PvE and WvW and from looking at my suggestions, one should clearly see, into which direction I’m aiming with these suggestions mostly – PvE and WvW, but more WvW than PvE, but general gameplay changes will always affect more or less also some other areas of the game.
Thats why I say, that if 1 +10 should be for exampel too much of a change for the general game, then Anet should at least change these points for WvW, where the biggest issue is with these two points mostly in all cases simple due to the large amount of players there, wherefore those too punishing hard ccs where never be designed for.
These hard ccs were mostly designed around a maximum player number of 5 for PvP.
It should be a no brainer, that hard ccs should’nt work like this simple and permanently for a game mode like WvWwhere you can get the hard ccs instantly get reapplied on you at the moment where you use a Stun Breaker and there is the Stealth/Reveal-Overpowered reference just the perfect example for why something liek this should get changed for WvW.
Stesalth got also nerfed with the Reveal Mechanic, due to Stealth beign in its original gameplay design too overpowered for WvW, thats why Anet added later that Reveal Mechanic to stop thieves in WvW from instantly getting stealthed again with CoD after backstabbing to stab a foe nearly instantly to death in a matter of seconds.
The same treatment should get finally Perma Fearing and Perma Stunning, because just simply very limited Stun Breakers (which limit by the way also your build variety as in you can’t use exactly what you want, cause you need that SB in your Skill Bar) with their long cool downs aren’t enough to stop that annoying cheesy Perma CC Meta in WvW which simply is no fun.
Because there is no fun and anythign skillful in a Combat System, that allows you to permanently make your foes defenseless to the point, that they can’t do anything at all and just watch as you steamroll them.
It completely destroys the whole sense behind the gameplay design of GW2’’s fast paced position important real time action combat, when you can so easily – way too easily deny your enemy completely do do anythign at all and that permanently without havign a chance to get at all out of that bad situation before you are already downed or even dead.
If there would be a short immunity to hard ccs after being stunned, then peopel would have at least a chance to get quickly out of the way, before another hard cc can hit them instantly again. ANd this short immunity should come either automatically, like reveal appears automatically after using stealth.
Or it should appear as a consequence of using a Stun Breaker, that using the SB makes you after that temporarely immune to some follow up hard ccs.
I say, thats ANets choice here, what they think would be better game balance wise.
But in my opinion, its definetly something that needs to happen for the sake of this game and especially WvW.
If there would be a short immunity to hard ccs after being stunned, then peopel would have at least a chance to get quickly out of the way, before another hard cc can hit them instantly again. ANd this short immunity should come either automatically, like reveal appears automatically after using stealth.
Or it should appear as a consequence of using a Stun Breaker, that using the SB makes you after that temporarely immune to some follow up hard ccs.I say, thats ANets choice here, what they think would be better game balance wise.
But in my opinion, its definetly something that needs to happen for the sake of this game and especially WvW.
If there was a short immunity to CC after using a stun breaker, wouldn’t that devalue stability? I really don’t see something like this enhancing gameplay… You say it makes for more tactical and skilled combat, I don’t see how gaining a immunity to said effects after breaking one, is more tactful, in-fact it’s less tactful it requires less thought and planning on when you break stun.
Perma stealth was something 1 lone thief could do and continue fairly easily… How many professions can perma stun-lock? Perma fear??
For the endurance regain, you still haven’t answered my question, what happens with when people make neerly perma evade/block/immune builds. Using endurance (20% more then current) + vigor + some classes blocks/evades it would allow some professions to be ridiculously evasive. I don’t really see how it would be fun trying to kill a thief or other bunker/dodge build with 20% MORE end regain.
(edited by Miku.6297)
Stesalth got also nerfed with the Reveal Mechanic, due to Stealth beign in its original gameplay design too overpowered for WvW, thats why Anet added later that Reveal Mechanic to stop thieves in WvW from instantly getting stealthed again with CoD after backstabbing to stab a foe nearly instantly to death in a matter of seconds.
The same treatment should get finally Perma Fearing and Perma Stunning, because just simply very limited Stun Breakers (which limit by the way also your build variety as in you can’t use exactly what you want, cause you need that SB in your Skill Bar) with their long cool downs aren’t enough to stop that annoying cheesy Perma CC Meta in WvW which simply is no fun.Because there is no fun and anythign skillful in a Combat System, that allows you to permanently make your foes defenseless to the point, that they can’t do anything at all and just watch as you steamroll them.
It completely destroys the whole sense behind the gameplay design of GW2’’s fast paced position important real time action combat, when you can so easily – way too easily deny your enemy completely do do anythign at all and that permanently without havign a chance to get at all out of that bad situation before you are already downed or even dead.If there would be a short immunity to hard ccs after being stunned, then peopel would have at least a chance to get quickly out of the way, before another hard cc can hit them instantly again. ANd this short immunity should come either automatically, like reveal appears automatically after using stealth.
Or it should appear as a consequence of using a Stun Breaker, that using the SB makes you after that temporarely immune to some follow up hard ccs.I say, thats ANets choice here, what they think would be better game balance wise.
But in my opinion, its definetly something that needs to happen for the sake of this game and especially WvW.
Well I have some suggestions too,
Backstab available if you dmg target ONLY from the back (10 sec cd).
Stealth reveal increased to 6 sec.
Heartseeker spam in a row gives debuff that decrease dmg by 30% with every next HS.
Steal only usable in melee range.
See what is happening here?
1. yes do it i dont like cc
)
2.not needed
3.wayne?! its a wvw change?!
4.yes delete this kitten combat anti speed thing.. its annoying nothing more
5.yes, yes yes! but arcan block?! its a bubble
6. 7. 8. no no no.. remove HARD skilling, do not add it! i hate full bunkers. no more range and dmg for rangers plz NOT! they already have 2000 Range with skill 2.. no no no
9. no no no no no in GW1 as ele player this was the biggest … ever!!! obsi spike 321go.. oh no… .. no no no plz not.
10. its the same like 1. – its okey for me.. like i said i hate CC.
@ Miku:
I don’t see such a short immunity as a devalue of Stability. Stab makes you immune to everything basically, alos we will soon get the new Boon Resistance, that I do see personalyl more as a devalue for Stability, than a mechanic, that lets you become for 4-5 seconds immune to Stuns/Dazes after usign either a Stun Breaker or automatically after being hit by Stun/Daze. Stability protects you against much more (including Pulls, Launches, Fear, Taunts (soon), Sinking, Knockdowns, Stuns n Dazes.
Stab is imo so good, its with all this protection imo nearly too good, that I think it would be a good decision to remove Stun/Daze from the protection list of Stability and make for these two cc a specific immunity mechanic, that you can get only from using Stun Breakers with Stun Breakers becoming an automatic activation skill for when you get stunned/dazed, basically functionizing then like fuses for when an electrical short would normally happen and the fuse protects you automatically ,that everything gets destroyed. but thats just a bit of brainstorming here on my side now.
Those Perma Block Builds would have to rely after my #5 more on their positioning, because all their perma god mode protection skills woudl work from that moment on only for Frontal Attacks, so a good swift Ranger, or Thief for example could try to get into the back of those perma blockers to deal damage there, where their weak spots are and where the perma blocks wouldnt work after the change anymore.
Skills like the Ranger’s Serpent Strike are so perfectly made for that to get quickly into an enemie’s backside, but those god mode protections make these skilsl totally useless for that purpose, when your surprise attack into the back just gets magically absorbed, even if your enemy practically couldn’t have been able to block such an attack realistically, especially when runnming away
I doubt there wouldnt be any “Perma Evade” Builds anymore, if ANet would change Vigor from a Duration Type Boon to an Intensity Type Boon, that was basically already my answer to your question Miku.
Plus as said, Exhaustion would have as a combat relative Counter Balance too with its Endurance Denial Effect, that would work like Confusion, but just reducing Endurance instead of dealing damage when you attack. There simply wont be anymore Perma Evasion, if you combat such a build with Exhaustion. Even my wanted 20% End Regain Increase won’t lead to Perma Evasion, it will help only that you will be every to do once every few seconds 1 Dodge Roll more consequently, by those 20% won’t change anything on Vigor Durations, which are the real vital part of beign able at all to play Perma Evasion so far with the help of Buff Food like that once, that increases End Regain Speed by 40% like this one
https://wiki.guildwars2.com/wiki/Bowl_of_Orrian_Truffle_and_Meat_Stew
Without that its very hard to play even Perma Evasion currently and only very few Classes can play that even, just those, which are by Class Design meant to be very agile and dodgy, because they need it to survive and to mitigate damage, cause of having nearly no other ways to mitage damage like all other classes.
Thieves don’t have Block Skills, they don’t have Protection, they have nearly no Stability and even that what they have is currently BUGGED and can be interrupted with Fear >.< /facepalm, I doubt that they will receive any Resitance Skills with HoT, all what they have is Dodging to get no damage and Stealth to be no target anymore, but that doesnt protect from beign damaged still.
However, a perma evasion build on a thief is nothing but a troll build, to play that, you will suck as thief greatly with other things like your DPS. Perma Evasion Builds for classes like Thieves are just needed in PvP, where you want to hold spots, due to Stealth being there no real advantage for you as stealth stops your holding and lets the enemy progress on taking away your spot that you want to protect and hold.
however, perma Evasion helps not much ,if you bombard such builds with AoE and Soft/Hard CC for long enough as especially thieves suck terrible in Condition Cleanse, unless you play a SA build that lets you cleanse conditions when you are in Stealth, but when you play that as thief, then you are no perma evasion build anymore
Perma Evade helps you not if you get full of Conditions, sooner or later you will die under Condi Pressure.
Both Warriors and Guardians alone are with the right builds able to easily stun lock you for long enough time to be able to burst you into downed state.
OK I’m a bit confused here, so you want this protection to prevent and trigger on stun and daze only? When reading one of your replies you talk about " Hammer Warriors and Guardians that constantly smash you into the ground" I’m no warrior or guardian but don’t these weapons utilize knock back, and knock down, far more then stun and daze? (Thought it was mace/shield war that did stuns). So if this “buff” you want only effects stun and daze, how will that help you against hammers KD/KB?
I would also be concerned about how this would this effect multi-hit daze effects, mesmers third shatter for instance. Also one big benefit of stun/daze abilities is being able to shut down other abilities… Why should players lose that KEY element of counter play because someone else slapped a random stun or daze on the person. How many players actually like the current defiant system in pve? Target gets hit with a CC now no one can CC it till the defiant stacks are taken down is not fun and makes CC more frustrating then fun or engaging to play.
“The hard CCs in this game simply are in their current gameplay mechanisms too punishing due to the ability to permanently use them on targets without any cooldowns”
If someone is getting permanently stunned because 5+ people are hitting them, they should be in trouble, not be able to get away easily because they have CC immunity for a time.
My point about the evasion builds is, simply saying “end regain up 20%” is a HUGE change that would require alot of other counter balance to many/all class to be viable. I was using the “perma evasion” builds as an example that would be blatantly obvious.
Would you mind posting a link to the set up either class uses that “stun locks” you from full hp to downed solo? Also if the target uses any form of stun breaker during any of this.
1. Stuns are strong for a reason. If you don’t want to get stunned use a stun break and stability. Players who “do not enjoy” being stunned have at their disposal the means through which they can improve their own experience.
2.No. I don’t see how this could be a good thing. People are already complaining that some classes are insanely evasive in combat.
4.That movement speed reduction is an actually important gameplay mechanic – if you haven’t noticed that apart from “it’s annoying” i’m not going to bother explaining how it is relevant in both pvp and pve. This entire suggestion makes no sense.
5.Directional attacks are fine but where do you draw the line? You can add more directional mechanics to the game. Next we’ll be having to aim our longbow and rifle shots.
Personally I feel it’s fine the way it is.
6.No. Simply No. I’ve done PVP and WvW and PvE in both full glass and more defensive set-ups. You do NOT – let me say it again – ABSOLUTELY NOT die at the same speed regardless of gear – this is just misinformation at its finest.
7.No – see above – if you can’t see the difference doesn’t mean there’s no difference. Also high toughness/vitality bunker specs are pretty strong as they are. And don’t get me started about PVE where they can completely negate the need to dodge.
8.Could work – but it would make taking objectives impossible in WvW if they’re being defended.
9. I really don’t see the point of this.
10. As above – there’s no reason for this.
@ Miku
Yah, sorry for the confusion, was my bad wording.
Meant naturally Warriors/Guardians with Hammer"/Mace" Builds, that info was missing there. It’s a combination between stuns and knockdowns with that these classes can easily stunlock you to death, if you happen to have at that moment no Stun Breaker ready to use.
Alot of damage, especially when it comes together with critical hits that can down more squishy targets quickly.
With Hammer/Mace, its easily possible to stun you, knockdown you, knockback you and stun you again in circles long enough to keep you stunlocked to be easily able to down a target, if you eat at that moment too much critical hits and in general are am ore squishy target, unless you have like 25k+ health with like 3k defense with Auto Health Regen from either Buff Food or passive Skills/Traits
If there would be a short immunity time window after the first CC (Stun), then this wouldn’t be possible. People use a mixture of CC to keep you stunlocked in GW2.
If there would be a short immunity of CC’s after a Stun via using a Stun Breaker, or automatically, it would simply help against KD/KB, because you are then able to react on this follow up CC and get not stunlocked. Currently with SB’s being the only solution, its as said a very limited solution that doesn’t work for WvW very good due to the huge difference if the amount of enemy players you are facing there that will constantly attack you with Hard CCs far more frequently, thanin PvP where you face maximum only 5 opponents and k*tten it is not so likely to get hit so frequently with Hard CC, before your SB has been recharged.
Without an immunity, you defenselessly eat ALL KD/KB after a Stun and a SB is just only a help once every like either 30 or 60 seconds (24 or 48s when traited)
Now think about it, how many hard CC you can get in a combat in WvW, before your silly SB is recharged to just remove again once from you a Stun/other Hard CC and letting you then wait again 24-60s around for the next usage?? Thats a very long time window in which you can get defenselessly hard cced to death with lots of stuns, dazes, knockdowns and knockbacks to keep you stunlocked. And thats not even all, don’t forget Fear on top of that and soon there will be also newly TAUNT as an extra hard cc with that you can make foes easily run into stun fields/knockbacks/downs or let them bounce from A to B and back via Fear/Taunt… combine this together with torment and you can easily down foes without having a chance to defend themself at all, if they have nothign to break out of that cicle of perma cc doom via a SB quickly enough, before it is too late for you.
However, you bring a good point with the Defiant System which I honestly havent yet thought about.
I believe there can be a solution for this. Maybe something around the Break Bar System that we will see with HoT.
I think the Break Bar System could be something great as an overall system for GW2 for Players, as like also Bosses to balance better the general Hard CC gameplay of GW2 for both sides, bosses in PvE as like Players in all competitive PvP modes of GW2 and PvE.
About your daze question, this should answer it very well:
http://wiki.guildwars2.com/wiki/Diversion
Daze does not stack in duration. If multiple illusions are targeting a single opponent, the actual duration of daze depends on when each illusion shatters. As a result of this, Diversion is strongest when using a mix of ranged and melee Clones/Phantasms, increasing the likelihood that some impact right away while others need to spend more than 1 second running to the target, causing yet another application.
Hmm still not clarified are you use the term CC then Stun then KB/KD. CC = Crowd Controll = applicable to ALL control effects (Stun, KB/KD, Fear, Sink, Float, etc). Stun = specificaly the stunned state/debuff. KB/KD = Knock back/Knock down. Then lighter forms of CC, Daze, Imob, Chill, Crip etc… So to clarify. You are suggesting that this defense or protection be applied after any stun breaker is used, and/or the player has been hit by ANY form of CC?
Like I said, in my opinion if you are the victim of 4+ people hitting you with CC and dps and dieing, odds are you should go down. 1 person should not be able to take 4 people without having to worry about excess lock downs.
@ Miku
About your daze question, this should answer it very well:
http://wiki.guildwars2.com/wiki/DiversionDaze does not stack in duration. If multiple illusions are targeting a single opponent, the actual duration of daze depends on when each illusion shatters. As a result of this, Diversion is strongest when using a mix of ranged and melee Clones/Phantasms, increasing the likelihood that some impact right away while others need to spend more than 1 second running to the target, causing yet another application.
How does that answer my question, I understand how the shatter works perfectly well. My concern is: How this change would negatively impact the power of this skill. I’m aware daze does not stack, however as the wiki states
“increasing the likelihood that some impact right away while others need to spend more than 1 second running to the target, causing yet another application.”
If the first daze hits and the target receives this CC protection you are talking about, what happens when the other clones run in if timed for the daze to fade befor they connect?
1) Nerf Stun, When beign Stunned, you shoudn’t be able to be CC’ed instantly again.
It has to work like Stealth/Reveal. You stun somebody and then you have to wait some time, until you can stun a foe again.
Yup just make it work exactly like GW1. In GW1 if you were knocked down, you couldn’t be knocked down again until you got back up. So if someone used a KD on you while you’re on the ground, it was wasted. It actually rewarded timing and skillful play unlike the current system we have now.
twitch.tv/doctorbeetus
@ Miku
1 vs 4+ should surely not be able to win, but those 4+ should be able to stunlock that 1 player from the very first moment the battle begins until the moment of you becoming downed. You should have at least a chance to flee/react on that situation after getting hard cc’ed the first time and thats exactly whats not the case now.
The game gives you in such situations not the chance, even if you have a Stun Breaker with you, because you waste it in such situations only, because the moment you use it, you will instantly get hard cc’ed again.
If this would be protected by a temporary immunity after the first hard cc either automaticalyl or from using the SB, then there would be a chance to get away quickly without fearing (pun not intended), that you might get instantly hit by another hard cc again to keep you stun locked at the place so that they can pummel you further while you are completely defenseless and unable to do anything at all.
The point is, this problem exists not only for 1v4. it exactly exists also in like even situations 10v10v, 20v20, ect. because the whole hard cc gameplay of this game just reduces and waters down the whole combat system of GW2 only to the silly question of “which side can hard cc quicker more foes from the other side?”
This is exactly the reason, why people try to buff up since the hammer meta exists always first lots of Stability, before they run into a zerg Clash to reduce the chances, that the own side fells first for those cheesy hard cc spam builds and gets defenselessly overwhelmed.
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About your Clone question, what happens with Clone 2 and 3, if a player would be for some some immune to dazes after the first clone hits.
Clone two and 3 stop then automatically to run further to you and don’t explode and attack the foe again.
If they would have hit anyway at the same time, they would have caused anyway just only 1 second of daze together, cause as shown, daze doesn’t stack and the player has no control over the running in ready to shattering clones anyways.
I know you would say, that if they would still go in and explode and don’t daze, that they would be then a waste an the system be a nerf to Mesmers. But fact is, this is already the case, when all 3 hit a target the same time, then two are already wasted.
However, anmother improvement to simply make that shatter skill more useful is, if every clone would automatically run to a DIFFERENT nearby foe just to maximise the possibility of you dazing up to 3 different foes around you and not just one target.
That would be the actually a way smarter solution for this skill and would require just an A.I improvement of the shattering clones to make them each run fpor an individual nearby target, if there are some in the near and if there aren’t multiple foes in the near, to make just only 1 of them run and shatter to a foe and not all 3 at once (the one that stands nearest to a foe)
As a little compensation Anet could reduce maybe slightly the cooldowns of that shatter skill from kitten to 35 seconds and that of distortion from 60 to 50
@ war
Nice to see another old GW1 veteran who knows the old gameplay mechanics of the prequel in regard of this to appreciate the same like me
I’m sorry I just don’t agree with you that 4 people should not be able to CC 1 person like that. That’s part of playing as a TEAM, working together and focusing someone down. Granting someone immunity to CC because they got hit with a CC just seems silly/easy mode. Of course people try to maximize hard CC with the amount of block/dodges in the game and everyone having a personal heal killing a CCd target takes much less time.
If you look at some of the recent changes it seems A-net disagrees with you, the stability change clearly shows a desire to reduce the amount of immunity to CC, making when and where you use stability more important. Giving free CC immunity when hit by any form of CC would reduce the value of stability even further.
Have you considered what this would do to stomping? Currently many people interrupt stomping with quick short duration CC. Give players immunity to CC after being hit with any other CC and it makes for some pretty easy stomps. Yes currently many people use stab/evade/other mechanics to avoid CC, however these aren’t always available, but with this CC immunity stab/CC reduction abilities would be up far more often due to not being used neerly as much.
Now onto the diversion thing… Of course I would say that if the three move in and explode and literally CAN’T daze it’s a nerf: IT IS A NERF. I specifically stated the player has set them up so that they do not all go in at the exact same time, so the clones are staggered to create more then 1 daze. If that is no longer possible, all three clones shatter, and the skill goes on full CD how is that not a nerf.
As long as there is a single set of traits/skills for 3 totally different game modes, there will never be balance nor diversity.
No, Thieves are already best class with unlimited dodges and stealth. No need to nerf some other classes that have some anti thieves skill.
Good try but no.
Thieves get unlimited dodges? How again?
I would be happy with a reworking of the damage formula with respect to toughness; include damage mitigation multipliers. Critical damage is multiplicative, so why not damage mitigation? I propose a new stat that confers “critical toughness” based on a percent chance to proc upon being struck.