Suggestion - PvE Balance & Diversity
tl;dr
You want more damage on your PVT character while ranging?
wat
/15 characters
The ranged attack idea is pretty bad honestly. The result will be all playing as melee.
If you want to change that much, just go with the trinity.
Tank, Healer and DPS. And make dungeons with mechanics based in the trinity.
And Raids based in the trinity.
At least the Tank and Healer will have more preassure.
The ranged attack idea is pretty bad honestly. The result will be all playing as melee.
If you want to change that much, just go with the trinity.
Tank, Healer and DPS. And make dungeons with mechanics based in the trinity.
And Raids based in the trinity.At least the Tank and Healer will have more preassure.
Well, you might be right. But the ideal balance should be a fair dmg at ranged, and as the enemies get closer you get increased dmg compared to the “normal”.
But melee range isn’t safe, except for the duration of endure pain. Ranged character will have to keep the distance, melee ones will have to be more careful.
Stacking is fun for one FGS rush, but exploits get boring after a time…
tl;dr
You want more damage on your PVT character while ranging?
No, i’m not bearbow, but this would be certainly good for them too. I main a zerker ele.
- DPS skills should be rebalanced, so single target skills deal WAAAY more dmg than AoE skills, so e.g. 5 backstab thiefs can take down enemies one-by-one, or all 5 focus on one to kill it in a second then hide and kill the next. Or Pick 5 DPS eles with arcane skills, they could spike one enemy and damage the rest at the same time, then kite around and take them down one-by-one.
I could take that upgrade if enemy NPCs got an equally large damage increase in AoE dmg. World Boss: “You want to zerg me down faster? Okay. Eat my AoE, kittens.”
However if you increased single target skills damage… spiking in WvW/PvP would be even worse than it is now. Imagine the rage in that.
EDIT: Realized after posting that you deliberately titled it ‘PvE Balance and Diversity’. I would hate for us to fall deeper down that hole. The one where PvP and PvE are no longer compatible and you can’t just hop from one to the next without fear that your build isn’t what is should be.
(edited by Azhure.1857)
What’s the point of having a gun or an bow if you need to walk to the enemy to get full damage? With that perspective just grab a melee weapon and do full damage always.
But melee range isn’t safe, except for the duration of endure pain.
I smell some learn to play issue. You don’t need invulnerability to melee safely, thats why you have support and control amongst your party members.
No, i’m not bearbow, but this would be certainly good for them too. I main a zerker ele.
So being the best damaging class (including ranging with staff) is not enough?
I read it a few times now, and maybe my mind wanders off all the time … but exactly what are these ideas supposed to accomplish?
So, let’s take the ranger longbow skill #1 – “does more damage the farther away your target is”.
Well, to some degree this makes sense, right? Because archers might use their bow as a sort of club once the enemy is right in front of them but they usually would not try to notch another arrow.
The other question would be, is this supposed to be a dungeon only idea?
“Whose Charr is this?”- “Ted’s.”
“Who’s Ted?”- “Ted’s dead, baby. Ted’s dead.”