Suggestion to fix Zerker/One Hit bosses

Suggestion to fix Zerker/One Hit bosses

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Posted by: Dracatis.1908

Dracatis.1908

Now I know this is going to spiral a bit, so I tried to think of something that hopefully would have the least damaging on everything without muddying up the waters with respeccing stuff.

I think the best solution is to drop the level 80 base vitality and toughness by about 30%, then increase the effectiveness of vitality to 12 hp per point and increase the toughness gained from gear by 10% (like how you do condition damage on runes, not sure why you didn’t mirror that on gear, maybe a good time to fix that get a bit more uniformity).

What this will do is assure that low level new characters game is unchanged, except they have an even easier time if they get a bit of vit or toughness letting you pull a bigger crowd without breaking core mechanics but at level 80 running Zerker will be truely more glass cannon, while having toughness or vitality as a major stat will have clear better results. Everyone will be a little less tanky even though the max will go higher in the major stat(320 hp OR 20 armor?), the minor stats won’t.The only other fallout I see is maybe having to lower vitality gained from the WvW power.

And look, problem solved, people can still try to be their skilled dodgy/utility survivable glass cannons while those who want to survive more in the thick of things won’t be totally outclassed by DPS based characters and as a bonus you can tone down your bosses to almost one hitting tanky characters but be sure to make glass builds pay for fails to avoid.

“We are the makers of the music, we are the dreamers of the dream”
-Willy Wonka(Gene Wilder)

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Posted by: Nokaru.7831

Nokaru.7831

Here is my counter-offer:

No.

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Posted by: cranos.5913

cranos.5913

Great suggestions… I love how zerker apparently isn’t glass cannon and needs an extra “fix” aside from the DPS nerf they already got.

Also find a search button and look at the million threads on this.

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Posted by: Nike.2631

Nike.2631

I’m expecting some sort of HP normalization regardless of other changes – the low HP folks are a smidge squishy/vulnerable to spikes, and the high HP folks are a little over-resilient to conditions.

It won’t take much. If both ends move about 4% towards the middle it’ll clean up a lot of concerns.

The math behind Toughness is a lot more difficult to tweak – it would probably come down to adjusting the armor values on gear rather than any sort of hidden scaling factor. Again we might see a shift of a few percent, but more than that and you’d easily overshoot the mark.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: IndigoSundown.5419

IndigoSundown.5419

Suggesting another change to the risk-reward equation for a gear type before the effects of the incoming change can be determined is premature.

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Posted by: Nike.2631

Nike.2631

Normalizing HP and Armor values is more ‘class balance’ than ‘gear balance’, since I’m fairly certain Elementalists in full Berserker wouldn’t mind having a few more HP and a little more armor .

(in fact an armor shift helps them more than it does an Ele in toughness gear because it has a greater proportional impact. Ditto for HP normalization vs. vitality gear)

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: Nokaru.7831

Nokaru.7831

(in fact an armor shift helps them more than it does an Ele in toughness gear because it has a greater proportional impact. Ditto for HP normalization vs. vitality gear)

I think we should listen to the OP and reduce base health by 30% so a Berserker Elementalist can have 7,000 hp at level 80. Problem solved!

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Posted by: Nike.2631

Nike.2631

And that would pretty much sum up why I’d do it differently.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: Dracatis.1908

Dracatis.1908

I meant just the 916 vitality by 30% so… not quite 7000. And counting you can get 250 in WvW from a power and a bonus for how your doing in WvW even in PvE and most people believe the best food is Bowl of Lemongrass Poultry Soup for the -condition duration and that gives +70 vitality you still end up with 11K or so health.

I’m sorry that your overpowered character might get nerfed for using abusive stats. Elementalists have the lowest armor and health in the game, their supposed to be paper with many skills that keep them out of harms way. If you can’t take the heat, keep your distance or get a bit of tank stats, it won’t kill ya.

As for the gear change it’s not going to nerf zerker much at all and it’s a bad change, the problem is that zerker is too survivable solo with little skill not that it spikes too much damage. What it will kill is every other ‘ferocity’ based stats like Celestial and Valkyrie, while toughness and vitality don’t do enough as it stands.

Also props on the signature Nike, Jareth FTW :P

“We are the makers of the music, we are the dreamers of the dream”
-Willy Wonka(Gene Wilder)

(edited by Dracatis.1908)

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Posted by: haviz.1340

haviz.1340

I love when people suggest increasing the efficiency of facetanking. It’s not like you can’t facetank almost every instanced boss, no, you want to also do this while watching a movie.

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Posted by: Kimhyuna.1035

Kimhyuna.1035

How about make other things more viable without nerfing something and essentially lazy.

Minion

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Posted by: Lalangamena.3694

Lalangamena.3694

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Posted by: dekou.6012

dekou.6012

I like it, but the problem is how these changes would influence PvP. Bunkers are already popular and would be near-mandatory if your suggestion was implemented.

That’s what you get by pmaking PvE and PvP fundamentally different. The real solution to all problems would be making PvE mobs more like other players: let them dodge, increase their swings per second, etc. Unfortunately, that’s probably too much effort for ANet.

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Posted by: krixis.9538

krixis.9538

health and toughness is not the issue every 1 in pure zerk gear has base value health and toughness anyway

warrior/necro 19k hp
engie / ranger / mesmar ??? I think has 15k hp
ele / guard/ thief has 10k hp

so the problem is that ppl stack like crazy so all aoe and attacked is focused in 1 spot and they dodge when the circle shows up then back to nukeing.

stacking allows the entire party to have 20 + might stacks and all benefit from banners water fields and any other blast finisher from certain classes and group builds.

this is what goes on in current dungeons.

even if they didn’t use zerker and used other builds they would STILL stack and do the exact same thing it would just take longer.

zerk is just a symptom of the pve problem it is not a cause.

bosses in pve dungeons need anti stacking

for example if 3 or more ppl stack up in the same spot or with in a range of 50 of each other and 50 of the boss then the boss has massive PULSING AOE that does 90% of the players hp every 0.5 secs so that its undodgeable and unhealable.
this would then force players to spread out and play the dungeon the way it was intended and force a mix of ranged and melee thus added gameplay the devs intended back

there would ofc be certain bosses that would not have this aoe such as fractal bosses they are already deadly and stacking in 1 spot the entire fight in fractals normally leads to wipes on bosses

trash ofc will still be the same as always and stacking is a great way to deal with trash

this is just my view on how stacking could be solved

remove stacking from this game and u force more varied gameplay and allow build diversity again

Desolation EU
Fractal lvl 80 – 126 AR

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Posted by: ShadowRX.9024

ShadowRX.9024

Stacking would never be removed get over it and let us the “zerks” play how we want.

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Posted by: Travis the Terrible.4739

Travis the Terrible.4739

remove stacking from this game and u force more varied gameplay and allow build diversity again

How does removing stacking force more varied gameplay? Still doesn’t stop the fact that even if mobs are spread out zerk armor is going to kill them faster than condi builds.

To describe how this equals out to. Would you rather have a brand new truck or a truck from 1950 that’s been blown up to a billion pieces? Point is zerk armor regardless if mobs are stacked or spread out is not going to stop things from dying faster than with pure zerk armor over condis.

Build diversity is more of an issue in PvE than it is in sPvP.

Follow the darkness into the depths, it’s more fun than the light can provide.

(edited by Travis the Terrible.4739)