(edited by Mintyfreshsmell.1568)
The 3 "Damage Types"
I just want them to remove Ferocity and make crits 200% damage. It would open up room for defensive stats.
Guildwars 2 allows for a massive amount of stat customization that is almost unheard in mmos, thus making it almost impossible to balance.
As someone that played CoH, I actually find the stat customization in GW2 to be pretty shallow. It took this comment of yours to make me think back to older games like EQ and SWG to realize you might be right. It’s a depressing realization.
Anyway…. In CoH, the devs pretty much gave up on balanced PvP. They reached a point of mostly leaving it as it was, and letting people find what fun they could. And I think that’s what should (but not will) happen here.
When you have one character built for “I kill things quickly” and another built for “I survive massive damage”, or “I control everything” vs “I can’t be controlled”, then you’re going to have problems. You might be able to balance it when there’s only one way to do each, but when there’s multiple ways, you’re going to have someone’s build wind up unable to perform. The best you can hope for is keeping the imbalances as a whole somewhat balanced.
delicate, brick-like subtlety.
Guildwars 2 allows for a massive amount of stat customization that is almost unheard in mmos, thus making it almost impossible to balance.
As someone that played CoH, I actually find the stat customization in GW2 to be pretty shallow. It took this comment of yours to make me think back to older games like EQ and SWG to realize you might be right. It’s a depressing realization.
Anyway…. In CoH, the devs pretty much gave up on balanced PvP. They reached a point of mostly leaving it as it was, and letting people find what fun they could. And I think that’s what should (but not will) happen here.
When you have one character built for “I kill things quickly” and another built for “I survive massive damage”, or “I control everything” vs “I can’t be controlled”, then you’re going to have problems. You might be able to balance it when there’s only one way to do each, but when there’s multiple ways, you’re going to have someone’s build wind up unable to perform. The best you can hope for is keeping the imbalances as a whole somewhat balanced.
What?! LOL “keeping the imbalances?” Wow I’m just shocked. Did you not read what I said. Seriously?
Just separate the two modes. Balancing the two is a wild goose chase, wasting time and resources imo.
I’d like to know why Conditions completely ignore Toughness.
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What?! LOL “keeping the imbalances?” Wow I’m just shocked. Did you not read what I said. Seriously?
I read it, and kind of agree with it. Just stated my agreement oddly, I guess.
Let me put it like this. Rock vs Paper is imbalanced, and always will be. You know that. I know that. ANet… is furiously trying to balance it, while keeping the game fair for scissors. At least, that’s how it looks to me.
delicate, brick-like subtlety.
I’d like to know why Conditions completely ignore Toughness.
That’s the advantage of Conditions, to counterbalance the fact that they do their damage more slowly.
delicate, brick-like subtlety.
I’d like to know why Conditions completely ignore Toughness.
That’s the advantage of Conditions, to counterbalance the fact that they do their damage more slowly.
Eh, that doesn’t fly in WvW Condi Bombs, lol. And don’t bring up Condi clearing either when it can immediately be reapplied.
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In the fight of scissors vs paper (power vs condi) will you be giving the power user all kinds of gap closers and snares?
Will the snares be available to the condi user?
These questions come from the moment meta in pretty much any MMO. If a condi user can out maneuver a power user he can beat the power user cause he doesn’t have to land his condis at close range. This is unless you only have melee available in the game with the RPS combat system. That game would be imo fairly dull though easy to balance.
I’d like to know why Conditions completely ignore Toughness.
That’s the advantage of Conditions, to counterbalance the fact that they do their damage more slowly.
Eh, that doesn’t fly in WvW Condi Bombs, lol. And don’t bring up Condi clearing either when it can immediately be reapplied.
Yeah, the counterbalancing can use some re-balancing. I won’t argue that. But, in theory, what I stated is the reason.
delicate, brick-like subtlety.
I’d like to know why Conditions completely ignore Toughness.
That’s the advantage of Conditions, to counterbalance the fact that they do their damage more slowly.
Eh, that doesn’t fly in WvW Condi Bombs, lol. And don’t bring up Condi clearing either when it can immediately be reapplied.
Yeah, the counterbalancing can use some re-balancing. I won’t argue that. But, in theory, what I stated is the reason.
Well at least. I had to switch to Warrior from Guardian, one Utility has Resistance and that helps alot. I’m not a Meta follower and still play Melee.
Edit: Just don’t tell me to push when you’re pew pewing 12-1500 behind me, lol.
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(edited by Loosmaster.8263)
I’d like to know why Conditions completely ignore Toughness.
That’s the advantage of Conditions, to counterbalance the fact that they do their damage more slowly.
Eh, that doesn’t fly in WvW Condi Bombs, lol. And don’t bring up Condi clearing either when it can immediately be reapplied.
Shout guardian (5 shouts) with pure of voice… runes of the trooper
Shout warrior (4 shouts) warhorn with condition removal… runes of the trooper…
Both builds can deal with some conditions… AOE…
Then there is plague signet necro…
you could rebuild ranger to use shouts (RaO, Sic’m HAO….(well mopre could work but I’d use 2 other skills)
And I have a couple of dmg types…
- DPS (yes…)
- DOT (my trailblazer/rabid necro feels honored…)
- Tank (bunker) well nomads isn’t my thing tbh…
There’s also;
- DPS/DOT Hybrids (war, necro,guard, ranger, mesmer, thief, engi, ele, and so on) They are way more then just DOT builds with some power…
- CC builds
- Interrupt builds (mesmer, Thief) interuptions to do dmg, proc skills, proc runes…
- Healing/Boon builds (either with some power or some condi dmg to the side, Keeping all others of the group 90 % + health tends to be beneficial.. (guardian, elementalist, revenant, and some)
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)