(edited by Einlanzer.1627)
While Zerker likely has some small scaling issues, the more significant problem has to do with game mechanics. Specifically, it has to with the attack vs. defense paradigms and how they differ for players and mobs.
Players primarily deal low/passive damage with high/intermittent mitigation
Mobs primarily deal high/intermittent damage with low/passive mitigation
In other words, players hit a lot for little while mobs hit little for a lot.
In most games this would be relatively balanced, but, here, with the dodge system, it creates a problem where offensive stats trump defensive stats in PvE content. A 25% increase in damage is more valuable than a 50% increase in passive defenses by a pretty large margin.
This is likely to always remain the case no matter how stats are tweaked or adjusted. So, please look at ways to address this. The simplest start would be an across the board change to either remove autos and reduce mob HP across the board, OR increase the frequency of mob attacks while reducing their damage. OHKOs are annoying anyway, and they’re too common in this game.
(edited by Einlanzer.1627)
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