Hey everyone.
Recently Anet obviously introduced the new Ferocity stat in an effort to nerf the zerker meta and introduce more variety in terms of player builds and play styles. The main problem therein, as some players have pointed out, is that regardless of any nerfs, zerker gear will still be the highest damage combination and thus, people will still feel inclined to use it if they want to finish dungeons and fractals within reasonable time frames. Furthermore, parties will also be more inclined to only accept zerker players now, thanks to the damage nerf rather than having mixed parties, which means playing as anything else besides zerker might earn you the ire of your team mates.
If anything, this nerf may have very well killed build variety as far as PvE goes (WvWvW and PvP was never zerker gear reliant). An example of this is that with my guardian, I used to have a mix of zerker gear and other stats to get a more balanced build between survivability and damage. Now my damage has been nerfed to the point that I feel I need to have full zerker gear just to get it back in line.
So, I thought of some potential solutions to the problem.
1: Remove crit damage and precision from the game altogether.
I’m sure I’d get a few gasps of dismay with that kind of suggestion, but honestly, I think it would be a simple and effective solution if Power was the only primary physical damage stat in the game. That way, you wouldn’t have to get three specific stats on your gear just to get maximum physical damage output, which leaves two stat slots open for more build variety. You could combine power with healing, condition damage, toughness, vitality etc, without feeling like you’re gimping yourself or your team.
To balance the loss of crit damage, Anet could also implement a 20% – 30% health drop for enemies (not sure on the exact number, because overall damage loss would have to be calculated properly), which would balance out the damage loss and bring it in line so, overall, killing enemies takes the same amount of time as it would have if you had full zerker gear.
With this change, on crit effects would obviously have to be changed to have an on hit effect with a percentage-based chance to proc.
2: Combine Ferocity and Precision into one stat.
If you’re going to introduce a new ferocity stat, why not rework it so that ferocity determines both your crit chance AND crit damage? That way, you remove one stat out of the zerker gear combination and open up a third slot for (once again) more build variety. You could slightly nerf the amount of crit chance and damage it gives in compensation for combining the two stats, but at the very least this would open up a few more options for players without wrecking their damage potential (for example, power, ferocity condition damage builds, or power, ferocity, healing power builds, etc).
That’s all I can think of for now, but I think they’re reasonable solutions that would introduce build variety without completely breaking damage potential.