separating pve and pvp condition effects

separating pve and pvp condition effects

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Posted by: eyestrain.3056

eyestrain.3056

Everything listed in the coming changes to conditions sounds excellent for pve, but very questionable or even dismal for pvp.

Confusion punishing people even without them using a skill comes to mind as a less “smart” mechanic- as it is now, wildly spamming buttons is punished while completely ceasing the attack, being patient, and waiting for the right moment is rewarded. This encourages the player to be aware of their bar as well as their enemy’s actions and not autoattack themselves to death.

Cripple and chill are the only counters to overly mobile “runners” who will only fight until they’re half health then zoom thousands of units away, get ooc, and come back fresh, or can be used defensively to interrupt serious damage from pursuers. These also reward players for playing smart- paying attention to what their enemy is doing and using their status effects at the right moment. By removing the leap/dash distance reduction, classes with leaps and dashes will be at a significant advantage over those without since they will be able to largely ignore cripple and chill by spamming through movement utilities. Meanwhile poor necro is absolutely effed, even with its new chillspam.

In the past the damage of confusion in pvp and pve was different. So why can’t we have some small division of condi behavior again. Keep the current behavior of confusion, cripple and chill in pvp/wvw, but give pvers the buffs so they dont have to worry about movement and can actually get use out of confusion.

There are other big changes going to happen obviously but these three in particular seem solely meant for pve even though their biggest consequences will be for players fighting players.

separating pve and pvp condition effects

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Posted by: TheBlackLeech.9360

TheBlackLeech.9360

Confusion has always been bogus in pvp.

Some classes can stack a large amount of confusion while you are in the middle of an attack and you will lose a quarter of your health instantly before you even get a chance to react.

The mechanic behind confusion never even gets to see daylight…. half of the time you already took a huge chunk of damage before you even saw the condition appear in your effects bar…. and that is while actively monitoring it.

It should be as you say…. wait patiently for confusion to go away, or choose your moves wisely, because they come at a cost….. but that rarely happens in pvp.

The effect of the condition should be delayed imho, and its duration should be lengthened. You should not be able to take damage from confusion until after having it applied for at least a second. That way you don’t get slapped with a stack of confusion in the middle of an attack and get insta gibbed.

separating pve and pvp condition effects

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Posted by: KhainPride.3987

KhainPride.3987

I am mostly a wvw player and anet is encouraging me to soon quit this game but I will sit through this battle of balance. I know for sure now ANET has no clue of the current meta of Wvw. Its mostly condition builds that are more widely seen. I have been seeing more influx of condition guards, thieves, engineers and mesmers. I rarely spot zerkers variance of these classes in wvw now a these days when you compare to the sheer amount of condition builds.

Well why not right? You can spec your character with a dire equipment and be more tanky than your enemy, you have more survival and lots of passive damage….oooo low risk!

Well anet you just messed up and about to even buff these people even more and discouraging players like me. Forcing me to play the meta and not a balanced game.

Before you make such big discussions make sure you dont forget about the other half side of Guild wars 2. WvW. I know you guys have forgotten(lol @ removing guard stacks soon because new players are having hard time to adjust. I am just as fine with no guard stacks on my alt account and I see no problem. Maybe your ANET players need to get a bit better and stop QQing and bringing such ideas up for the design team).

Time to looking to a mix of dire and sinister gear. kthnxbye

separating pve and pvp condition effects

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Posted by: Nausicca.6038

Nausicca.6038

Dire supremacy is coming. If people with 2k condi can hit like zerkers, with bunker stats, I quit this game.

VoxL, NSPPT

separating pve and pvp condition effects

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Posted by: moiraine.2753

moiraine.2753

I think that PvP and PvE DoT definitelly will be split.You just can’t balance the 2 modes the same way.

TxS – Tequatl Slayer Alliance (EU)

separating pve and pvp condition effects

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Posted by: eyestrain.3056

eyestrain.3056

I would think separating them and being done with it would reduce the pressure on the developers since if there were some balancing issue in pve they wouldn’t have to contemplate how it affects pvp, and visa versa.

separating pve and pvp condition effects

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Rather than divided PvP/WvW/PvE mechanics, I’d would have automated balancing systems in place that kick in in extreme situations.

Like accumulative CC resistance under heaving CC spam, or a global cap to DPS that usually won’t kick in, unless under heavy fire from too many enemies. Something like the health degen pips we used to have in GW1.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

separating pve and pvp condition effects

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Posted by: eyestrain.3056

eyestrain.3056

Rather than divided PvP/WvW/PvE mechanics, I’d would have automated balancing systems in place that kick in in extreme situations.

Like accumulative CC resistance under heaving CC spam, or a global cap to DPS that usually won’t kick in, unless under heavy fire from too many enemies. Something like the health degen pips we used to have in GW1.

If pve and pvp were still united this would be a big nerf to damage done on world bosses and still may not be conservative enough to benefit players in pvp.

separating pve and pvp condition effects

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Posted by: Drakonath.7096

Drakonath.7096

Dire supremacy is coming. If people with 2k condi can hit like zerkers, with bunker stats, I quit this game.

^
Who needs to mobility when you can sit in one spot and never die whilst also annihilating everyone else?

separating pve and pvp condition effects

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Posted by: eyestrain.3056

eyestrain.3056

Dire supremacy is coming. If people with 2k condi can hit like zerkers, with bunker stats, I quit this game.

^
Who needs to mobility when you can sit in one spot and never die whilst also annihilating everyone else?

We’ll see how resistance and stat scaling effect overall changes. It’s these soft cc and confusion changes in particular that seem natural and good for pve but puzzling and “fixing what aint broke” in pvp.

separating pve and pvp condition effects

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Posted by: eyestrain.3056

eyestrain.3056

1500 stacks of confusion in pvp with pve confusion damage and passive dot.
w h y