separating pve and pvp condition effects
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.
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
Dire supremacy is coming. If people with 2k condi can hit like zerkers, with bunker stats, I quit this game.
I think that PvP and PvE DoT definitelly will be split.You just can’t balance the 2 modes the same way.
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.
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.
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.
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?
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.
1500 stacks of confusion in pvp with pve confusion damage and passive dot.
w h y