Can we Improve Might and Vulnerability?

Can we Improve Might and Vulnerability?

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Posted by: Daecollo.9578

Daecollo.9578

Might
Skills and actions are 1% faster.
Increases Power and Condition Damage by 30.

Vulnerability
Skills and actions are -1% faster.
Increases chance to be critically hit by 1%. (this improves condition/power builds.)

Hero {} Roleplayer {} Friend {} Professional Princess Saver
https://twitter.com/TalathionEQ2

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Posted by: Writetyper.1985

Writetyper.1985

Yes, HGH engis permanently throwing grenades at 25% frenzy is a really good idea.

Thank you based daecollo.

Mortryde/Cold/Thugmentalist Bara
really bad engineer

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Posted by: Aza.2105

Aza.2105

Yes, HGH engis permanently throwing grenades at 25% frenzy is a really good idea.

Thank you based daecollo.

Lmao!!!!

Amd Ryzen 1800x – Amd Fury X -64GB of ram
Windows 10

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Posted by: jmatb.6307

jmatb.6307

lol i can’t even begin to troll as effectively as this guy

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Posted by: Brutal Arts.6307

Brutal Arts.6307

8/10 I got upset until I read your username.

You have gotten what you paid for, all that remains is biweekly gemshop pushing.

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Posted by: fugazi.5139

fugazi.5139

Might
Skills and actions are 1% faster.
Increases Power and Condition Damage by 30.

Vulnerability
Skills and actions are -1% faster.
Increases chance to be critically hit by 1%. (this improves condition/power builds.)

No, we can’t improve anything. There is not enough resources and it would effect PvE and WvW to much. Don’t you follow anything they say. JEsus.

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Posted by: Vargamonth.2047

Vargamonth.2047

My concerns on Might and Vulnerability are about how much spam/cluttet they add to boon/conditions. Boons and Conditions (maybe excepting bleed, which is the damage main condition) should be more situational

PvP wise there should be mainly 2 different might sources:
- The one that grows up slowly during the fight. The might it gives needs to have longer duration )double, even triple) than the skill CD. Sigil of Battle could be a good example of this.
- The “burst” one. High stacks for “shot” duration (half of the skill CD or even less)

Same goes for vulnerability:
- Long lasting one, slowly built-up on the target.
- Short duration, high stacks. Used to set up a burst.

The game is also filled, however, with a lot of might sources that don’t add any depth to the combat, behave just as passive stat bonuses and add unnecessary clutter to boon/condition lists.
As an example: Versatile Power, Warrior Discipline grandmaster minor trait: Grants 1 stack of might for 10 seconds on weapon swap while in combat.
This is going to be 1-2 stacks of might on the character all the time and that’s all. If the character would have got passively 50 points in power and condition damage, the effect would have been pretty much the same with less clutter/spam over the boon list.
It has the added problem of being a minor trait, forced if you want 30 points in Discipline.

The amount of boon/contions ongoing, specially on teamfights, is currently out of control.
Perma-vigor traits are cheap and they’re going to be removed sooner or later (a decrease on autoattack damage and/or a CD increase on some attacks, could be required). It’s not just the evade spam which causes random misses TOO MANY times (which is obviously the biggest issue), it’s also a no counterplayable 100% upkeep boon listed all the time.
Same goes for regen. Things like healing turrets grant a 100% AoE regen upkeep until they’re destroyed, with no viable counterplay through boon removal/steal/corruption. The only reason I see for them giving regeneration instead of pulsing small heals is to avoid similar effects (like two turrets :P) stacking, and I think there are much better solutions for this issue than having a given boon always up.
Think for a moment on Symbol of Faith (Guardian mace symbol). 8 seconds CD, 4 pulses for 1 sec regen each one. It’s likely going to be used twice every 20 sec (weapon swap rotation), so why not make it 15-20 sec CD, 3 pulses for 3 sec regen each one with higher damage? It would have more or less the same healing output, but it would be less spammy, promoting active gameplay for both the guardian (trying to use it after stability, before shelter, when no dangerous attack is expected, …) an his enemies (a knockback can prevent all the healing, a corrupt/steal/removal would be useful, a pulsing AoE can force the guardian to leave the symbol, …) while forcing better coordination for combos and reducing the AoE effect clutter.

The biggest issue with might/vulnerability is that there are too many not-really-meaninful sources triggering here and there just cluttering the boon/condition system and making the game unnecesarily more chaotic.

(edited by Vargamonth.2047)

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Posted by: Asomal.6453

Asomal.6453

Yes, HGH engis permanently throwing grenades at 25% frenzy is a really good idea.

Thank you based daecollo.

Hahahahahahahahahaha
Don’t forget they can also stack 25 stacks of vunerability just by auto attacking with the nades. So that makes:

You: 25% faster, 750 power and condition damage
Enemy: 25% slower, 25% more chance to get critical hitted

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Posted by: Daecollo.9578

Daecollo.9578

Yes, HGH engis permanently throwing grenades at 25% frenzy is a really good idea.

Thank you based daecollo.

Hahahahahahahahahaha
Don’t forget they can also stack 25 stacks of vunerability just by auto attacking with the nades. So that makes:

You: 25% faster, 750 power and condition damage
Enemy: 25% slower, 25% more chance to get critical hitted

Yes, I know nades are quite overpowered and the rest of the weapon sets are not. I don’t care and they would probably get nerfed.

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