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Posted by: Belial.9350

Belial.9350

Add 150 points to power and subtract 150 from precision. It makes no sense that soldier amulet does more damage to treb and gates and subtracting 150 from prec would give it the same prec as zerker anyway.

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Posted by: SlayerSixx.5763

SlayerSixx.5763

Well you know, if I strike at the hinges or the bonds between the logs, it should technically be considered a crit. Anet should totally allow everything to be crittable, for lols sake.

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Posted by: livlaender.8790

livlaender.8790

this is some next lvl reasoning

anet, better do what he suggested

die Gedanken sind frei

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Posted by: Burjis.3087

Burjis.3087

Definitely. It totally makes sense if stationary objects can also be critcally hit. I don’t know why they didn’t allow that in the first place.

Everlasting Sacred Path [ESP] (www.espguild.com)

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Posted by: Saiyan.1704

Saiyan.1704

All in favor of critable objects say, “Aye!”

Anet, please try to buff doors/trebs/etc in addition to this new change… just saying..

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Posted by: Random Weird Guy.3528

Random Weird Guy.3528

Well if they become crittable, HP of those would also have to be doubled to compensate. If HP is doubled, you’d have to allow them to also be affected by conditions so that condi players aren’t screwed over completely.

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Posted by: NinjaEd.3946

NinjaEd.3946

Well if they become crittable, HP of those would also have to be doubled to compensate. If HP is doubled, you’d have to allow them to also be affected by conditions so that condi players aren’t screwed over completely.

And its that logic that plagues anet dev’s. You don’t just double 1 value to double the other, even if critical hits were 100% you would still screw over conditions even more. Even allowing conditions to affect those objects would only put them on par with what power builds could do if they didn’t crit, because condtions don’t have any multiplier like critical damage on their side.

They should remove any stat requirement on obstacle damage and normalize it for all players and AI to do whatever flat value or % and make “crits” depend on positioning or type of attack (projectile, blast finisher, whirl, heavy hit, etc).

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