(edited by Defektive.7283)
It is essential to Builds that Amulets become more flexible:
no
anet said some combination of stats would allow some lame and op builds. so these at the only ocombinations we have.
Yeah i guess it was intentional..At least there are traits and sigils scattered everywhere that proc when critting, so the precision is never totally wasted on those condition/precision amulets. Makes sense as Toughness is considered as (one of) the best stats.
Man I shouldn’t have wrote that when I was running out of the door for work.
Either way. Some stat combinations already lead to more ‘op’ builds. Berserkers amulet is widespread in most high DPS builds yet there isn’t an accompanying Amulet for the reverse
(798 Toughness
569 Power
569 Precision) etc.
It just seems terribly inconsistent and more often than not has a direct impact on the build direction I go.
(edited by Defektive.7283)
(798 Toughness
569 Power
569 Precision)
just imagine what kind of op would be built with that amulet.
you should focus on what you have right now. and amulets are balanced in my opinion:
ie: berserk is a pure dps amulet, but if you wear it you see how your hp and armor go down…it is balancing.
You would love about 7k HP with that amulet over others so I see it as balanced in that respect.
Maybe this combination isn’t the best as an example, but there needs to be more choices available to people. All be it, with restrictions.
Game Design Lead
More specific choices are things that we can add, but more flexibility in a very tight balance like this will create balance problems and tend to lead to more exaggerated min maxing which will in fact reduce the actual build variety.
Adding a new stat combination takes time because we must test it against what we have thoroughly to ensure we aren’t shifting an already moving meta game.
Jon
I appreciate the response Jon. I recognize there’s a balancing act here in regards to stats.
However there have just been a number of times where I said to myself
“This style of build would be neat to try, but I would lose to much Toughness, or I’d lose so much Power that the build essentially becomes ineffective or forced into a Bunker or DPS style.” So I always end up reverting to the same two Amulets.
I run a rather defensive mesmer build, balanced but defensive mostly. I have came across with other people that have similar builds (specially guardians and elementalists) and it ends up being an endless battle over the capture point, something that could become worse if there is an amulet that provides you extra endurance and stamina. Although sometimes this fights end and the other gets killed, i like this kind of fights and i think they should be encouraged but it’s fine as it is i just hope people start choosing balanced builds instead “hit n miss” ones.
On the other hand it is what i am saying lastly, some people (thiefs mostly) that have full damage with around 80% crit and a ton of damage but 0 resistance so it’s a “i kill you in 5 seconds or you kill me in 5” which is not fun and discouraging for both sides, something that can go worse if the itemization enables to go 100% on damage discarding any defensive stat.
I have to agree. I spend a lot of time on various classes playing as many builds as i can come up with or find and the one thing that annoys me every time is just how much the gear side depends on the amulet. ~10 pieces of customizable gear (not counting under water) and majority of stats come from the amulet.
Well its kinda like how they don’t let you build pure zerk gear or pure valk gear in sPvP. You just can’t. You’re forced to split your crit damage stat into two categories.
That’s a balance point which was considered, I’m sure, as they ran into the problem of high crit damage builds eating people alive because of the high crit chance available in this game. In comparison, condition builds had no chance.
Each stat build (which includes amulet and jewel) must be tested extensively against all other build possibilities. This takes a LONG time and they don’t really have any extra time right now. They probably won’t have any extra time for ‘new’ balance-requiring additions for a while.
I wouldn’t hold my breath, but Jon has already stated it isn’t impossible.
No, I don’t want lame builds running around with high health, high armour and high healing.
Alts: Warrior, Necromancer, Mesmer, Elementalist (bunker)
Personally, I think when making the game you should have made amulets affect just one stat, and that’s it. I know it’s compensating for balling up all of PvE’s accessories, although there are way too many there, too. If you wanted to avoid complications you should never have even added an accessory slot to the game, at all. There was never any need to have one, especially when you can’t even see the items. It was just an excuse to stretch the gold required to outfit yourself even more than normal.
I think it’s also detrimental to classes on lower health tiers. If you’re a Warrior/necro, you can just get an amulet with power, precisions and condition and become insanely strong since your health is already pretty high.
Would prefer more sigils. If you don’t take a precision amulet the selection of decent sigils gets fairly thin.
@Peters Then at least have the decency to change that horrible necro ‘Reanimator’ trait so it will not give the opposite team a free rally. This way at least we could get some toughness point by speccing into this trait line which currently is simply not viable in PvP since Reanimator is too much of a liablity which can decide a tournament game. This is one of the most profession breaking bugs for the necro.
I tried and failed to replicate the reanimator bug. Doesn’t work all the time or what?
Id love some xxxVitality xxxPrecision xxPower gear, for PVP and PVE
A problem for me has been, that I sometimes want toughness amulets to have vitality instead. I see 15k~ life as minimum and I play Elementalist, so yeah…
Imagine a bunker guardian with a vitality/toughness/healing power ammy XD
If only this amulet was made, it would fit perfectly in my build.
798 power
569 vitality
284 toughness
284 precision
Well… 8 classes and 5 slots… 3 capture points.
Obviously the map demands some form of splitting, which allows for the team to be designed into two or even three smaller teams.
A.net apparently cares about balancing the classes..
I guess im curious what their vision of the word balance is? Is balance having 2+ builds(and roles) viable in tpvp? Which begs the question what about character switching during and between maps?
Is that in / can it be added to the blog please? Your view of character, utility, and gear changes? When if it all will it be allowed?
Why can’t you just allow us to choose between either 2 Off/1 Def stats or 2 Def/1 Off stats?
I can understand why you wouldn’t want Vit/Tough/Healing or Cond/Power/Prec amulets.
(798 Toughness
569 Power
569 Precision)just imagine what kind of op would be built with that amulet.
How would that be OP? Offensively it’s a lot less powerful than zerker, mainly because there’s 20% crit damage missing. You can test it right now by equipping Knight’s amulet. The only difference is that knight’s has health instead of toughness.
The only problem with this amulet is retaliation (power+toughness).
Imagine a bunker guardian with a vitality/toughness/healing power ammy XD
Meh…. guardian doesn’t have that much healing.
What’s would be really broken (and IMO already is) is staff eles. Boy can they heal for a lot and constantly.