Retaliation's Role, Countering Multi-Hits
I honestly thing it should be balanced around a maximum per second output to a single person. Maybe tweak the damage from what it’s at now based on that assumption, but Retaliation can get rather ridiculous when you are dealing with AoE situations and Multi-Attack situations.
Tirydia – Scrapper
I honestly thing it should be balanced around a maximum per second output to a single person. Maybe tweak the damage from what it’s at now based on that assumption, but Retaliation can get rather ridiculous when you are dealing with AoE situations and Multi-Attack situations.
IMHO I think they should just make it a flat % dmg reflect with restricted uptime, or find a way to make multi-hit attacks worth it. I wouldn’t mind a balanced counter-counter with procs.
There are some hilarious scenarios with retaliation where it’s just, ridiculous though. Minion Master necro applying retaliation to all their pets, anyone using aoe just explodes.
Mesmer iDefender with retaliation trait doing procs to anyone using aoe on anyone it’s protecting, which can then stack on top of aoe retaliation given to everyone. I’ve done it before, shatter/heal for retal, pop signet to spread, spawn defender, double aoe retaliation, people explode.
At the same time though it feels like such a waste of effort on anyone not using fast hits, pretty much useless.
Have you ever seen what a Chaos Armor build does to shortbow/quickness rangers (pre-nerf)? They get 10-15 stacks of confusion in 2 seconds and die INSTANTLY.
Multi-Attacks do have an advantage, in that they tend to do higher total damage and have multiple chances to proc sigils. The Sigil cooldowns have softened that a great deal, but it’s advantage that remains withstanding nonetheless.
I don’t agree with a Flat damage type of deal. Retaliation I think should serve a purpose on bunker style builds, but it’s uptime and fringe cases of excessive damage need to be tempered.
Tirydia – Scrapper