I love gw2 and it’s pvp, with it’s flaw and weakness i still see a great potential in gw2 engine and the style of gameplay. The recent meta change kinda ruin it for many of us, the condi aoe are unstoppable, that what ruin it for me. There are a few thought going through my mine, how current stats and boon and condition interact with pvp.
I think condition is good, same for burst but at least burst have more counter to it, it require skill and awareness to counter it while currently condis are really hard to avoid and there no stats to counter it what so ever. So i thought what if currently what if we revise the stats and buffs and certian condition to help balance the game instead of nerfing the dmg and the amount of application(though some do need some revision).
Defensive stats:
Vit: In addition to granting 10 health per point, vit now grant some passive resistant to condition dmg,.
Toughness: In addition to granting 1 armor per point, it now reduces some percentage of crit dmg, so that mean the higher your toughness the lower the crit dmg % will be done to the player. Value must be tweak though so that it won’t affect crit dmg to much that it’s useless vs high toughness and protection players.
Now then i have a dilemma, as you see we still have condition duration, i thought of applying this to vit but it will empower vit too much as a counter condition stats, but then i don’t think it’s good to have it be given to healing power or maybe it can. Then something cross my mind, the build that get effected the most by condition are the the high precision builds that are glass cannon, with condition being applied so readily and this build have no way to survive in this meta with limited condition cleanse, i feel that maybe having precision reduces some of the condition duration. It will help them fare better in fight where condition are hard to avoid.
On to boons:
Now with stats change to fit condition it, i think boons should too.
Protection: In addition to reducing physical dmg, protection also reduces condition dmg on the target during it’s duration or simply just reduces all dmg taken during the duration. (Initially i though letting protection reduces the condition duration but it won’t be too goood against condition in the heat of battle, where a bunker is being pressure by condition on the node.)
For condition
I find weakness punishes physical dmg user’s too much and we already have retaliation that punishes sustain atk, i think weakness function have to change.
Weakness: Weakness now i think counter the extreme end of the spectrum, it should reduces the crit rate of players, decrease the condition duration of conditions and it lock out half the endurance bar refraining endurance regeneration from filling the second bar but still allow the user to us the second endurance bar if he/she still haven’t uses it. For endurance regeneration, you may need to test out what would be the best % for it if weakness should lock out half of the endurance bar. Maybe still let player regen at 100% with no vigor but only let them regen at 150% if they have vigor and all endurance refill(swap weapon and gain a bar of endurance) now would only fill half of what it does.
That end what i feel stats, boons and condition should undergo to help balance the game. Discuss!