Hi ArenaNet, Hi Community,
Because I think there are some problems in PVE, I would like to start a discussion about it. I think the main problem is that damage is everything that counts. And because conditions have a cap berserker gear is the best way to go. There a some reasons for this:
- Bossmechanic:
Nearly every Boss is designed, that players are able to dodge every attack he does. Nearly every Damage you get one or two hits you. It doesn’t matter how much health or defense a character has. If you don’t go on full damage you make your fight harder, because it takes even longer. All defensive attributes are useless. A dodge-roll every few seconds and even a heal isn’t really needed.
To fix this issue, bosses need more small attacks and not only do a 1-hit every few seconds. Alternative some DoTs to get some continuous damage. - Condition damage and condition stacks:
If you have more than 2 Condition-builds or even normal players get together, they reach the Condition cap with ease. In a Group of 5 Player there is nearly no place for one condition-build, because everyone spams conditions, because many classes have traits that give chances to apply conditions, skills that apply conditions, …
This can be solved if every player gets a cap on conditions he can apply. That means they can deal their damage at every time, it doesn’t matter how many player are together. Every condition-build can deal his full damage like every other build too. With this cap per player skill like epidemic won’t be too strong, because it only fills the condition stacks of the player that casts the skill. It is not possible to stack conditions infinite. The impact on PvP/WvW needs to be checked, maybe here the old system is needed. But it shouldn’t be such a huge problem because the damage stays the same its only over time. Condition removes have to remove all sacks of one condition and not only from one player for instance. - remove berserker gear or give us an equivalent condition set:
Right now berserker gear gives most damage and because all three stats buff each other. To increase build variety we are missing a condition equivalent. I know conditions need time to stack and you need some more defense to survive longer. But there is no combination that influences condition damage like berserker increase direct damage. Something like condition damage (main), precision and condition duration would do the job if 2 would be implemented as well. Otherwise the stacks only fill faster. Yes we have rampager equipment but power does only increase our base damage but there is no synergy between the conditions.
In my opinion conditions have to do more damage than direct damage because they can be avoided the same way as direct damage (you don’t see it, because there is a delay, but it works) plus conditions removes. In addition the damage has to be build up until you get the maximum damage output. Yes you can reduce direct damage with toughness and that does not affect condition damage, but I that is a balance thing. - Downscaling:
Player that are downscaled do way to much damage, because their armor has three stats instead of only one below level 20 or two below 60. So to close this gap ignore some of these stats in certain levels. Until level 20 only the main attribute later two and with level 60 all stats.
Why do I think the current Systems is broken? because some of the lowlevel World bosses get killed within seconds, they are nothing special nor a challenge.
So what do you think about it, am I so wrong? Anything you’d like to add?