Hello everyone! WALL OF TEXT WARNING. Let me just quickly introduce myself, I’m “Asura Ele”, and these are just some thoughts I’ve had regarding the new ferocity changes.
TLDR at the bottom.
Critical damage\Ferocity changes
Ferocity, new stat, 15ferocity=1% critdmg.
The main issue I see with ferocity is that it’s a PvE centered “nerf” that also affects WvW.
From the official blog post: One of the main goals for balance in Guild Wars 2 is to support a wide variety of builds that cater to different play styles. The current implementation of critical damage works against this. Put simply, if critical damage-stacked builds are more effective than other approaches, the build diversity decreases...
That statement is correct… Exclusively for PvE.
Critdmg stacked builds (power specs) aren’t more effective in a PvP environment such as WvW, which creates conflict between the goal of ferocity and its potential results.
In WvW, playing glassy with a lot of berserker gear is high risk high reward play.
If you get caught, you die. The tradeoff is that if you DON’T get caught, you can do a lot of damage.
Large scale WvW will largely stay the same considering it doesn’t matter if 40 or 70 people hit you- You will die. Which is why really big zergs and blob fights wouldn’t be overly influenced by this change, in my opinion.
What Ferocity will change drastically is roaming, and smaller scale fights (10~25).
Roaming is already highly condition based, since conditions inherently are “safer” to play with- Yes they can get cleansed but you get 1 (arguably 2) more defensive stats you get- Without losing on the effectiveness of your condis!
I’ll explain: To do damage in a power setup, one needs to have three components: Power, Precision, Ferocity (critdmg). This means you trade off survivability (Toughness, Vit, Healing Power) to get those three offensive stats that you require.
Conditions, on the other hand, only require two (arguably 1) stats to do damage Condition damage, condition duration. This is fair, considering you don’t have as much spike ability as a power setup, but that also means you will be much, much more durable and survivable (because you aim for 1\2 offensive stats rather than 3).
Ferocity will dishearten players from playing the already weaker power specs, promoting condition play in small scale WvW and roaming, creating an even bigger focus on sustainability- Which as I mentioned earlier, is easier to achieve on a condition based setup than a power setup.
Counters- A counter to conditions is burst- Kill them fast before they wear you down. But what if 15-20% lower damage on power specs lowers your damage by so much, you can no longer realistically spike down and defeat a condition based enemy?
Medium-scale fights-Another point that needs to be addressed is organized larger scale WvW. 15-25 people raiding against 35-70 man blobs is hard enough already when facing server lag and fps drops, but now the risk reward will be reduced even more! Playing necro and ele effectively will simply NOT be as effective…
Playing at 2100-2300 armor is already risky enough, and as it is right now it’s also rewarding enough- You do damage. With ferocity, you’ll have to either give up more survivability to reach the same amount of damage, or simply lose damage.
In my opinion the current setup is balanced, and introducing ferocity to WvW as it is right now will break the balance in medium-scaled combat as well as small scale.
The main changes in PvE IMO will be:
All dungeons will now take 10% longer to complete.
As I said, the issue with ferocity is that it’s a PvE oriented balance change (to discourage the fullzerk meta and shift condis into viability, I guess?) and yet it ends up affecting WvW’s balance more than anything.
_TLDR: Ferocity will shift WvW meta towards condis, power will become high risk low reward in WvW. Balance breaking. Ferocity won’t introduce more build variety into WvW but in fact lower build variety, completely negating the original goal of ferocity. _
This is all WvW related, I’ve no complaints or issues with Ferocity change in PvE.
I’m looking at all the reasons to love this patch, but I just cannot get over thinking about roaming and fighting in WvW post patch.. I hope ferocity in practice proves me wrong!
Disclaimer: These are my own personal opinions that represent the way I perceive game balance. I don’t claim to speak for anyone or represent anyone else’s opinions.
Also this was written pretty late at night so please excuse any grammatical mistakes and typos.
PvP & WvW roaming
(edited by Aiden.6483)