Guard leaching: Felt like a nerf?

Guard leaching: Felt like a nerf?

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Posted by: nirvana.8245

nirvana.8245

So it no longer steals health from guards and gives you a total of 100 power and 100 condition damage (for 5 stacks) instead. I’m glad they made it global rather than guard specific in attempt to put it on par with Applied Fortitude. But have a crit based build with very few conditions I feel like it isn’t helping me much. Do others feel the same or?

Guard leaching: Felt like a nerf?

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Posted by: Sororita.3465

Sororita.3465

So it no longer steals health from guards and gives you a total of 100 power and 100 condition damage (for 5 stacks) instead. I’m glad they made it global rather than guard specific in attempt to put it on par with Applied Fortitude. But have a crit based build with very few conditions I feel like it isn’t helping me much. Do others feel the same or?

the 100 power wont help at all?

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Guard leaching: Felt like a nerf?

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Posted by: nirvana.8245

nirvana.8245

So it no longer steals health from guards and gives you a total of 100 power and 100 condition damage (for 5 stacks) instead. I’m glad they made it global rather than guard specific in attempt to put it on par with Applied Fortitude. But have a crit based build with very few conditions I feel like it isn’t helping me much. Do others feel the same or?

the 100 power wont help at all?

I’m running around 2.5k power, so essentially I’m getting around a very small percentage increase in power which seems to equate to less than 1% increased damage output. I think when comparing this to applied fortitude, I have 10.6k health and I get an additional 25% up to 13.1k health it seems lacklustre.

Also, as I have had Guard leaching for some time I actually found the heal made me play a little differently and I was able to be in combat with players whilst around guards and “leach” health from them to maintain my health pool as the heal was pretty strong.

So, basically, for my gameplay with alterations to adapt to the old bonus it seems like not only statistically a worse option than applied fortitude but a nerf to the usefulness of it. Like I say, the fact that they made it a global bonus is great, but it seems so much weaker than applied fortitude which is meant to be an equal upgrade.

Guard leaching: Felt like a nerf?

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Posted by: TheAmpca.1753

TheAmpca.1753

So it no longer steals health from guards and gives you a total of 100 power and 100 condition damage (for 5 stacks) instead. I’m glad they made it global rather than guard specific in attempt to put it on par with Applied Fortitude. But have a crit based build with very few conditions I feel like it isn’t helping me much. Do others feel the same or?

the 100 power wont help at all?

I’m running around 2.5k power, so essentially I’m getting around a very small percentage increase in power which seems to equate to less than 1% increased damage output. I think when comparing this to applied fortitude, I have 10.6k health and I get an additional 25% up to 13.1k health it seems lacklustre.

Also, as I have had Guard leaching for some time I actually found the heal made me play a little differently and I was able to be in combat with players whilst around guards and “leach” health from them to maintain my health pool as the heal was pretty strong.

So, basically, for my gameplay with alterations to adapt to the old bonus it seems like not only statistically a worse option than applied fortitude but a nerf to the usefulness of it. Like I say, the fact that they made it a global bonus is great, but it seems so much weaker than applied fortitude which is meant to be an equal upgrade.

How the hell do you have 10k hp. Well of course if you are a glass cannon and you add some extra damage it will be less effective than adding defensive stats in terms of percentages. You are right though, the numbers may need some tweaking but they look fine to me. A big reason for this change was to make it like you said in line with applied fortitude but to also make it an offensive trait. Think about it, lifesteal is a heal and a defensive thing, not something I may be looking for when speccing into a damage line.

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Posted by: Ulion.5476

Ulion.5476

I normally solo camps and the new guard leech was a nerf. Before I could solo a camp and still be at max hp by the time everything is dead. Still the 100 extra power/condition damage is better for overall group play. It was a shock when I noticed that the guard are actually doing damage to after the patch. Tend to run full glass cannon for soloing camps.

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Guard leaching: Felt like a nerf?

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Posted by: nirvana.8245

nirvana.8245

So it no longer steals health from guards and gives you a total of 100 power and 100 condition damage (for 5 stacks) instead. I’m glad they made it global rather than guard specific in attempt to put it on par with Applied Fortitude. But have a crit based build with very few conditions I feel like it isn’t helping me much. Do others feel the same or?

the 100 power wont help at all?

I’m running around 2.5k power, so essentially I’m getting around a very small percentage increase in power which seems to equate to less than 1% increased damage output. I think when comparing this to applied fortitude, I have 10.6k health and I get an additional 25% up to 13.1k health it seems lacklustre.

Also, as I have had Guard leaching for some time I actually found the heal made me play a little differently and I was able to be in combat with players whilst around guards and “leach” health from them to maintain my health pool as the heal was pretty strong.

So, basically, for my gameplay with alterations to adapt to the old bonus it seems like not only statistically a worse option than applied fortitude but a nerf to the usefulness of it. Like I say, the fact that they made it a global bonus is great, but it seems so much weaker than applied fortitude which is meant to be an equal upgrade.

How the hell do you have 10k hp. Well of course if you are a glass cannon and you add some extra damage it will be less effective than adding defensive stats in terms of percentages. You are right though, the numbers may need some tweaking but they look fine to me. A big reason for this change was to make it like you said in line with applied fortitude but to also make it an offensive trait. Think about it, lifesteal is a heal and a defensive thing, not something I may be looking for when speccing into a damage line.

Interesting point regarding the stats here seems to be that a % bonus would be more suitable for overall benefits to be equal, rather than have a flat figure like there currently is. Like, its quite clear for any glass cannon that Applied fortitude is going to be better than Guard Leaching, although Im reluctant to say it wouldn’t still be better for, say my hammer warrior who has a lot of survivability I won’t complain the extra 2.5k on top of 35k.

Also, I don’t like that Guard Leaching gives Condition damage because this is only beneficial for some builds. Sure I do put out bleeds from time to time, but most of my damage is “raw”. In order for it to cater to all builds it should just be straight up (% increase in) power.

Guard leaching: Felt like a nerf?

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Posted by: stof.9341

stof.9341

+100 power on a 2500 base is exactly equal to a 4% total DPS increase.

Guard leaching: Felt like a nerf?

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Posted by: nirvana.8245

nirvana.8245

+100 power on a 2500 base is exactly equal to a 4% total DPS increase.

Did one sum, which seems to confirm your right:

300 × 2500 × 3.2 / 3000 = 800

300 × 2600 × 3.2 /3000 = 832

832/800= 1.04

Guard leaching: Felt like a nerf?

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Posted by: nirvana.8245

nirvana.8245

+100 power on a 2500 base is exactly equal to a 4% total DPS increase.

Did one sum, which seems to confirm your right:

300 × 2500 × 3.2 / 3000 = 800

300 × 2600 × 3.2 /3000 = 832

832/800= 1.04

Actually no, that’s not exactly right by the looks of it:

300 × 1500 × 3.2 / 3000 = 480

300 × 1600 × 3.2 /3000 = 512

512/480 = 1.0666

In my case it would be around 4%.

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Posted by: Devon.9061

Devon.9061

Unrelated sorry. But the guard trait acts like another sigil stack in a way or is it completely separated to something else

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Guard leaching: Felt like a nerf?

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Posted by: nirvana.8245

nirvana.8245

Unrelated sorry. But the guard trait acts like another sigil stack in a way or is it completely separated to something else

Acts like a sigil stack. 5 stacks max. 20 power, 20 Condition damage per stack.

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Posted by: Straegen.2938

Straegen.2938

A nerf implies the change is crippling. In this case, I believe most people feel it is a substantial buff to the line.

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Posted by: Urrid.4593

Urrid.4593

It is really good for condition necros! Other than that, applied fort all the way.

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