Removing content is NEVER the right solution.
If you remove things out of the game, this will create only ALIt of anger, frustration and disappointment for players, which have invested alot of time and effort to get these things, to the point, that for 100% sure this change of removing content from the game ultimatively results only in one thing!MASS PLAYER RAGE QUITTING.
Is this seriously what you want???
But if ANet just finally would balance all aspects of their game’s combat system and woudl take all aspects of it more into account when balancing things, nothign of existign content and player efforts just would get removed…
The content would still be there under rebaƶlancing all aspects of gameplay from the combat system, but under the changed mechanics wouldn’t they be anymore by fas as much OP as they are right now, due to conditions beign out of control, dealign too much damage, without that players can do anything to effectively reduce the damage, except of using buff food, that makes builds in WvW even far more overpowered in both directions and is currently the only way to keep the out of control conditions in check by using the stuff that reduces significantly condition durations.
by reworking the attribute system and adding meaningful defensive effects, while fixing toughness and vitality to become more meaningful, while Expertise and Concentration get fully integrated into the balancing of all boons and conditions, that would by far more affect positively the whole combat system of GW2, than it would do with just removing content – removing content is the simpleminded LAZY WAY of getting just rid of the problems in WvW.
Thats how I do see it.
Anet has reduced massively the toal amount of skills for all classes, so that they would have it alot easier to balance all classes in the game and to make compared to GW1 it also simpler to splitt properly the balancing betwene all modes so that all skills can be separately be balanced for all game modes.
Seperate game mode relative class balancing is the only way how I see how all parts of the game can be balanced, without that ever any game mode gets negative cunwanted chain reactions due to some made changes for a skill or a trait, that were made to fix for a specific mode, but affcted also negatively other game modes.
Its the only way how Anet get completely get rid from this problem, a game design problem, that should never ever exist in my honest opinion.
Thats why you have in the end also different game mode,s so that each of them gets individually balanced, because if you don#t individually balance all skilsl and combat system relative mechanics of the game, then there is absolutely no reason at all to have even different game modes, when in the end they share all the same balancing of the combat system.Then we would need no pvp equipment systme, everyone would just play pvP with their PvE characters and equipment.
I doubt it hard that you or anyone else would find THIS would be funny for a single second, when you would get outplayed in PvP, because just someone else had better equipment than you, due to making out of all game modes just one big unifyed thing where skills, traits, upgrades and class mechanics don’t get individually balanced for each game mode.
In WvW its not a big deal if someone has better equipment than you, because you can get outnumbed anytime with the amount of players to make up for the difference of each individuals player character’s power and equipment.
ANd PvE is ruined when you use stuff with PvP balance in mind, because its then usually too boring/uneffectful for PvE to be useful at all.
Thats why all game modes need seperate balancing, because all game modes require different aspects.
PvE skills need some kind of powercurve, so that you get also some kind of character progression feeling, which is somethign, that woudl make skills for PvP play too poverful and unbalanced.
Its something that would make also WvW clearly again unbalanced, because of the masses of players for which these kind of skills aren’t designed for, because these powerful skils are designed for enemy, which dynamically can scale in power and especially health like huge sponges, so that fights last long enoug, that hundreds of playrs can get participation for battles, which eagin is something that happens only in pvE and not in anyother game mode.Its impossible to measure everythign by the same yardstick here, which is another reason why its time, that ANet finally individually should balance all game modes with their concrete oown skill, trait and upgrade effects, so that when Anet specifically wants to change something on the PVP balance for instanc,e that no other game mode has to suffer from these changes as a chain recations, due to skills all sharign the same effects in all game modes.
Sure, this is absolutely no tiny task to taslk about, it will take time, but once anet would have done this great step, it would be a great step towards reaching overall game balance for the whole game, that will last and that won’t be directly destroyed again with douzens of chain recations just with the next coming balance patch that made some changes of skilsl that got shared among all modes with the same effect, where the change is for mode A perfect for mode B absolutely terrible and mode c could care less or also has either tears of joy or frustration, how anet coudl dare to ruin in most cases someones most prefered game mode, due to destroyign someones personal most like builds, or making something else not possible anymore due to the changes in any of the three modes.
Come on, I’m not talking here about something, I’m not absolutely sure about, that many peopel here i nthe forums haven’t already experienced with anet over the past 3 to nearly 4 years since GW2 exists!!
I’m talking here about facts, that mostly everybody has experienced here already, thigns which will keep on happening, as long ANet doesn’t start with balancing all modes individually by 100%
Until this doesn’t change, we have a neverending problem here, and i somehow kind of feel its all the time this kind of box of pandora, which ANet just fears to open, because they know, that it would be alot of work to do to bring back this game on the right track, from where it would become for all modes alot easier to keep them balanced, because nobody would have to worry then really anymore, if any of their changes they currently work on will negatively affect any other game modes and cause here in the forums everywhere MASSIVE dissatisfaction among the players to the point, that many maybe permanently leave the game due to the changes that affected in the end more of the game, than what Anet intentionally wanted in the most cases.
Removing bad content and design is a critical part of doing good business and running a good game. Things get reworked because they’re bad. I’m asking for the removal of two problematic aspects of gear with a full refund for every player, which they have already done in the past for reasons justified due to bad design with no viable replacement options. The only reason there are complaints about condition damage is because of the attempted split in balancing between formats being ineffective at actually resulting in balanced play. We’re here because of that problem, not as a consequence of any others. Your above explanation is not specific, not based on math, and does not cover how to actually solve the problem of an inherently flawed design. It instead tries to work around it, which is strictly not sustainable into the future. I would argue adding granularity and the enablement of hundreds of builds in sPvP by the use of PvE stats due to massive scaling differences is very far from removing content. This only can’t exist now because of dire/perplexity, which have historically been deemed as too overpowered to be included in sPvP from a strictly numbers perspective, not even from a meta/profession/pacing one.
The irony is that WvW is actually extremely well-balanced right now aside from a few runaway builds in small-scale which is quite literally dire perplexity on a few classes. Builds differ wildly from format to format. If you took a PvE trait/gear configuration into WvW you’d get laughed out of the format, and vice versa. Separate balancing doesn’t do anything different because it’s the concepts of the builds which make them objectively ineffective for certain styles of play without even needing to consider the math. It’s not that it’s impossible to balance the game modes at all, because the skills are used in such different ways in that there’s often very little overlap. And to have such a massive upkeep to make everything viable with so many different changes and interactions, that’s a nightmare begging for balance issues. The mathematics to balance the formats would be absolutely out of control in themselves, and maintaining each format separately adds needless layers of confusion and complication; why should any skill work differently between formats? That makes very little sense.
It frankly boils down very often to numbers games on both ends, where in PvE it’s group DPS efficiency per unit of time with a little bit of specialization into durability or some support/break bar (to bolster DPS) and in sPvP it’s a ratio of sustain versus damage output in a given circumstance by removing counterplay. I have several mainhand weapons running the same stat combinations but with different sigils just to change minute aspects of my build for better performance in different WvW environments. Recent dueling in my guild arena swapping out PvE trait lines for PvP ones let me go from losing almost every fight to winning almost every fight, despite the fact that my stats or strategy didn’t really change. It’s all about context.
A raid build for PvE will be vastly different from a WvW blob build which will be very different from a WvW small-scale build, which much more closely mirrors the fighting scale and style of sPvP, which, as mentioned, balance favors WvW on a much better level because scaling-based builds are actually functional.
Honestly, it was a huge mistake making confusion tick for damage regardless. I can see the original confusion as a mechanic to tone down mindless skill spam but what’s the point when it’s getting heaped onto you relentlessly and you’re taking damage anyway? This seems purely like more PvE changes draining into WvWvW. And I’ve said it a million times, torment has no place in such a fluid, action oriented combat system. In a game with cripple, chill, immobilize and weakness, the addition of torment leaves me scratching my head.
I’m not a big proponent of nerfing things hard in this game, especially the blanket statements like “nerf condi”, but what you typed here I can agree with. Those specific things need reworked/changed in those ways. I play all classes in pvp and wvw and know when something is pretty broken. Condi chrono is especially strong because of the crazy re-application of the confusion and torment. I’m not saying nuke it hard, just a rework. Dire with plex runes, food and stacks is crazy in duels and small man wvw. It’s just dirty. And not in a good way.
I have no problem with any other condi build or actual condi tbh, and that’s coming from a person who atm doesn’t use any condi builds(i love fat crits).
This. Condition builds seems pretty balanced right now except for condi chrono/mesmer.
Condition perplexity berserker is also absolutely busted. That said, I have also agreed with the principle that confusion and torment dealing so much innate damage with so much stacking potential really does require a substantial change on some level. The issue is that so many classes also have access to substantial confusion or interruption potential, often also loading cover conditions making it difficult to cleanse the real damage sources coming from a rune set.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
(edited by DeceiverX.8361)