Official Feedback Thread: WvW Stability

Official Feedback Thread: WvW Stability

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Posted by: DeceiverX.8361

DeceiverX.8361

Forum bug fix 15 characters.

Official Feedback Thread: WvW Stability

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Posted by: ThomasC.1056

ThomasC.1056

Stability as a Boon should get removed.
Every Player should receive a BREAK BAR and based on your TOUGHNESS should this Breakbar break in the end easier or harder.

(…)

WHY THE HELL CAN’T GET THIS SIMPLE BUT GOOD SYSTEM BE INTEGRATED INTO PVP AND WVW AS WELL???

Nothing much to add… Plain and easy. Rework stunbreakers as break bar refillers, and it’ll be fine.

Official Feedback Thread: WvW Stability

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Posted by: Orpheal.8263

Orpheal.8263

But think of it how ANet could integrate such a system also together with Traits, Runes, Sigils and these things to make the whole OCmbat System in itself alot more fun and interesting, than this stupid CC spamfest, that we have now that allows people even to stunlock players to death!!!

Conditions as like Boons need anyways a complete rework, and in some cases also merges to reduce the total amount of Boons as like Condtions, what would be a very good thing to do for overall Game Balance as like also for improving at the same the the Game Performance, due to the game having then alot lesser claculations to do in the background from all the active boons and ticking conditions ect.

And I disagree with you on that part with Anet having to remove certain Gear Sets for specific Stat Combinations. Why exactly should they do this???

To take Toughness as indicator for the efficiency of your Break Bar just would make sense. So tougher you are, so better can you resist and withstand they tries of your enemies to stun you by reaking your bar through enough focused bursts of well timed crowd control skills, just as like it works in PvE against strong enemies.
This way wold become CC in PvP and WVW alot lesser of a spamfest mechanic, and much more of a tactically clever used and strategically wel planned through burst method of defeating your enemy instead of just bursting with plain direct attacks when the defensive powers of the enemy are the strongest.

People would think twice about it, when exactly they would use their CC skills, before they waste them too early and having them not ready at moment, where you could break actually a bar of an enemy if you use your CCs at the right moment.
Thats exactly where I want to get to see this game turning to, less spamfest, more tactical clever and smart play where CC skills are used by players, when they make most likely the strongest effect on your enemy to get it stunned to be able to dish out stronger damage against the enemy than usual, while the enemy still can fight back and isn’t for a felt half eternity total helpless.

In case of Necromancers and Mesmers eventually becoming with Breakbars too tanky.
I can tell you only, that Necromancers with their Deathshroud are currently in general way to tanky, because they can gain too efficiently back too quick Soul Energy to basically stay way too long under the shroud.
Enemy Attacks should reduce slightly stronger Soul Energy, so that Necros can get forced a bit quickker out of their SHrouds so that you can deal actually damage to their true health bar.
You may also not forget, that Necromancers per se aren#t extremely mobile and also haven’t alot of defensive mechanics like alot of dodges or alot of skilsl that can negate incoming damage, so the shroud is basicalyl their only lonmgterm survival mechanic, – so I doubt it hard that adding Breakbars fro Necros would make them “too tanky”
Sure, this change wouldnt help you out in a total outnumbered fight where you absiolutely have no chance, but in small scale fights would be this change of the combat system for many surely a true god send.

I would simply said love it, if Anet would just give for now as a TEST for say 3-4 weeks to terst it out well enough everyone breakbars and remove Stability from the game, just to see, how well that alone would work out, and where that concept after that test phase would need to get changed to work better

We don’t get far, if we always discuss things always eternally and never actually test out something just spontanous maybe to get to see, how some wild ideas might work out maybe alot better, than one may believe perhaps, with the open option of stopping the test anytime earlier, if the changes turn out soon, that they doesn’t work at all.

Its with like the WvW maps, if people don#t like it, they will tell Anet that anyways, so why not make more ooftenly some spontanous tests with some more radical changs to just test somthign out for once directly on the life servers with the players.

Sometimes it can be already some tiny tweaks here and there from spontanous tests, which can turn out to become very liked by the community and might end up as something, where in the end people say about it – would have had Anet tested that out just earlier, then the issue x wouldn’t have been for so long a problem maybe.

I hope you get what I’m trying to express here ^^

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

(edited by Orpheal.8263)

Official Feedback Thread: WvW Stability

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Posted by: DeceiverX.8361

DeceiverX.8361

Conditions as like Boons need anyways a complete rework, and in some cases also merges to reduce the total amount of Boons as like Condtions, what would be a very good thing to do for overall Game Balance as like also for improving at the same the the Game Performance, due to the game having then alot lesser claculations to do in the background from all the active boons and ticking conditions ect.

And I disagree with you on that part with Anet having to remove certain Gear Sets for specific Stat Combinations. Why exactly should they do this???

Dire gear. Second-best possible toughness and vitality, best condition damage output, no negatives. CC-immunity on par with Soldier’s gear with more than 4 to eight times the damage output depending on build, which also ignores toughness. In essence, conditions would become the only way to play in the PvP formats, and we’ve already seen how disliked condition-oriented styles themselves are.

Further, it’s more logical to have it be armor-based rather than toughness, as warriors and guards should have a bit more stability than eles, mesmers, and necros, although the reaper’s success hinges on this almost entirely, and frankly its entire design supports depending on stability in shroud and having the capacity to build as a squishier front-liner.

Further, balance nightmares galore with trying to define how much break bar unit toughness should provide, and this kills consistency with a lot of weapons and skills. Many thief builds, for example, hinge on a stun from BV at the right time. Hammer warrior is functional because of the CC it has. A big part of some mesmer concepts is constant interruption with OH pistol and similar traits. Terrormancer was supposed to be a core concept the necromancer could work with, and PBS makes the longbow good on the ranger.

Really, stability just needs lower durations but with more frequent casts, and boon-duration needs some normalization. Getting three or four seconds of stability on a stunbreak with a 30s cooldown isn’t that big of a deal; there’s plenty of downtime, but it makes a build running such a skill have the capacity to combo reliably, and this way, there’s no pigeon-holing people into toughness and creating impossible balance environments, especially with conditions.

Official Feedback Thread: WvW Stability

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Posted by: Kaiser.9873

Kaiser.9873

I am fairly happy with where stability is right now. I have a lot of stability put into my build and I still get knocked around a bit, which is probably where it should be.

I agree. Too much stab is almost as bad as too little. Where we are now melee has become viable again, but not like the hammertrains that existed before.

Official Feedback Thread: WvW Stability

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Posted by: Stand The Wall.6987

Stand The Wall.6987

@McKenna Berdrow,

Instead of having only Boon-strip, why not have Boon Denial effects to really mix up the game’s metas.

New Skills I hope can be added:
Short Duration/Small Area of Effects but here they are:

Thief/Daredevil -Shadow Shroud: Target foe cannot have boons applied to them.
3-5 seconds.

Necromancer/Reaper – Well of the Profane: Foes in this well lose “X” Boons and cannot receive of further Boons.

I will leave this here

If we could recycle these it could mix up the metas entirely and coordinate spikes and coordination, make classes less played even more dangerous and give some new playstyles. Just convert the skill durations over to GW2, Change Wording on Enchantments to Boons

boon denial is much needed. it would be the perfect balancing act to boon spam. right now i continually see frontlines hit eachother with absurd durations of boons, i.e. 12 seconds of resistance, 20 seconds of protection, that sort of thing. boons should have some sort of skill factor, instead of spam and forget.

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE