Remove Dire and Perplexity

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Posted by: babazhook.6805

babazhook.6805

Incorrect. My P/P thief has 2800+ armor , a 42 percent base crit rate 18k vitality and a crit of over 200 percent base. This is marginally less then a thief in dire and he pumps out way more damage than that thief in dire. Those 10K unloads happen in WvW.

That armor/vitality certainly adds survivablity but he still dies just because other classes can pump out enough damage to overcome that armor in short order. This p/p thief outdamages any thief using conditions in Dire and has marginally less armor.

Go to that dire thief relying on conditions. In order for him to kill that power thief he needs to get a LOT more attacks off utilizing INI. His 200 extra armor is not going to save him or make that much a difference. Three+ unloads that hit he is dead whereas my power thief can easily take 3+ of the condition builds most powerful attacks.

Dire armor is not an issue. Enough power can be generated by most any build to eat through its advantage in short order and it has no more added survival against conditions than a power build in Valkyrie.

If, as claimed, Condition builds rampant what advantage does an person wearing Dire have over a person in Valkyrie against those conditions?

Dire armor is not an issue.

Agreed with this. As I’d said in the comment above, health and toughness aren’t much of an advantage anymore. It used to be more problematic but with the damage you can pump out on just about any profession, no amount of health and toughness are going to save you unless you’re full bunk. Even then, you can get destroyed. I was running a full bunker Druid a few months ago and this glassy Tempest obliterated me so fast I may as well have been naked.

It does sound unbalanced that Dire/Trailblazer can pump out so much damage while also having a lot of health and toughness but their damage isn’t instant. It has a wind up and most power builds don’t need that wind up time. As always, it’s about not playing shot for shot with condition builds. You should be going fully aggressive to chew through their defenses before they can chew through yours. If you’re using an offensive build, it shouldn’t be hard to pressure them.

Think of it like your opponent has a small razor and light armor and you’re naked with a sword. You can let your opponent slash at your bare skin a bunch until you bleed out while you decide where you want to stab them or you can just cut them the hell in half.

In my own condition thief build I have found healing works much more to my advantage than does more toughness OR vitality. We all know toughness does little good against conditions and can be eaten through quickly by a high DPS power build so why not get that healing up there?

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Posted by: funghetto.1584

funghetto.1584

from Hot some stats are become obsolete. toughness-vitality and even healing.

only in a few class healing is considered as 1:1 ratio only if using some traits.
in other classes, 0 healing -> heal for 300. 500 healing -> heal for 400…

but here the post is going off thread -

still think and still say that perplexity rune in itself is to powerful (with the spam of cc in the game) as confusion as it is from the change is still insane in Wvw.

they should be tuned correctly.

confusion? 1000 damage on skill use. 100 over time. not the opposite as it is now!
over time really? are you joking?

if confusion has been boosted for pve, and it comes back as it was, well, mesmers and engis etc, do another build for pve!

“There’s no such thing as balance, fairness or honor.”
a Fissure Of Woe player that has no home.

(edited by funghetto.1584)

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Posted by: DeceiverX.8361

DeceiverX.8361

I will be resigning myself from the game I think though for now.

Just encountered a full dire druid. I’ve got 4k power, 230 crit damage, 80%+ additional damage modifiers, backstab for 3k, took perplex passive.

Hit one trap, took the interrupt from perplex, comboed into PBS interrupt, bleeds from roots and RF fell over dead despite having 20k hp and stunbreaking and cleansing the trap to get out.

And then to get PM’s with the audacity of talking trash when I fight 1v3 the entire person’s guild who play power builds and win, nope. Done with that mentality.

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Posted by: UmbraNoctis.1907

UmbraNoctis.1907

If he was full dire, LB would deal close to zero dmg and won’t stack any bleeds on you. Spike trap + perplex proc + AS proc = 11 stacks of bleeds and 5 stacks of confusion, ticking for less than 2k per second, unless you spam skills. Will take at least 10 seconds to kill you without cleanse or heal. It you died faster you were hit by more skills or he wasn’t using dire gear. If you cleansed and still died fast he was most likely hybrid.

(edited by UmbraNoctis.1907)

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Posted by: apharma.3741

apharma.3741

I will be resigning myself from the game I think though for now.

Just encountered a full dire druid. I’ve got 4k power, 230 crit damage, 80%+ additional damage modifiers, backstab for 3k, took perplex passive.

Hit one trap, took the interrupt from perplex, comboed into PBS interrupt, bleeds from roots and RF fell over dead despite having 20k hp and stunbreaking and cleansing the trap to get out.

And then to get PM’s with the audacity of talking trash when I fight 1v3 the entire person’s guild who play power builds and win, nope. Done with that mentality.

Oh hold on, you haven’t met the dire perplexity condition reaper in my match up!! You’ll love him. 7 conditions on you instantly and if you look like you’re winning 3 of his mates turn up and they jump around your corpse.

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Posted by: Simonoly.4352

Simonoly.4352

Dire is hardly an issue anymore with the enormous direct damage we can now dish out in WvW. I saw what I assume was a full dire Mes last week – it was still so easy to focus down, that it may as well have been full glass. As soon as it was out of stealth I was tearing it to pieces with my Thief. Dire used to allow for some pretty impressive 1vX scenarios, that were arguably a bit broken, but now it’s so much easier to focus them down. Dire is still pretty great for 1v1s, but it’s terrible for 1vXs now. For 1vXs I’d recommend going more hybrid with some power to kill things quicker because that is ultimately how you win in WvW now. Longevity is gone.

As for perplexity runes, though not half as scary as they used to be, the #4 bonus doesn’t need to be there. The interrupt bonus is more than enough to ensure that these runes always stay relevant. Applying three stacks to something that had the cheek to even think about targeting and hitting someone with perplexity runes is just overkill.

I’d quite like for the interrupt bonus to remain how it is for selfish reasons, as it allows for an actual effective Mistrust Mesmer build for larger group encounters.

Gandara

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Posted by: Cecilia.5179

Cecilia.5179

Perplexity is not a nightmare like it used to be. I think some of the traits that apply large amounts of confusion in conjunction with perplexity are very annoying, though.

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Posted by: Jim Hunter.6821

Jim Hunter.6821

I will be resigning myself from the game I think though for now.

Just encountered a full dire druid. I’ve got 4k power, 230 crit damage, 80%+ additional damage modifiers, backstab for 3k, took perplex passive.

Hit one trap, took the interrupt from perplex, comboed into PBS interrupt, bleeds from roots and RF fell over dead despite having 20k hp and stunbreaking and cleansing the trap to get out.

And then to get PM’s with the audacity of talking trash when I fight 1v3 the entire person’s guild who play power builds and win, nope. Done with that mentality.

Oh hold on, you haven’t met the dire perplexity condition reaper in my match up!! You’ll love him. 7 conditions on you instantly and if you look like you’re winning 3 of his mates turn up and they jump around your corpse.

Yeah I hate how dire armor turns 1v1’s into 1v4’s……..

Also known as Puck when my account isn’t suspended
LGN

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Posted by: apharma.3741

apharma.3741

I will be resigning myself from the game I think though for now.

Just encountered a full dire druid. I’ve got 4k power, 230 crit damage, 80%+ additional damage modifiers, backstab for 3k, took perplex passive.

Hit one trap, took the interrupt from perplex, comboed into PBS interrupt, bleeds from roots and RF fell over dead despite having 20k hp and stunbreaking and cleansing the trap to get out.

And then to get PM’s with the audacity of talking trash when I fight 1v3 the entire person’s guild who play power builds and win, nope. Done with that mentality.

Oh hold on, you haven’t met the dire perplexity condition reaper in my match up!! You’ll love him. 7 conditions on you instantly and if you look like you’re winning 3 of his mates turn up and they jump around your corpse.

Yeah I hate how dire armor turns 1v1’s into 1v4’s……..

I didn’t say that, go reread it. I’m saying if you look like you’re winning against this dire perplexity reaper in my match up 3 real other players come and jump you.

That’s after fighting this 28k health reaper with 2.9k armour and however much life force that is to face tank hits that spams weakness, chill, cripple, bleed, poison and mixes in confusion and torment on top.

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Posted by: Straegen.2938

Straegen.2938

Incorrect. My P/P thief has 2800+ armor , a 42 percent base crit rate 18k vitality and a crit of over 200 percent base. This is marginally less then a thief in dire and he pumps out way more damage than that thief in dire. Those 10K unloads happen in WvW.

I see what you are trying to say but a Trailblazer/Dire build can easily have 3300+ armor, 2k condi, 50% condi duration. More importantly once it is on, the only way to mitigate the damage is cleanse which will often kill a player just trying to get rid of it. My plex mesmer often stacks 15+ stacks of confusion on a player right as the fight begins then loads up a bunch of cover condi. A full unload from a glass build will only do slightly higher than base damage because its toughness is higher than the attackers power.

Remember a power build has to cut through toughness. A condi build doesn’t care how much armor you have… in fact the more toughness the better.

Sarcasm For Hire [SFH]
“Youre lips are movin and youre complaining about something thats wingeing.”

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Posted by: babazhook.6805

babazhook.6805

Incorrect. My P/P thief has 2800+ armor , a 42 percent base crit rate 18k vitality and a crit of over 200 percent base. This is marginally less then a thief in dire and he pumps out way more damage than that thief in dire. Those 10K unloads happen in WvW.

I see what you are trying to say but a Trailblazer/Dire build can easily have 3300+ armor, 2k condi, 50% condi duration. More importantly once it is on, the only way to mitigate the damage is cleanse which will often kill a player just trying to get rid of it. My plex mesmer often stacks 15+ stacks of confusion on a player right as the fight begins then loads up a bunch of cover condi. A full unload from a glass build will only do slightly higher than base damage because its toughness is higher than the attackers power.

Remember a power build has to cut through toughness. A condi build doesn’t care how much armor you have… in fact the more toughness the better.

There more then one way to mitigate. There cleanses, there negative condition duration foods and there traits that lessen the ticks on Condition damage by a percentage.There traits that allow conditions on onself to be transferred directly to another (nothing like this has its equal in power) which is something more than just a cleanse. There is also resistance which can be applied and will negate all damge from conditions while active.

Added to this one can trait for ongoing heals outside the main such as regen which can counter the degree to which those ticks hit.

To confusion , that is not an issue with dire armor in any way shape or form. It an issue specific to Confusion which can be applied by a Condition user using any number of armor types to the same degree. Removing dire armor will not change the fact your mesmer can get those 15 stacks of confusion on at the beginning of a fight.

While I concur Perplexity runes overtuned, those issues you describe with Confusion are Mesmer specific and not dire armor specific.

(edited by babazhook.6805)

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Posted by: Straegen.2938

Straegen.2938

There more then one way to mitigate.

Add the mititgation up and my condi application lands faster than most builds can mitigate. Basically the only time I have concern is when I am fighting 2+ or a very skilled dueller. In either case I can generally exit the fight at will or draw them into an advantage for me. My Dire builds have time, power builds don’t.

To confusion , that is not an issue with dire armor in any way shape or form. It an issue specific to Confusion which can be applied by a Condition user using any number of armor types to the same degree. Removing dire armor will not change the fact your mesmer can get those 15 stacks of confusion on at the beginning of a fight.

At the start of a fight sure, but Dire allows me to mitigate direct damage allowing me to apply continual condi particularly when running Plex. Interrupts often require waiting out a players blocks, invulns, evasions, stability, etc. Without Dire, that task becomes much more difficult. I basically have the same DPS as a crit build over time with all the defense of a Soldier build.

Lets also keep something in mind. Many of these builds are AoE spamming condi builds. I can roll into 2, 3 or even 4 players, load them up and get range to see the effect. I can afford to be patient. On my Mesmer, application also removes conditions and heals. I even have some solid stealth options for escape or reset.

The only drawback to dire is that it isn’t particularly effective in zergs.

Sarcasm For Hire [SFH]
“Youre lips are movin and youre complaining about something thats wingeing.”

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Posted by: babazhook.6805

babazhook.6805

There more then one way to mitigate.

Add the mititgation up and my condi application lands faster than most builds can mitigate. Basically the only time I have concern is when I am fighting 2+ or a very skilled dueller. In either case I can generally exit the fight at will or draw them into an advantage for me. My Dire builds have time, power builds don’t.

To confusion , that is not an issue with dire armor in any way shape or form. It an issue specific to Confusion which can be applied by a Condition user using any number of armor types to the same degree. Removing dire armor will not change the fact your mesmer can get those 15 stacks of confusion on at the beginning of a fight.

At the start of a fight sure, but Dire allows me to mitigate direct damage allowing me to apply continual condi particularly when running Plex. Interrupts often require waiting out a players blocks, invulns, evasions, stability, etc. Without Dire, that task becomes much more difficult. I basically have the same DPS as a crit build over time with all the defense of a Soldier build.

Lets also keep something in mind. Many of these builds are AoE spamming condi builds. I can roll into 2, 3 or even 4 players, load them up and get range to see the effect. I can afford to be patient. On my Mesmer, application also removes conditions and heals. I even have some solid stealth options for escape or reset.

The only drawback to dire is that it isn’t particularly effective in zergs.

Let me put it this way.

In my own Condition builds I removed Dire finding that shamans/apothecray in one and Vipers in the other (hyrbrid) superior. Only one left in dire now (a mesmer which I rarely play)

Again , against power Dire can provide enough defense to take an extra attack or two without being downed . It does not make one invulnerable to damage. There a reason people are claiming toughness adds little in survival in todays meta due to all of the high damage attacks available .

Heavy Armor classes have an advantage in armor of 304 over light. This is greater than the toughness advantage of Dire over non toughness armor types by a margin of around 70 , yet my power thief can take down peoples in that heavier armor.

If he can take down a warrior/rev/guardian in heavy he can take down a mesmer in light even if that mesmer wears dire. The logic behind calling for the removal of Dire is akin to calling for the removal of heavy armor.

Now to your point on mitigation. Of course the ability to mitigate condition damage has to be lower than the ability to apply the same or else damaging conditions would never be used in combat. My point was there are other means of mitigating then you had suggested , all of which can be used. Many people choose not to because they want more damage in their builds and then complain when they fall to conditions.

(edited by babazhook.6805)

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Posted by: Straegen.2938

Straegen.2938

Again , against power Dire can provide enough defense to take an extra attack or two without being downed . It does not make one invulnerable to damage. There a reason people are claiming toughness adds little in survival in todays meta due to all of the high damage attacks available .

Current power meta is way down from the first two years in WvW. Thieves used to be able to spike ridiculous amounts of damage. If I see a big shot today I know they are basically full glass and relatively easy kills. When ANet removed stats from the trait lines they took a big ole nerf hammer to most power crit builds.

Toughness directly mitigates power. Toughness also scales with healing. The longer a fight goes, the more toughness outshines Vitality. Mix that in with Stealth, Evasion, Blocks and high mobility and suddenly a class goes from getting downed by a big shot or good play to being able to easily reset or run.

Dire on an optimized build is basically mitigation for power and a buffer condi while not effecting DPS much. Without Dire, my Mesmer suddenly becomes much more brittle to headhunters like Backstab D/P or Pistol Whip S/P.

Sarcasm For Hire [SFH]
“Youre lips are movin and youre complaining about something thats wingeing.”

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Posted by: DeceiverX.8361

DeceiverX.8361

Dire stats does not enable “an extra attack or two” over a power configuration capable of dealing similar damage. The toughness alone is about 50% more damage mitigation. With the EHP from the vitality, it’s roughly three to four times as durable innately as berserker, and again, most traitlines supporting condition builds have more innate defenses than the ones used for raw power damage.

Play Cav vs Dire. One will get one/two-shotted by a power-burst build, one will lose half its health at most. And the tankier one will deal better DPS and better burst.

Also, if you’re comparing toughness by armor-provided stats only, yes, dire makes up the difference between light and heavy Too bad this isn’t how gearing works. The entire set (seeing as accessories and weapons account for around 60% of stats) accounts for roughly three times this value. Further, this has very little to do with anything, seeing as the heavy/light/medium professions were all designed to have corresponding damage outputs to their defensive capabilities (ele and thief in first, necro and mesmer towards the bottom due to innate durability and innate burst damage/durability as class mechanics, respectively), which even now is upheld.

So the claim for removal of dire and TB because they do mathematically too much damage per durability is exemplified either by intentional skewing of data on your end, or incorrect math.

Put in perspective, the difference between dire and carrion is roughly the same as giving a class 100% uptime and un-removable protection. Against berserker gear, it equates to having permanent protection and Rite of the Great Dwarf stacked together, which many are calling wildly overpowered for large-scale.

Please, do tell me how it is then logical for such a set to exist when the damage output from carrion and dire is almost identical. The same is said for Rabid, and mathematically, all power options.

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Posted by: babazhook.6805

babazhook.6805

This converstion goes in circles so one last post.

Dire armor is not a problem. I have no issues dealing with people wearing Dire armor in WvW. There no need for it to be removed . It my impression that those that lobby against it are fixated on spike damage and taking an enemy down in one or two attacks. They feel if they can not do that than the armor that persons wears is OP.

The history of those posting against Dire armor are the same players who are against Condition builds in general and who have tended to play the old power zerker meta where virtually everyone was in Zerker armor relying on quick burst to down an enemy quickly. Anet decided to move away from that and it my opinion these same people will not adapt to it.

As I have stated before I still prefer power builds. I do not use Dire in any of the builds I use on a regular basis. I have no vested interest in defending Dire. I think people are confusing what the real issues are , those being very specific builds and conditions and an unwillingness of people to let go of their old builds, sacrifice some damage , and get more condition cleanses.

Of late I have been very interested in a true hyrbrid build and have a p/p one that works very well in wvw , deadlier then my pure condition thief. He is not in Dire.

If you want power and damage in your attack and nothing else it your choice to do so. Many of the Meta Builds still list these as preferred builds. There are consequences to that one of which you will be susceptible to being downed quickly by builds designed to take advantage of the same.

I have a build where I have Generosity and purity on my Staff. I do not complain when I die to a power spike where an enemies sigil of fire and air go off at the same time so see no reason a person should complain when a condition ticks and does them in because they preferred that sigil of fire and air to condition cleanses.

I have my own preferences as to what playstyle I like but will not presume to dictate to others that they should all have the same preferences. This would severely impact the player base and the game in general.

Logic suggests that if Dire was the problem some people claim it is, than each and every build would use it. This is certainly not the case as only a limited number of professions can maximize its potential. Logic also suggests that within those professions were it as OP as being suggested , there would be no counters to said build. I do not find this to be the case.

Logic suggests that if one profession was in fact dominating in each and every 1v1 using a specific build and using Dire, then the issue is with that particular profession and the skill set available to that profession and not the dire armor/gear itself.

The majority of the posts complaining are about Dire mesmer users. Some small few mention Dire thief with others countering they can be dealt with. I have encountered Dire thieves and can deal with them. If it comes down to mesmers in dire than it a mesmer issue and not a dire issue.

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Posted by: shagwell.1349

shagwell.1349

Why touch the runes. Just fix the condition damage. Cap it for wvw on a % of hp of the target.
Roaming has gotten to a point of no fun.
Stealth is still too strong in wvw. It finally needs a rework that goes beyond “bring anti-stealth traps”. Yes, you should be able to stealth and to reset a fight – but only once, not twice in a minute. There has to be a high risk to die.
Condition builds are fire and forget now. You easily apply 10 conditions in the first two hits while every power build has to deal with obstructed, out of range and positioning.
That’s not fun at all, neither is it fair.

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Posted by: MilkCarton.4087

MilkCarton.4087

Honestly, Daredevil actually has some of the best cleansing if played properly via EA. Core thief is garbo, but DrD fares quite well. This shouldn’t be the case, however, since as we should all recall, elite specs are not supposed to provide innate superiority to core, so we shouldn’t be looking to solve the problems of condition imbalance through elite specs, either. This also creates more disparity per build, which as I also mentioned above, is not something that’s healthy for the game at all.

I play power daredevil now and it absolutely makes me cringe everytime i see a build posted that takes impacting disruption or god forbid, staff mastery over EA. This happens more often than not. They finally gave us an amazing condition cleansing option that isn’t tied to stealth and SA yet so few take it. EA gives you the tool to constantly cleanse conditions put on you over time. If you get condi bombed though, it’s kinda your fault.

I played condi mesmer 2 years ago before I very recently came back to try out HoT. The builds I’m most scared of are zerker builds with amazing condition cleansing. Other condi builds didn’t pose much of a threat to me. They put out so much damage even with toughness from rabid and protection from PU yet I can’t put a dent on them even when they have no toughness or vit at all. But I have only met 2 players with such a build (not including myself) in my entire time playing gw2. People just have the mistaken mentality that taking condi cleanse is optional.

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Posted by: Reh.5986

Reh.5986

Buff conditions, make them effected by crit dmg/crit and countered partially by armor. Dial back cleanses.

Currently they’re mostly ok except for 2 or 3 builds but there will always be a scaling issue the way condis work. Smaller group fights it’s op as hell while in blobs it won’t do much.

There needs to be a way to line condi up with how everything else scales while still making the play style worth it. Right now it’s a nightmare to balance.

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Posted by: Orpheal.8263

Orpheal.8263

I can repeat myself here only..

This Games Combat System needs in ALL of its Aspects a serios overwork.
Its not just only Conditions thats out of control, its the whole Combat System that is out of control, because ANet gave it over all the last years nearly absolutely no attention at all.

They band aid changed and power creep all the time only the Skills and Traits, but completely ignored all the time always all the other aspects of the Combat System to keep them all together in line with the changes to the Skills and Traits they created and changed over the years.

This lead now to the point, that we currently have a huge discrepany between the Balancing State of the Game from the pats when the Game release, and the current State of now, which is absolutely not anymore the same as to what we had 2012.

ANet has to put finally their fingers out of their ears and to listen, that there belongs much more to Class Balancing, than just making number and effect changes to Skilsl and Traits. There belongs much more to Class Balancing to reach the most optimal Balanace for this game’s combat system.
You can’t just ignore always 2/3rd of the aspects that belong to a good working Combat System in Balancing Patches, make fixes on the only 1 last area that stays – Skills and Traits – and expect from this then to ever get a balanced game.

Thats not how Class Balancing works!! So balance peopple, which are totally out of touch with their own designed concepts and gameplay mechanics, or peole which asre just too lazy to put their heads into the full detailed work and want to work only on the surface – the tip of the iceberg because of fear, if they put in more effort into the details, that they could make either somethign wrong, or because of being clueless of solutions or haviong no inspiration how to improve the detailed aspects of the combat system…

Don’t know, just speculating here, but its definetely something from which Anet can’t run away permanently. Somewhen if anet continues this one sided way of balancing their game, they WILL run into a dead end where the Game will collapste like a house of cards, if their don’t stop finally with putting their heads into the ground like ostriches and start on working to make appropiate and overdue changes to the FULL combat system aspects which consists of far more, than just only Skills and Traits.

Naturally this is ALOT more work to do, but work, that will make itself to be payed, once it has ben done first.

1. Balance all 3 Modes differently individually
2. Redesign the Base Health System and finally balance all Health Values for each Class individually
3. Make a complete overhaul of the Upgrade System (Runes, Sigils, Gemstones) with adding of Ascended Upgrades for finally adding a Build Template System for PvE/WvW to become able to simply change out builds out of combats with 1 click, not with douzends of clicks thast the playr can manually save up in a list of self created “Builds” together with the option to name their Build for the List.
4. Make a complete overwork of all the Boons, merge Boons where it fits, redesign Boon Effects where needed, remove Boons where possible. Goal of this should be it to basicalyl HALF the amount of Boons in this Game. (example: change Weakness into a direct Might Conuter that reduces Power and Condition Damage!!!, Remove Stability, Rework Resistance, merge Swiftness with Quickness, change Vigor, remove Retaliation)
5. Same as above, just with Conditions
6. Fix finally Toughness to make it work efficiently in reducing direct Damage, fihgtign a high defensive player with direct damage should feel like fightign a Mordrem Husk, you should deal significantly lesser damage, so that you need to switch to Condition Damage, due to them dealign more Damage.
7. Nerf Conditions by reducing the complete Armor ignorance down to just 50% Armor Ignorance.
8. Overwork the complete Attribute System and change it to a Dual Effect Attribute System together with some added defensive Attributes which should take over effects that were earlier done by Boons permanently

Power = Plus of Direct Damage and Condition Durations
Vitality = Plus of Maximum Health and Maximum Healings
Toughness = Plus of Direct Damage Reduction + Condition Duration Reduction
Precision = Plus of Critical Hit Rate + Class Specific Mechanic Recharge Times/ Initiative Regeneration
Ferocity = Plus of Critical Damage + Attack Speed of the Automatic Attacks
Expertise = Plus of Condition Damage + Recharge Speed of Weapon Swapping
Concentration = Plus of Boon Durations + Break Bar Regeneration Speed
Agility = Plus of Critical Hit Reduction + Endurance Regeneration Speed
Courage = Plus to Crowd Conrol Resistance of your Break Bar + Critical Damage Reduction

9. Remove Buff Food and Potions out of WvW, such Stuff has to be again like in GW1 PvE Only and has nothing to search in fights where Players fight against each other.
WvW has already its Claim Bonus Attribute Boosts from Guilds and the Shrines, thats more than enough for WvW. Don’t need Buff items, which make builds in WvW total overpowered!!!
10. Lower the Caps for Conditions and Boons in WvW. None of them should stack in WvW higher than 10 and rebalance the Skills and Traits for Classes based on this reduction for the WvW specific Class Balancing of Skills and Traits.
Raise also in general the Target Number Caps, so that Stacking in WvW in huge Blobs becomes alot lesser beneficial. Such lpousy low Target Craps of like 5 and 10 need to get increased to like 10 and 25. If peol are so carelss that they runn all stacked into an AoE, they ALL shoudl take also the damage (consequence) for their stupidity and not just only 5/10 of them ….

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

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Posted by: TheAndoman.9317

TheAndoman.9317

All that needs to be done to fix this situation is to incorporate a cool down on interrupts and stuns. I don’t think that they need to nerf anything else.

Remove Dire and Perplexity

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Posted by: babazhook.6805

babazhook.6805

All that needs to be done to fix this situation is to incorporate a cool down on interrupts and stuns. I don’t think that they need to nerf anything else.

it not that easy.

The way to get past stability is remove stacks via interrupts and stuns. Were there added cooldown people would just generate too much stability versus means of stripping it away which would all but eliminate stuns/interrupts from gameplay.

Many sources of stability pulse every few seconds. This gives time to get a shot off to remove the one stack and then get an interrupt in before the next replaces it. You cant do that when you go on a cooldown that longer then those stability pulses.

There already a delay added for just when the next stability stack can be removed which puts it in a pretty good place right now. I believe the suggestion you make it make it too powerful again.

(edited by babazhook.6805)

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Posted by: ThomasC.1056

ThomasC.1056

4. Make a complete overwork of all the Boons, merge Boons where it fits, redesign Boon Effects where needed, remove Boons where possible. Goal of this should be it to basicalyl HALF the amount of Boons in this Game. (example: change Weakness into a direct Might Conuter that reduces Power and Condition Damage!!!, Remove Stability, Rework Resistance, merge Swiftness with Quickness, change Vigor, remove Retaliation)
5. Same as above, just with Conditions

I’m not sure “less boons” and “less condis” are a good idea. When you see how easy it is for some builds to spam them all for a long time, having less of them will only make things easier.
GW1 system was far richer with enchantments, hexes, chants, shouts, ashes, spirits…. It was maybe too much, but it had various effects triggering on various conditions So maybe it eventually became too intricate, but there’re lots of things, like “trigger on activation” that I’m missing.

6. Fix finally Toughness to make it work efficiently in reducing direct Damage, fihgtign a high defensive player with direct damage should feel like fightign a Mordrem Husk, you should deal significantly lesser damage, so that you need to switch to Condition Damage, due to them dealign more Damage.

Defensive builds are indeed not really well balanced. When over-exaggerating, I’d say that someone running full nomad/minstrel should be more or less invulnerable…Yet wouldn’t do any damage. That should be the idea. It’s far from it now.

7. Nerf Conditions by reducing the complete Armor ignorance down to just 50% Armor Ignorance.

I disagree on this one. They should have conditions work in a more consistent way, with like 3 “standard” health degenerations values, and maybe an additionnal effect. Like poison is “damage + reduced health”. Bleeding would be “same dmg as poison + weakness”. Burning “more dmg and that’s all” etc. Still, they should keep conditions ignoring armor.

These points apart, I mostly agree with what you said. To me, the main issue is they wanted all classes to be able to do anything, and remove the old dps/tank/buff/debuff/heal classes system… They wanted to make an easier system, and it’s eventually a nice mess to keep balanced.