What if everyone was more tanky?

What if everyone was more tanky?

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Posted by: Gudradain.3892

Gudradain.3892

Q:

What do you usually see when two zergs charge each other?

Personally, I usually see half the zerg of the smallest force dead in the first 10 seconds of the battle. It doesn’t really make great fight. Would it be more interesting if the fight last longer? I think so and here is my suggestion :

Double the health of everyone in WvW

What do you think?

Afala – Ehmry Bay

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Posted by: CrimeMaker.8612

CrimeMaker.8612

wtf are you talking about? Everyone is tanky af in WvW because of HoT. They dont need more tank. If people are getting one pushed they need to skill up. Skill up? that exists? wtf?

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Posted by: Dawdler.8521

Dawdler.8521

If your zerg dies in 10 seconds, you’re doing it wrong.

Want to know a dirty little secret?

Fully specced out healbot eles stacked for every 5 to 10 man in the zerg constantly casting offensive waters and you can push through hell and back with the entire zerg. Everyone will regen 1000+ HP/s (that’s only passive heals+regen, not active or personal regen).

But wait, what am I saying? Healers are taboo! We dont talk about healers. This game dont have healers. You’re not supposed to play healer. Zerker or gtf out.

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Posted by: Choppy.4183

Choppy.4183

Oh Afala, no! I’d die of boredom if fights lasted any longer.

And I’m mostly just roaming… when I roll up on a boon sharing group, or people running super sustain builds now, I die a little inside. I can only imagine this problem is worse at the zerg level.

I’m Biff Rangoon, and I approved this message.
Ehmry Bay | Omg Brb Icecream Truck (ICEE)

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Posted by: Digikid.7230

Digikid.7230

Most organised groups already are extremely tanky due to things like healbot eles, mallyx/jalis rev for resistance/ damage reduction and damage reduction food….. doubling their health would mean no-one ever dies.

Some guy on a bunch of servers, mostly Mag
Former top 50 spvp engi main.

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Posted by: RodOfDeath.5247

RodOfDeath.5247

We already have die hard hit hard HoT classes running all over the map. Please….no more tanky traits or players. They are ruining the game as it is.

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Posted by: Justine.6351

Justine.6351

I think standardizing stats, with gear stat selection still contributing but not as heavily, would help. Then they could actually balance traits/skills/runes & sigils.

I suggested standard stats with gear stats adjusting by maximum +20%. People didn’t seem to like that though cause they assumed “zomg everyone tanks” without considering some rebalance elsewhere.

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Posted by: Cerby.1069

Cerby.1069

whole point of wvsw is open sandbox, and unfair fights balancing themselves out. The only problem with the concept is the tank OF EVERY class. You should be halving everyone’s hp not doubling it. Right now we got solo and grouped players just standing around on the map NOT dying. This means that the team with the most players is by default the one that is gonna win. If you can’t kill 1 person in a timely manner then you def ain’t gonna be able to kill 3. WHy does killling in a timely manner matter? cause there are friggin waypoints 10-30 second walks away from ur locaiton at all times. How on earth are you going ot cap something if the enemy waypoints and walks back to ur location faster than you can clear that location? And capping is how you gain points to win……PPT.

A group fight where everyone is a glass cannon? that would be awesome. Smaller group would actually be able to defeat stupid large groups. Do this, and we can half the damage of seige or remove siege altogether. PVd and all that can come back in full force, won’t be a need for siege if smaller groups can whittle down larger ones in spvp. Would give downed state its intended purpose.
Gunflame partnering with thief and 1 hit ko-ing the tail member of a passing zerg from stealth….thief then goes in and secures the downed state. Crap like that makes sense, and would make the game great.

Imagine berserker squads just jumping on a section of ur zerg…..the damage they could do to it if you don’t respond. Cool amazing ambushes all over the map. Mesmers portalling 5 guardians into the middle of ur zerg….ur zerglings being knocked out of rank. CHAOS ENSUES! Then the main force attacking you from the front, and 2 other small groups attacking you from the back and sides. The commander is like “its okay we outnumber them 4:1, just spam 1 and move towards me…..blob up!”
Zerglings be like “ok lets slowly move towards the commander”
Then they walk through the cleaving

Like here:
Ur between ql and the sentry at ebg on the path with a zerg of 40.
The enemy is small and outnumbered. Your zerg has a relatively long rank and tail going. The enemy group (about 10) appear infront of you just infront of ql, ready to fight empowering. You being the commander just think u can do teh usual plow through and run them over technique so he pushes forward not caring.
A portal suddenly appears in the middle of ur zerg….in between about 15 at the back and 20 in the front facing forward moving to ql. 5 guards just jump out and start shield wallling the area…creating a barrier and splitting the zerg in 2. Ur still at the front still charging. You pauses after seein what happened. The group at the front is charging and now you have to meet their charge or your own flank is exposed. So u order all ur guys to just fight forward to ur position. At that moment a group of 3 (a mesmer, ranger, war, appear from behind ql and charge the commander’s flank. Another 3 come down the hill from valley keep. Both the small groups fight inward towards the guardians who are keeping the zerg occupied and split, getting many kills in the process cause the enemy aint got unblockables and are jumping into aoe, have no direction, and aren’t coordinated. Then once the guards get weared down enough the mesmer makes a new portal and portals them out to the back of the main force. Which is pushing u still. So then you got 6 kiting and harrassing ur zerg, and 15 charging ur front. Meanwhile ur group ‘had 40, but now only has about 15 that made it through and are still currently alive with u. u have another 10 still alive in the flank trying to kill the 6 who were harrassing, and slowly making their way to the main group. SO in total u have lost 15 players to the ambush. The enemy was originally 21 strong, but they are down to 10 at the front, and 6 in the flank, taking their losses at teh front. You both charge eachother and u come out on top with 8 people total out of the 40 you set out with. The rest of the enemy flees, u order a regroup and you start rezing all ur downed. So 40 seconds later ur 8 players finish reviving, and u are back to 40 strong regrouop at the sentry just outside ql.
I mean that’s how wvsw should work…..but it doesn’t. Right now its just a case 40 vs 21 leading to 21 kills and at most 1-2 casualties from not staying on tag.

This could easily be a scenario if our tank factor was slashed in half. Sustain really should be the focus of each class. That way you can create meatgrinders at strategic points…forcing splits. Presently the only way to create a meatgrinder is with alot of siege or by outnumbering ur enemy. Imagine if the outnumbered could create meatgrinders at any location with coordinated players? cooooool.

ok im bored, probably a real game will comeout and remind us what real virtual fantasy combat looks like….

lulz

I kill you in one gunflame, or I kill you in two.
The Tiny Yuno Sniper of Ebay [EBAY]

(edited by Cerby.1069)

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Posted by: Weo weo.6378

Weo weo.6378

Aren’t we already living the boon/ passive meta?

Multiple Class Disorder

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Posted by: Tongku.5326

Tongku.5326

What do you usually see when two zergs charge each other?

Personally, I usually see half the zerg of the smallest force dead in the first 10 seconds of the battle. It doesn’t really make great fight. Would it be more interesting if the fight last longer? I think so and here is my suggestion :

Double the health of everyone in WvW

What do you think?

Personally, I would like to see the sustain and damage reduced across the board. One recent change that I liked made by A-Net was done to the druid class healing. Druids healing base has been drastically reduced, but the scaling from + healing on gear has been vastly increased.

We actually had a guild conversation about it the otehr day and it occured to us, that nearly all stats / abilities on most classes should work like that but do not.

We have too many class / trait ability combos which do not give enough trade offs. If you were to just make a global flat reduction to base of everything across the board, but bumped the scaling from stats gained from gear, then that would take care of majority of the balance issues.

Add to that a reduction across all passives and switching them to actives, and you get overall far more skill based gameplay with far more team comp options etc.

As for fights being longer or shorter, it would vary depending on the comp vs comp. Some would become extremely fast, others would stretch out. There would simply be more variety in group vs group as well as 1v1.

Heavy Deedz – COSA – SF

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Posted by: ThomasC.1056

ThomasC.1056

I opened a thread last month, leading to roughly the same conclusion

For now, and as I thought more about that question, I’m now not really sure anymore it could be the best solution. Yet, I’m sticking to some of my conclusions :

  • Most fights currently tend to be “the faster the better”, which leads to insane power creep (in order to get quickly done), stunlock issues, and dismisses lots of builds possibilities. Don’t take me wrong : I’m not against spike builds. But I think it’s a gameplay that suits to some professions, and some others should be able to be fun and effective in another way than spikes. And whatever happens, one spike out of the blue should never be enough to end a decent fight.
  • Longer fights would provide time for more professions mechanics to start and become effective. Which is related to my previous point.

So, I thought of increasing the HP pool of everyone. Now, as some here stated, it’d drag to endless fights, especially with bunker and/or boonshare builds. Cerby’s idea is teasing, but “slow” builds would get wiped before they could do anything. Tongku’s idea of reducing base stats and increasing scaling may be a solution for more coloured kinds of gameplays.

Anyway, the main issue in my opinion with zergs is they actually laglock you before you’re able to do anything ;-)

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Posted by: Straegen.2938

Straegen.2938

I vote no more passive defense bonuses and they should roll back a few they added in.

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

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Posted by: Gudradain.3892

Gudradain.3892

Is everyone complaining about endless fight currently running a bunker build, then fight against another bunker build and finally complain about the fight never ending?

A fight against 2 damage focus build player/group usually don’t last endlessly.

Afala – Ehmry Bay

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Posted by: FlOwMaKeRs.8623

FlOwMaKeRs.8623

This must be the most funny post I’ve ever seen in my life.

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Posted by: DeceiverX.8361

DeceiverX.8361

Lol.

The absolutely asinine amounts of durability in the game are what’s causing the blob-meta and numbers game-winning to be exacerbated. The havoc scene died because of the slowness to the game and broken defenses so now everyone left is just a tank and there’s no way to effectively havoc as per before.

There’s literally zero reason to play anything as a damage build anymore because running durable is just innately better across the board in every area of the PvP formats.

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Posted by: Aeolus.3615

Aeolus.3615

Gudradain.3892, issue is the awfull game balance with so much aoe damage output being easy to be spammed.
Still its a unskilled game for gammers being carried by high damage gimmick or at least that is waht the game was designed for, as in u dont need to be that good to be mediocre in this game since its towards players who cant spend time learning games with lots of mechanics.
Your class does high damage you will kill something until some one with highther damage or fasters burst CD will kill u, ence Anet says its normal to die in gw2.

1st April joke, when gw2 receives a “balance” update.

(edited by Aeolus.3615)

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Posted by: Spurnshadow.3678

Spurnshadow.3678

Well, me and many others have been advocating this. And it’s not just HoT classes.

If any of you have been playing this game for more than 2 years, you’ll remember that about a year before HoT came out, they condensed the trait lines to limit you to 3 and they also eliminated the stat changes that came with the trait lines. In order to compensate for these loss of traits, they gave all of them to you as a base. The problem with this is that the increased defensive stats are not able to offset the offensive stats, so everyone across the board is outputting more dps.

Add to this the larger damage co-efficients on most HoT classes, and increased dps mechanics, means there’s a large power creep from the original balance of the classes and the game. There needs to be some buff to toughness / vitality. Double? No, that’s going overboard.

We’ve been asking for this ever since they made the trait stats a base. No avail.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

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Posted by: Rambitshouse.8712

Rambitshouse.8712

Well, me and many others have been advocating this. And it’s not just HoT classes.

If any of you have been playing this game for more than 2 years, you’ll remember that about a year before HoT came out, they condensed the trait lines to limit you to 3 and they also eliminated the stat changes that came with the trait lines. In order to compensate for these loss of traits, they gave all of them to you as a base. The problem with this is that the increased defensive stats are not able to offset the offensive stats, so everyone across the board is outputting more dps.

Add to this the larger damage co-efficients on most HoT classes, and increased dps mechanics, means there’s a large power creep from the original balance of the classes and the game. There needs to be some buff to toughness / vitality. Double? No, that’s going overboard.

We’ve been asking for this ever since they made the trait stats a base. No avail.

Remember what anet said? Something pertaining to learning from previous mistakes and not separating players with expansions.

Appears they’ve gone against their own philosophy and learned nothing

Dtox

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Posted by: Choppy.4183

Choppy.4183

If any of you have been playing this game for more than 2 years, you’ll remember that about a year before HoT came out, they condensed the trait lines to limit you to 3 and they also eliminated the stat changes that came with the trait lines. In order to compensate for these loss of traits, they gave all of them to you as a base. The problem with this is that the increased defensive stats are not able to offset the offensive stats, so everyone across the board is outputting more dps.

Not exactly true. base stats went from something like 964 to 1000. They put the stats onto gear choice. Since then, they’ve released a bunch of four stat gear.

So, yes, people who stuck with Berserker gear (like me) have more damage output than before, but we also have lower defensive stats. Since then, more passive and active defenses have been added to compensate, and more damaging skills as well (sometimes both in the same skill). So it’s not just a matter of everything becoming more lethal with defense staying mostly the same.

Also, worth noting, they increased the number of traits while also combining some and making others baseline when they constrained the number of allowable traitlines to three. It was a smart move to constrain the trait lines from a balance perspective.

Honestly, doubling health would turn the game into SnoozeWars2.

I’m Biff Rangoon, and I approved this message.
Ehmry Bay | Omg Brb Icecream Truck (ICEE)

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Posted by: OriOri.8724

OriOri.8724

What do you usually see when two zergs charge each other?

Personally, I usually see half the zerg of the smallest force dead in the first 10 seconds of the battle. It doesn’t really make great fight. Would it be more interesting if the fight last longer? I think so and here is my suggestion :

Double the health of everyone in WvW

What do you think?

Personally, I would like to see the sustain and damage reduced across the board. One recent change that I liked made by A-Net was done to the druid class healing. Druids healing base has been drastically reduced, but the scaling from + healing on gear has been vastly increased.

We actually had a guild conversation about it the otehr day and it occured to us, that nearly all stats / abilities on most classes should work like that but do not.

We have too many class / trait ability combos which do not give enough trade offs. If you were to just make a global flat reduction to base of everything across the board, but bumped the scaling from stats gained from gear, then that would take care of majority of the balance issues.

Add to that a reduction across all passives and switching them to actives, and you get overall far more skill based gameplay with far more team comp options etc.

As for fights being longer or shorter, it would vary depending on the comp vs comp. Some would become extremely fast, others would stretch out. There would simply be more variety in group vs group as well as 1v1.

I agree. All classes should have their skill coefficients looked at. Lower the base values, increase the coefficients or keep them the same if the skill is overperforming.

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Posted by: Dusty Moon.4382

Dusty Moon.4382

Just lower damage for condi’s or let toughness also lower condi damage as well as power damage. Lower the max amount that can be applied and do not let AoE fields be overlapped or placed on top of one another. If they do, then they cancel each other out. That would fix everything.

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Posted by: Taobella.6597

Taobella.6597

Yes double the hp of thief Da dream ! DA DREAM BOYS ~ xD