Seafarer’s Rest EotM grinch
Why Dire (And TB) is Not the issue.
Seafarer’s Rest EotM grinch
Im refering to a condi thief in which case yes he wouldnt but what about any power class? Both dire and traib hard counter powerclasses. Im not asking for both these stat types to be removed i ask for their stats to be normalised with one losing vit and the other losing toughness. In the case of ire remove which ever of the 2 and give either prec or power.
Yet I play power…
(snip)
How is this equitable? You are …In this case what he meant was that power needed 3 stats to work: power ferocity and precision whereas condi doesn’t need 3 stats. Only 2 at most which is condi dura and condi dmg. Hence condi builds reign supreme because they can use the space needed for prec and ferocity to stack up on survivability. Which was always balanced by the fact that condi hurt less before.
But power does not need to take those three stats via gear in order to make a viable build. They choose to. Power builds have more choices as to what they will use to enhance their builds.
(snip)
My power theif in…
I think this, the bolded part, is where you misunderstand the most. It’s not about viability, it’s about optimization. Power builds’ damage output is usually optimized with 3 stats (Power, Precision, Ferocity). Condi builds optimize their damage output with 1-2 stats (Condition Damage, Expertise). As people have mentioned before, the sole stat of Condition Damage is enough to boost damage output enough where Expertise is not as needed, since condition duration can be buffed in a variety of ways (runes, sigils, food, util).
People want Dire and/or TB removed or Condition damage reworked because Condis rely upon 1 stat for optimal(ish) damage and the remaining stat “slots” can be specced for durability. Power builds built for optimal power damage output don’t have as much wiggle room.
The argument is pretty simple with tb and dire, you get optimal dps output for condition damage whilst maintaining 2 defensive stats(toughness and vitality).
For power damage your optimal damage output requires three stats in power, ferocity, precision. The closest you can get is Marauder which offers all three stats with a defensive stat(vitality).
I agree that this is only part of the problem, there is also class balance to account for. But tbf in PvP the condition builds seem okish for balance.
[lion]~ riperonis
[tRex]
Im refering to a condi thief in which case yes he wouldnt but what about any power class? Both dire and traib hard counter powerclasses. Im not asking for both these stat types to be removed i ask for their stats to be normalised with one losing vit and the other losing toughness. In the case of ire remove which ever of the 2 and give either prec or power.
Yet I play power…
(snip)
How is this equitable? You are …In this case what he meant was that power needed 3 stats to work: power ferocity and precision whereas condi doesn’t need 3 stats. Only 2 at most which is condi dura and condi dmg. Hence condi builds reign supreme because they can use the space needed for prec and ferocity to stack up on survivability. Which was always balanced by the fact that condi hurt less before.
But power does not need to take those three stats via gear in order to make a viable build. They choose to. Power builds have more choices as to what they will use to enhance their builds.
(snip)
My power theif in…I think this, the bolded part, is where you misunderstand the most. It’s not about viability, it’s about optimization. Power builds’ damage output is usually optimized with 3 stats (Power, Precision, Ferocity). Condi builds optimize their damage output with 1-2 stats (Condition Damage, Expertise). As people have mentioned before, the sole stat of Condition Damage is enough to boost damage output enough where Expertise is not as needed, since condition duration can be buffed in a variety of ways (runes, sigils, food, util).
People want Dire and/or TB removed or Condition damage reworked because Condis rely upon 1 stat for optimal(ish) damage and the remaining stat “slots” can be specced for durability. Power builds built for optimal power damage output don’t have as much wiggle room.
It this simple. Optimal is not the same as maxiumum. If a Maximized power build can pump out 2 million damage in 30 minutes and a maximized Condition build can pump out 1 million damage in 30 minutes, it immaterial whether in order to get that maximum damage the power build had to focus on more Stats. The condition build does not have that option or choice.
The power build can CHOOSE to pump out less damage and take more survival.
IF in fact the Condition build can put out that same damage as the maximized power build in that period of time , then the issue is overtuned condtion build specs and not Dire or TB (and this very hard to quantify given how condition and cleanses work)
(edited by babazhook.6805)
The argument is pretty simple with tb and dire, you get optimal dps output for condition damage whilst maintaining 2 defensive stats(toughness and vitality).
For power damage your optimal damage output requires three stats in power, ferocity, precision. The closest you can get is Marauder which offers all three stats with a defensive stat(vitality).
I agree that this is only part of the problem, there is also class balance to account for. But tbf in PvP the condition builds seem okish for balance.
This take reminds me of the statement by Patrick Ewing.
“Sure we make a lot of money, but we spend a lot, too.” –