anet remove food in wvw
Also, I don’t buy this idea of having to run a certain set of traits, just to survive one thing.
There should be minor pros and cons in trait choices and that is it.
Shouldn’t be in a situation where you are forced to run a certain traitline, just for one kind of defence (in this case, condition), or die.
It is not so much traits, as much as skills as well.
Refusing to admit something that is a core design doesn’t make a lot of sense to me. You can build for condition defense, build for direct damage defense, build for no defense, or build to split your defense between the two. Their are advantages and disadvantages to each.
I would be okay with food being gone.
I’d adapt builds and it would cost me less money to play WvW (the other way to make WvW more profitable).
I can’t believe no one here is complaining about the only real OP food. The Omnomberry Ghost turns you into a spooky, scary ghost! From my experience the effect is so terrifying that players are forced to flee from 1v1’s until they can get into a tower. It basically procs an incredibly long fear duration that only ends when they can WP away or get inside a structure.
Here is a video of it in action https://youtu.be/ksP7JiIk4Fw?t=1m50s
Some builds have more interrupts than i have stability so i suggest to remove interrupts in wvw alltogether.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
I don’t run any duration decreasing food nor armor, haven’t done so for years. I just cleanse. Try it sometime.
~ There is no balance team. ~
I don’t run any duration decreasing food nor armor, haven’t done so for years. I just cleanse. Try it sometime.
Hacker
Would be nice if the +/- food was toned down. I. Don’t think you should be able to so passively reduce conditions (and I don’t just mean damaging conditions) by 60-65%.
Sticking it at +/-15-20% would at least help make control conditions stick a bit better.
Since the discussion in this thread has derailed and is no longer constructive this thread is now closed.