Greetings.
My favorite character is a minion necromancer. My build provides me with above average bruiser capabilities and exceptional damage is extremely specific situations – for example, I’ve had Germans desperately playing around with online translators to ask how I get that gate controller in CoF path 1 down near instantly.
Regardless of what I think of my necromancer though, pure zerkers are clearly more efficient at clearing dungeons and fractals both. In my endless grinding of dungeons, I’ve landed up playing a full zerker warrior . The full zerker approach shaves minutes off of every run as well as helping me clear bosses before the less “experienced” grinders can succumb to silly mistakes.
So how does one promote different builds when your 3 stat equipment can be piled completely into straight up damage potential – in a game where defensive capabilities either don’t matter or don’t scale off stats? Simple. Simple yet brutal. We should never have been allowed to obtain equipment dedicated to [Power, Precision and Ferocity]. The number of stats dedicated to straight up damage should have been 2. At most, [Power and Precision] or [Precision and Power] plus one of those other “undesirable stats”.
How does this help? Well the exceedingly obvious answer is that if full bezerker builds don’t exist, the bezerker build is no longer the most powerful in game. kitten .
Looking a bit more in depth, the ability to doll our extreme amounts of damage nullifies the mechanics of nearly every boss fight. By decreasing the absolute speed at which bosses can be burst down, you force parties to engage with those mechanics for longer – and thus prolong the period of time in which stats like boon duration, condition, healing and defense are useful.
Lastly, if only two stats can be put into damage, you are forcing people to use a third of their stats in a more creative way. Everyone in your party is going to have maxed Power and Precision, as each of you has a third stat which isn’t damage related, each of you are forced to think of what unique benefit you want to bring to the table with that third stat. Full knight gear for your warrior? Fair enough, but will that really increase your party’s clear time over dedicating that third stat to healing, conditions or boons?
To achieve this, I’d suggest allowing equipment stat combinations including the illusive “Boon Duration” and “Condition Duration” into circulation. You’d have to replace the Beserker stats [Power, precision, ferocity] and the Assasin stats [Precision, Power, Ferocity] with combinations like [Power, precision, Boon Duration] and [Precision, Power, Condition Duration]. The Rampager stats [Power, Precision, Condition Damage] are fine in my personal opinion as weapons which do Condition damage suffer a loss to normal damage anyway – plus the lunacy of Condition caps on enemies renders 5 Rampager parties pointless.
The last change to enforce this mindset would be replacing Ferocity with a “Magic Duration” effect. Admittedly if you can’t major in power, precision and ferocity at the same time, ferocity becomes an exceeding weak stat – useful only in specific builds which can force continual crit procs. Precision would have to include a secondary effect of slowly increasing critical damage, making main Precision builds have higher crit damage the main Power builds . Talking of “Magic Duration” this new stat would be tied to the duration of all effects “magical”. What is a magical effect? Any ability which counts as a magic buff or has a timer not tied to condition or boon duration. This stat should thus control the duration of “Reflect walls”, “Time warps” and “Absorption bubbles” as well as increasing the length of circles that various classes put on the ground. For the ground circles, this should be a straight up buff, defensive reflect skills like “Reflection walls” however should not last nearly as long without a character actively speccing into it – but possibly 50% longer if your prime stat is dedicated to “Magic Duration”. You want 2 Guardians in a fractal to reflect all incoming projectiles? Fine, but they should be forced to dedicate a third of their stat points to achieve that effect.
These changes would be brutal, the masses would feel robbed. I feel it is too late to make these changes anyway. That said, I like theorizing on this sort of thing. If you’ve read this far and can get over the revulsion of having your ascended zerker gear taken from you, I’d like to know if you think this would increase build diversity and allow game developers to build a wider variety of boss encounter mechanics. If you don’t think this would work, I’d like to know why as well ^^
(edited by Gerrand.3085)