Is 10% too less?

Is 10% too less?

in Profession Balance

Posted by: bhagwad.4281

bhagwad.4281

On the one hand they say that maxing out crit damage via full Berzerker is 50% more efficient than taking other stats. Then they go ahead and reduce crit damage only by 10%.

Shouldn’t it be more in the range of 30-40% instead?

Is 10% too less?

in Profession Balance

Posted by: oZii.2864

oZii.2864

On the one hand they say that maxing out crit damage via full Berzerker is 50% more efficient than taking other stats. Then they go ahead and reduce crit damage only by 10%.

Shouldn’t it be more in the range of 30-40% instead?

The way I understood the stream was that a Full Zerk character would see a drop in DPS by 10% if they are fully buffed, which is might stacks fury etc.

If you aren’t full zerk you aren’t taking a 10% damage reduction in dps it would be less.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

Is 10% too less?

in Profession Balance

Posted by: CptAurellian.9537

CptAurellian.9537

10% is too much. 0% would be the right amount, since zerker damage never was a problem.

Warning! This post may contain traces of irony, sarcasm and peanuts.

There is no loyalty without betrayal. -Ann Smiley

Is 10% too less?

in Profession Balance

Posted by: Kadin.2356

Kadin.2356

10% is too much. 0% would be the right amount, since zerker damage never was a problem.

Condi-bunkers were already king. Now they will be supreme overlords. All hail the condi spam engi-necro-pu mesmer-s/s/lb warrior overlords! May their new rein be benevolent and wise!

Is 10% too less?

in Profession Balance

Posted by: Molch.2078

Molch.2078

10% is too much. 0% would be the right amount, since zerker damage never was a problem.

Condi-bunkers were already king. Now they will be supreme overlords. All hail the condi spam engi-necro-pu mesmer-s/s/lb warrior overlords! May their new rein be benevolent and wise!

To be fair, those specs get nerfed, too.

Is 10% too less?

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

…Didn’t they say that they weren’t knocking it down in sPvP because the damage in sPvP is more or less fine? This is a PvE/WvW nerf, and it’s an important one there.

Nalhadia – Kaineng

Is 10% too less?

in Profession Balance

Posted by: Kadin.2356

Kadin.2356

10% is too much. 0% would be the right amount, since zerker damage never was a problem.

Condi-bunkers were already king. Now they will be supreme overlords. All hail the condi spam engi-necro-pu mesmer-s/s/lb warrior overlords! May their new rein be benevolent and wise!

To be fair, those specs get nerfed, too.

How exactly? The quoted damage reduction is coming from changes to the crit damage % stat → ferocity on bersker gear (and any other stat set that uses crit%) i.e. all power builds. Condi builds generally don’t use stat sets that have crit% thus no damage nerf.

Is 10% too less?

in Profession Balance

Posted by: Star Ace.5207

Star Ace.5207

I don’t believe it’s a significant change in any way or fashion, sadly. They still have to fix other more important issues if people are going to start choosing between gear. It’s will still remain the same old “training wheels-till-zerker” argument until then-which not even ANet believes in, but they have in any case let it happen.

No offense to them-also we never know what other changes are in store for in the future, given that they realize it is an issue with their game.

Is 10% too less?

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

How exactly? The quoted damage reduction is coming from changes to the crit damage % stat -> ferocity on bersker gear (and any other stat set that uses crit%) i.e. all power builds. Condi builds generally don’t use stat sets that have crit% thus no damage nerf.

Engi poison duration nerfed
Necro Dhuumfire is getting nerfed in WvW/PvE
Deceptive Evasion is getting slightly reworked for something of a nerf
Longbow Pin Down getting pretty big nerf and Healing Signet nerf

So this is 50% damage reduction for a full zerk group?!? 10% per player. This is with no compensation at all. No boon duration, no survival increase….just nothing but double the clear time and double the risk time as full zerk?

You may want to try running your math again. 10% for each of five people is not 50%.

Nalhadia – Kaineng

Is 10% too less?

in Profession Balance

Posted by: Xhean.3452

Xhean.3452

So this is 50% damage reduction for a full zerk group?!? 10% per player.

Haha, can you please explain your math here?!

Is 10% too less?

in Profession Balance

Posted by: phirefox.2568

phirefox.2568

I don’t really care about the PvE part, i mainly see this from my standpoint as a duelist/roamer in WvW. And this 10% damage nerf to zerkers strikes me as devastating.

Passive-Play-Conditanks are not only incredible boring (and easy) to play, they are also (in most cases) stunningly superior to any powerbuild they come across. if you’re a tanky Powerbuild user, there is a high chance that your hits won’t even be noticed by a condition-tank opponent (vitality and toughness both counter powerdamage) – unfortunately this doesn’t count for the opposite direction, since a condition tank (dire) will still do insane damage to the powertank.

The Damage/Skilluse ratio (efficience of skills) is also much higher for the condition tank. One Scepter-Rotation from a dhumbfire-necro can hit for something over 7,5k in total (if dhumbfire actually triggers), Pin down can hit for a total of 18355 damage with one use (if specced that way), one use of Riposte can very well hit you for a total of 12672 damage, and Impale will (again in total) hit you with 8640-17280 damage.

All of that while having the same defenses as an equally tanky Powerbuild.

This enables them to play almost fully defensively, since they can lean back and stay on defensive as soon as they managed to land a few lucky hits on their target.The only downside to conditioners is the possibility to remove conditions before their usual lifespan – not that it would be much of a threat to a tanky conditionplayer, since applying conditions tends to be much easier than their removal, and the tankyness will usually mean that tehy can survive long enough to reapply them as well.

The only Way for a Powerbuilduser to kill any halfway-decent Conditiontank is, to spec as offensively as possible while taking as much conditionremoval as possible. You have to get at least to the point, where your Powerdamage leads to a higher average Dmg/skilluse ratio than the conditiondamage of your Condition-using opponent does – how much higher it has to be, obviously depends on how much greater his defense (this means more than the pure stat-differences) is compared to yours.
For most classes this means running zerker-gear at least to some degree, since missing it will usually result in a huge potential damage loss (especially compared to the gain in survivability) – too much in a fight against passive-play-conditiontanks. Of course this varies between different classes: Warriors for example have the highes Base HP (and armor) alongside fairly high damage-modifiers on their Attacks and easy access to perma-Fury – this means that they could easily swap some of their zerker gear for more defensive ones (running part soldier as an example) and still do enough damage to compete well against any Conditiontanks they run across. Now think of a Mesmer fighting a dire-Longbow-Sword/Sword Conditionwarrior. Even if the Mesmer runs a full-zerker set, he still only barely has the damage output to break through his opponents passive defense alone (thanks to the fairly low damage-modifiers). On the other Hand, the warrior could “oneshot” the mesmer by simply pressing #5 on his keyboard while wearing the longbow, if it doesn’t get avoided or removed by a condition-removal.

So even nerfing the overall damage of zerkers by 10% is already a punch in the face of every class, that can’t allow itself to mix it’s gear in response to Conditiontanks (not every Class has perma-Fury to compensate for a lack of precision, to name just one of multiple points), reducing it even further would be a disaster. But it doesn’t stop here – nerfing crit-damage itself will hit every single player relying on it, not just full zerkers.

The only ones not affected by this are Users of Condition-based-builds…

Is 10% too less?

in Profession Balance

Posted by: Iavra.8510

Iavra.8510

As i already stated here (https://forum-en.gw2archive.eu/forum/professions/balance/10-you-sure-Based-on-FULL-berserker/first#post3513596), a 10% damage nerf results in a ~35% nerf to critdmg when calculating for 79% critchance (which, granted, is a lot, but possible for full dps builds).

OP states that he wants power damage reduced by 30-40% which, resulting from my earlier statement, would result in critdmg getting removed entirely.

Is 10% too less?

in Profession Balance

Posted by: haviz.1340

haviz.1340

Condition bunkers increase build variety thus zerker meta should have been nerfed much more to help accomplish this.

Is 10% too less?

in Profession Balance

Posted by: Iavra.8510

Iavra.8510

Apart from PvE…what zerker meta?

Is 10% too less?

in Profession Balance

Posted by: Vargamonth.2047

Vargamonth.2047

Apart from PvE…what zerker meta?

Correction. Apart from PvE dungeons/fractals … what zerker meta?

Most open world pve doesn’t encourage berserker at all. Things are so massively zerged that explode anyways and killing time becomes minimum when compared with running time.
Even if berserker still hits harder, it also puts you at risk of dying for some damage source you won’t avoid because the screen is completely cluttered by other players and you barely see anything.
That’s assuming the boss you’re trying to take down can be critted :P

(edited by Vargamonth.2047)