(edited by Juba.8406)
[PvE] BALANCE SEPARATION [WvW]
Or how about we actually balance things back down to a reasonable level? Something needed to be done about the ridiculous damage that could be done in both PvE and WvW since the game released, no one should be hitting for all or even 1/4 of the lowest base health of a class. This damage is what helped perpetuate everyone needing to bunker up to WvW or be insta-gibbed. Even then classes can still put out insane damage thanks to crit damage. Personally I would have preferred crit chance got nerfed too. It would have allowed for some big hits still but they would be unreliable, but you gotta take what you can get.
Conditions do need looked at as well and hopefully it’s in the works. Just removing the proc condition sigils and runes would be a big step towards limiting some of the condition spam. Making skills more dependent on power/condition damage would also remove the benefits for say a power build to also utilize damaging conditions.
^^^
so WvW to you is just bunkering the hell up ?
well that is your choice, but you are killing the diversity of WvW somthing even PvP doesnt have, you are doing the same what ANet doing now, killing diversity & forcing everyone to go Bunker-condi.
how come bersekers OP ?
when they use all 3 stats Power-precision-crit to max damage with no defense of any kind, while condis can have max toughness/vitality and over the top DPS in form of conditions.
yet crit dmg getting nerfed………………………………………………………………….
is this an oversight from ANet ?, it cant be that they wanted this for WvW .
(edited by Juba.8406)
zerker nerf is only 10% crit damage eles will still hit for 12k plus damage with meteors guards will hit for 15-30k still with smite thieves will still hit for huge backstabs etc
gear stat nerf aint the solution its skill damage scaling
zerker nerf is only 10% crit damage
either its low or high nerf , the fact remains that this nerf was addressing a PvE issue.
WvW does not have an issue with crit damage.
No more seperation.
PvE has other problems (Condition cap) if the condition cap would be removed, we would see such a nerf to condition damage aswell.
The overall damage in WvW (and the over all heal) is too high in my oppinion. At some point its who presses his skill first wins and this cant be seen as balanced.
^^^
dude, do you even WvW ?
zerker nerf is only 10% crit damage eles will still hit for 12k plus damage with meteors guards will hit for 15-30k still with smite thieves will still hit for huge backstabs etc
gear stat nerf aint the solution its skill damage scaling
it’s pretty much common sense.
Truth is, There Is No Common Sense,
No Wonder Why
As the saying goes, "one who is without common sense, is Doomed to Fail "
(edited by Burnfall.9573)
Never understood why they used the pve rule set for wvw instead of pvp with minor differences. The confusion nerf shows that wvw can have a different ruleset then pve. So it can be done but I doubt anet is interested in doing it. There is so much imba skills,runes,sigils,food,gear and traits that it would be a nightmare to balance. I have sympathy towards that view but they need to make at least a little effort.
^^^
agreed, but for the time being buffing WvW ferocity to present crit dmg levels is much simpler
Skills, Traits, stats, and sigils need to be the same in all game types. New players need to be able to step into wvw after or while leveling a character and not change their builds. Everyone on the forums doesn’t see this because most people on the forums have played many mmos and play a lot. While this would be an issue for anyone in this forum, consider the new players that would be confused and likely quit.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
Skills, Traits, stats, and sigils need to be the same in all game types. New players need to be able to step into wvw after or while leveling a character and not change their builds. Everyone on the forums doesn’t see this because most people on the forums have played many mmos and play a lot. While this would be an issue for anyone in this forum, consider the new players that would be confused and likely quit.
power builds already on the decline and soon quit.
I am frustrated, I know buffs and nerfs must come and go in the game.
I can see this having a positive effect on zergs as the mellee trains will do slightly less damage, however, this is going to harm wvw roaming more. Roaming is already a condition heavy environment and I can only see this reduction making this worse. You basically have to spec heavy condition removal already or not bother roaming.
I am more frustrated with the timing of this change. I have been working towards ascended weapons and trinkets. I am a casual player and this has involved a lot of game time for me. I have gone for berserker trinkets and weapons!!!! great, I just really hope the balance has been made with this change and that anet haven’t swung too far the wrong way.
What would make this simpler, WvW works like PvP not PvE. The balance would be easier and when anet wish to hit hundred blade speed runs of dungeons they don’t also kitten up WvW!!!!
37 WvW kills, R2 PvP and no legendary
I am frustrated, I know buffs and nerfs must come and go in the game.
I can see this having a positive effect on zergs as the mellee trains will do slightly less damage, however, this is going to harm wvw roaming more. Roaming is already a condition heavy environment and I can only see this reduction making this worse. You basically have to spec heavy condition removal already or not bother roaming.
I am more frustrated with the timing of this change. I have been working towards ascended weapons and trinkets. I am a casual player and this has involved a lot of game time for me. I have gone for berserker trinkets and weapons!!!! great, I just really hope the balance has been made with this change and that anet haven’t swung too far the wrong way.
What would make this simpler, WvW works like PvP not PvE. The balance would be easier and when anet wish to hit hundred blade speed runs of dungeons they don’t also kitten up WvW!!!!
absolutely right!
No, dont suggest wvw should work like pvp. So many builds wouldnt be viable.
Im a fan of PvE and WvW being in the same balance, it allows you to have something different than sPvP. Also crit damage is out of control atm, you know it, I know it…. let them fix it.
I play SD Engi and i can pretty much instagib whoever I want with my 115% crit damage and 3500 power, and there a builds that have better damage than i do.
An unexpected side effect of this however is that condition specs are going to be even more powerful in comparison.
^^^
unexpected side effect ?
No, dont suggest wvw should work like pvp. So many builds wouldnt be viable.
Also, why would I want my favourite game mode to work like my least favourite game mode?
If anything, take another look at DAoC’s early-game RvR. At the more powerful defences, more strategic sizes, larger land masses. I think GW2 could inherit some more thematic keep warfare from it.
No, dont suggest wvw should work like pvp. So many builds wouldnt be viable.
no one said anything like making WvW like PvP.
instead we need WvW’s own balance, it doesn’t make sense to balance WvW around PvE dungeons !!
Make PvE dungeons more challenging (faster attacking enemies), remove defiant on bossmonsters and remove condition cap. And no separation is needed.
And nice sideeffect, without condition cap, condition damage can be balanced on PvP, WvW and PvE without separation.
Arenanet doenst roam in wvw so they will NEVER understand that pve and wvw are 2 different things and now they are thinking: critical damage is not important in zergs but what about roamers? thats the most fun pvp mode atm and since its a PVP mode it shouldnt be balanced around a dungeon that is too easy to complete in full berserker gear.
No more seperation.
PvE has other problems (Condition cap) if the condition cap would be removed, we would see such a nerf to condition damage aswell.
The overall damage in WvW (and the over all heal) is too high in my oppinion. At some point its who presses his skill first wins and this cant be seen as balanced.
The overall damage is too low compared to bunker specs. WvW = bunker; PvE = zerker
Make PvE dungeons more challenging (faster attacking enemies), remove defiant on bossmonsters and remove condition cap. And no separation is needed.
And nice sideeffect, without condition cap, condition damage can be balanced on PvP, WvW and PvE without separation.
This is true.
It really is time they start giving WvW it’s own balance changes.
Not considering wvw apart from pve is a pretty rookie mistake.
Respect has been lost, will it be regained?
Ferocity will be in PvP – it will be weighted to keep the critical damage numbers relatively the same as they are now.
we need the same change for WvW.
The proposed changes to critical damage gear aren’t specifically PvE-focused, but focused rather on the stat weighting of critical damage itself. We’re not aiming to make crit damage unviable, just to bring it closer to other gear sets.
As for the first feature build, there will be other factors coming into play that could very well offset the changes, including reworked runes/sigils, the ability to use sigils in new combinations (including 2 on a two-handed weapon), and the profession balance changes. Just something to keep in mind.
sorry but nerfing crit dmg for WvW doesnt make sense at all, while PvP was excluded from this nerf because crit was fine there, also crit is fine in WvW.
sorry but WvW is a victim of double standard here.
also condi-bunkers can use two-handed weapons, i don’t know how two-handed weapon 2 sigils can only be viewed as a buff to just power builds ?!!!!!