[PvE][Dungeons]Condition and Ranged Damage

[PvE][Dungeons]Condition and Ranged Damage

in Profession Balance

Posted by: Soulseek.2867

Soulseek.2867

There has been a lot of talk lately about the state of dungeons rewarding skilled players with Berserker gear. This is perfectly fine as skilled players should be rewarded, however, sooner or later they get extremely bored. Combine this with a bunch of non-skilled players who are already seriously frustrated and you know that a lot of forum whining is about to kick in.

So, first of all, we all know that this game has thrown away the trinity concept. This means that all ideas about more tanky or more healy geared characters are pure fiction. What is not a fiction is introducing some diversity in the way damage is dealt. Currently, the meta is melee zerk, while condition and ranged specs are scowled at. I suggest that we think of some changes that will bring the two specs on par with melee zerk.

My ideas would be:
- remove the bleed cap
- make burning and poison stack in intensity for the number of players applying them
- buff torment so it does double damage regardless of whether the target is moving
- increase the range of might and fury applications so ranged classes are not left boonless.
- last and most important – remove multiplicative scaling of % damage bonuses and make it linear. As a wild guess I would say that right now 1 point of Power is worth 15+ points of condition damage.

All of these changes must never happen in WvW and PvP, obviously.

[PvE][Dungeons]Condition and Ranged Damage

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

There has been a lot of talk lately about the state of dungeons rewarding skilled players with Berserker gear. This is perfectly fine as skilled players should be rewarded, however, sooner or later they get extremely bored. Combine this with a bunch of non-skilled players who are already seriously frustrated and you know that a lot of forum whining is about to kick in.

So, first of all, we all know that this game has thrown away the trinity concept. This means that all ideas about more tanky or more healy geared characters are pure fiction. What is not a fiction is introducing some diversity in the way damage is dealt. Currently, the meta is melee zerk, while condition and ranged specs are scowled at. I suggest that we think of some changes that will bring the two specs on par with melee zerk.

My ideas would be:
- remove the bleed cap
- make burning and poison stack in intensity for the number of players applying them
- buff torment so it does double damage regardless of whether the target is moving
- increase the range of might and fury applications so ranged classes are not left boonless.
- last and most important – remove multiplicative scaling of % damage bonuses and make it linear. As a wild guess I would say that right now 1 point of Power is worth 15+ points of condition damage.

All of these changes must never happen in WvW and PvP, obviously.

All of these changes must never happen in WvW and PvP, obviously.

Pffff pls post this at the beginning of your post :-P
But yeah i agree with you.. it makes both berserker and condition build viable in dungeons.. all happy :-)

[PvE][Dungeons]Condition and Ranged Damage

in Profession Balance

Posted by: Ichishi.9613

Ichishi.9613

Increasing active boon giving effects range to that of the improved banners, and about doubling that of the passive ones would be nice. ONLY IN PVE.
You know, the most often used phrase from my guild’s raid leader: “spread, but stay stacked”. It does not work when in gw2 with aoe boons having almost melee range.

[PvE][Dungeons]Condition and Ranged Damage

in Profession Balance

Posted by: Soulseek.2867

Soulseek.2867

Ofcourse it’s PvE only : ) It says so in the title, and to avoid confusion, it repeats it in the conclusion. I hope they give it a thought