Resilience?
Resilience doesn’t exist because bunkers would never die.
The problem with this game is that balanced builds are not viable. You either go one extreme for burst, or you go the other extreme for bunkering.
1200-1300 toughness won’t get you anywhere; 1800 toughness will. 1650 power won’t scratch anyone — 1900+ will.
20% crit chance on a build with no fury access is a waste of stats.
They need to reduce the extremes — bring down the scaling of damage, especially berserker stats, and in turn tone down self healing and the protection boon for bunker specs.
They need to reduce the extremes — bring down the scaling of damage, especially berserker stats, and in turn tone down self healing and the protection boon for bunker specs.
I don’t mind if they actually nerf protection buff, or even damage reduced by toughness. I just want a way to deal whit this kind of damage. Because the only thing that works nowdays is dodging in that second.
If we have critical damage increase stat, why don’t we have a symmetrical defensive stat? To actually balance things, you know.
Lol this makes me laugh ..
A) this isn’t wow
B) critical damage is not too strong
C) condition damage is what is too strong
Have u been down while an engy spams nades on you? Then you rally only to die within seconds of being up because those condis are still on you… Yea that’s too stronk
Resilience was an absolutely terrible idea with the intended goal of countering stat inflation (which is negligible in GW2). It failed miserably at that goal. It didn’t do well in other MMOs that used the same idea. Don’t bring it here.
If you’re dying horribly to glass cannons, then most likely you’re also a glass cannon. Toughness does counter direct damage burst and crit damge is already low in sPvP because of available stat combos. The main issue with mesmers is that few people understand how they work, so they don’t know how to counter them. In WvW/PvE, they could tone down the crit damage stat on jewelry a little (it’s over-budget compared to other items).
Have u been down while an engy spams nades on you? Then you rally only to die within seconds of being up because those condis are still on you… Yea that’s too stronk
I would even suggest critical chance for condition damage, is too easy to clean conditions lol. But another time maybe. I just want to point out that cond dmg is the only thing that force glass builds to actually get some defensive trait/utility.
Pow/prec critdmg blows every other stat combo out of the water in terms of damage yielded.
This is not news.
So… Uh…
Have you actually done the math on how “strong” crits are?
I didn’t find any reliable information or numbers about toughness, just people discussing if vitality sucks more or less than toughness.
Toughness roughly reduces damage by something along the lines of, for every 100 armor added on top of the current armor value (toughness adds directly to armor), it is about a 3.4% damage reduction.
This number is just a general, I believe there was some math done showing some sort of diminishing returns at some point, but for a person not wanting to do math, this is one of those close enough numbers that it isn’t necessarily significant to get an exact calculation.
Ideally though, the game shouldn’t be a min/maxing battle of glass cannons versus bunkers, it should be more of a rock paper scissors of advantages disadvantages, that looks like:
Glass Cannon beats Sustained Damage (think HGH engi)
Sustained Damage beats Bunker
Bunker Beats Glass Cannon
Right now, the sustained damage builds are the ones lacking, whether its due to how many classes have viable access to that sort of build, or because of how good certain bunker builds are, which is what offsets those types of those builds and results in the min/maxing; the bunkers are so good, the sustained damage builds don’t counter them well enough, and glass cannons beat sustained damage builds, so they lack a place in the metagame.
The only reason why HGH isn’t an example of this is because it’s AoE output is a humungous boon to any team, but the example was to serve more as an idea to base what type of sustainable damage I was referencing.
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
For the most part I agree with Zenith.
But everything in the current game is about set up or at least the preparedness for ones attack.
If I am fighting a typical shatter mesmer and I blow most of my defensive skills including my doges… I’m most likely going to be done for unless I can preasure him into an uncomfortable position, or unless I can delay until I get something off cooldown. For the most part other than main stay burst skills which have distinctive animations or are predictable the over all damage of a crit damage build isn’t really super strong or anything to fear or worry about.
I think another stat to reduce that kind of damage can be added but only under certain conditions so some builds don’t become completely unkillable, for example putting it more along the lines of damage based runes, meaning glass is getting resistance to fight other glass but bunkers are still holding their own. But at the same time diminishing the effectiveness of said glass cannons builds.
Things like this can build the meta and can create more strategies for teams. But a hard stat to reduce crit damage I think is unhealthy for this game.
On the other hand they are looking into weakness and going to buff it to reduce crit damage, so if your a class that can utalize it and crits are currently a big problem for you I’d look into utilizing that for a future build.
“Maybe I was the illusion all along!”
(edited by Daishi.6027)
So… Uh…
Have you actually done the math on how “strong” crits are?
I didn’t find any reliable information or numbers about toughness, just people discussing if vitality sucks more or less than toughness.
/sighs PM me, I’ll get you the equations/numbers required if you’re interested in them when I have the time.
Yours truly,
My Countless Hours of Sitting and Doing Math
They don’t need resilience, they need to start over.
Resilience doesn’t exist because bunkers would never die.
The problem with this game is that balanced builds are not viable. You either go one extreme for burst, or you go the other extreme for bunkering.
1200-1300 toughness won’t get you anywhere; 1800 toughness will. 1650 power won’t scratch anyone — 1900+ will.
20% crit chance on a build with no fury access is a waste of stats.
They need to reduce the extremes — bring down the scaling of damage, especially berserker stats, and in turn tone down self healing and the protection boon for bunker specs.
Funny that you mention this because i’m experimenting with a Warrior build that gives me 1900 toughness, 1600 power, and about 15% crit without fury. Good thing for me It uses longbow and blast finishers to give me might stacks, and I also get fury. So there are times I walk around with 1900 power + 1900 toughness + additional condition damage + 40% crit with fury + banner. The only problem? I’m still a Warrior. I’m using Warhorn too for condi removal and mobility. I also use 1 banner for healing + sprint. If the Warrior had a better heal skill to choose from, and banners weren’t so clunky, this would actually work. IMO every class needs there healing tweaked.
Pow/prec critdmg blows every other stat combo out of the water in terms of damage yielded.
This is not news.
This is a poorly worded statement that, while true in and of itself, suffers from a large variety of issues.
As far as i know toughness already decreases direct damage, be it normal or critical.
Warning: link may contain traces of awesome.
Lyssa’s Grimoire – a guide every Mesmer should read.
Damage done = (weapon damage) * Power * (skill-specific coefficient) / (target’s Armor)
Enemy 2000 Power weapon damage 1010 skill coe 1.
2000×1010×1=2020000/your armor
Your armor x Enemy dmg
1000 × 2020
1200 × 1683
1400 × 1442
1600 × 1262
1800 × 1122
2000 × 1010
2200 × 918
Armor=Power when the weapon skill coefficient is “1”.
When someone attack you with 2,000 power and your armor is 2,000, => enemy power is 0
Fredy Brimstone lvl 80 Mighty Warrior
OupĂ lvl 80 Immortal Guardian
(edited by Evilek.5690)
Its called Weakness and its happening next big balance patch.
https://twitter.com/TalathionEQ2
Resilience doesn’t exist because bunkers would never die.
The problem with this game is that balanced builds are not viable. You either go one extreme for burst, or you go the other extreme for bunkering.
1200-1300 toughness won’t get you anywhere; 1800 toughness will. 1650 power won’t scratch anyone — 1900+ will.
20% crit chance on a build with no fury access is a waste of stats.
They need to reduce the extremes — bring down the scaling of damage, especially berserker stats, and in turn tone down self healing and the protection boon for bunker specs.
Funny that you mention this because i’m experimenting with a Warrior build that gives me 1900 toughness, 1600 power, and about 15% crit without fury. Good thing for me It uses longbow and blast finishers to give me might stacks, and I also get fury. So there are times I walk around with 1900 power + 1900 toughness + additional condition damage + 40% crit with fury + banner. The only problem? I’m still a Warrior. I’m using Warhorn too for condi removal and mobility. I also use 1 banner for healing + sprint. If the Warrior had a better heal skill to choose from, and banners weren’t so clunky, this would actually work. IMO every class needs there healing tweaked.
You are a warrior. Your base attacks dwarf those of every class. A warrior with knights armor will beat most classes on berserker in terms of damage output besides a thief.
Warriors are an exception to the rule. Try a hybrid build with a necromancer and see what your power based attacks hit for. Or a ranger. You’ll tickle things.
In WvW my hammer warrior with 1900 toughness, 27k hp can still crit people for 3k autos. That will never happen with any of my other classes.
(edited by Zenith.7301)
Weakness is your friend.
Using it at the correct time can literally break a match. To this day I make rank 50’s struggle with a well timed signet of judgement before a burst.