Showing Posts For Alayna.6384:
Well, in my opinion either drop boonduration equipment (do the same as was done with magic find equip) or make it a stat-combo that gives at elast a reasonable amount of boonduration. 1% on each armor piece is just so out of balance.
For conditions, in particular giver’s weapons, it’s obvious, adjust 2handed to 1handed weapons.
Addint those or at least one of those stats to celestial would (maybe) be viable in case there is no adjustment after the ferocity changes.
That’s exactly my point. Boonduration is the critical damage for supportbuilds, condition duration kinda for condition builds ;-).
Hello there!
With the introduction of ferocity pushing critical damage to the set of secondary attributes it got me thinking on the other poorly scaled stats, i.e. Boon- and Conditionduration.
Poorly scaled because:
- Boonduration on all armor pieces (Giver’s armor) has the same bonus of 1%
- Boonduration on all trinkets has the same bonus of 2% (trinket itself and jewel each at 1%)
- Condition duration on weapons (Giver’s weapons) have an insane bonus of 10% per weapon. !!! 2-handed weapons have the same bonus as 1-handed weapons !!!
Why mention this now?
I’m aware that those items are niche products but in perspective of the big changes to critical damage those stats which are used quite a lot (though almost only in WvW) should deserve some love.
Why I think these two stats on equipment got discarded by abandonment:
Simple and short: Balance! There is a lot of finetuning with the different classes going on, so I suppose making boon duration a viable secondary stat on armor/trinkets gives the balance team chills.
Is this looked into or at least under consideration for adjustments? Are there plans to maybe handle those stats like critical damage with ferocity?
Thanks for reading, and thanks in advance to the balance team for responding!
(edited by Alayna.6384)