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[PvX]Discussion about stats.

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Posted by: CarbunkleFlux.6582

CarbunkleFlux.6582

I just don’t agree with needlessly removing options.
But it’s clear we’re not going to agree on this matter, so I’d rather agree to disagree.

[PvX]Discussion about stats.

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Posted by: CarbunkleFlux.6582

CarbunkleFlux.6582

There are loooots of very competitive games, MMO and otherwise, that work around the inclusion of crit to a benefit (League of Legends being notable), so there is evidence of it working in practice and of its viability as a build concept.

I mean, if taking crit out of the game is good for it? OK, I’ll devil’s advocate you there. We lose those weapon sigil options, but dps becomes more of a steady stream.

But I don’t feel the same way about condition damage at all, so regardless of one’s stance on crit there isn’t any good reason to just take that build option away altogether.

[PvX]Discussion about stats.

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Posted by: CarbunkleFlux.6582

CarbunkleFlux.6582

I don’t feel it’s a bad mechanic, especially with all the On Crit % weapon sigils that enhance it.

What makes it a bad mechanic to you? The spike damage? Or the fact that you have to build it for it to work?

Ferocity is the stat I don’t really get O_o. Having Ferocity, Power AND Precision just spreads your stat allocation to thin…

[PvX]Discussion about stats.

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Posted by: CarbunkleFlux.6582

CarbunkleFlux.6582

Merging condition/precision with power would result in something completely impossible to balance. You’d pretty much have to neuter any and all condition damage and gut the crit chance gain to make it work.

The end result is just less build options. Now you would do power for everything instead of choosing between an ailments build vs. a crit build vs. a straight power build.

Since we’re throwing around suggestions for discussion, here’s mine:

Problem: Condition damage sucks in PvE w/ large groups. Control conditions too easily available to everyone. No reason to go anything but zerks.

A: Damage conditions are stacked on an attacker-basis, not a target basis (IE- every attacker has their own stack).
B: Damage conditions can crit.
C: Lower base damage on conditions, w/ condition damage ramping it up more (but not as much as now, since they can crit).
D: Control conditions have a low base and scale w/ toughness, League of Legends support style.
E: Boons have a lower base and scale w/ healing power. In addition, healing power needs to scale a little better. Not by that much, but enough that it feels worth it to build the stat. It really doesn’t right now.
F: Some inherent condition resistance that stacks as you’re carpet bombed on conditions by different attackers. It affects duration of control conditions only and resets after a while.

Obviously, there are balance issues to work out—especially with carpet bombing damage conditions in PvP. I have no real ideas for that. But I think something along these lines would go a long way to addressing the issues outlined above.