Showing Posts For Leontes.7204:
The problem is similar to the Hundred Blades problem from before. If you look at it in a vaccuum, then yes, there are ways around Heartseeker.
What happens in real life 8v8 pubstomp pickup sPvP is that you’re winning a 2v2 on Graveyard because you’re pro-dodging all of their moves and then you take a Bull’s Rush-Frenzy-100B to the back, or a Devourer Mug-Haste-Pistol Whip or 7x Heartseeker while your escapes are on cooldown because you spent them strategically and were winning a fight because of them.
So, is the problem with the build, or the fact that in 8v8 sPvP you’re bound to have fight 3 of these guys at once, and 21x Heartseeker becomes impossible to beat?
I don’t think anyone argues that the build is better in tPvP than other proven builds, so the issue might lie in the game’s structure itself that these sorts of builds that require you to dodge them might actually be overpowered in large quantities without a healing class to prevent these kinds of spikes.
(edited by Leontes.7204)
TL;DR: Suggestion: Simply switch the meanings of the words “Defense” and “Armor”.
Here’s why;
In the Hero pane, I feel that from a streamlining perspective, the relationships between Power/Weapon/Attack and Toughness/Defense/Armor are inconsistent in their nomenclature.
In the first case…
Power + Weapon Strength = Attack
Which we can loosely interpret as, “Natural ability + gear element = overall effectiveness in striking”. In this sense, your overall ability to attack others increases either by statistic or by gear, which is consistent design and makes sense to the common user.
However, in the case of Armor…
Toughness + Defense Values = Armor
Does it strike anyone else as odd that “armor itself” has a Defense value and not an actual Armor value? It’s confusing to say “I got some Armor with X Defense” rather than “My helmet has 100 Armor”, especially when the scores are calculated additively anyway without any hard mathematics involved at that level. Your “armor” doesn’t really increase when your natural Toughness does, but you could argue that your Defensive skills would. A Mesmer will never have “high Armor” because they wear Light, but they could have a “high Defense” by pumping Toughness. This is way easier to understand than the current model.
It seems as if this observation of mine was your initial intention anyway, because this weirdness is reinforced by hovering over the Attack stat in the Hero pane, where it says that Power “Increases Attack” which is true, but hovering over Toughness reads that it “Increases Defense” which is entirely untrue as Defense is a fixed stat based on your class’s armor type. In that case, half of the work of my suggestion is already done.
Now, all you have to do is change the words. This way, we will have Stat + Gear = Ability consistency and Attack and Defense will sit very cleanly as the final sum of all of these equations.
EDIT: Oh, also, why are the item prefixes in PvE different from the ones in PvE? Knight’s in PvE is Power/Precision/Toughness and in PvP it’s Power/Precision/Vitality.
Lol, why?
(edited by Leontes.7204)