It’s a medical condition, they say its terminal….
Showing Posts Upvoted By Shufflepants.9785:
It’s a medical condition, they say its terminal….
You guys do realize that this has something to do with the expansion right? remember all that hang glide stuff on the heart of the maguuma trailer? yeah … stop whining.
https://www.youtube.com/watch?v=4SSed8tYnek
Actually this airplane joke has nothing to do with HoT, but with this : https://www.youtube.com/watch?v=_CunHb3TJsg
Scale up Jormag’s Breath to match, that’s the correct answer.
Active damage mitigation in gw2 makes it possible to avoid 100% of the damage without investing in any kind of toughness or armor defense whatsoever.
My proposal
Adaptive Active Damage Mitigation
it’s simple really,
make dodge tie into the character’s toughness and armor rating.
Dodging would have a base damage mitigation of say 35-50%
For any higher damage mitigation you’d need to invest in toughness, armor and vitality.
up to say 75-80% damage mitigation via dodging.
What this change would do:
- it would make zerk only parties a lot harder, dare I say impossible since even dodging would not mitigate 100% of the damage and since zerkers do not invest in any kind of defense they would rapidly melt down.
- it would make defensive based play both desired and interesting to play.
My 2 cents.
Discuss.
EDIT
the numbers and formula’s are nothing but an example, I do believe wholeheartedly that the idea is a sound one.
It’s up to the professionals to figure out the correct ratios and so on as to not give high armor classes an advantage over light armor classes.
EDIT2
This is funny, anytime anyone (in this case me) brings up the obvious issues with current game mechanics, people immediately assume (oh he plays clerics or pvt and wants to feel welcome in this zerker meta)
I play zerker warrior, guardian, elementalist and mesmer.
I love them all but…..
That doesn’t mean I do not recognize the issues present in the game when one stat combo dominates all.
(edited by Latinkuro.9420)
“Since release I’ve been playing GW2 off and on trying to make it work for me but the truth is this isn’t what I was looking for.”
You answered your own question, the game isn’t what you were looking for.
[I think that the ecto drop rates were nerfed last patch]
Remember, remember, 15th of November
I’ll use the Wupwup Claymore as an example as I used it in another thread to illustrate a potential solution that wouldn’t be complicated to implement.
Currently the stats are:
+83 Power
+83 Precision
+83 Toughness
+83 Vitality
+83 Condition Damage
+11% Critical Damage
+83 Healing Power
Rather than making them all 83 points, which with a 16:1 ratio would be a flat 6% nerf (11 – (83/16)) to Crit Damage, the way they should do it with a 16:1 ratio is multiply the current Critical Damage by 16 (11 * 16 = 176) add that to the other stats’ total(83 * 6 = 498) , 498 + 176 being 674, and then divide by 7 to decide the value for the 7 stats evenly.
This would result in a Wupwup Claymore with 96 of each stat instead of 83 +11% crit dmg. The crit damage of 96 ferocity with the 16:1 ratio would be 6%, a 5% nerf counterbalanced by the buffs in the other stats.
Hopefully, Anet thinks along the same lines as I have.
Black powder! Yes! Sorry lol.
Also every thief ever runs shortbow secondary weaponset. #2 is AoE stealth.
At 25% you use blinding powder. If you’re disabled and a warrior is wailing on you, PBAoE blind. If you’re fleeing and it procs, smoke field for blast finisher/heartseeker. Still gives the stealth if you want it, doesn’t reveal you when you don’t.
I’m a bit crazy, I like math, and I hate the Dredge fractal. I hate it enough that I wanted to see mathematically whether or not it would be faster to skip it every time it comes up. I crunched the numbers and came up with the following paper. Read it HERE.
Colin Johanson on how arenanet measures success.
(Please no gear treadmills, Colin!)
Blind is really good…
that it stacks in duration is a little awkward… intensity would be a bit OP and enable some disastrous effects.
Throwing an idea out there… perhaps if blind instead of making the next attack miss, have each attack miss for the duration, but taking 5 seconds of the duration off for each miss.
An option I’d really like to see is smart ground targeting when targeting areas that are out of range.
Like if I use a 900 range teleport, but I cast it at 1000 range, then it still casts at it’s maximum 900 range in the direction of where I tried to cast it. Instead, right now it just fails until you target within range, which usually means you’ll waste like 100 range.
This would be a huge QOL change.