Showing Posts For Thorinos.5629:
I think that ballance changes should be done at least monthly.
They don’t have to (and technically cannot) adress all issues,
but they need to be reactive and fix most broken parts of the game (ASAP).
I play the game since nearly beginning.
For a condtion stacking patch we waited for two years, and it still is not perfect,
but addressed the most broken part – stacking condition damage.
As for “Please separate sPvP, PvE, WvW skills.”:
I know that ballancing skills/traits toward all game modes is hard, but it has to be done that way (any single skill, trait, rune, sigil or whatever should allways work the same way) for clarity reasons. It is one single game – not three of them. Moreover, I think that addressing issues with any object is a lot easier when it has no variants.
And HoT is fun and all. But it makes the game even more inconsistant.
As for example HoT introduced expertise (and concentration),
not replacing or combining condtion (and boons) duration, why we have both of them?
It is like loudly saying that devs have an idea that is a work in progress.
On the other hand devs are affraid of frequent ballance changes?
Apart from ballancing proffesions we have serious economy problems.
(edited by Thorinos.5629)
Hello,
in the current version of the game, statistics are very inconsistent.
Each statistic has diffrent formula for calculation, diffrent way of applying bonuses.
Some stats at level 80 start at 1000, while other start at 0.
Strength affects direct damage multiplicatively, while thoughness is added to armor.
Precision is divided by magic number 21, ferocity by 15.
Condition damage and Healing Power affect conditions and skills with own multipliers (thats very confusing). And bonuses to Condition Duration and Boons Duration are strange after Expertise and Concentration are availble (as Giver weapon bonus gives +conditions duration%, while Vipers gives +expertise).
Can’t stats be computed the same way?
We can increase a stat by about 1500 from equipment, and a little more from other sources – traits, consumables.
All should start at same level, be it whether 0 or 1000. All (primary) stats should then be computed into a percentage bonus value (secondary stat).
So lets say, that all stats start at 1000 (which means no bonus) and that 3000 points in stat translates to 100% bonus.
We have 9 stats:
Strength – % increase in direct damage.
Precission – % chance for critical strike
Ferocity – % bonus to critical multiplier (2000 means 50% bonus, so 2,25 damage on crit)
Condition Damage – % increase in condition damage
(simply put, no magic numbers; why bleeding now gets more than burning?)
Expertise – % increase in condition duration (and maybe CCs duration)
Healing Power – % increase in healing done
(again, simply; and again why hide in shadows gets more than withdraw?)
Concentration – % increase in boons duration
Vitality – % bonus health points
(yes, vitality for thiefs should add less health points than vitality for necromancers)
Toughness – % increase for armor values
(yes, toughness should add more defence for heavy armor users)
As for stats I think we need one more:
Endurance – % decrease in condition duration (and maybe CCs duration)
For clarity reasons it would be fantastic if we can only see the secondary stat value (the % value), but for now we can have pairs: primary stat (points), secondary stat (% bonus).
Ferocity and Precision have similar impact on character performance:
Precision multiplier is changed from 4,76% to 5% per 100 points
(but no base 4% critical chance)
Ferocity added critical damage % is changed from 6,67% to 7,5%
(but it is the only stat, that completely doesn’t work on its own)
Strength bonus to damage is halved, I know but keep on reading.
And we have minor stats:
one connected to proffesion (mainly affecting reacharge of F# skills),
movement speed (affected by class bonuses and swiftness / cripple),
agony (only in fractals above 20),
magic/gold/karma bonuses (more connected to account than character, but can be increased with food / boosters per character – again inconsistant)…
Now, for the conditions and CCs – the way they are now is again confusing and inconsistant.
Damage formula for conditions is diffrent for each individual condition.
Some conditions stack intensity (but are capped on 25 or 1500), some duration.
We have “boons” that are no boons, I mean superspeed, alacrity.
We have CCs that are conditions, I mean fear and immobilize.
Blind has diffrent mechanics for normal / veteran creatures and champions / legendary monsters.
That makes it harder for you to implement your ideas, for example damaging chill and fear, converting boons to conditions, cleansing conditions and breaking stuns (CCs).
I think that all conditions and boons should stack intensity
(I know we have to have a limit – say, a 1000).
Conditions and boons should stack linearly (for damage / healing) and with diminishing return (for % bonuses).
As for % bonuses they might be something like this:
0 stacks means 0%,
10 stacks means 10% (1% per stack from 1 to 10),
100 stacks means 40% (0,33% per stack from 11 to 100, or simply 1/3 effectiveness),
1000 stacks means 100% (0,067% per stack from 101 to 1000, or simply 1/15 effectiveness).
Now for conditions and thier boons counterparts:
poison (damage, % heal effectiveness reduced) and regeneration (healing, no other effect),
bleeding (damage, % endurance regeneration) and vigor (no healing, % endurance regeneration),
cripple (no damage, % movement speed decreased) and swiftness (healing for traited engineer, % movement speed increased),
chill (damage for traited necromancer, % skill cooldown regeneration decrease) and alacrity (no healing, % skill cooldown regeneration increase),
weakeness (no damage, % direct damage decrease) and might (no healing, % direct damage increase),
slow (no damage, % skill activation/aftercast time increase) and quickness (no healing, % skill activation/aftercast time decrease),
vulnertability (no damage, % direct damage received increase) and protection (no healing, % direct damage taken decrease),
confusion (damage, % direct damage dealt to self) and retaliation (no healing, % direct damage taken reflected),
torment (damage, % condition damage received increase) and resistance (no healing, % condition damage taken decreased),
burning (damage, % critical chance decreased) and fury (no healing, % critical chance increased)
Damaging fear on necromancer should be changed to add torment on fear.
Maybe some classes could trait to heal on Vigor.
Cleansing and copying conditions should be limited to say 50 stacks.
No superspeed – just more stacks of swiftness (for example single swiftness skill give 40 stacks, and superswiftness skill give 100).
For clarity condition/boons should display two numbers: amount of damage/healing and % value of debuff / bonus.
Not only boons are positive effects:
unique class buffs (not stackable, examples are: vampiric presence or strength in numbers),
unblockable (stack intensity – each stack makes one hit unblockable, pass aegis, block and riposte),
stealth (stack duration – controversing ability, but we have it),
blur (not stackable – cannot be hit),
stability (stack intensity, each stack blocks 1 CC),
aegis (stack intensity, make it like stability, so that each stack block 1 hit).
block (not stackable – hits do no damage, all blocks should work for a time not single hits),
riposte (not stackable – next hit do no damage and is countered with interrupt).
As a side note interrupt, breaks activation of skill and has no other effects.
And we have CCs (negative effects, cleared by break stun):
immobilize (should be not stackable, but stack duration – cannot move and dodge;
should be removed by break stun),
daze (not stackable – interrupts, cannot use skills),
stun (not stackable – immobilize + daze),
fear (not stackable – interrupts, daze and force run),
taunt (not stackable – force attack or go toward target),
blind (stack intensity, each stack make 1 hit miss, for PvE defiant monsters make it conditional: if break bar is empty make 1 hit miss else count toward breaking bar).
revealed (not stackable – cannot go stealth).
all pushes and pulls (not stackable, force move and stuns).
As for other suggestions make swiftness and movement bonuses stack, but limit movement bonuses less significant.
If someone is interested in the details or have other ideas connected to stats, conditions or add more clarity to the game – write.
Best regards and Happy New Year.
(edited by Thorinos.5629)
Hi all, I’m quite new to the forum, yet I play a thief for a year now.
I have a suggestion to make all conditions and boons intensity stackable and fixed duration. To the details…
General concepts:
When a condition / boon is first aplied by a player:
we place a stack on target with duration and “intensity” component for that duration.
When a condition / boon is reaplied by the same player:
we replace the stack on the target with new duration and recompute the
“intesity” component – we take the previous intesity multiply it by the factor of ramaining time to new time and add new intesity.
Each condition / boon then proceses two components based on the “intensity” component:
condition damage / heal component: that is added each second to the hp pool of target.
percentage effect component: that is aplied to the target.
Multiple sources (players) that apply the same condition (each with their unique stack) stack the direct component additively and the percentage component multiplicatevely.
And now for the conditions (condition: duration, condition damage, effect component):
blind: 9s, no, chance to miss;
poison: 9s, low, heal for less;
cripple: 6s, no, move slower;
bleed: 6s, mid, slower endurace gain;
confusion: 6s, low, self damage per skill use;
torment: 6s, low, self damage for move;
weakness: 6s, no, direct damage dealt decresed;
vulnertability: 6s, no, direct damage taken increased;
chill: 3s, low, cooldowns increased and attack speed decreased;
burn: 3s, high, stealth skill duration decresed;
… and Boons (same format):
regen: 9s, mid, increse healing (opposite to poison)
aegis: 9s, no, increse block chance (opposite to blind)
swiftness: 6s, no, icrease movement speed (opposite to cripple)
vigor: 6s, no – low, increase endurance gain (opposite to bleed)
fury: 6s, no, increase crit chance* (opposite to confusion)
retaliation: 6s, no, damage to attacker (opposite to torment)
might: 6s, no, more direct damage dealt (opposite to weakness)
protection: 6s, no, less direct damage taken (opposite to vulnertability)
quickness: 3s, no, decreased cooldown and increased attack speed (opposite to chill)
stability: 3s, no, condition and crowd control time reduction. (opposite to burn)
The fear and immobilize are more of crowd control effects than conditions to me. Necromancers may inflict torment whenever they fear for condition damage.
And now for examples:
Lets take a thief, with not too much condition damage and a more than a little condition duration and let us focus on her bleeds.
she executes her deathbloosom, and first hits her target.
she applies direct damage, and a bleed stack with “some” intensity (based on level and condition damage) for more than 6 seconds because of condition duration.
The said intesity will then be computed to condition damage and an effect – the target will gain endurance slower for a percent.
But she applies two more hits, and those hits adds to intesity of the bleed effect, causing it to be near three times as strong as before (because of the delay between hits). Lets say that for now for 10 seconds she deals 100 damage per second and her target has lesser vigor regeneration by 5%. 2 seconds later she executes another deathbloosom and this is reset for new 7 seconds, 180 damage per second and vigor effect of 9%. Again the target has single stack of bleed.
Now her fellow companion thief executed deathbloosom on same target, but with havier condition build he alone has intensity to do 150 damage per second and 7.5% effect for 8s. They stack:
damage dealt from bleeds adds together to 330.
And the effect percentage stack (9% and (7.5% of the rest 91%) to around 15.83%
That way condition damage will increse the effects of all conditions including cripple, weakness, blind. Healing power will increse the effects of all boons including might and vigor. Condition damage will stack without the cap same as direct damage.
Even builds with no condition damage will contribute their conditions.
Please share your thoughts.
Best regards!
Same here,
tried to buy ori ore, made custom proposition for 50. When I got no response I clicked for the second time. Then my money for 100 disappeared, about 3g50s.
Fix it soon, please!